Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-24 Thread Robert Osfield
Hi Judson,

On 23 May 2013 21:57, Judson Weissert jud...@mfrac.com wrote:
 I just realized that the modification to osgViewer::Viewer is not actually
 required to reproduce the problem in the osgviewer application since there
 are no update callbacks installed anyway. Originally, I could not get the
 behavior to happen in the unmodified osgviewer application, but I just tried
 again and the unmodified osgviewer application (when run with
 --run-on-demand dumptruck.osgt) did exhibit the problem after I played with
 it for a while.

 Toggling the stats viewer while manipulating the model via right click and
 drag may increase the probability of triggering the behavior.

This is great news, I've just tried running osgviewer --run-on-demand
as suggested and see the problem with the pan causing the view to jump
off toward infinity.  I can reproduce the bug consistently so there is
a good chance I'll be able to home in on the issue.

Robert.
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Re: [osg-users] 3D mice

2013-05-24 Thread Jan Ciger
On Fri, May 24, 2013 at 7:32 AM, Thomas Lerman osgfo...@tevs.eu wrote:
 Incidentally, I have it working using VRPN only and it is insanely cool.

Hehe :)

Enjoy!

Jan
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Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-24 Thread Robert Osfield
Hi Judson.

I have refactored the Viewer/CompositeViewer::checkNeedToDo() method
so that it now calls a new Viewer/CompositeViewer::checkEvents()
method that checks for available events rather than rely upon the more
heavier weight eventTraversals() method.

The eventTraversals() method design is focused on being done as part
of a full frame and was hacked to work in the case of run or demand
but didn't handle me moving the frame() event generation into.  There
are good reasons to move frame() event, but not so good reasons to do
a full event traversal as a means for checking whether a full frame is
needed or not.

The introduction of the checkEvents() method required quite a few
changes in other classes to support it, fingers crossed I haven't
broken the build in the process of making these changes, unfortunately
I can't test out OSX, iOS, Windows builds so will have rely upon the
community to test of these changes that I had to make to the platform
specific GraphicsWindow implementations.

I have now checked in my changes to svn/trunk, could you test them out
and let me know if things are working OK now.

Cheers,
Robert.
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[osg-users] osg Notification

2013-05-24 Thread Sajjadul Islam
Hi forum,

I am going through a source of a plugin and they have mentioned something as 
follows:


Code:

.
.
 osg::notify(osg::WARN)   
 __FUNCTION__  : osg::GraphicsContext must have a valid state.
 std::endl;






What is __FUNCTION__ here ?


Thank you!

Cheers,
Sajjadul

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Re: [osg-users] osg Notification

2013-05-24 Thread michael kapelko
http://lmgtfy.com/?q=__FUNCTION__

2013/5/24 Sajjadul Islam dosto.wa...@gmail.com

 Hi forum,

 I am going through a source of a plugin and they have mentioned something
 as follows:


 Code:

 .
 .
  osg::notify(osg::WARN)
  __FUNCTION__  : osg::GraphicsContext must have a valid
 state.
  std::endl;
 
 




 What is __FUNCTION__ here ?


 Thank you!

 Cheers,
 Sajjadul

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Re: [osg-users] [build] Building a libc++ project against OSG on Mac OS X

2013-05-24 Thread Ulrich Hertlein
On 6/05/13 20:42, Kellen Gillespie wrote:
 @ulrich - Thanks for the reply!  It definitely makes sense to me that OSG 
 would also
 need to be built with libc++ / c++11 in order to properly be linked to by my 
 project.
 
 Since that's the case, do you remember how you did build OSG with those 
 features?  I've
 tried compiling OSG with libc++ but MANY of the Osg Plugins fail to compile 
 when I'm
 using libc++ instead of libstdc++.  Did you not run into these problems 
 compiling OSG?

Did you compile the plugin libraries with the same runtime library?
/ulrich
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[osg-users] [OT] Is it legal to collect video card information?

2013-05-24 Thread michael kapelko
Hi.
Sorry for off-topic question, but I'm curious if it's legal to collect user
video card information like GL_VENDOR, GL_MAX_TEXTURE_UNITS and such to
create some possibly public DB with very detailed info about various video
cards for the purpose of video settings autoselection in games?

Thanks.
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Re: [osg-users] [OT] Is it legal to collect video card information?

2013-05-24 Thread Sergey Polischuk
Hi you can just give user option or warning about what info is collected Cheers. 24.05.2013, 16:28, "michael kapelko" korn...@gmail.com:Hi.Sorry for off-topic question, but I'm curious if it's legal to collect user video card information like GL_VENDOR, GL_MAX_TEXTURE_UNITS and such to create some possibly public DB with very detailed info about various video cards for the purpose of video settings autoselection in games? Thanks. ,___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] How to apply textures to a model in openscenegraph?

