Re: [osg-users] help with osgVolume

2011-09-19 Thread Allen Wing
Thanks very much, I would try it out!

Allen Wang

2011/9/19 Robert Osfield robert.osfi...@gmail.com

 Hi Alllen,

 On Fri, Sep 16, 2011 at 1:06 PM, Allen Wing wanglinse...@gmail.com
 wrote:
  Can one of osgVolume's command-lines make the rendering result achieve
 the
  effect of dicomViewer(looks like more transparent)?

 The osgvolume example has support for altering the transparency and
 alpha clipping and the rendering techniques used at runtime.  The
 interactive property support is provided by the
 osgVolume::PropertyAdjustmentCallback which you can reuse in your own
 program.  See include/osgVolume/Property for the list of properties
 that are available to control the rendering.

 Press the 'v' key to cycle through the different rendering techniques.
  The techniques are standard intensity, light using normals computed
 from the volume, iso surface and maximum intensity projection.

 Press 'a' and move the mouse up and down to adjust the alpha clipping
 value.

 Press 't' and move the mouse up and down to adjust the transparency.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] help with osgVolume

2011-09-16 Thread Allen Wing
Hi Robert,
I'm really sorry. It's my fault, my dicom files contain inconsistent files
they are from different parts of body.
Actually osgVolume example program can correctly parse my dicom files when I
manually put those associated dicoms in one folder.
I downloaded a free software named dicomviewer, it can automatically
identify associated dicoms and extract them for rendering.
Attachments are two rendering results from osgVolume and dicomViewer.
Can one of osgVolume's command-lines make the rendering result achieve the
effect of dicomViewer(looks like more transparent)?

In this project my teacher wants to build program kind like dicomViewer in
first phase.
So I want how many features osgVolume can achieve dealing with dicom.
Thank you for your time and consideration!

Allen Wang
2011/9/15 Robert Osfield robert.osfi...@gmail.com

 Hi Allen,

 On Thu, Sep 15, 2011 at 3:28 AM, Allen Wing wanglinse...@gmail.com
 wrote:
  In my case, osgVolume cannot render CT dicom files correctly(they can be
  rendered by other software).
  Does that mean the dicom plugin cannot parse my dicom files?

 I really can't say as I don't know what problems you are having other
 than they don't render correctly.  Could you post an example dicom
 datasets that illustrates the problem?  Also post screenshots of the
 problems.

  Or it is because the dicom plugin uses ITK but not DCMTK? How can I know
  whether the plugin use ITK or DCMTK, How can I switch between them?

 I don't know whether you've built the dicom plugin, or whether it's
 built against ITK or DCMTK.  Both ITK and DCMTK are libraries that
 won't be installed by default so you have to go and aquire them, be it
 from repositories such as on Linux or from published 3rd party
 binaries, or just by building the source yourself.

 Do you have either one or both installed?  Is the OSG's CMake system
 finding these dependencies correctly?

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] help with osgVolume

2011-09-14 Thread Allen Wing
Hello there,
This is my first post. I'm a college student recently working on a project
dealing with volume rendering. I use osgVolume to render two series of dicom
files. But only one of them with MR modality can be rendered correctly, the
other with CT modality cannot. My questions are:
1. how does osgvolume parse dicom image? using osg::ImageSequence or other
external libraries?
2. since in my case osgVolume cannot render CT modality dicom files
correctly, I think osgVolume cannot parse them correctly. So what parameters
I need to extract from dicom file in order to correctly render dicom files?
Slice thickness, spacing between slice or z axis?
3.I tried to read osgVolume source code. But it contains too few comments to
understand. So can anyone provide some documentation, user manual or any
advices?

Thanks in advance.

I'm a beginner with osg so these questions may be too trivial. If it annoys
you, I apologize.

Lin Wang
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] help with osgVolume

2011-09-14 Thread Allen Wing
Hi Robert,
In my case, osgVolume cannot render CT dicom files correctly(they can be
rendered by other software).
Does that mean the dicom plugin cannot parse my dicom files?
Or it is because the dicom plugin uses ITK but not DCMTK? How can I know
whether the plugin use ITK or DCMTK, How can I switch between them?

Allen.

2011/9/14 Robert Osfield robert.osfi...@gmail.com

 Hi Allen,

 On Wed, Sep 14, 2011 at 10:12 AM, Allen Wing wanglinse...@gmail.com
 wrote:
  Hello there,
  This is my first post. I'm a college student recently working on a
 project
  dealing with volume rendering. I use osgVolume to render two series of
 dicom
  files. But only one of them with MR modality can be rendered correctly,
 the
  other with CT modality cannot. My questions are:
  1. how does osgvolume parse dicom image? using osg::ImageSequence or
 other
  external libraries?

 Dicom images are read using the DCMTK based dicom plugin found at
 OpenSceneGraph/src/osgPlugins/dicom.  There is a fallback in this
 plugin that uses ITK but it doesn't handle the range of dicom images
 as well as DCMTK can.

  2. since in my case osgVolume cannot render CT modality dicom files
  correctly, I think osgVolume cannot parse them correctly. So what
 parameters
  I need to extract from dicom file in order to correctly render dicom
 files?
  Slice thickness, spacing between slice or z axis?

 When you read dicom files using the dicom plugin you should pass the
 directory name that contains the dicom files and it'll load them all,
 place them into a single osg::Image and set the dimensions correct so
 that osgVolume can set up the location of the volume brick properly.

  3.I tried to read osgVolume source code. But it contains too few comments
 to
  understand. So can anyone provide some documentation, user manual or any
  advices?

 There isn't a manual I can point you at I'm afraid.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [forum] Sending a Private Message: How?

2010-05-24 Thread Allen Saucier
Hi everyone,

I have a stupid question that I need an answer to.  How do I correctly send a 
Private Message?  I have tried to do so and all I see is the message being put 
into my outbox but it never makes it to my sent box.

How do I know if the message I submitted was actually sent?

Thanks!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28165#28165





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] osgPPU Terrain Bug

2010-05-21 Thread Allen Saucier
Art,
have you had a chance to look at this issue?

regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28141#28141





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] osgPPU Terrain Bug

2010-05-19 Thread Allen Saucier
Hi Art,

I believe I have encountered a bug in osgPPU and using terrain.  I have 
included code and a small terrain terrain file with this post.  Would you 
please test what I am testing to see if you, also, encounter this strange 
anomaly?

The problem:
1. Whenever I use terrain (a .ive file with it's associated directory) and I 
enable a pipeline, when I rotate the scene, the camera locks at horizontal.  
Then I keep trying to rotate the scene and eventually the camera unlocks and 
I can continue rotating the scene.
2. the pipeline in my included example is simply a pass-through pipeline.  No 
Effects are applied.
3. If you 1) zoom into the scene a little  the slowly rotate the scene to 
bring the camera horizontal to the terrain, the camera will freeze.
4. keep rotating the scene and eventually you will see the underside of the 
terrain.

If you rotate the terrain too quickly, you may not notice this anomaly.  
However, in my program, I must be able to make the camera horizontal to the 
terrain and then from that horizontal position, title the camera up and make it 
look at the sky.  I can not do this at this time.

I believe the issue is somewhere in the pipeline unit code because when I 
deactivate the pipeline and simply view the scene without a pipeline active, 
this anomaly does not occur.

The size of the terrain file does not seem to matter, either.  The terrain I 
have included is DTED level 0.  I retrieved my data from

http://geoengine.nga.mil/muse-cgi-bin/rast_roam.cgi
and 34.65000 lat, -98.8 lon will get you some dted data 
that can be used for further testing.  However, you will have to convert DTED 
to an ive.  I did that with gdal and some other tools.

Would you please investigate this anomaly and tell me what you find?

PS the terrain and example code file are too large for this posting.  Here is 
the URL to where they are: http://drop.io/exOsgPpuTerrain

Thanks Art.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28050#28050





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-05-12 Thread Allen Saucier
Hi,
are there any meetings of a Huntsville OSG users group?

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27829#27829





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Allen Saucier
Hi All,

does anyone know if it is possible to build a dynamic pipeline?  I need to be 
able to build a pipeline after my scene is already up and running and the first 
frame loop has already occured.

Thanks!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27615#27615





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Allen Saucier
Hi Art,

hum, ok.  Here is the problem I am having:
1. In my application, I build my scene  display it.  
2. In building my scene, I build my pipeline and associate it with my scene.  
My blur effect is working at the start of my application.
3. My initial view camera is looking down at my terrain.  
4. Later, I move the camera programmatcially - not with the mouse - to a new 
location within my scene.  That location is still on top of the terrain and not 
below my terrain.
5. After moving the view's camera, I no longer see anything in the scene I once 
saw.  It appears that no updates within the scene are displayed any further 
within my view

If I remove the osgPPU pipleine altogether, my application works as usual.  My 
goal is to turn-on my blurring effect after my camera has been moved to a 
particular spot within my scene and not before then.

It is as if the final scene displayed in my view is the scene just before my 
camera is moved and no further updates are recognised after my camera is moved. 
 The final image I see in my view is the scene just before the camera was moved.

below is the code that actually moves my camera programmatically.
ui_viewNumber  is equal to g_uiPRIMARY_VIEW_NUMBER because p_sViewName
is related to g_uiPRIMARY_VIEW_NUMBER 

Code:

  void CCompositeViewerGtkmmExt::vMoveCameraToPosition(osg::Matrixd p_mtxdM,
std::string p_sGWName, std::string p_sViewName)
  {
unsigned ui_viewNumber=uiReturnViewNumberGivenName(p_sViewName);
if (ui_viewNumber == g_uiPRIMARY_VIEW_NUMBER)
{
  CSceneMatrixManipulator *manip = 
dynamic_castCSceneMatrixManipulator 
*(m_osvPrimaryView-getCameraManipulator());
  manip-setByMatrix(p_mtxdM);  
} // if prim view
  } // vMoveCameraToPosition




do you have any idea what might cause the camera's attached texture to cease 
being sent into the pipeline?

here's how I setup my camera for my main view

Code:

  void CCompositeViewerGtkmmExt::vCameraSetup(osg::Camera *p_pocmCamera,
int p_iTexWidth, int p_iTexHeight)
  {
osg::ref_ptrosg::Texture tex = otxConstructTexture(p_iTexWidth,
  p_iTexHeight);

p_pocmCamera-setViewport(new osg::Viewport(0,0,p_iTexWidth,p_iTexHeight));
p_pocmCamera-attach(osg::Camera::COLOR_BUFFER0, tex);

// must write the cam output to a frame buffer object, else, nothing will
//  appear on screen.

p_pocmCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
  } // vCameraSetup





Thanks Art!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27631#27631





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Trying to install osgPPU in winXP

2010-04-30 Thread Allen Saucier
Hi argosen
I've gotten osgPPU 0.4 to work on windows like that.  never had a prob w/ the 
CMakeLists.txt file, though.

I used CMake 2.6 for windows - with the GUI.  I executed the CMake GUI, opened 
osgPPU_040 as my source directory, choose osgPPU_040/build as the build 
directory, cleared my cache - Under the File Menu I believe - and then clicked 
the configure button once.

CMake ran and showed me a lot of things in red.  I checked off the box for 
installing the data so that the data files would be installed, eventually.

I then clicked configure again, the red went away and I clicked generate.

After that, I executed MSVS 2005/v8; opened the sln file found within the build 
directory what was allocated during configure/generate stage.

I then chose to build all from within the solutions manager.  I, too, did not 
get cuda to build but everything else did.

I then chose to build the install probject, which actually installs osgPPU in 
your OpenSceneGraph directory if that is the way you set it up during the 
configure stage.

