[osg-users] Aspect Ratio Issue

2013-07-30 Thread Hagai Hanan
Hi,
I also tried posting on the forums but they seem out of order.
I'm trying to render a scene onto a UIView that's part of a UIViewController, so that I can have iOS UI overlay on top of the OSG view.
I tried to achieve this by using the GraphicsWindowIOS class and binding it to my internal view. This works fine except for one issue, the scene seems stretched horizontally (in landscape orientation), even though its rendered at fullscreen and there's no resizing happening.

This is the relevant part of the code I'm using:
[code]
	osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits;
	CGRect lFrame = [self.osgView convertRect:self.osgView.frame fromView:[UIApplication sharedApplication].keyWindow];
	unsigned int w = lFrame.size.width * [[UIScreen mainScreen] scale];
	unsigned int h = lFrame.size.height * [[UIScreen mainScreen] scale];

  osg::DisplaySettings* settings = osg::DisplaySettings::instance();
  settings-setNumMultiSamples(4);
 
  osg::ref_ptrosgViewer::GraphicsWindowIOS::WindowData windata = new osgViewer::GraphicsWindowIOS::WindowData(self.osgView, osgViewer::GraphicsWindowIOS::WindowData::LANDSCAPE_LEFT_ORIENTATION, -1.0f);

	// Setup the traits parameters
	traits-x = lFrame.origin.x * [[UIScreen mainScreen] scale];
	traits-y = lFrame.origin.y * [[UIScreen mainScreen] scale];
	traits-width = w;
	traits-height = h;
 
	traits-windowDecoration = false;
	traits-doubleBuffer = true;
	traits-sharedContext = 0;
	traits-setInheritedWindowPixelFormat = false;
  traits-inheritedWindowData = windata;
 
	// Create the Graphics Context
	osg::ref_ptrosg::GraphicsContext graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get());
	
  _root = new osg::MatrixTransform();

  osg::ref_ptrosg::Node model = (osgDB::readNodeFile("full.ive"));
  _root-addChild(model);
	_viewer = new osgViewer::Viewer();
	

	if(graphicsContext)
	{
		_viewer-getCamera()-setGraphicsContext(graphicsContext);
		_viewer-getCamera()-setViewport(new osg::Viewport(traits-x, traits-y, traits-width, traits-height));
	}
	
	_viewer-setSceneData(_root.get());
  _cameraManipulator = new osgGA::MultiTouchTrackballManipulator();
	_viewer-setCameraManipulator(_cameraManipulator);
	_viewer-realize();
		
	// draw a frame
	_viewer-frame();
[/code]

I noticed that if I do not use a graphics context (for example by commenting out the setGraphicsContext line) the view appears on the entire screen (like before) but with the correct aspect ratio, again, even though there is seemingly no difference in the view's size.

I'm relatively new to OSG and I've been struggling with this issue for a couple of days now so any tips on how to fix it will be appreciated.

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Re: [osg-users] Aspect Ratio Issue

2013-07-30 Thread Robert Osfield
Hi Hagai? Hanan?  Could you sign with the name so we know how to address you :-)

On 30 July 2013 08:41, Hagai Hanan quad...@walla.com wrote:
 I also tried posting on the forums but they seem out of order.

I will raise a disucssion about the issues this week.  Previous
problems have been down to lack of volunteers to moderate the forum so
it could be the same problem.  I don't personally manage the forum,
just the mailing list so I can't directly influence it, it's really
down to the community to support it.

 I'm trying to render a scene onto a UIView that's part of a
 UIViewController, so that I can have iOS UI overlay on top of the OSG view.

 I tried to achieve this by using the GraphicsWindowIOS class and binding it
 to my internal view. This works fine except for one issue, the scene seems
 stretched horizontally (in landscape orientation), even though its rendered
 at fullscreen and there's no resizing happening.
...