2013-05-24 Thread Cary, Karl A.
If you have a need to actually change the flt file itself to change it
to use dds textures, you can write something using the openFLT API. I
actually just very recently did this myself. We had several hundred
models we were converting to use dds instead of rgb files. The samples
given with the API and the documentation should be good enough if you go
that route. Look at the egwalk example to figure out how to drill down
the structure. To actually change the name you will need to use the
mgGetFirstTexture, mgGetTextureSaveName, and mgGetNextTexture. That took
me a while to figure out..

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lokesh
kumar
Sent: Thursday, May 23, 2013 6:02 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to apply textures to a model in
openscenegraph?

Robert Osfield robert.osfield@... writes:

 
 Hi Lokesh,
 
 The easist thing to do would be to use osgconv to convert the files to

 native OSG binary format .osgb and have osgconv do the compression for

 you.  Use osgconv --help for the options.  The other alternative to to

 write your own osgDB::Registry::ReadFile callback that intercepts the 
 readImage calls and changes the filename to the .dds equivalent.
 
 Robert.
 


Thank you Robert!!

I'm interested in your 2nd alternative :- 

using osgDB::Registry::ReadFile  


but, i'm Newbie in openscenegraph.
can you give a short example.

Regards
-Lokesh 



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[osg-users] Call for cross platform testing in prep for OpenSceneGraph-3.1.7 dev release

2013-05-24 Thread Robert Osfield
Hi All,

I have been fixing various bugs and merging submissions this week and
am now gearing to wrap this all up as the OpenSceneGraph-3.1.7 dev
release.  Some of the changes I had to make to platform specific code
that I can't compile and test here so will need members of the
community to pitch in and test the build and execution under Windows,
OSX,iOS and Android.

Thanks in advance for you help testing,
Robert.
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Re: [osg-users] Call for cross platform testing in prep for OpenSceneGraph-3.1.7 dev release

2013-05-24 Thread Jordi Torres
Hi Robert,

There are still a couple of submissions pending w.r.t android devices.
Specially one about the static variables initialization in Uniform.cpp from
Jorge Izquierdo, without this fix the viewer in android won't run.

Cheers.

[1]http://forum.openscenegraph.org/viewtopic.php?t=11939


2013/5/24 Robert Osfield robert.osfi...@gmail.com

 Hi All,

 I have been fixing various bugs and merging submissions this week and
 am now gearing to wrap this all up as the OpenSceneGraph-3.1.7 dev
 release.  Some of the changes I had to make to platform specific code
 that I can't compile and test here so will need members of the
 community to pitch in and test the build and execution under Windows,
 OSX,iOS and Android.

 Thanks in advance for you help testing,
 Robert.
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-- 
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Re: [osg-users] Call for cross platform testing in prep for OpenSceneGraph-3.1.7 dev release

2013-05-24 Thread Robert Osfield
Hi Jordi,

On 24 May 2013 17:40, Jordi Torres jtorresfa...@gmail.com wrote:
 There are still a couple of submissions pending w.r.t android devices.
 Specially one about the static variables initialization in Uniform.cpp from
 Jorge Izquierdo, without this fix the viewer in android won't run.

Thanks for the pointer. I've had a look through the submissions
associated with Android and merge one, but for the Uniform.cpp
submission I've decided to try out a simpler solution - move the
static's from global scope into th Uniform::getNameID() method and
then use the OSG_INIT_SINGLETON_PROXY to force a call to the
getNameID() method.   I used this approach as I keeps the code simple
without needing to create another singleton class simply to get around
this platform specific issue.

The code now looks like:

unsigned int Uniform::getNameID(const std::string name)
{
typedef std::mapstd::string, unsigned int UniformNameIDMap;
static OpenThreads::Mutex s_mutex_uniformNameIDMap;
static UniformNameIDMap s_uniformNameIDMap;

OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap);
UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name);
if (it != s_uniformNameIDMap.end())
{
return it-second;
}
unsigned int id = s_uniformNameIDMap.size();
s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id));
return id;
}

// Use a proxy to force the initialization of the static variables in
the Unifrom::getNameID() method during static initialization
OSG_INIT_SINGLETON_PROXY(UniformNameIDStaticInitializationProxy,
Uniform::getNameID(std::string()))

This change is now checked into svn/trunk.  Could you test it out and
let me know if there is any remaining problems?