Hope this helps.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27482#27482





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Please test osgPPU v0.4.1

2010-04-27 Thread Allen Saucier
Will do Art. :)


--Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27329#27329





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Please test osgPPU v0.4.1

2010-04-27 Thread Allen Saucier
%] Building CXX object 
src/example/motionblur/CMakeFiles/osgppu_motionblur.dir/view.o
Linking CXX executable ../../../bin/osgppu_motionblur
[ 72%] Built target osgppu_motionblur
Scanning dependencies of target osgppu_blurscene
[ 75%] Building CXX object 
src/example/blurScene/CMakeFiles/osgppu_blurscene.dir/blurScene.o
Linking CXX executable ../../../bin/osgppu_blurscene
[ 75%] Built target osgppu_blurscene
Scanning dependencies of target osgppu_cuda
[ 77%] Building CXX object src/example/cuda/CMakeFiles/osgppu_cuda.dir/cuda.o
Linking CXX executable ../../../bin/osgppu_cuda
[ 77%] Built target osgppu_cuda
[ 80%] Building (Device) NVCC Dependency File: 
/home/allen/projects/osgPPU_041/build/src/cuda/kernel.cu_osgppu_cudakernel_generated.cpp.NVCC-depend
[ 82%] Converting NVCC dependency to CMake 
(/home/allen/projects/osgPPU_041/build/src/cuda/kernel.cu_osgppu_cudakernel_generated.cpp.depend)
[ 85%] Building (Device) NVCC -cubin File: 
/home/allen/projects/osgPPU_041/build/src/cuda/kernel.cu_osgppu_cudakernel_generated.cpp.NVCC-cubin.txt
ptxas /tmp/tmpxft_6e7a_-2_kernel.ptx, line 384; warning : Double is 
not supported. Demoting to float
[ 87%] Building (Device) NVCC 
/home/allen/projects/osgPPU_041/src/example/cuda/kernel.cu: 
/home/allen/projects/osgPPU_041/build/src/cuda/kernel.cu_osgppu_cudakernel_generated.cpp
ptxas kernel.ptx, line 384; warning : Double is not supported. Demoting to float
Scanning dependencies of target osgppu_cudakernel
[ 90%] Building CXX object 
src/example/cuda/CMakeFiles/osgppu_cudakernel.dir/__/__/cuda/kernel.cu_osgppu_cudakernel_generated.o
[ 92%] Building CXX object 
src/example/cuda/CMakeFiles/osgppu_cudakernel.dir/ProcessingModule.o
Linking CXX shared module ../../../lib/libosgppu_cudakernel.so
[ 92%] Built target osgppu_cudakernel
Scanning dependencies of target osgdb_ppu
[ 95%] Building CXX object 
src/osgPlugins/osgPPU/CMakeFiles/osgdb_ppu.dir/ReaderWriterPPU.o
[ 97%] Building CXX object 
src/osgPlugins/osgPPU/CMakeFiles/osgdb_ppu.dir/IO_Unit.o
[100%] Building CXX object src/osgPlugins/osgPPU/CMakeFiles/osgdb_ppu.dir/Base.o
Linking CXX shared module ../../../lib/osgPlugins-2.8.3/osgdb_ppu.so
[100%] Built target osgdb_ppu




make install

Code:

[al...@nlosdemobox:]$ sudo make install
[sudo] password for allen: 
[ 50%] Built target osgPPU
[ 52%] Built target osgppu_hdr
[ 55%] Built target osgppu_viewer
[ 57%] Built target osgppu_dof
[ 60%] Built target osgppu_cubemap
[ 62%] Built target osgppu_texture3D
[ 65%] Built target osgppu_video
[ 67%] Built target osgppu_ssao
[ 70%] Built target osgppu_glow
[ 72%] Built target osgppu_motionblur
[ 75%] Built target osgppu_blurscene
[ 77%] Built target osgppu_cuda
[ 92%] Built target osgppu_cudakernel
[100%] Built target osgdb_ppu
Install the project...
-- Install configuration: 
-- Installing: /usr/local/./ChangeLog
-- Installing: /usr/local/./CONTRIBUTORS.txt
-- Installing: /usr/local/./README.txt
-- Installing: /usr/local/./LICENSE.txt
-- Installing: /usr/local/./CMakeLists.txt
-- Installing: /usr/local/Data/bypass.ppu
-- Installing: /usr/local/Data/cessnafire.osg
-- Installing: /usr/local/Data/cow.osg
-- Installing: /usr/local/Data/cuda.ppu
-- Installing: /usr/local/Data/dof.ppu
-- Installing: /usr/local/Data/hdr.ppu
-- Installing: /usr/local/Data/motionblur.ppu
-- Installing: /usr/local/Data/temple.ive
-- Installing: /usr/local/Data/CMakeLists.txt
-- Installing: /usr/local/Data/glsl/brightpass_fp.glsl
-- Installing: /usr/local/Data/glsl/depth_of_field_fp.glsl
-- Installing: /usr/local/Data/glsl/gauss_convolution_1Dy_fp.glsl
-- Installing: /usr/local/Data/glsl/luminance_adapted_fp.glsl
-- Installing: /usr/local/Data/glsl/luminance_mipmap_fp.glsl
-- Installing: /usr/local/Data/glsl/ssao_renderscene_fp.glsl
-- Installing: /usr/local/Data/glsl/ssao_vp.glsl
-- Installing: /usr/local/Data/glsl/bypass_fp.glsl
-- Installing: /usr/local/Data/glsl/gauss_convolution_1Dx_fp.glsl
-- Installing: /usr/local/Data/glsl/gauss_convolution_vp.glsl
-- Installing: /usr/local/Data/glsl/luminance_fp.glsl
-- Installing: /usr/local/Data/glsl/ssao_fp.glsl
-- Installing: /usr/local/Data/glsl/ssao_renderscene_vp.glsl
-- Installing: /usr/local/Data/glsl/tonemap_hdr_fp.glsl
-- Installing: /usr/local/Data/glsl/CMakeLists.txt
-- Installing: /usr/local/Data/Images/lz.rgb
-- Installing: /usr/local/Data/Images/reflect.rgb
-- Installing: /usr/local/Data/Images/skymap.jpg
-- Installing: /usr/local/Data/Images/tank.rgb
-- Installing: /usr/local/Data/Images/video.avi
-- Installing: /usr/local/Data/Images/CMakeLists.txt
-- Installing: /usr/local/doc/config.doxy
-- Installing: /usr/local/doc/createChangelog.sh
-- Installing: /usr/local/doc/footer.html
-- Installing: /usr/local/doc/Makefile
-- Installing: /usr/local/doc/CMakeLists.txt
-- Installing: /usr/local/doc/scripts/svn2cl.xsl
-- Installing: /usr/local/doc/scripts/CMakeLists.txt
-- Installing: /usr/local/CMakeModules/cmake_uninstall.cmake.in
-- Installing: /usr/local/CMakeModules/FindOSG.cmake
-- Installing: /usr

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-23 Thread Allen Saucier
Hi guys,

I, myself, have been working with the blur effect in the hdr example as well as 
the glow example.  I have not encountered issues with the hdr example except 
that it crashes for unknown reasons for me while running it.

This info is good to know if ever I must implement the average luminance.  I 
wish I had a solution but I have not worked with average luminance at all.

Thanks for the info,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27214#27214





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] get output texture from unitInOut

2010-04-23 Thread Allen Saucier
Hi Hui,

I have learned through dissecting the examples that any output to the UnitOut 
ppu goes directly to the frame buffer for immediate display on the screen.

So, I typically perform any shading techniques before sending anything to 
UnitOut, which, for me, is the final output which goes to the frame buffer for 
immediate display.

Here's my example code that I use to blur and glow a scene.  Hope it helps! :D

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27220#27220




Attachments: 
http://forum.openscenegraph.org//files/blur_scenewrks_136.cpp


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] get output texture from unitInOut

2010-04-23 Thread Allen Saucier
sorry guys, major mistake on my part.  DO NOT use the code I previously posted! 
 

Here is the correct version that actually works correctly.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27230#27230




Attachments: 
http://forum.openscenegraph.org//files/blur_scenewrks_107.cpp


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Allen Saucier
Hi bouffa,
thx for this info!  I never knew that there was a difference between trunk 
and branch not suspected such a think.

How, I understand that the developer version is the trunk and the released 
stable versions are branches.


bouffa wrote:
 Hi Allen,
 
 http://www.openscenegraph.org/projects/osg/wiki/Downloads 
 (http://www.openscenegraph.org/projects/osg/wiki/Downloads)
 
 
 You are using the svn of the 2.8 branch (stable release). The trunk is a 
 developer release (at the end of the web page). To get svn trunk of osg, 
 check this link :
 
 
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN 
 (http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN)
 
 
  (http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN)
 Mourad
 


and Paul, I understand why you are calling the version of osgPPU the trunk 
version.  

paul wrote:
 
 
 Quote  � Select �
 http://forum.openscenegraph.org//files/screenshot2_903.png
 
 The statement in this image implies that svn trunk of osgPPU is compatible 
 with
 the latest stable release of OSG. This is not correct.
 



Paul, 
you wrote:

paul wrote:
 
 
 art wrote:
  Art Tevs wrote:
  Quote:  � Select � � Expand �
  Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU 
  tracks the svn trunk of OSG.
  
  Hmm, I wonder how to handle different osg branches in future. I mean if 
  again something like this happens, then I had either to create additional 
  branch in osgPPU repository to track with the according osg branch (which I 
  didn't really like) or to detect the version and write preprocessor or 
  cmake workarounds for that (which is also not a good solution).
  
 
 I'm not sure what new problem OSG 2.8.3 has created for osgPPU that didn't
 already exist with the OSG 2.8.2 release. Can you explain the problem?
 


I believe the answer is this:
in the developer version of osg, 2.9.7 (I do not see any access to version 
2.9.8 ) there was a method added to the PixelDataBufferObject class called 
getOrCreateGLBufferObject().  This method is required by the svn or trunk 
version of osgPPU but it is NOT needed by osgPPU 0.4.  osgPPU 0.4 compiles with 
2.8.3 and 2.8.2 branch versions, no problem.  

I do not believe there is a new problem unless we mix the developer version 
of osgPPU with a branch version of osg and this is where I became very confused 
as I never knew the developer version was called trunk and the stable release 
versions were called branch.  I was mixing the two trying to implement some 
of Art's latest updates in osgPPU.

I do believe Art has a good point: when the developer version of osg diverges 
from the branch, what is he do to when he is relying on functionality in the 
developer version that is not in a branch version?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27151#27151





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Allen Saucier
Thank you Art. :)

I understand and it does appear that the trunk version of OSG has a different 
API from the stable release version, 2.8.3.

I'll be happy to stay with osg 2.8.3 and osgPPU 0.4.  This combination works 
very well on both linux and windows.  I'll upgrade my version of osgPPU 
whenever you have the time out update it.  No hurry.

I really appreciate your work as you have helped me immeasurably!  I can now 
accomplish my task and finish my project because of your osgPPU module.

Thanks Art,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27168#27168





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Allen Saucier
Hi Art,

I decided to start a new thread on this issue.  It's a biggy for me.  

here's what I get every time I attempt to compile the svn version of osgPPU 
agains osg 2.8.3:

Code:

[al...@nlosdemobox:]$ make
Scanning dependencies of target osgPPU
[  2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o
In file included from /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:17:
/home/allen/projects/osgPPU/include/osgPPU/Unit.h: In member function ‘void 
osgPPU::Unit::popFrameBufferObject(osg::State)’:
/home/allen/projects/osgPPU/include/osgPPU/Unit.h:311: error: ‘class 
osg::FBOExtensions’ has no member named ‘glBindFramebuffer’
/home/allen/projects/osgPPU/src/osgPPU/Unit.cpp: In member function ‘virtual 
void osgPPU::Unit::DrawCallback::drawImplementation(osg::RenderInfo, const 
osg::Drawable*) const’:
/home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:698: error: ‘class 
osg::PixelDataBufferObject’ has no member named ‘getOrCreateGLBufferObject’
/home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:700: error: ‘class 
osg::PixelDataBufferObject’ has no member named ‘getOrCreateGLBufferObject’
make[2]: *** [src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o] Error 1
make[1]: *** [src/osgPPU/CMakeFiles/osgPPU.dir/all] Error 2
make: *** [all] Error 2
[al...@nlosdemobox:]$ osgversiond
bash: osgversiond: command not found
[al...@nlosdemobox:]$ osgversion
OpenSceneGraph Library 2.8.3




Here is a listing of my libraries.  They are pointed to the correct 2.8.3 
libraries for osg.  I have determined from osgPPU's CMakeCache.txt file what 
osg .so's the compiler is linking against.  All looks good.