My guess is that you aren't setting the Camera's projection matrix to
fit the aspect ratio of your window and will just be getting the
defaults.  The Camera::setProjectionMatrixAsPerspective(..) method is
what controls the views aspect ratio, from the include/osg/Camera
header:

 /** Create a symmetrical perspective projection, See OpenGL
gluPerspective documentation for further details.
  * Aspect ratio is defined as width/height.*/
void setProjectionMatrixAsPerspective(double fovy,double aspectRatio,
  double zNear, double zFar);

Robert.
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-30 Thread Jan Ciger
Hello,

On Mon, Jul 29, 2013 at 10:03 PM, Johannes Scholz
osg-supp...@vtxtech.net wrote:
 Hi,

 my development environment is MSVC++ 2008 Express. Compiler support for 2010 
 to 2012 and GCC is planned, but that are topics for the next days.

 Jan, could you please send you CMakeCache.txt so that I may review your 
 settings? Thanks in advance!

I have checked out your current SVN to make sure I don't send you some
of my hacks I was trying yesterday and now it compiles after there is
proper Release/Debug support. I guess that the OSG macros you are
using are not happy with the debug;foo_d.lib;optimized;foo.lib
format I have used for the LEAP_LIBRARY variable before.

However, I had to fix this:


Index: CMakeLists.txt
===
--- CMakeLists.txt  (révision 11)
+++ CMakeLists.txt  (copie de travail)
@@ -55,6 +55,7 @@
 ${OPENGL_INCLUDE_DIR}
 ${OSG_INCLUDE_DIRS}
 ${CMAKE_SOURCE_DIR}/src
+${CMAKE_SOURCE_DIR}/include
 )

 ADD_SUBDIRECTORY(src)

Without adding of the include folder the compiler won't find the
osgLeap/LeapManipulator header.

Regards,

Jan
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-30 Thread Johannes Scholz
Hi Jan,

today I installed both MSVC++ 2010 and MSVC++ 2012 and I had the include 
directory missing as well. The include fix is now patch and committed.

osgLeap now compiles on MSVC++ 2008, 2010 and 2012 (x86). Building x64 is 
tested on 2008, only.

I would appreciate anybody confirming x64 compilation works on 2010 or 2012, 
but they should work either.

Thank you!

Cheers,
Johannes

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[osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Robert Osfield
Hi All,

While I don't use or am involved in the admin/maintenence of the
forum.openscenegraph.org I am aware of the increase problems that
users of the forum are having.  New users in particular seem hardest
hit waiting for approval.  I believe the issue stems from the lack of
moderators to manage the forum. Art Tevs the creator of the forum now
working in a job that doesn't involve the OSG we no longer have anyone
able to keep things ticking on the forum day in day out.  Calls or
moderators and a replacement admin for the forum have gone out over
the last few years and apart from one person stepping forward the
calls have gone ignored by the forum community.  Unfortuantely that
lone person who volunteered does not look to be still actively
moderatoring the forum, not suprising really as it's a job that really
needs to be shared amoungst the community.

The situation is pretty sad, both from how bad an experience that
forum users now get and just how little effort forum users themselves
are willing to help manage the forum.  Not only will this be damaging
the forum users experience but also will damanging the OSG project as
a whole, great community support is something that the OSG used to
known for, but now the majority of new users who go the forum route
will be get stonewalled by the lack of moderator to approve and manage
new users and threads.

The OSG-3.2 release was the quietest I've ever seen in terms of
community activity testing out release candidates, partly this will be
down to summer holidays, but I also believe it's likely due to
problems with forum.  Less testing means more build breaks and bugs
get through the net so long term this is likely to result in a real
struggle to maintain the quality of software for all users.  Fixing
support issues will help testing and debugging process and help drive
quality improvements.

What to do?  Short term we need volunteers that can help out with
moderating the forum and start clearing the backlog.  If you want to
volunteer then please email me directly, or step forward on this
thread.  I don't personal know the details of what moderating exactly
involves or how to set you up so I'll have to defer to Art Tevs or
others that have done it in the past.  What I do know is that lots of
people sitting on their hands expecting others to pick up the slack
hasn't worked and won't work.