Robert.
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[osg-users] 57 days till Siggraph 2013 [60 days till Openscenegraph BOF] and release of osgDisneyland

2013-05-24 Thread John Richardson
57 days - So says the Siggraph website

 

60 days - says the advanced program for BOF's. Good inexpensive hotels are
still available.

 

Option 1 for release of osgDisneyland

1)  Print the tee shirt

2)  Announce osgDisneyland

3)  Deliver in 2014

Note: This is similar to the Jello Equation paper accepted at a previous
SIGGRAPH and actually published in the paper proceedings.

 

OR [BETTER OPTION]

 

Option 2 for release of osgDisneyland

1)  Create Graphics for ride

2)  Make it spin or whatever

3)  Show it off at the BOF

Note: Feel free to include a mesh of your face on the front of the ride. J

 

PLAN B

1)  Just have oodles [American slang for many] of OSG researchers give
really amazingly fantastic cool lectures on how absolutely totally massively
useful OSG is at the BOF

2)  Three 20 minute slots or four 15 minute slots or five 12 minute
slots or combinations of the preceding

 

Historical Note: PLAN B usually materializes 10 to 20 days before SIGGRAPH
when people finally get their travel plans solidified. However,
osgDisneyland would require upfront planning. I can coordinate the logistics
but people might want to chime in early on off  list to me.

 

John F. Richardson



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Re: [osg-users] How to apply textures to a model in openscenegraph?

2013-05-24 Thread Trajce Nikolov NICK
You don't even need to use the openflight api (is it freelebly available?).
Go download the OpenFlight spec from the Presagis website (it is free) and
write something that will change the texture name in the openflight texture
palette. If you are after using dds instead of rgb you change only the
extension in the palette. I have done this several times.

Nick


On Fri, May 24, 2013 at 4:59 PM, Cary, Karl A. karl.a.c...@saic.com wrote:

 If you have a need to actually change the flt file itself to change it
 to use dds textures, you can write something using the openFLT API. I
 actually just very recently did this myself. We had several hundred
 models we were converting to use dds instead of rgb files. The samples
 given with the API and the documentation should be good enough if you go
 that route. Look at the egwalk example to figure out how to drill down
 the structure. To actually change the name you will need to use the
 mgGetFirstTexture, mgGetTextureSaveName, and mgGetNextTexture. That took
 me a while to figure out..

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lokesh
 kumar
 Sent: Thursday, May 23, 2013 6:02 AM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] How to apply textures to a model in
 openscenegraph?

 Robert Osfield robert.osfield@... writes:

 
  Hi Lokesh,
 
  The easist thing to do would be to use osgconv to convert the files to

  native OSG binary format .osgb and have osgconv do the compression for

  you.  Use osgconv --help for the options.  The other alternative to to

  write your own osgDB::Registry::ReadFile callback that intercepts the
  readImage calls and changes the filename to the .dds equivalent.
 
  Robert.
 


 Thank you Robert!!

 I'm interested in your 2nd alternative :-

 using osgDB::Registry::ReadFile


 but, i'm Newbie in openscenegraph.
 can you give a short example.

 Regards
 -Lokesh



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Re: [osg-users] OSG Collada

2013-05-24 Thread Rice, Steve M
Hi Randall and osg-users...

I ran into very similar issues in my attempt to implement OSG  Collada.  I 
tried to download the latest version suggested from OSG to get the Collada 
plugin to work on MS Visual Studio. Have you had any luck or made any progress 
or heard back from any other users since you posted your message on 4-26-2013?

Below are the exact versions of OSG/Collada/MS VS I tried to integrate and the 
problems I encountered. Basically, the bottom line is after compiling and 
linking and finally getting a version that links, the Plugin is not recognized 
when I try to write a .dae file.  Here is exact error message I am receiving 
(also highlighted in my documentation below)-- Warning: Could not find plugin 
to write nodes to file lod1.dae.

Documenting Installation of OSG Collada Plugin:

Collada in OSG:  Installing of collada-dom-2.40 (OSG Collada Plugin)-

·Downloaded collada-dom-2.4.0.tgz from 
http://sourceforge.net/projects/collada-dom/

·uncompressed and un-tarred using 7-Zip file manager

·Building and Installing collada-dom-2.40

o   Building with CMAKE a lot of problems with CMAKE, so going to compile 
it from vc++ v9 documentation

§  Needs Cg 2.0.. latest is Cg 3.1 
https://developer.nvidia.com/cg-toolkit-download

·Cg 2.0/3.1 compatibility--- possible problems so installed older 
version Cg

·Possible incompatibility with my version of Direct X current installed 
-- http://msdn.microsoft.com/library/windows/apps/hh452744.aspx