Code:

lrwxrwxrwx  1 root root20 2009-06-18 17:16 libOpenThreads.so - 
libOpenThreads.so.11
lrwxrwxrwx  1 root root23 2009-06-18 17:16 libOpenThreads.so.11 - 
libOpenThreads.so.2.4.0
-rw-r--r--  1 root root 42111 2010-04-16 08:58 libOpenThreads.so.2.4.0
lrwxrwxrwx  1 root root21 2010-04-16 09:08 libosgAnimation.so - 
libosgAnimation.so.65
-rw-r--r--  1 root root319640 2009-06-18 16:51 libosgAnimation.so.2.8.1
-rw-r--r--  1 root root720946 2010-04-16 09:06 libosgAnimation.so.2.8.3
lrwxrwxrwx  1 root root24 2009-06-18 17:16 libosgAnimation.so.55 - 
libosgAnimation.so.2.8.1
lrwxrwxrwx  1 root root24 2010-04-16 09:08 libosgAnimation.so.65 - 
libosgAnimation.so.2.8.3
lrwxrwxrwx  1 root root14 2010-04-16 09:08 libosgDB.so - libosgDB.so.65
-rw-r--r--  1 root root667776 2009-06-18 16:48 libosgDB.so.2.8.1
-rw-r--r--  1 root root676644 2010-04-16 09:00 libosgDB.so.2.8.3
lrwxrwxrwx  1 root root17 2009-06-18 17:16 libosgDB.so.55 - 
libosgDB.so.2.8.1
lrwxrwxrwx  1 root root17 2010-04-16 09:08 libosgDB.so.65 - 
libosgDB.so.2.8.3
lrwxrwxrwx  1 root root14 2010-04-16 09:08 libosgFX.so - libosgFX.so.65
-rw-r--r--  1 root root219355 2009-06-18 16:52 libosgFX.so.2.8.1
-rw-r--r--  1 root root219354 2010-04-16 09:00 libosgFX.so.2.8.3
lrwxrwxrwx  1 root root17 2009-06-18 17:16 libosgFX.so.55 - 
libosgFX.so.2.8.1
lrwxrwxrwx  1 root root17 2010-04-16 09:08 libosgFX.so.65 - 
libosgFX.so.2.8.3
lrwxrwxrwx  1 root root14 2010-04-16 09:08 libosgGA.so - libosgGA.so.65
-rw-r--r--  1 root root342494 2009-06-18 16:50 libosgGA.so.2.8.1
-rw-r--r--  1 root root342503 2010-04-16 09:01 libosgGA.so.2.8.3
lrwxrwxrwx  1 root root17 2009-06-18 17:16 libosgGA.so.55 - 
libosgGA.so.2.8.1
lrwxrwxrwx  1 root root17 2010-04-16 09:08 libosgGA.so.65 - 
libosgGA.so.2.8.3
-rw-r--r--  1 root root510500 2010-04-16 09:31 libosgGtk.a
-rwxr-xr-x  1 root root  1961 2010-04-16 09:31 libosgGtk.la
-rw-r--r--  1 root root658254 2010-04-16 09:31 libosgGtkmm.a
-rwxr-xr-x  1 root root  2554 2010-04-16 09:31 libosgGtkmm.la
lrwxrwxrwx  1 root root20 2010-04-16 09:31 libosgGtkmm.so - 
libosgGtkmm.so.0.0.0
lrwxrwxrwx  1 root root20 2010-04-16 09:31 libosgGtkmm.so.0 - 
libosgGtkmm.so.0.0.0
-rwxr-xr-x  1 root root515483 2010-04-16 09:31 libosgGtkmm.so.0.0.0
lrwxrwxrwx  1 root root18 2010-04-16 09:31 libosgGtk.so - 
libosgGtk.so.0.0.0
lrwxrwxrwx  1 root root18 2010-04-16 09:31 libosgGtk.so.0 - 
libosgGtk.so.0.0.0
-rwxr-xr-x  1 root root392217 2010-04-16 09:31 libosgGtk.so.0.0.0
lrwxrwxrwx  1 root root23 2010-04-16 09:08 libosgManipulator.so - 
libosgManipulator.so.65
-rw-r--r--  1 root root349028 2009-06-18 16:52 libosgManipulator.so.2.8.1
-rw-r--r--  1 root root349037 2010-04-16 09:06 libosgManipulator.so.2.8.3
lrwxrwxrwx  1 root root26 2009-06-18 17:16 libosgManipulator.so.55 - 
libosgManipulator.so.2.8.1
lrwxrwxrwx  1 root root26 2010-04-16 09:08 libosgManipulator.so.65 - 
libosgManipulator.so.2.8.3
lrwxrwxrwx  1 root root20 2010-04-16 09:08 libosgParticle.so - 
libosgParticle.so.65
-rw-r--r--  1 root root364487 2009-06-18 16:53 libosgParticle.so.2.8.1
-rw-r--r--  1 root root364487 2010-04-16 09:01 libosgParticle.so.2.8.3
lrwxrwxrwx  1 root root

Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Allen Saucier
O, one other note.  I have the exact same issues under Windows XP.

--Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27098#27098





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Allen Saucier
Gentlemen, thank you.

Now I understand.  But, I still have an issue.  I downloaded osg 2.8.3 from the 
Osg website
as shown in the attached pic 1.  I used the svn link as shown.  Is this link 
the trunk of osg 2.8.3?  Or a branch?  i can not tell.

I did the same with osgPPU. pic 2

From my perspective as an end-user, I do not seen anything that tells me that 
there is a branch version that is different from a trunk version.  I have been 
assuming this entire time that both the svn versions of osg and osgPPU are 
the two version which are compatible with each other, as Art has been telling 
me.  And I have used the svn versions as listed on each website with no 
success.

I am still missing something.  Can you please clear up my confusion?

thanks,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27106#27106




Attachments: 
http://forum.openscenegraph.org//files/screenshot2_903.png
http://forum.openscenegraph.org//files/screenshot1_210.png


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] Potential error condition when installing osgPPU under ubuntu linux 9.0.4

2010-04-15 Thread Allen Saucier
Hi Art,

I have encountered a potential error when installing osgPPU under ubuntu linux 
9.0.4.  I wanted you to be aware of it.

Here is the output from my install today.  The anomaly that I found was a 
warning that stated an if statement was not properly closed.  I just wanted to 
make you aware of this.


Code:

[al...@nlosdev3:]$ cmake ../ -DCMAKE_BUILD_TYPE=Release
-- Detectd OpenSceneGraph v2.8.1.
-- Plugins will be installed under osgPlugins-2.8.1 directory.
-- Configuring done
-- Generating done
-- Build files have been written to: /home/allen/Desktop/osgPPU-0.4.0/build
[al...@nlosdev3:]$ make
Scanning dependencies of target osgPPU
[  2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o
[  5%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitBypass.o
[  8%] Building CXX object 
src/osgPPU/CMakeFiles/osgPPU.dir/UnitDepthbufferBypass.o
[ 11%] Building CXX object 
src/osgPPU/CMakeFiles/osgPPU.dir/UnitCameraAttachmentBypass.o
[ 13%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitTexture.o
[ 16%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitOut.o
[ 19%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitOutCapture.o
[ 22%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitInOut.o
[ 25%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitText.o
[ 27%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitInResampleOut.o
[ 30%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitInMipmapOut.o
[ 33%] Building CXX object 
src/osgPPU/CMakeFiles/osgPPU.dir/UnitMipmapInMipmapOut.o
[ 36%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Processor.o
[ 38%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Visitor.o
[ 41%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Utility.o
[ 44%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/ColorAttribute.o
[ 47%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/ShaderAttribute.o
[ 50%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitCamera.o
[ 52%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitInOutModule.o
Linking CXX shared library ../../lib/libosgPPU.so
[ 52%] Built target osgPPU
Scanning dependencies of target osgppu_hdr
[ 55%] Building CXX object src/example/hdr/CMakeFiles/osgppu_hdr.dir/osgppu.o
Linking CXX executable ../../../bin/osgppu_hdr
[ 55%] Built target osgppu_hdr
Scanning dependencies of target osgppu_viewer
[ 58%] Building CXX object 
src/example/viewer/CMakeFiles/osgppu_viewer.dir/view.o
Linking CXX executable ../../../bin/osgppu_viewer
[ 58%] Built target osgppu_viewer
Scanning dependencies of target osgppu_dof
[ 61%] Building CXX object src/example/dof/CMakeFiles/osgppu_dof.dir/dofppu.o
Linking CXX executable ../../../bin/osgppu_dof
[ 61%] Built target osgppu_dof
Scanning dependencies of target osgppu_cubemap
[ 63%] Building CXX object 
src/example/cubemap/CMakeFiles/osgppu_cubemap.dir/cubemap.o
Linking CXX executable ../../../bin/osgppu_cubemap
[ 63%] Built target osgppu_cubemap
Scanning dependencies of target osgppu_texture3D
[ 66%] Building CXX object 
src/example/texture3D/CMakeFiles/osgppu_texture3D.dir/texture3D.o
Linking CXX executable ../../../bin/osgppu_texture3D
[ 66%] Built target osgppu_texture3D
Scanning dependencies of target osgppu_video
[ 69%] Building CXX object src/example/video/CMakeFiles/osgppu_video.dir/video.o
Linking CXX executable ../../../bin/osgppu_video
[ 69%] Built target osgppu_video
Scanning dependencies of target osgppu_ssao
[ 72%] Building CXX object src/example/ssao/CMakeFiles/osgppu_ssao.dir/ssao.o
Linking CXX executable ../../../bin/osgppu_ssao
[ 72%] Built target osgppu_ssao
Scanning dependencies of target osgppu_glow
[ 75%] Building CXX object src/example/glow/CMakeFiles/osgppu_glow.dir/glow.o
Linking CXX executable ../../../bin/osgppu_glow
[ 75%] Built target osgppu_glow
[ 77%] Building (Device) NVCC Dependency File: 
/home/allen/Desktop/osgPPU-0.4.0/build/src/cuda/kernel.cu_cudakernel_generated.cpp.NVCC-depend
[ 80%] Converting NVCC dependency to CMake 
(/home/allen/Desktop/osgPPU-0.4.0/build/src/cuda/kernel.cu_cudakernel_generated.cpp.depend)
[ 83%] Building (Device) NVCC -cubin File: 
/home/allen/Desktop/osgPPU-0.4.0/build/src/cuda/kernel.cu_cudakernel_generated.cpp.NVCC-cubin.txt
ptxas /tmp/tmpxft_562d_-2_kernel.ptx, line 384; warning : Double is 
not supported. Demoting to float
The end of a CMakeLists file was reached with an IF statement that was not 
closed properly.
Within the directory: /home/allen/Desktop/osgPPU-0.4.0/build/src/example/cuda
The arguments are: ${file_text} MATCHES .+ 
[ 86%] Building (Device) NVCC 
/home/allen/Desktop/osgPPU-0.4.0/src/example/cuda/kernel.cu: 
/home/allen/Desktop/osgPPU-0.4.0/build/src/cuda/kernel.cu_cudakernel_generated.cpp
ptxas kernel.ptx, line 384; warning : Double is not supported. Demoting to float
Scanning dependencies of target cudakernel
[ 88%] Building CXX object 
src/example/cuda/CMakeFiles/cudakernel.dir/__/__/cuda

[osg-users] [osgPPU] Potential Error In Functionality of method findUnit() ?

2010-04-15 Thread Allen Saucier
Hi,

I am working with the method, findUnit(), within the class Processor and I have 
come across something very strange:
In the program, osgppu.cpp using the header hdrppu.h, I do the following in 
osgppu.cpp/Viewer::initialize():

Code:

mHDRSetup.createHDRPipeline(mProcessor.get(), firstUnit, lastUnit);
mProcessor-addChild(firstUnit);
osgPPU::UnitBypass* ppuUnit = 
dynamic_castosgPPU::UnitBypass*(mProcessor-findUnit(HDRBypass));
osgPPU::UnitBypass* ppuUnit2 = 
dynamic_castosgPPU::UnitBypass*(getProcessor()-findUnit(HDRBypass));




findUnit() in both cases returns NULL or 0 but I know for a fact that the 
firstUnit is the HDRBypass Unit or UnitBypass with the name HDRBypass.
However, when I issue this same findUnit command for this same unit within the 
KeyboardEventHandler::handle() method, it works.  Here is my code snippet:

Code:

osgPPU::UnitTexture* ppu = 
dynamic_castosgPPU::UnitTexture*(viewer-getProcessor()-findUnit(TextureUnit));
osgPPU::UnitText* textppu = 
dynamic_castosgPPU::UnitText*(viewer-getProcessor()-findUnit(TextPPU));
osgPPU::UnitInOut* pip = 
dynamic_castosgPPU::UnitInOut*(viewer-getProcessor()-findUnit(PictureInPicturePPU));
osgPPU::UnitBypass* ppuUnit = 
dynamic_castosgPPU::UnitBypass*(viewer-getProcessor()-findUnit(HDRBypass));




Does anyone know why this is the case?  There is no documentation on this 
anomaly and I need findUnit to work in my 1st case as well as the second case.