The short term route is to fall back to the osg-users mailing list,
over the years has been very reliable with just a few outages due to
server issues, and while I'm the admin it really doesn't take me much
work to maintain.  The OSG community grew up around the mailing list
and while new users seem to prefer using forums the mailing list has
remained a back bone.  In terms of falling back perhaps we should not
be listing the forum on website, or at least notifiing it's currently
having problems and point new users and existing users of the forum to
the mailing list to get reliable support.

Longer term I'm open to suggestions.  I believe having one community
for support is important - I simply don't have the time to do support
on both mailing list and forum.  Personally I really dislike using
forums - I find them unproducttive and disjointed, any time I get a
private message through the forum I hate it as I have to jump through
hoops just to answer what should be just a couple clicks if it had
been an email.  The dual forum - mailing list that we have had when it
worked well was pretty impressive with posts to the forum and mailing
list being cross posted reasonably reliable.  There have been problems
though - attachments are unreliable on the forum especially when being
posted to the mailing list, also forum users tend to converse in
slightly different ways to way people do on mailing lists.  Might
there be better mailing list/forum solutions out there?

I'm open to suggestions, so let's here what you think and what you'll
be able to help with :-)
Robert.
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[osg-users] [ANN] Visual Studio 2012 Binaries Available

2013-07-30 Thread John Farrier
Hello dear OSG-community,

I have pre-built binaries for OSG 3.0.1 and 3.2.0 for Visual Studio 2012 in 
both 32 and 64-bit configurations (release and debug) available for download 
along with 3rd Party libraries suitable for building on your own.  

http://www.helleboreconsulting.com/index.php/open-source/openscenegraph

Best regards,

John

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Alexandre Vaillancourt
Robert, All,

I've been using OSG for a little more than a year now, and started to post
on the mailing list/forum (tried to :P) this week.

Before that I was using google to look for answers about OSG, and from what
I've experienced, search results lead more often to the forum than to
content of the mailing list, so IMHO removing the forum would not be a good
idea. But I agree that advertising a feature that is not working may make
new users turn around, as younger ppl are more used to forums and are
afraid of old-shool mailing list (I am :P).

I do not have a better alternative solution to suggest, unfortunately (at
least for now).

--
Alexandre Vaillancourt


2013/7/30 Robert Osfield robert.osfi...@gmail.com

 Hi All,

 While I don't use or am involved in the admin/maintenence of the
 forum.openscenegraph.org I am aware of the increase problems that
 users of the forum are having.  New users in particular seem hardest
 hit waiting for approval.  I believe the issue stems from the lack of
 moderators to manage the forum. Art Tevs the creator of the forum now
 working in a job that doesn't involve the OSG we no longer have anyone
 able to keep things ticking on the forum day in day out.  Calls or
 moderators and a replacement admin for the forum have gone out over
 the last few years and apart from one person stepping forward the
 calls have gone ignored by the forum community.  Unfortuantely that
 lone person who volunteered does not look to be still actively
 moderatoring the forum, not suprising really as it's a job that really
 needs to be shared amoungst the community.

 The situation is pretty sad, both from how bad an experience that
 forum users now get and just how little effort forum users themselves
 are willing to help manage the forum.  Not only will this be damaging
 the forum users experience but also will damanging the OSG project as
 a whole, great community support is something that the OSG used to
 known for, but now the majority of new users who go the forum route
 will be get stonewalled by the lack of moderator to approve and manage
 new users and threads.

 The OSG-3.2 release was the quietest I've ever seen in terms of
 community activity testing out release candidates, partly this will be
 down to summer holidays, but I also believe it's likely due to
 problems with forum.  Less testing means more build breaks and bugs
 get through the net so long term this is likely to result in a real
 struggle to maintain the quality of software for all users.  Fixing
 support issues will help testing and debugging process and help drive
 quality improvements.