§  Had to set BOOST env variables: BOOST_ROOT, BOOST_INCLUDEDIR, 
BOOST_LIBRARYDIR... still CMAKE cannot find the libraries.  Suggestion was to 
try an older version and will clear up issues. so installing BOOST 1.44.0.

o   Building in MVS 2008 V9 C++ (Version 9.0.30729.1 SP)

§  Trying the install directly in MVS V9 (without CMAKE)

§  Followed instructions from: 
http://collada.org/mediawiki/index.php/DOM_guide:_Setting_up#Downloading_the_COLLADA_DOM

§  with additional instructions (Dec. 2012) - TheOrestes  #3 -- 
http://www.gamedev.net/topic/628276-setting-up-collada-dom-240-in-vs-2010/

§  trying to resolve compile problems to ZAE references by adding preprocessor 
flag NO_ZAE

·results:   compiled no errors hopefully now I have a static 
collada_dom library

·Someone else got it to work with NO_ZAE in May 2009. I've 
compiled COLLADA dom 1.4 with them using the NO_ZAE and NO_BOOST defines 
on 
http://collada.org/public_forum/showthread.php/990-Collada-external-libs-and-64-bit-Windows

o   BUILD OSG CLIENT APPLICATION with COLLADA DOM:   Adding the Build 
Collada library to existing OSG OpenFlightLOD extraction project:

§  Currently still get errorWriting file = lod1.dae Error writing file 
lod1.dae: Warning: Could not find plugin to write nodes to file lod1.dae.

§  Add collada-dom libraries to current project to tell it there is a plugin.

§  removed these Linker--General--Additional Library Directories: C:\Program 
Files\boost\boost_1_53_0\libs; C:\Program Files\boost\boost_1_53_0\bin.v2\libs; 
C:\Program Files\boost\boost_1_53_0\bin.v2\libs\regex\build\msvc-9.0;  
C:\Program 
Files\boost\boost_1_53_0\bin.v2\libs\regex\build\msvc-9.0\debug\link-static\threading-multi
NOTE: Don't need these because using the boost that comes with collada dom 
download.

§  Added all definitions to build Client App from ... 
http://collada.org/mediawiki/index.php/DOM_guide:_Setting_up#Building_client_applications

·Compiled and linked without errors... BUT... STILL get Error writing 
file lod1.dae: Warning: Could not find plugin to write nodes to file lod1.dae.
Found this interesting text in log file on google search...
  * CMakeModules/FindCOLLADA.cmake,
  src/osgPlugins/dae/daeRMaterials.cpp: From Roland Smeenk,
  Attached are two small fixes:
  -I changed the SET of COLLADA_BOOST_INCLUDE_DIR to use findpath,
  so users may override this setting if they choose not to build
  against to precompiled boost libraries delivered with the Collada
  DOM.
and...
   * CMakeModules/FindCOLLADA.cmake,
 src/osgPlugins/dae/CMakeLists.txt: From Roger James and Robert
 Osfield, fixes and reorganization to better support Windows 
dynamic library build
   and...
   * src/osgPlugins/dae/daeWTransforms.cpp: From Roland Smeenk,
 Attached is a fix for the Collada plugin. A
 PositionAttitudeTransform wrote its place elements in the 
wrong order.

---



The following is the post I am replying to from:   
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2013-April/063155.html

I'm having trouble with the OSG Collada plugins on Visual Studio.  I
tried downloading the recommended version from the website, but that now
leads to a dead-end.  I dug the 

[osg-users] Any recent work on CIGI interfaces to OSG?

2013-05-24 Thread Chris Calef
Hi,

I'm new to OSG, coming in from the direction of FlightGear, but I'm here
primarily because I am interested in implementing a CIGI interface to
FlightGear, and would like to put as much of this work as possible into an
OSG module in order to make it useful to the larger OSG community and not
only FlightGear developers.

I have read the conversations about doing this from several years ago, but
have not found any recent discussion or located any available code drops.
I have downloaded the MPV example from CIGI at sourceforge, which is based
on OSG, and that is quite helpful, but I wanted to introduce myself here
and see if anyone can catch me up on any other existing work in this
direction, or give me advice about where to start.

Much of the CIGI interface is dedicated to higher order simulation
functions (ie celestial bodies, ocean conditions, aircraft controls) which
are probably too specific to implement at the OSG layer, but I'd like to
make at least a virtual wrapper in OSG which could be inherited by
FlightGear and other OSG based projects, each of which could determine on
its own which functions to support, and how to support them.

Any pointers would be welcome.  I am applying for funding for this project
in one week, so the more information I can gather before then the better.

Thanks for all your efforts!

Chris Calef, CTO
BrokeAss Games, LLC
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