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26866#26866





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Problems with resizing

2010-04-15 Thread Allen Saucier
Kook, Thanks Art.  And if I do find a solution, I'll certainly post it. :D

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26874#26874





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Potential Error In Functionality of method findUnit() ?

2010-04-15 Thread Allen Saucier
Aah, I understand.  I was hoping I was missing something obvious and 
something simple.

In OSG there is a node visitor find type thing one can do. Below is some 
example code I found.  I have not implemented this code and I hope to find an 
even easier method.

I agree, though, I should be able to search osg's node tree.  But you brought 
up a very good point I was totally unaware of: the pipeline is not completely 
instantiated until runtime.

What I was attempting to do was to change a shader value that is sent into my 
blur shader (the blur shader I got from your examples :) ) and now I have 
learned that I must change that blur shader variable at runtime because the 
pipeline is not fully allocated until then.  That is very good to know.

Thanks for your help, Art.


Code:

 osg::Node* findNamedNode(const std::string searchName, 
  osg::Node* currNode)
{
   osg::Group* currGroup;
   osg::Node* foundNode;

   // check to see if we have a valid (non-NULL) node.
   // if we do have a null node, return NULL.
   if ( !currNode)
   {
  return NULL;
   }

   // We have a valid node, check to see if this is the node we 
   // are looking for. If so, return the current node.
   if (currNode-getName() == searchName)
   {
  return currNode;
   }

   // We have a valid node, but not the one we are looking for.
   // Check to see if it has children (non-leaf node). If the node
   // has children, check each of the child nodes by recursive call.
   // If one of the recursive calls returns a non-null value we have
   // found the correct node, so return this node.
   // If we check all of the children and have not found the node,
   // return NULL
   currGroup = currNode-asGroup(); // returns NULL if not a group.
   if ( currGroup ) 
   {
  for (unsigned int i = 0 ; i  currGroup-getNumChildren(); i ++)
  { 
 foundNode = findNamedNode(searchName, currGroup-getChild(i));
 if (foundNode)
return foundNode; // found a match!
  }
  return NULL; // We have checked each child node - no match found.
   }
   else 
   {
  return NULL; // leaf node, no match 
   }
}





Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26876#26876





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Potential error condition when installing osgPPU under ubuntu linux 9.0.4

2010-04-15 Thread Allen Saucier
Hi Art,
You are correct.  I am definitely using 0.4 on Ubuntu 9.0.4.  I'll be glad to 
try the svn version and let you know what I find.  I just wanted to pass along 
this information just in case you had not been told of this situation before.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26877#26877





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Would you please consider adding this example to your osgPPU examples?

2010-04-15 Thread Allen Saucier
You're welcome Art! :D

I've got another example that is almost ready to be posted.  It blurs an entire 
scene, shows the original scene and, finally, glows all objects in a scene and 
blurs that entire scene.

I am having to do this for a particular project that is mimicking an IR camera 
which has really bad resolution and objects in the IR camera appear to be 
glowing while moving.

I really like your osgPPU module!  You have saved me a ton of work. 8) Thank 
you. :)  

I'll post my latest example, here, later this week and I'll check-out what you 
have included in the project, too.


Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26878#26878





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Potential Error In Functionality of method findUnit() ?

2010-04-15 Thread Allen Saucier
Hi Art,

I have downloaded the latest version of osgPPU from svn.  I fixed one bug - it 
was easy, just a typo - but I have 2 other bugs only you can fix.  Here is the 
listing:

Code:

  2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o
/home/allen/projects/osgppu/src/osgPPU/Unit.cpp: In member function ‘virtual 
void osgPPU::Unit::DrawCallback::drawImplementation(osg::RenderInfo, const 
osg::Drawable*) const’:
/home/allen/projects/osgppu/src/osgPPU/Unit.cpp:703: error: ‘class 
osg::PixelDataBufferObject’ has no member named ‘getOrCreateGLBufferObject’
/home/allen/projects/osgppu/src/osgPPU/Unit.cpp:705: error: ‘class 
osg::PixelDataBufferObject’ has no member named ‘getOrCreateGLBufferObject’
make[2]: *** [src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o] Error 1
make[1]: *** [src/osgPPU/CMakeFiles/osgPPU.dir/all] Error 2
make: *** [all] Error 2



I can not find any function close to the name of this function.
I have included in this post the updated unit.h file for your convenience.  I 
hope it helps.
When you say:

 
 After the unit pipeline is initialized the loops are resolved and hence 
 afterwards a simple node visitor should be also able to find any unit. 
 

I understand the term, initialize, means when the application is running and 
not after the line of code:  osgPPU::Processor *processor = new 
osgPPU::Processor();
Am I correct?

And I will be happy to use the findUnit() command once you have corrected any 
and all bugs you need to.

Sincerely,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26880#26880




Attachments: 
http://forum.openscenegraph.org//files/unit_414.h


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Problems with resizing

2010-04-13 Thread Allen Saucier
;
  osgViewer::ViewerBase::Windows wnds;
  viewer-getWindows(wnds);
  int x,y,wd,ht;
  wnds[0]-getWindowRectangle(x,y,wd,ht);
  std::cout screen ht:= htscreen wd:= wd  
std::endl;
  std::cout ht:= ea.getWindowHeight()wd:=  
ea.getWindowWidth()  std::endl;

  if ((wd != ea.getWindowWidth()) || (ht != ea.getWindowHeight()))
  {
osg::Texture *textureView = 
createRenderTextureWrks(ea.getWindowWidth(),ea.getWindowHeight());
viewer-getCamera()-setViewport(new 
osg::Viewport(0,0,ea.getWindowWidth(),ea.getWindowHeight()));
viewer-getCamera()-detach(osg::Camera::COLOR_BUFFER0);
viewer-getCamera()-attach(osg::Camera::COLOR_BUFFER0, 
textureView);
unitOut2NoBlur-setViewport(new 
osg::Viewport(0,0,ea.getWindowWidth(),ea.getWindowHeight()));
processor-setCamera(viewer-getCamera());
  }
  break;
}// case key up
default:
break;
}// sw
return false;
}// handle
}; // class keyevent




What I have found so far:
1. my texture area is NOT resized on output
2. attaching a new texture to my main viewer's camera does not appear to have 
any effect
3. setting my processor to the main view's camera which I just altered, has no 
effect
4. Once you set the camera for a processor unit, you can not access that camera 
to get it's pointer and thereby gain access to the camera's attached texture
5. Once you attach a texture to a camera, you can no longer access that 
camera's texture so setTextureSize() can NOT be called on a texture that has 
already been attached to a camera

I am afraid of deleting my entire pipleline and rebuilding it as I have found 
out that removing a child node within a pipeline or deleting a unit in a 
pipeline crashes my application.  See my code which I posted in this link:
[url]
http://forum.openscenegraph.org/viewtopic.php?p=26645#26645
[/url]

So, I have found no solution to this problem yet either. Do either of you have 
code that you can share if you have solved this problem?  I would appreciate 
seeing your solution.

Thanks!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26729#26729





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] OSG Training This Year?

2010-04-13 Thread Allen Saucier
Hi Lee,

where are you located?

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26735#26735





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] OSG Training This Year?

2010-04-12 Thread Allen Saucier
Hi Chris,

I live in Huntsville, AL.  We have quite a few OSG users here and I would be 
willing to try to generate an interest for a class here.

I am looking for the following in an introductory course:
1. introduction to understanding terrain manipulators specifically the Terrain, 
Node tracker and trackball manipulators; i.e. introduction to manipulating the 
scene camera
2. introduction to understanding billboards and how to use them
3. introduction to callbacks and how to correctly implement them for real-time 
simulation and dynamically changing scene graphs
4. introduction to osgEarth and how to use it to perform real-time interaction 
with a planet, real-time display of earth terrain using my DTED and CIB data - 
in fact, osgVP or osg Virtual Planets I've tried to use but am unable to get it 
to function on windows
5. introduction to placing objects on an earth model to produce a simulated 
town, city, scene with planes or other flying objects in the scene; I also need 
the ability to track those objects by attaching a trajectory path to the rear 
of those objects and have that trajectory line appear and lengthen as objects 
move in the scene
6. introduction lighting - how to turn on/off for nodes but especially for 
nodes dynamically added nodes; this should include blending effects
7. introduction to understanding osgPPU - I'm working with it now but further 
help would be great!
8.  introduction to special effects such as making something blow-up on an 
earth terrain and show that explosion

I must admit, OSG is so vast that it is hard to know what all I'd want to 
cover.  But the above list is a start and I am after a good healthy 
introductory course to OSG.  Private or public classes are fine with me.  My 
company won't pay for it but I will if I can as it will help me to improve my 
career.

The above list is the list of things I am currently doing in OSG and that I am 
struggling with to understand.  I have about 4 years of experience with OSG but 
that is nothing compared to what I need to understand to better utilize this 
tool.  I have just been introduced to blurring using osgPPU and, boy, has that 
been a nightmare!  But I am finally getting something to work after 5 weeks of 
sweating and trial and error.

Thank you Chris for your interest in my needs.  Do you have any suggestions?

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26675#26675





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [forum] OSG Training This Year?

2010-04-09 Thread Allen Saucier
Hi everyone,

I hope this is the correct forum to post this question. :-*

Does anyone know or has anyone heard if there will be OSG training this year in 
the United States?

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26640#26640





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] dynamic of the pipeline

2010-04-09 Thread Allen Saucier
.
if (arguments.errors())
{
  arguments.writeErrorMessages(std::cout);
  return 1;
}

// create main scene and a rotator to bring scene in default position
ref_ptrMatrixTransform mainTransform = new MatrixTransform;
mainTransform-setMatrix(osg::Matrix::rotate(
  osg::DegreesToRadians(125.0),1.0,0.0,0.0));

// construct the main scene
// for this example, glowedScene is ignored
osg::Node* glowedScene = NULL;
ref_ptrGroup scene = createSceneWrks(glowedScene);


// setup camera and glower
// the glower is not used in this example
// This is the pipeline that produces a blurred scene.  Pipeline
//   is returned as a group though only one node is within the 
//   group.
// Then, upon return from blurWholeScene(), the scene node group
//   is added to this blurWholeScene group as a child.
osg::ref_ptrosgPPU::Processor m_ppuProcessor;
osg::ref_ptrosg::Group group = blurWholeScene(viewer-getCamera(), 
  glowedScene, tex_width, tex_height, windowWidth, windowHeight, 
  renderImplementation, m_ppuProcessor);
group-addChild(scene.get());


// This is the switch node which is an OSG element and not an osgPPU
//   element.  It can be used to turn off all nodes attached to 
//   it as children. So I attach the group returned from 
//   blurWholeScene() to this switch node so that I can turn off
//   the blurring pipeline.
osg::ref_ptrosg::Switch blurswitch = new osg::Switch();
blurswitch-addChild(group);
blurswitch-setAllChildrenOff();


// m_ppuProcessor2 is the pipeline representing the Non-Blurred scene
// noBlurScene returns a group that houses that pipeline
osg::ref_ptrosgPPU::Processor m_ppuProcessor2;
osg::ref_ptrosg::Group grp2 = ogrpDoNotBlurTheScene(viewer-getCamera(), 
  glowedScene, tex_width,   tex_height, windowWidth, windowHeight, 
  renderImplementation, m_ppuProcessor2);
grp2-addChild(scene.get());

// This switch is used to turn off and on the non-blurring pipeline
osg::ref_ptrosg::Switch noblurswitch = new osg::Switch();
noblurswitch-addChild(grp2);
noblurswitch-setAllChildrenOn();


// Finally, I take the two switches and add them as children to a final
//  group node that will allow me to turn on one pipeline and turn off
//  the other pipeline.
// The real trick is that BOTH pipelines output to the SAME osgPPU Unit,
//   unitOut2.  Since both pipelines output to the exact same ppu and 
//   that ppu simply takes the input given it and sends that input to
//   the frame buffer object as direct output, I have one texture being
//   sent to unitOut2 and that texture is either blurred or not
//   blurred.
// By convention, I must set the switches to allow ONLY ONE pipeline
//   to be active.
osg::ref_ptrosg::Group finalGrp= new osg::Group();
finalGrp-addChild(blurswitch.get());
finalGrp-addChild(noblurswitch.get());

// this transform makes the scene moveable and shows each object within the
//  scene moving as expected.
mainTransform-addChild(finalGrp.get());

// keyboard handler; used to allow the user to interact with this 
application
printf(Keys:\n);
printf(\tF1 - Show Blurred Scene\n);
printf(\tF2 - Show Non-Blurred Scene\n);
viewer-addEventHandler(new KeyboardEventHandler(viewer, blurswitch, 
noblurswitch));

// setup scene
viewer-setSceneData(mainTransform.get());

return viewer-run();
}




Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26643#26643





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] Would you please consider adding this example to your osgPPU examples?