 What to do?  Short term we need volunteers that can help out with
 moderating the forum and start clearing the backlog.  If you want to
 volunteer then please email me directly, or step forward on this
 thread.  I don't personal know the details of what moderating exactly
 involves or how to set you up so I'll have to defer to Art Tevs or
 others that have done it in the past.  What I do know is that lots of
 people sitting on their hands expecting others to pick up the slack
 hasn't worked and won't work.

 The short term route is to fall back to the osg-users mailing list,
 over the years has been very reliable with just a few outages due to
 server issues, and while I'm the admin it really doesn't take me much
 work to maintain.  The OSG community grew up around the mailing list
 and while new users seem to prefer using forums the mailing list has
 remained a back bone.  In terms of falling back perhaps we should not
 be listing the forum on website, or at least notifiing it's currently
 having problems and point new users and existing users of the forum to
 the mailing list to get reliable support.

 Longer term I'm open to suggestions.  I believe having one community
 for support is important - I simply don't have the time to do support
 on both mailing list and forum.  Personally I really dislike using
 forums - I find them unproducttive and disjointed, any time I get a
 private message through the forum I hate it as I have to jump through
 hoops just to answer what should be just a couple clicks if it had
 been an email.  The dual forum - mailing list that we have had when it
 worked well was pretty impressive with posts to the forum and mailing
 list being cross posted reasonably reliable.  There have been problems
 though - attachments are unreliable on the forum especially when being
 posted to the mailing list, also forum users tend to converse in
 slightly different ways to way people do on mailing lists.  Might
 there be better mailing list/forum solutions out there?

 I'm open to suggestions, so let's here what you think and what you'll
 be able to help with :-)
 Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Robert Osfield
Hi Alexandre,

On 30 July 2013 15:00, Alexandre Vaillancourt
alexandre.vaillancourt.l...@gmail.com wrote:
 I've been using OSG for a little more than a year now, and started to post
 on the mailing list/forum (tried to :P) this week.

That's an impressive amount of time to work without support :-)

 Before that I was using google to look for answers about OSG, and from what
 I've experienced, search results lead more often to the forum than to
 content of the mailing list, so IMHO removing the forum would not be a good
 idea.

All forum traffic is mirrored on the mailing list and visa-versa so in
theory the same content should be available in the mailing list
archives as they are on the forum.  I'd guess that the difference will
be the search engines are listing the forum content higher, the non
forum content should be their too.

 But I agree that advertising a feature that is not working may make
 new users turn around, as younger ppl are more used to forums and are afraid
 of old-shool mailing list (I am :P).

Be afraid, be very afriad some might even email you!!! ;-)

Funny how different generations of internet users have differnet
affinities.  I wonder if this might also be why volunterring to help
might also be an aspect of this new generation that is differnet.
Everyone knows how to use but not contribute directly to management of
forums.  It does just require rolling ones sleeve up to learn new
stuff like using email!

Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Daniel Trstenjak

 Funny how different generations of internet users have differnet affinities.

Perhaps some people just prefer forums because they don't know about
email filters and don't have an email reader with threading support.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Jan Ciger
On Tue, Jul 30, 2013 at 5:53 PM, Daniel Trstenjak
daniel.trsten...@gmail.com wrote:

 Funny how different generations of internet users have differnet affinities.

 Perhaps some people just prefer forums because they don't know about
 email filters and don't have an email reader with threading support.


Ehm, Thunderbird is both free and has decent threading. GMail works
quite well too.

On the other hand, a lot of people have never used a mailing list
before, many younger people haven't even seen a classic e-mail (or
usenet!) client at all - e-mail today being synonymous with things
like GMail, Yahoo, Hotmail and other stuff that grandma uses -
normal people write a message on the Facebook wall instead.

So doing things like having to use a crummy web interface trying to
emulate a somewhat passable text editor to post a message somewhere
that is trying the darnedest to chase the usability of an Usenet
reader from 20 years ago (and still frequently fails at it) is normal
for them, because that is how everyone does it everywhere. E.g. I
haven't seen a gaming community use anything else but a forum for
their communication. The Cyanogen project (custom Android ROM for
mobile phones) is even releasing their software by posting into a
forum - that makes it wonderfully easy to find bugs for the current
release from the page 1 at the end of a 1000+ pages long thread
accumulated over months and years ...

One thing that doesn't help with the mailing lists is that generally
the archives and searching of them is often terrible. There are
exceptions like GMane, but few people know about them and use them.

If the forum users don't step up to help run the forum, I would
suggest to bite the bullet and shut it down. Granted, that isn't going
to be popular, but I think few people can be expected to sit on the
forum all day long to deal with the issues when we have jobs to do ...

Best regards,

Jan
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-30 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 07/30/2013 01:12 PM, Johannes Scholz wrote:
 Hi Jan,
 
 today I installed both MSVC++ 2010 and MSVC++ 2012 and I had the
 include directory missing as well. The include fix is now patch and
 committed.
 
 osgLeap now compiles on MSVC++ 2008, 2010 and 2012 (x86). Building
 x64 is tested on 2008, only.
 
 I would appreciate anybody confirming x64 compilation works on 2010
 or 2012, but they should work either.

x64 works for me on 2012. Well, works - as much as the Leap itself
works, the device is really underwhelming after all that hype.

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.13 (GNU/Linux)
Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

iD8DBQFR9/Ngn11XseNj94gRAjJBAKDfKnU5Z4g08wkDfNRo2o7ry8Az4wCgi7lo
QZSgEeSoCvtMwG/fYAtcaT4=
=BnPQ
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-30 Thread Johannes Scholz

Jan Ciger wrote:
 
 x64 works for me on 2012. Well, works - as much as the Leap itself works, the 
 device is really underwhelming after all that hype. 


Actually that's true it gets kind of hyped. From what I learned by now the 
tracking is not that stable and reliable as one in an industrial field or even 
a gamer might have wished.

I work in a Virtual Reality environment where the ball-marker-based infrared 
ART Tracking is still state of the art since years. It is very robust and 
reliable while delivering good precision, altought not on a sub-mm level. Now 
on the other hand its very expensive, we're talking about many 1000 Euros. The 
Leap costs 1-2% of that solution, so some kind of drawback might be acceptable.

ButI think although the Leap is not perfect, you can make great stuff when 
using the Leap correctly. Finger tracking is not that reliable, but hand 
tracking is quite good I think. After some training I can now use the 
LeapManipulator to navigate through my models reliably. But it can do more... I 
will try to make some demos of what I have in mind in the next weeks.

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Björn Blissing
Hi Robert et al, 

I would love for the forum to keep working. The forum is usually my goto place 
to find new information about OpenSceneGraph and I actually like the format 
better then the e-mail lists. Although the current state of the forum makes me 
a bit sad for the new users.

I have been contemplating volunteering to do some basic moderation, ie. proof 
reading the first messages that users post before getting forum approval. My 
main hesitation has been, as I guess for all of you, lack of time.  

I also tend to work with OSG related project in irregular time periods. I have 
actually been working with OSG on and off since 2002. (My first experience with 
OSG was at a presentation that Robert held in Stockholm in November 2001). I 
usually work with it for a month or two and then I am away from the community 
for a couple of months doing other projects. The forum is perfect for this 
on-and-off lifestyle since it doesn't clog up my e-mail folders when I am 
inactive as a OSG user. (Registering and unregistering from the email lists 
became rather tedious.)

So rather then letting the forum die, I would like to volunteer as moderator. 
Although I probably would be a moderator that would be rather inactive during 
some periods. But if there are more moderators our inactive periods hopefully 
shouldn't overlap too much.

TLDR; I hereby volunteer as a forum moderator.