2010-04-09 Thread Allen Saucier
Hi Art,

I have written an example on how to blur a scene and how to turn that blurring 
effect on and off.  I have attached the code.  Would you please consider adding 
this to your list of examples that one may download with osgPPU?


Thank you for all of your help.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26645#26645




Attachments: 
http://forum.openscenegraph.org//files/blur_scenewrks_243.cpp


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] dynamic of the pipeline

2010-04-08 Thread Allen Saucier
Hi,

does anyone know if it is possible to setup a pipeline such that I may turn on 
and turn off a blurring effect during runtime?

For example:

camera-setViewport(new osg::Viewport(0,0,windowWidth,windowHeight));
camera-attach(osg::Camera::COLOR_BUFFER0, textureView);
camera-setRenderTargetImplementation(renderImplementation);

// setup osgPPU pipeline processor, which will use the main camera
osg::ref_ptrosgPPU::Processor processor = new osgPPU::Processor();
p_ppuProcessor = processor;
processor-setCamera(camera);

// setup unit which will bring the output of the MAIN camera,
//  w/in the Processor unit into the pipeline
osgPPU::UnitCameraAttachmentBypass* ucaByPass = new 
osgPPU::UnitCameraAttachmentBypass();
ucaByPass-setBufferComponent(osg::Camera::COLOR_BUFFER0);
ucaByPass-setName(mainCamOutputTexUCAB);
processor-addChild(ucaByPass);

// bypass With Blurring
//
osgPPU::UnitBypass* bypassWithBlurring = new osgPPU::UnitBypass();
bypassWithBlurring-setName(BypassWBlurring);
ucaByPass-addChild(bypassWithBlurring);

// bypass withOUT blurring
osgPPU::UnitBypass* bypassWOBlurring = new osgPPU::UnitBypass();
bypassWOBlurring-setName(BypassWOBlurring);
ucaByPass-addChild(bypassWOBlurring);


blurring ppu code...


   osgPPU::UnitOut* unitOut2= new osgPPU::UnitOut(); 
   osgPPU::ShaderAttribute* shaderAttribute= new osgPPU::ShaderAttribute(); 
   { 
  osg::Shader* shader= new osg::Shader(osg::Shader::FRAGMENT); 
  const char* shaderSource= 
 uniform sampler2D textureNameInShader;\n 
 void main()\n 
 {\n 
   gl_FragColor=texture2D(textureNameInShader,gl_TexCoord[0].st);\n 
 }; 
  shader-setShaderSource(shaderSource); 
  shaderAttribute-addShader(shader); 
  shaderAttribute-setName(nomShaderAttribute); 
  shaderAttribute-add(textureNameInShader, osg::Uniform::SAMPLER_2D); 
  shaderAttribute-set(textureNameInShader, 0); 

  unitOut2-setName(finalOutputUnit); 
  unitOut2-setViewport(new osg::Viewport(0,0, windowWidth, windowHeight) );
  unitOut2-getOrCreateStateSet()-setAttributeAndModes(shaderAttribute); 
   } 


   //exp 1 for blurring whole scene;
   bypassWithBlurring-addChild(blurx);
   blurx-addChild(blury);
   blury-addChild(unitOut2);

   bypassWOBlurring-addChild(unitOut2);


How may I turn on and off my blur effect during runtime?  I have tried using 
setActive but unfortunately, it only appears to work - within my pipeline - 
when applied to the last ppu, blury, and I get a black screen.  Using 
removeChild() in any situation causes a runtime crash.

I am not sure if removing a unit from processor is the right path to go either, 
because my units are children of other units and that would force me to 
re-construct my whole pipeline dynamically during runtime.  I can do that but 
it is more work.

Any help would be appreciated. 


Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26595#26595





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] dynamic of the pipeline

2010-04-08 Thread Allen Saucier
Hi,
Thank you Harash.


 
 Another Way: The One you are using Keep a UnitInOut parallel to your blurring 
 channel. In the shader for his unit, just pass the Input to the output. 
 Connect the O/P of both to the UnitOut. Enable node mask of the preferred 
 channel as per requirement.  


Do you mean?

processor = new processor()
processor-setCamera(...);
ucabypass = new UnitCameraAttachmentBypass();
processor-addChild(ucabypass); // gets texture from Camera


// OUTPUT to the Screen
// setup output ppu unit that is the size of the scene and is a 
//  tex to be rendered to the screen w/in the FBO.
   osgPPU::UnitOut* unitOut2= new osgPPU::UnitOut(); 

Code:

   osgPPU::ShaderAttribute* shaderAttribute= new osgPPU::ShaderAttribute(); 
   { 
  osg::Shader* shader= new osg::Shader(osg::Shader::FRAGMENT); 
  const char* shaderSource= 
 uniform sampler2D textureNameInShader;\n 
 void main()\n 
 {\n 
   gl_FragColor=texture2D(textureNameInShader,gl_TexCoord[0].st);\n 
 }; 
  shader-setShaderSource(shaderSource); 
  shaderAttribute-addShader(shader); 
  shaderAttribute-setName(nomShaderAttribute); 
  shaderAttribute-add(textureNameInShader, osg::Uniform::SAMPLER_2D); 
  shaderAttribute-set(textureNameInShader, 0); 

  unitOut2-setName(finalOutputUnit); 
  unitOut2-setViewport(new osg::Viewport(0,0, windowWidth, windowHeight) );
  unitOut2-getOrCreateStateSet()-setAttributeAndModes(shaderAttribute); 
   } 




// non-blur channel
ucabypass-addChild(unitOut2);


// BLUR-CHANNEL

Code:

osgPPU::UnitInOut* blurx = new osgPPU::UnitInOut();
osgPPU::UnitInOut* blury = new osgPPU::UnitInOut();
{
  // set name and indicies
  blurx-setName(BlurHorizontal);
  blury-setName(BlurVertical);

  // read shaders from file
  osg::ref_ptrosgDB::ReaderWriter::Options fragmentOptions = new 
osgDB::ReaderWriter::Options(fragment);
  osg::ref_ptrosgDB::ReaderWriter::Options vertexOptions = new 
osgDB::ReaderWriter::Options(vertex);
  osg::Shader* vshader = 
osgDB::readShaderFile(Data/glsl/gauss_convolution_vp.glsl, 
vertexOptions.get());
  osg::Shader* fhshader = 
osgDB::readShaderFile(Data/glsl/gauss_convolution_1Dx_fp.glsl, 
fragmentOptions.get());
  osg::Shader* fvshader = 
osgDB::readShaderFile(Data/glsl/gauss_convolution_1Dy_fp.glsl, 
fragmentOptions.get());

if (!vshader || !fhshader || !fvshader)
{
  printf(One of the shader files gauss_convolution_*.glsl wasn't 
found!\n);
}

  // setup horizontal blur shaders
  osgPPU::ShaderAttribute* gaussx = new osgPPU::ShaderAttribute();
  gaussx-addShader(vshader);
  gaussx-addShader(fhshader);
  gaussx-setName(BlurHorizontalShader);

  gaussx-add(sigma, osg::Uniform::FLOAT);
  gaussx-add(radius, osg::Uniform::FLOAT);
  gaussx-add(texUnit0, osg::Uniform::SAMPLER_2D);

  gaussx-set(sigma, gBlurSigma2);
  gaussx-set(radius, gBlurRadius2);
  gaussx-set(texUnit0, 0);

  blurx-getOrCreateStateSet()-setAttributeAndModes(gaussx);

  // setup vertical blur shaders
  osgPPU::ShaderAttribute* gaussy = new osgPPU::ShaderAttribute();
  gaussy-addShader(vshader);
  gaussy-addShader(fvshader);
  gaussy-setName(BlurVerticalShader);

  gaussy-add(sigma, osg::Uniform::FLOAT);
  gaussy-add(radius, osg::Uniform::FLOAT);
  gaussy-add(texUnit0, osg::Uniform::SAMPLER_2D);

  gaussy-set(sigma, gBlurSigma2);
  gaussy-set(radius, gBlurRadius2);
  gaussy-set(texUnit0, 0);

  blury-getOrCreateStateSet()-setAttributeAndModes(gaussy);
}




   ucabypass-addChild(blurx);
   blurx-addChild(blury);
   blury-addChild(unitOut2);


Now I have 2 inputs to unitOut2.  How would I enable a node mask?  I have 
never heard of such a thing.


Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26598#26598





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Help with glow example

2010-04-01 Thread Allen Saucier
Hi,
 
Art, thank you for such details.  I had studied the code and looked at the 
documentation on-line but I was still misunderstanding the basics of how to 
construct a pipe-line and how to inject scene camera data into that pipe-line.  
Your explanations have helped tremendously.


 
 allensaucier wrote:  � Select � � Expand �
 
 1. what line of code actually performs the glow effect? 
 a. I am a novice with shaders and osgPPU 
 b. I found how to increase the intensity of the glow within the shader source 
 code; it is the * 2 effect on glowColor 
 c. I can not find the line of code that actually performs the glow 
 
 There is no direct one line or function. It is just matter of the algorithm 
 used behind. For glow effect the object which has to glow is rendered 
 separatly in a buffer. This buffer is then blurred (shaders) and added to the 
 main view also in a shader. So you have to understand first how the algorithm 
 works and then you will find the lines of code you actually need. 
 
 Quote:  � Select � � Expand �
 
 2. Within the shader source code, the variables view and glow confuse me. 
 Nothing within glow.cpp refers directly to either of these variables and so I 
 do not know 
 1) how the glow effect actually happens. 
 2) how the different input to shaderSrc is actually differentiated between 
 view and glow. 
 Would someone please tell me?  
 
 I have noticed that the resultShader receives input from unitCam1 and from 
 blury which gives the view and glow outputs, though I do not fully 
 understand how. 
 
 See previously. View is the main view, glow is the glowed view. 
 


I believe the glow method is the actual combining of the Main Camera's output 
with the slaveCamera's output.  This feat is still a mystery to me but it is 
really kool.  I have two reasons for wishing to understand it: 1) I want to 
blur an entire scene as viewed by my main camera; 2) I wish to glow a 
dynamically instantiated and added node to my scene where the entire scene is 
blurred and that new node is glowing.

I understood that the view and glow within the shader code were for two 
different camera inputs.  Could you tell me how the shader knows which input is 
from which camera?  This fact still completely eludes me.


 
 UniCameraAttachmentBypass do bypass camera's attachments (i.e. render 
 textures) into the osgPPU pipeline. As I said before, every unit is a node 
 computing outputs by using inputs. Inputs are always textures. So in order to 
 bring it to the pipeline from OpenSceneGraph's cameras, we place this unit 
 either directly under Processor or under UnitCamera. UnitCamera do bypass the 
 osg's camera to the pipeline. It has no direct output and hence 
 UnitCameraAttachmentBypass is required to get camera attachments and put it 
 into the pipeline. Units placed under AttachmentBypass will use camera's 
 texture as input. 
 


Question: when you say, UniCameraAttachmentBypass do bypass camera's 
attachments, do you mean that UniCameraAttachmentBypass sends a camera's 
output into the pipeline without modification?  The word bypass means to 
completely go around an object and not deal with it at all and LEAVE IT behind 
you so that it has NO FURTHER EFFECT in the path you have chosen to go.  

However, to pass a camera's attachments into the pipeline means to take a 
camera's output and simply send it forward into the pipeline without 
modification within that unit.

One more question:
It appears that the main camera or any camera for that matter must have a 
texture attachment added to it so that that camera's output may be sent into 
a pipeline as a texture.  Is this correct?

Thank you very much Art, I really do appreciate your time and I appreciate you 
answering my questions.  After I have completed my tasks, I would really like 
to send you the example code that I am building and see what you think and 
perhaps even publish my example with your approval. :)


Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26358#26358





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] Help with glow example

2010-03-31 Thread Allen Saucier
Hi Community,

I have several questions about the glow example.  Any help would be appreciated.

1. what line of code actually performs the glow effect?
a. I am a novice with shaders and osgPPU
b. I found how to increase the intensity of the glow within the shader 
source code; it is the * 2 effect on glowColor
c. I can not find the line of code that actually performs the glow

2.  Within the shader source code, the variables view and glow confuse me.  
Nothing within glow.cpp refers directly to either of these variables and so I 
do not know 
1) how the glow effect actually happens.
2) how the different input to shaderSrc is actually differentiated 
between view and glow.
  Would someone please tell me? :-*

 I have noticed that the resultShader receives input from unitCam1 and from 
blury which gives the view and glow outputs, though I do not fully 
understand how.

3. I have continued to notice the use of processor as the beginning of the 
pipeline.  When adding a child to a pipeline element, does that automatically 
send output to the child?

4. I have noticed that there are 2 camera inputs into the pipeline. One is the 
main camera directly attached to processor.  The other is a new camera, 
slaveCamera, which is attached to unitSlaveCamera.  What stops the main 
camera's output from going into the unitSlaveCamera?

5. what does osgPPU::UnitCameraAttachmentBypass mean?

6. what does osgPPU::UnitCamera mean?

Thank you so much for your help. :D

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26308#26308





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] Err Compiling cudakernel

2010-03-26 Thread Allen Saucier
Thank you Art  cr333, I really appreciate your response.  Hum, I will have to 
check CUDA_DIR and CUDA_INCLUDE.  I never knew there was a cuda compiler.  Now 
I know what nvcc means.

I have checked my CMake configuration.  I have included a pic of what cmake 
finds.

1st:  I placed osgPPU in my Osg 2.8.2 build directory
2nd: I ran cmake on c:\OpenSceneGraph-2.8.2\osgPPU-0.4.0

These 2 steps produced the cmake output that I have included in my pic1.

What is odd is that cmake tells me CUDA installation was not found but in my 
pic1, certain variables, FOUND_CUBLAS, FOUND_CUBLASEMU and others are found!  
And they are pointed to the correct CUDA directory on my system, C:\CUDA.

When cmake tells me cuda is not found and the fact that CUDA_INCLUDE is NOT 
listed in my cmake configuration, does this mean that cuda based applications 
will not compile for osgPPU?

And I assume that sinf/cosf/tanf are cuda versions of sin, cos and tan?  Hum, I 
have not come across that problem as yet.


Thank you both! :D


art wrote:
 Hi Allen,
 
 ok you started new forum thread for the issue, as I see.
 The nvcc cuda build rules should be setted up automatically by the cmake file.
 
 I just tried it again and it works. Has cmake found CUDA_DIR and 
 CUDA_INCLUDE? 
 The one thing which do not work now, is that compiling with cuda I have 
 problems like sinf/cosf/tanf/... identifier not found?!?! It seems Visual 
 studio doesn't like cuda files anymore. I will check that. But to your 
 problem, I wasn't able to reproduce the error, it works.
 
 Cheers,
 
 Art


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26202#26202




Attachments: 
http://forum.openscenegraph.org//files/pic2_104.jpg
http://forum.openscenegraph.org//files/pic1_198.jpg


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] Err Compiling cudakernel

2010-03-25 Thread Allen Saucier
Hi,

I have received these errors when compiling cudakernel.  Does anyone know what 
might be the problem? I am on windows using MSVS 2005 and I know that my gl.h 
file is w/in my include header path yet for some reason it is not being found - 
or read.


The MSVS 2005 tells: 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(93): error: identifier 
glLoadMatrixf is undefined 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(94): error: identifier 
glLoadMatrixd is undefined 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(95): error: identifier 
glMultMatrixf is undefined 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(96): error: identifier 
glMultMatrixd is undefined 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(131): warning: 
field of class type without a DLL interface used in a class with a DLL 
interface 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(133): warning: 
field of class type without a DLL interface used in a class with a DLL 
interface 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(162): warning: field 
of class type without a DLL interface used in a class with a DLL interface 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(164): warning: field 
of class type without a DLL interface used in a class with a DLL interface 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/DisplaySettings(241): 
warning: field of class type without a DLL interface used in a class with a DLL 
interface 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(121): error: 
variable GLenum is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(124): error: 
variable GLenum is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(141): error: 
variable GLuint is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(174): error: 
variable GLuint is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(203): error: 
variable GLuint is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
variable GLenum is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
variable GLuint is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
variable GLenum is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
variable GLenum is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(206): error: 
variable GLenum is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(207): error: 
variable GLuint is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
variable GLboolean is not a type name 
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
variable GLuint is not a type name 


Thanks!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26134#26134





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-25 Thread Allen Saucier
-addChild(unitInOut2); 
   //unitInOut2-addChild(ppuout); 

   viewer-setSceneData(node); 

   return viewer-run(); 
} 





Harash Sharma wrote:
 Hi Julia, Allen,
 
 
 I have one solution that most probably seems to be wht you are looking for. I 
 have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' 
 osgPPU. 
 
 Render the scene to a texture T1, High pass filter this image using a shader 
 to extract the edges (store to T2), followed by a Gaussian filtering of T2. 
 Overlay this processed image over the original with a weight factor.  
 
 Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-|   
 | +-- T4 -- Output to Framebuffer
 ||
 
 
 Regards
 
 Harash
 
 From: Allen Saucier 
 To: 
 Sent: Tue, March 16, 2010 8:27:51 PM
 Subject: Re:  bluring model edges
 
 Hi,
 
 I am in need of this type of feature, too. I need to be able to take a model 
  fuzz it's edges, though I must admit that I don't fully understand the 
 code given, I'll try this.
 
 Thanks Guy for the ideas.
 
 Cheers,
 Allen
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=25726#25726
 
 
 
 
 
 ___
 osg-users mailing list
  ()
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum
[/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26159#26159





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-24 Thread Allen Saucier
Hi,

does anyone know where the examples are for using osgPPU? I can not find any on 
his sight. And documentation, too, that is more than the class layout offered 
on the sight.  I need deeper explanations than just class/method blurbs. 

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26073#26073





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] osgPPU Windows XP Install Guide

2010-03-24 Thread Allen Saucier
Hi Art,

do you know of any examples on how to use osgPPU?  I can not find any on the 
website and the class/method documentaiton is simply not enough for me to 
understand how to use this plug-in.

I have been able in at least compile and link against the osgPPU in windows 
under MSVS 2005, so that seems to work.


Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26075#26075





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] osgPPU osgShadow

2010-03-24 Thread Allen Saucier
Hi Art,

Your osgPPU does an awesome job of blurring!  I just got the example listed 
above to work by using your view.cpp code.  Thanks for posting it!

I have a question: I am trying to blur my entire scene.  Is that possible with 
osgPPU?  If so, would you mind showing me how? I can not find any examples of 
how to use osgPPU at the website - perhaps I'm looking in the wrong place.

I am needing to blur both my scene and to have motion blur on objects within my 
scene that are moving.

Thank you so much!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26083#26083





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-03-24 Thread Allen Saucier
Hi,


 
 So, the questions are: 
 
 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one) 
 

If this type of event does not occur in Huntsville, AL, I would not be able to 
attend as my company does not support training or things of this nature, either.


 
 2) Would you go to a OSG Users Group Meeting? 
 

I would definitely attend an OSG UG as I am still a novice in OSG after 4 years 
of struggling with it and would deeply appreciate meeting others who use this 
product and discuss how to use it more effectively let alone hosting osg 
training seminars!

And I, myself, would be willing to help pay for the training seminars!  And 
that would be out of my own pocket.

But again, I would need an OSG UG in Huntsville, AL.

Thank you for posing these questions.  I really appreciate it.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26085#26085





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] osgPPU Windows XP Install Guide

2010-03-24 Thread Allen Saucier
Hi,

well, I found the examples... in of all places, the downloaded files for the 
osgPPU project.

Art, I have a problem installing, I think.  Everything compiles except for 
one project: cudakernel.

The MSVS 2005 tells:
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(93): error: identifier 
glLoadMatrixf is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(94): error: identifier 
glLoadMatrixd is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(95): error: identifier 
glMultMatrixf is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(96): error: identifier 
glMultMatrixd is undefined
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(131): warning: 
field of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Referenced(133): warning: 
field of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(162): warning: field 
of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/Object(164): warning: field 
of class type without a DLL interface used in a class with a DLL interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/DisplaySettings(241): 
warning: field of class type without a DLL interface used in a class with a DLL 
interface
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(121): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(124): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(141): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(174): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(203): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(204): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(205): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(206): error: 
variable GLenum is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(207): error: 
variable GLuint is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
variable GLboolean is not a type name
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/BufferObject(208): error: 
variable GLuint is not a type name

Would you please help me understand this error?  I believe it is stopping me 
from installing the osgPPU into my openscenegraph directory correctly.  I do 
have the GL.h file and it is in a directory which is findable by MSVS 2005.  
But, for some reason, MSVS refuses to see the gl.h file.

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26102#26102





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-24 Thread Allen Saucier
Hi,
Thx! I found them.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26103#26103





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-24 Thread Allen Saucier
Guy and Julia
I still can not get this code snippet to work.

Would you please tell me what I might be missing?  I've provided my sample code 
and have commented out the code snippet below because I could never see any 
changes.


Guy wrote:
 Julia,
 
 I never tried it but you should enable GL_POLYGON_SMOOTH, and enable
 alpha blending for the object you want to 'blur'.
 
 For example:
 
   osg::StateSet * stateset = geode-getOrCreateStateSet();
   stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute::ON);
 
 
   osg::BlendFunc *fn = new osg::BlendFunc();
   fn-setFunction(osg::BlendFunc::SRC_ALPHA,  
   osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
 
   
   stateset-setAttributeAndModes(fn,
   osg::StateAttribute::ON);
   stateset-setMode(GL_BLEND, osg::StateAttribute::ON);
   stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 
 Good luck,
 Guy.
 
 Hi,
 
 Is it possible to blur the edges of a model in OSG with whatever is
 behind?
 Currently the edges of the models in my scene are too sharp and would
 look better if there was a translucent overlap at the edges.
 
 Is this possible to achieve in OSG, or is this kind of functionality
 more relevant to OpenGL?
 
 Thank you,
 Julia
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=8918#8918
 
 
 
 
 
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
 g
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26104#26104




Attachments: 
http://forum.openscenegraph.org//files/exampleosg1_185.cpp


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-18 Thread Allen Saucier
Guy, I have tried this code snippet, too, and I am not getting any results.  
None.  No changes in the look of my model or a constructed pyramid.  Could you 
perhaps tell me what I am missing?

I have attached my blend app, which is a direct copy of the blendequation app 
from the OSG website.  I commented out the blend equation code  dropped this 
snippet in.

Thanks.


Guy wrote:
 
 For example:
 
   osg::StateSet * stateset = geode-getOrCreateStateSet();
   stateset-setMode(GL_POLYGON_SMOOTH, osg::StateAttribute::  ON);
 
 
   osg::BlendFunc *fn = new osg::BlendFunc();
   fn-setFunction(osg::BlendFunc::SRC_ALPHA,  
   osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
 
   
   stateset-setAttributeAndModes(fn,
   osg::StateAttribute:: ON);
   stateset-setMode(GL_BLEND, osg::StateAttribute:: ON);
   stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 
 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25799#25799




Attachments: 
http://forum.openscenegraph.org//files/main_blendexample_210.cpp


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPPU] osgPPU Windows XP Install Guide

2010-03-18 Thread Allen Saucier
Hi,

Would someone please point me to an installation guide of osgPPU on Win XP, if 
one exists?  I can not find one on the website.

Plus, I am following the osg example of windows installation using cmake and 
when compiling, the project cudakernel does not compile because it can not find 
gl.h.

Being on a windows platform with OSG 2.8.2 installed, I thought for sure osgPPU 
would use OSG's opengl files.  It may but not for opengl.

I'm using an nVidia 9600gt card.  Are the openGL drivers/dev files susposed to 
be installed with the card installation software?

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25844#25844





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-18 Thread Allen Saucier
Thank you Yann.

Does anyone know how to install osgPPU on windows?  I'm close but I am getting 
errors that gl.h can not be found, yet I've installed OSG by following the osg 
installation method given for windows xp.

I had to install cudatoolkit from nVida - I'm running on an nVidia card: 9600gt.

So, I used CMake on osgPPU to build an MSVS 2005 sln for osgPPU.  Well, all 
compiles well except for cudakernel, which seems to require the openGL  gl.h 
file.

Or is this question best asked in another thread all-together?


yann le paih wrote:
 Hi,
 
 Morphological Antialiasing (MLAA) is a Post Processing technique. you could 
 try with  osgPPU.
 
 ie can this methodology be performed in milliseconds? :
 
 Like other Post Processing technique, it's depend of your shader complexity 
 and your output resolution.
 