Best regards,

Björn Blissing

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Wang Rui
Hi Robert,

I'm currently working on the Chinese translation of OpenGL Programming
Guide 8th Edition, as well as some client projects. It's heavy work for me
so sorry for not being with the community these days. Fortunately I'm going
to have a few more time later and will be back for more tests and feature
addtions :-)

In 2008, I started a Chinese OSG forum (bbs.osgchina.org), and have been
managing it until now, which has about 7 housand members and more than 50
thousand posts. My experience is simply that you can hardly satisfy
everyone who has questions in the forum. In most cases, askers will only
put the questions like 'why my scene is black' or 'how to implement 3DGIS
software', and it is nearly impossible to give a complete answer. I will
always ignore such topics or just give an one-line answer to save their
time and my time at that time. :-)

We had better support forums and even social networks for OSG users,
especially those young men, to get in touch with each other. This will also
help OSG itself to grow more quickly and get more attentions when related
news are coming. Release news will also receive more feedbacks if published
on forum. In fact, in my opinion, the forum should not be somewhere filled
with questions and answers, but a place for sharing ideas and achievements,
making friends, and looking for opportunities. We need not only moderators
but also active members to publish news, feature suggestions, discussions
and project galleries in the forum, to attract more people to attend and
encourage them to share their ideas, too.

Wang Rui



2013/7/31 Björn Blissing bjorn.bliss...@vti.se

 Hi Robert et al,

 I would love for the forum to keep working. The forum is usually my goto
 place to find new information about OpenSceneGraph and I actually like the
 format better then the e-mail lists. Although the current state of the
 forum makes me a bit sad for the new users.

 I have been contemplating volunteering to do some basic moderation, ie.
 proof reading the first messages that users post before getting forum
 approval. My main hesitation has been, as I guess for all of you, lack of
 time.

 I also tend to work with OSG related project in irregular time periods. I
 have actually been working with OSG on and off since 2002. (My first
 experience with OSG was at a presentation that Robert held in Stockholm in
 November 2001). I usually work with it for a month or two and then I am
 away from the community for a couple of months doing other projects. The
 forum is perfect for this on-and-off lifestyle since it doesn't clog up
 my e-mail folders when I am inactive as a OSG user. (Registering and
 unregistering from the email lists became rather tedious.)

 So rather then letting the forum die, I would like to volunteer as
 moderator. Although I probably would be a moderator that would be rather
 inactive during some periods. But if there are more moderators our inactive
 periods hopefully shouldn't overlap too much.

 TLDR; I hereby volunteer as a forum moderator.

 Best regards,

 Björn Blissing

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[osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Sergey Kurdakov
Hi Robert,

working with OpenGL ES 2.0 with Angle ( I also checked ATI OpenGL ES SDK )
with osg 3.2
I have a warning Detected OpenGL error invalid enumerant on this line in
State.cpp

 glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);

( in following part of  code in function void
State::initializeExtensionProcs()  )

 if ( osg::getGLVersionNumber() = 2.0 ||
osg::isGLExtensionSupported(_contextID,GL_ARB_vertex_shader) ||
OSG_GLES2_FEATURES)
{

glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,_glMaxTextureUnits);
glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);
}



I asked Angle project list that maybe they are wrong here ( but still ATI
ES SDK also lacks GL_MAX_TEXTURE_COORDS ) and they responded they are not,
the  GL_MAX_TEXTURE_COORDS is underfined for OpenGL ES 2.0


So, possibly here there should be a code like

if ( osg::getGLVersionNumber() = 2.0 ||
osg::isGLExtensionSupported(_contextID,GL_ARB_vertex_shader) ||
OSG_GLES2_FEATURES)
{

glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,_glMaxTextureUnits);
if(OSG_GLES2_FEATURES)
{
_glMaxTextureCoords = _glMaxTextureUnits;
}
else
glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);
}

?

Best regards
Sergey
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Re: [osg-users] Node visitor pattern

2013-07-30 Thread michael kapelko
Hi. I finally started to implement the described Timer functionality and
was faced with almost the same question: how do I subscribe to osgViewer
each frame update?
Should I add my class to osgViewer::ViewerBase::setUpdateVisitor?