 An example : 
    
 http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html
  
 (http://www.highdefforum.com/gaming-systems/107094-mlaa-technique-can-give-results-4x-better-than-16x-msaa.html)
 
 
 -- 
 Yann Le Paih
 Keraudrono
 56150 BAUD
 Portable: +33(0)610524356
  ()
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25845#25845





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-17 Thread Allen Saucier
Hi Harash.  Well, I truly do not know what you're talking about but I kinda 
understand in principle.  Would your methodology work in a real time simulation 
- ie can this methodology be performed in milliseconds?

2nd question: where would I start?
I've no idea how to render a scene to a texture let alone where to even find a 
high pass filter.  Would you explain how to do this in osg?

Thanks Harash. :)


Harash Sharma wrote:
 Hi Julia, Allen,
 
 
 I have one solution that most probably seems to be wht you are looking for. I 
 have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' 
 osgPPU. 
 
 Render the scene to a texture T1, High pass filter this image using a shader 
 to extract the edges (store to T2), followed by a Gaussian filtering of T2. 
 Overlay this processed image over the original with a weight factor.  
 
 Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-|   
 | +-- T4 -- Output to Framebuffer
 ||
 
 
 Regards
 
 Harash
 
 From: Allen Saucier 
 To: 
 Sent: Tue, March 16, 2010 8:27:51 PM
 Subject: Re:  bluring model edges
 
 Hi,
 
 I am in need of this type of feature, too. I need to be able to take a model 
  fuzz it's edges, though I must admit that I don't fully understand the 
 code given, I'll try this.
 
 Thanks Guy for the ideas.
 
 Cheers,
 Allen
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=25726#25726
 
 
 
 
 
 ___
 osg-users mailing list
  ()
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25761#25761





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-17 Thread Allen Saucier
Yann, can this be perfomed in OSG?


yann le paih wrote:
 Hi,
 
 Morphological Antialiasing maybe an other solution :
 http://visual-computing.intel-research.net/publications/publications.htm 
 (http://visual-computing.intel-research.net/publications/publications.htm)
 http://visual-computing.intel-research.net/publications/mlaa.pdf 
 (http://visual-computing.intel-research.net/publications/mlaa.pdf)
 http://visual-computing.intel-research.net/publications/testMLAA.zip 
 (http://visual-computing.intel-research.net/publications/testMLAA.zip)
 
 Yann
 
 
 
 
 
 
 On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma  () wrote:
 
   Hi Julia, Allen,
  
    
      I have one solution that most probably seems to be wht you are looking 
  for. I have been using OSG for doing some image processing. Thanks to Mr. 
  Art Tevs' osgPPU. 
    
      Render the scene to a texture T1, High pass filter this image using a 
  shader to extract the edges (store to T2), followed by a Gaussian filtering 
  of T2. Overlay this processed image over the original with a weight factor. 
   
       
      Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- 
  T3-|       
  |   
   +-- T4 -- Output to Framebuffer
      
  ||
  
   
  Regards
   
  Harash
  
  From: Allen Saucier  ()
  To:  ()
  Sent: Tue, March 16, 2010 8:27:51 PM
  Subject: Re:  bluring model edges
  
  
  Hi,
  
  I am in need of this type of feature, too.  I need to be able to take a 
  model  fuzz it's edges, though I must admit that I don't fully 
  understand the code given, I'll try this.
  
  Thanks Guy for the ideas.
  
  Cheers,
  Allen
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 
  (http://forum.openscenegraph.org/viewtopic.php?p=25726#25726)
  
  
  
  
  
  ___
  osg-users mailing list
   ()
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
  (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
  
  
  
  
  
  
  
  ___
  osg-users mailing list
   ()
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
  (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
  
  
 
 
 
 -- 
 Yann Le Paih
 Keraudrono
 56150 BAUD
 Portable: +33(0)610524356
  ()
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25762#25762





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] recommendation requested for using osg with dynamic geometry

2010-03-16 Thread Allen Saucier
Hi,

Well, if your goal is like mine, I have a solution but it is not the best  I 
don't know a better one as of right now:
1. set up a data struct that holds your objects and info to update the object 
of in the object list
my list is very detailed as there are other things I track besides the 
position of an object and it's orientation: light on/off, fog on/off, label 
on/off, etc...
2. I also hold a copy of the object's PAX positionAttitudeTransform w/in my 
object list so that I may look it up quickly w/in OSG's node tree to update it 
when I need to.
3. Implement a locking mechanism to LOCK the OSG node tree each time you wish 
to update a node w/in the tree
Why?  Because I found that updating a node or PAX as I call it outside of 
the rendering loop causes a crash because while I'm accessing my PAX  OSG's 
render loop can also access that very same node  a crash occurs
4. When I insert or update a node into the node scene, I lock the OSG node 
tree, perform my insert/update, and then unlock the node tree.

This is not the best way, but it is the only way I know of at this time that 
allows me to updated nodes in a real-time/semi-real-time simulation environment.

However, constantly locking  unlocking the node tree does slow the system down 
and I do believe that there is a better way.


Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25721#25721





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-16 Thread Allen Saucier
Aaaah, that explains some of what I'm seeing.  Hum...  Using the 
TerrianManipulator is different from the trackball manipulator but the idea is 
the same: setByMatrix I have been assuming to capture the entire state of the 
manipulator and to properly situate my camera exactly where I want and at the 
rotation I want.

Guy, I am trying to rotate the camera 90 degrees with respect to a local 
coordinate frame.  The local coordinate frame is actually @ the edge of the 
earth (a sphere or ellipsoid) so the camera must be orientated on the terrain 
at a 90 degree angle to it.

Thank you both for your response.  I appreciate the help!



J.P. Delport wrote:
 Hi Allen,
 
 the problem with setMatrix is that it cannot fully encapsulate the state 
 of the manipulator. Internally the manipulator (trackball) uses a 
 distance, rotation and center, but all these variables do not fit into a 
 matrix. The manipulator can calc a matrix from the internal variables, 
 but not set them properly from an input matrix. E.g. the view might look 
 OK, but the rotation point is somewhere weird.
 
 Some pointers to the past:
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/8588/focus=8612
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/19271/focus=19873
 
 jp
 
 
 Allen Saucier wrote:
 
  Hi,
  
  thanks JP! :)  I really appreciate your response.  It appears I am fighting 
  something I didn't expect and something I don't fully understand: the 
  terrain manipulator.
  
  I understand what you've proposed but when I call the fucntion: 
  setByMatrix() w/in the terrain manipulator, that function appears to be 
  doing something to the matrix I send in that I am not expecting.
  
  What you've proposed is pretty much what I do except that I'm using 
  quaternions and then converting those quats into matrices.
  
  So I can move the cam and I can even rotate it on the Z axis which is the 
  position vector coming from the ECEF origin to the point on the terrain I'm 
  working with and the cam is looking directly down that Z axis (local 
  z-axis).
  
  It's just when I do a 90 degree rotation about the local x or y axis I get 
  something totally screwed up and I don't know why but I think the mystery 
  is w/in the terrain manipulator which I've not investigated more thoroughly 
  as yet.
  
  I am hoping someone who has in depth knowledge about the terrain 
  manipulator will see this post  buzz me back on it.  I have very limited 
  understanding of the manipulator code w/in OSG as I'm still a novice w/ OSG 
  so I get all mixed up when I delve into any of the manipulator classes: 
  trackball, nodetracker and now terrain.
  
  thanks though!
  
  Thank you!
  
  Cheers,
  Allen
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=25590#25590
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 
 -- 
 This message is subject to the CSIR's copyright terms and conditions, e-mail 
 legal notice, and implemented Open Document Format (ODF) standard. 
 The full disclaimer details can be found at 
 http://www.csir.co.za/disclaimer.html.
 
 This message has been scanned for viruses and dangerous content by 
 MailScanner, 
 and is believed to be clean.  MailScanner thanks Transtec Computers for their 
 support.
 
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25722#25722





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bluring model edges

2010-03-16 Thread Allen Saucier
Hi,

I am in need of this type of feature, too.  I need to be able to take a model  
fuzz it's edges, though I must admit that I don't fully understand the code 
given, I'll try this.

Thanks Guy for the ideas.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25726#25726





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-12 Thread Allen Saucier
Hi,

thanks JP! :)  I really appreciate your response.  It appears I am fighting 
something I didn't expect and something I don't fully understand: the terrain 
manipulator.

I understand what you've proposed but when I call the fucntion: setByMatrix() 
w/in the terrain manipulator, that function appears to be doing something to 
the matrix I send in that I am not expecting.

What you've proposed is pretty much what I do except that I'm using quaternions 
and then converting those quats into matrices.

So I can move the cam and I can even rotate it on the Z axis which is the 
position vector coming from the ECEF origin to the point on the terrain I'm 
working with and the cam is looking directly down that Z axis (local z-axis).

It's just when I do a 90 degree rotation about the local x or y axis I get 
something totally screwed up and I don't know why but I think the mystery is 
w/in the terrain manipulator which I've not investigated more thoroughly as yet.

I am hoping someone who has in depth knowledge about the terrain manipulator 
will see this post  buzz me back on it.  I have very limited understanding of 
the manipulator code w/in OSG as I'm still a novice w/ OSG so I get all mixed 
up when I delve into any of the manipulator classes: trackball, nodetracker and 
now terrain.

thanks though!

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25590#25590





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles

2010-03-12 Thread Allen Saucier
Hi,

I do believe the opengl course would be very beneficial for programming in osg 
but unfortunately, I don't have the money or time.  But, if you can go and you 
use osg extensively, I would go.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25592#25592





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-03-11 Thread Allen Saucier
Hi Jordi,
thanks for the updated. Sorry for being a pest.  I do really appreciate your 
help and I definitely understand your pressure.  I have been totally swamped 
myself.

I'll let you know how the latest info you've given me works.  Talk to you soon!
:D

Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25542#25542





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-10 Thread Allen Saucier
Hi,
I am having some extreme difficulty in rotating my viewing camera 90 degrees 
with respect to a local coordinate system.

Local coordinate system: (in geocentric measure)
mine is at the edge of the earth; i.e. i'm using a spherical earth.  here is 
how I compute the local axes:

fuctionName ( osg::PositionAttitudeTransform pax )
{
osg::vec3d  objectLocation = pax-getPosition(); // where x,y,z are -678468.2, 
-5405095.0, 3682910.3
osg:;quat qOrient = pax-getAttitude(); 

osg::vec3d  up(0,0,1); // z axis of the earth or World coordinates

osg::vec3d x_axis = up ^ objectLocaction;
osg::vec3d y_axis = objectLocaction ^ x_axis;
x_axis.normalize();
y_axis.normalize();

osg::Quat  qRotAboutAxisByDegree;
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), objectLocaction);
osg::Quat  qNewOrient  =  qOrient * qRotAboutAxisByDegree;

s_mtxdIrCamPosOrientOri  =  osg::matrix::rotate(qNewOrient) * 
osg::matrix::translate(objectLocation);

}

1. I know for a fact that the pax is set correctly with position  attitude 
because my objects are being placed on my terrain, which is georeferenced 
terrain, correctly; i.e. they are perpendicular w/ the terrain and sit nicely 
on it.

2. the above code snippet actually works for rotation about the local Z axis 
and I am looking straight down at my terrain; i.e. directly down the local Z 
axis.

3. I want to rotate the camera up 90 degrees and be looking down the positive 
X axis.

4. I have tried replacing 
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), objectLocaction);

with 
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), x_axis);
and I get the camera rotated about some axis I am NOT sure of and I am looking 
at the terrain from a peculiar angle, though I know not what angle.

5. I am using the TerrainManipulator as my scene matrix manipulator, if that 
helps.


Would someone please give me insight as to how to do this?  I would be greatly 
appreciative as the solution is totally eluding me. :O
... 

Thank you!
Thank you very much.

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25471#25471





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles

2010-03-10 Thread Allen Saucier
Hi,
any update on osg training? 
... 

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25472#25472





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-03-05 Thread Allen Saucier
Hey guys,
are you able to help me?

Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25249#25249





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-03-02 Thread Allen Saucier
Hi Jordi,

Well, I am back at square one again.  Some how I was able to run the Examples 
application and get the former error message I showed you and I did find the 
vc90 files on my system.  So, removed them from my system.

I believe those files were installed when I attempted to install MySql 
Workbench which requires .Net Framework 3.x.