2012/6/22 Robert Osfield robert.osfi...@gmail.com

 Hi Michael,

 On 22 June 2012 10:30, michael kapelko korn...@gmail.com wrote:
  Am I understanding correctly that Object::STATIC is a flag that says
  something won't be traversed/updated each frame (based on some
  internal decision), and Object::DYNAMIC says: traverse/update it each
  frame?

 DataVariance on Node's isn't used during the normal frame traversals
 like update, event and cull traverals, it's only used as hint to the
 osgUtil::Optimizer traversals to know whether it can optimize
 away/modify nodes for scene graph optimization purposes.

 However, the DataVarinace on StateSet and Drawable is used during draw
 dispatch when using the DrawThreadPerContext and
 CullThreadPerCameraDrawThreadPerContext threading models - it's used
 to prevent the next frame from commensing while there are still
 dyanmic leaves to be dispatched to OpenGL.

 Robert.
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Re: [osg-users] Node visitor pattern

2013-07-30 Thread Robert Osfield
Hi Micahel,

On 31 July 2013 05:17, michael kapelko korn...@gmail.com wrote:
 Hi. I finally started to implement the described Timer functionality and was
 faced with almost the same question: how do I subscribe to osgViewer each
 frame update?
 Should I add my class to osgViewer::ViewerBase::setUpdateVisitor?

There are several ways the best will depend upon your specific needs.

One approach would be to implement your own frame() loop rather than
rely upon run(), in this frame() loop you could updating your timer
code right after the call to viewer.advance();

Another approach would be to subclass osgViewer and override the
updateTraversal() method.

Another would be to use an update callback attached to a node in the
scene graph.

Robert.
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Re: [osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Robert Osfield
Hi Sergey,

You suggested change looks reasonable.  Curious that others including
myself haven't spotted this error so I can only presume that quite a
few GLES implementations do indeed included support for
GL_MAX_TEXTURE_COORDS.  Once you have the code working cleanly could
you post the modified file to osg-submissions.

Thanks,
Robert.

On 31 July 2013 04:18, Sergey Kurdakov sergey.fo...@gmail.com wrote:
 Hi Robert,

 working with OpenGL ES 2.0 with Angle ( I also checked ATI OpenGL ES SDK )
 with osg 3.2
 I have a warning Detected OpenGL error invalid enumerant on this line in
 State.cpp

  glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);

 ( in following part of  code in function void
 State::initializeExtensionProcs()  )

  if ( osg::getGLVersionNumber() = 2.0 ||
 osg::isGLExtensionSupported(_contextID,GL_ARB_vertex_shader) ||
 OSG_GLES2_FEATURES)
 {

 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,_glMaxTextureUnits);
 glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);
 }



 I asked Angle project list that maybe they are wrong here ( but still ATI ES
 SDK also lacks GL_MAX_TEXTURE_COORDS ) and they responded they are not, the
 GL_MAX_TEXTURE_COORDS is underfined for OpenGL ES 2.0


 So, possibly here there should be a code like

 if ( osg::getGLVersionNumber() = 2.0 ||
 osg::isGLExtensionSupported(_contextID,GL_ARB_vertex_shader) ||
 OSG_GLES2_FEATURES)
 {

 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,_glMaxTextureUnits);
 if(OSG_GLES2_FEATURES)
 {
 _glMaxTextureCoords = _glMaxTextureUnits;
 }
 else
 glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);
 }

 ?

 Best regards
 Sergey





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[osg-users] OpenGL ES 2.0 on windows

2013-07-30 Thread Sergey Kurdakov
Hi Robert,

Once you have the code working cleanly could
you post the modified file to osg-submissions.

ok,

checking now.

Regards
Sergey

On Wed, Jul 31, 2013 at 9:29 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Sergey,

 You suggested change looks reasonable.  Curious that others including
 myself haven't spotted this error so I can only presume that quite a
 few GLES implementations do indeed included support for
 GL_MAX_TEXTURE_COORDS.  Once you have the code working cleanly could
 you post the modified file to osg-submissions.

 Thanks,
 Robert.


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