I must use windows right now because I am porting from Ubuntu to Windows as per 
a customer requirement to have my 3d Viewer run on both platforms.  So, for me, 
it is imperative that I get osgvp running on Windows XP.

Well, I have the same error again:
Loading jniosgvpviewer from resources
java.io.FileNotFoundException: Unable to locate win32/bin/jniosgvpviewer.dll in 
class path
at org.gvsig.NativeLoader.extractLibrary(NativeLoader.java:99)

This turn of events is extremely confusing.  I have included pictures of my 
eclipse setup.  My CLASSPATH in Eclipse is:
C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libjni-osgvp\target\target_cmake\lib;c:\documents
 and settings\allen\.depman\lib;

My PATH in Eclipse is:
C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libjni-osgvp\target\target_cmake\bin;c:\documents
 and settings\allen\.depman\bin;

Semicolons are necessary on windows to replace the colons between path entries.

For the life of me, I can not figure out what I am doing wrong.  I know 
jniosgvpviewer.dll is findable and in my path yet the eclipse environment can 
not/will not find it.  I am using eclipse 

and my PATH in my command line tool is:
Path=C:\Program Files\Microsoft Visual Studio 8\Common7\IDE;C:\Program 
Files\Microsoft Visual Studio 8\VC\BIN;C:\Program
 Files\Microsoft Visual Studio 8\Common7\Tools;C:\Program Files\Microsoft 
Visual Studio 8\Common7\Tools\bin;C:\Program F
iles\Microsoft Visual Studio 8\VC\PlatformSDK\bin;C:\Program Files\Microsoft 
Visual Studio 8\SDK\v2.0\bin;C:\WINDOWS\Mic
rosoft.NET\Framework\v2.0.50727;C:\Program Files\Microsoft Visual Studio 
8\VC\VCPackages;C:\GTK\bin;C:\PROGRA~1\Borland\
CBUILD~1\Bin;C:\PROGRA~1\Borland\CBUILD~1\Projects\Bpl;C:\Program 
Files\PHP\;C:\GTK\bin;C:\WINDOWS\system32;C:\WINDOWS;C
:\WINDOWS\System32\Wbem;C:\Program Files\Common Files\Roxio 
Shared\DLLShared\;C:\Program Files\doxygen\bin;C:\Program Fi
les\RTI-1.3NGmatrexV5.1\win32-vc71\bin;C:\Program Files\MySQL\MySQL Server 
5.0\bin;C:\Program Files\QuickTime\QTSystem\;
C:\Program Files\ATI Technologies\ATI.ACE\Core-Static;C:\Program 
Files\Microsoft SQL Server\90\Tools\binn\;C:\Program Fi
les\CMake 
2.8\bin;C:\PROGRA~1\FWTOOL~1.7\bin;C:\PROGRA~1\FWTOOL~1.7\python;C:\Program 
Files\Java\jdk1.6.0_18\bin;C:\Prog
ram Files\Apache Software Foundation\apache-maven-2.0.10\bin;C:\Program 
Files\GnuWin32\bin;C:\Program Files\Apache Softw
are Foundation\apache-ant-1.8.0\bin;C:\PROGRA~1\FWTOOL~1.7\bin;c:\Program 
Files\eclipse;C:\osgvp-2.2.0-SNAPSHOT-src\libo
sgvp\libjni-osgvp\target\target_cmake\bin;C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libjni-osgvp\target\target_cmake_product\
bin;C:\Program Files\IDM Computer Solutions\UltraEdit\;C:\Program 
Files\multidesk\shortcuts;C:\Program Files\IDM Compute
r 
Solutions\UltraCompare\;C:\PROGRA~1\FWTOOL~1.7\bin;C:\PROGRA~1\FWTOOL~1.7\python;

And my CLASSPATH in my command line tool is:
CLASSPATH=.;C:\Program 
Files\RTI-1.3NGmatrexV5.1\win32-vc71\bin\javaBinding.jar;C:\Program 
.;C:\Program Files\RTI-1.3NGm
atrexV5.1\win32-vc71\bin\javaBinding.jar; C:\Program 
Files\Java\jre6\lib\ext\QTJava.zip;C:\OSGVP-2.2.0-snapshot-src\libo
sgvp\libNative\target\libNative-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-core\target\libosgvp-c
ore-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-ephemeris\target\libosgvp-ephemeris-2.2.0-SNAPSHOT
.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-examples\target\libosgvp-examples-2.2.0-SNAPSHOT.jar;
 C:\OSGVP-2.2.0
-snapshot-src\libosgvp\libosgvp-features\target\libosgvp-features-2.2.0-SNAPSHOT.jar;
 C:\OSGVP-2.2.0-snapshot-src\libosg
vp\libosgvp-geometries\target\libosgvp-geometries-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-mani
pulator\target\libosgvp-manipulator-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-planets\target\lib
osgvp-planets-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-steroconfig\target\libosgvp-stereoconfig
-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-symboloby\target\libosgvp-symbology-2.2.0-SNAPSHOT.ja
r; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-terrain\target\libosgvp-terrain-2.2.0-SNAPSHOT.jar;
 C:\OSGVP-2.2.0-snap
shot-src\libosgvp\libosgvp-viewer\target\libosgvp-viewer-2.2.0-SNAPSHOT.jar;C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libjni-
osgvp\target\target_cmake\bin;C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libjni-osgvp\target\target_cmake_product\bin


Do you have any suggestions?  I just can not understand why the java 
application can not find my dll's when I have set both the external environment 
variable paths in my command line tool

Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-25 Thread Allen Saucier
Ok, I have a partial solution :):)


 
 Environment Tab: 
 Linux Set your LD_LIBRARY_PATH to: 
 
 ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/lib:/home/your_username/.depman/lib
  
 
 For windows XP your PATH must point to (pay attention to word bin): 
 
 ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/bin:c:/documents 
 and settings/your_user/.depman/bin 
 


This is mostly correct.  However, for Windows, the CLASSPATH and PATH must use 
; and not :

Throughout all of my attempts of setting the command window's CLASSPATH, and 
PATH environment variables plus setting the eclipse internal LD_LIBRARY_PATH 
and PATH variables, I naturally used ; in the command windows variables but not 
within eclipse.

Once I used ; between the paths within the PATH environment variable in 
eclipse, the application finally found all the needed dll's it was searching 
for.

But, now I have a bigger problem. kernel32.dll on Windows XP.  I've attached my 
error log and here is what the error output is as produced while running from 
within eclipse.  The application crashes after producing this error:

# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc005) at pc=0x7c80977f, pid=5352, tid=2568
#
# JRE version: 6.0_18-b07
# Java VM: Java HotSpot(TM) Client VM (16.0-b13 mixed mode, sharing windows-x86 
)
# Problematic frame:
# C  [kernel32.dll+0x977f]
#
# An error report file with more information is saved as:
# C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libosgvp-examples\hs_err_pid5352.log
#
# If you would like to submit a bug report, please visit:
#   http://java.sun.com/webapps/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

[error occurred during error reporting , id 0xc005]




Thank you for the help,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24884#24884




Attachments: 
http://forum.openscenegraph.org//files/hs_err_pid5352_629.txt


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-24 Thread Allen Saucier
Hi Rafa  Jordi,

Could you please tell me how to run this product from within Eclipse?  I have 
been working for days now trying and this is really frustrating.

I've:
1. constructed the win32/bin directory within osgvp-2.2.0-SNAPSHOT-src
2. i copied all of the dll's within osgvp-2.2.0-SNAPSHOT-src into win32/bin
3. Here is my CLASSPATH
CLASSPATH=.;C:\Program 
Files\RTI-1.3NGmatrexV5.1\win32-vc71\bin\javaBinding.jar;C:\Program 
.;C:\Program Files\RTI-1.3NGm
atrexV5.1\win32-vc71\bin\javaBinding.jar; C:\Program 
Files\Java\jre6\lib\ext\QTJava.zip;C:\OSGVP-2.2.0-snapshot-src\libo
sgvp\libNative\target\libNative-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-core\target\libosgvp-c
ore-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-ephemeris\target\libosgvp-ephemeris-2.2.0-SNAPSHOT
.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-examples\target\libosgvp-examples-2.2.0-SNAPSHOT.jar;
 C:\OSGVP-2.2.0
-snapshot-src\libosgvp\libosgvp-features\target\libosgvp-features-2.2.0-SNAPSHOT.jar;
 C:\OSGVP-2.2.0-snapshot-src\libosg
vp\libosgvp-geometries\target\libosgvp-geometries-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-mani
pulator\target\libosgvp-manipulator-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-planets\target\lib
osgvp-planets-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-steroconfig\target\libosgvp-stereoconfig
-2.2.0-SNAPSHOT.jar; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-symboloby\target\libosgvp-symbology-2.2.0-SNAPSHOT.ja
r; 
C:\OSGVP-2.2.0-snapshot-src\libosgvp\libosgvp-terrain\target\libosgvp-terrain-2.2.0-SNAPSHOT.jar;
 C:\OSGVP-2.2.0-snap
shot-src\libosgvp\libosgvp-viewer\target\libosgvp-viewer-2.2.0-SNAPSHOT.jar;C:\osgvp-2.2.0-SNAPSHOT-src\win32\;

4. I even tried to add a classpathentry to the .classpath file within 
libosgvp-examples project

None of these things have helped me to run ExamplesLauncher.java examples.  I 
can run ExamplesLauncher.java but none of the examples.

I am stuck.  Would you please help? :? :? 

Best regards,
Allen


** ACTUAL ERROR MSG  when running ExamplesLauncher.java

Loading jniosgvpviewer from resources
java.io.FileNotFoundException: Unable to locate win32/bin/jniosgvpviewer.dll in 
class path
at org.gvsig.NativeLoader.extractLibrary(NativeLoader.java:99)
at org.gvsig.NativeLoader.loadJNILibrary(NativeLoader.java:145)
at org.gvsig.NativeLoader.loadLibrary(NativeLoader.java:191)
at org.gvsig.osgvp.viewer.OSGViewer.clinit(OSGViewer.java:131)
at 
org.gvsig.osgvp.viewer.example6.BasicFullscreenViewerExample.initExample(BasicFullscreenViewerExample.java:54)
at 
org.gvsig.dockfw.DockFramework$1.actionPerformed(DockFramework.java:271)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown 
Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread AWT-EventQueue-0 java.lang.UnsatisfiedLinkError: 
org.gvsig.osgvp.viewer.OSGViewer.native_createViewer()J
at org.gvsig.osgvp.viewer.OSGViewer.native_createViewer(Native Method)
at org.gvsig.osgvp.viewer.OSGViewer.init(OSGViewer.java:367)
at 
org.gvsig.osgvp.viewer.example6.BasicFullscreenViewerExample.initExample(BasicFullscreenViewerExample.java:54

Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-24 Thread Allen Saucier
I've done this under Windows.  However, if you noticed, the win32/bin/ relative 
path appears to be a hardcoded relative path to jniosgvpviewer.dll which means, 
win32/bin/ is added to every directory path that is listed within my Path 
environment variable in Windows.


My Path in Windows is:
C:\Documents and Settings\allenset|grep Path
File STDIN:
Path=C:\Program Files\Microsoft Visual Studio 8\Common7\IDE;C:\Program 
Files\Microsoft Visual Studio 8\VC\BIN; ... 
C:\osgvp-2.2.0-SNAPSHOT-src\win32\bin

The error I receive is below:


Loading jniosgvpviewer from resources
java.io.FileNotFoundException: Unable to locate win32/bin/jniosgvpviewer.dll in 
class path
at org.gvsig.NativeLoader.extractLibrary(NativeLoader.java:99)


Without C:\osgvp-2.2.0-SNAPSHOT-src\win32\bin in my Path, I receive the 
following error:

Loading jniosgvpviewer from resources java.io.FileNotFoundException: Unable to 
locate win32/bin/jniosgvpviewer.dll in class path


So, I'm confused. :? :? :?


Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24823#24823





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-22 Thread Allen Saucier
Hi Rafa or Jordi

I have a different problem now on Windows XP.  For some reason, I can not get 
run-Examples.bat to run.  Here's my error message.

C:\osgvp-2.2.0-SNAPSHOT-src\buildrun-Examples.bat
The system cannot find the file specified.
.
Exception in thread main java.lang.NoClassDefFoundError: 
org/gvsig/ExamplesLauncher
Caused by: java.lang.ClassNotFoundException: org.gvsig.ExamplesLauncher
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Could not find the main class: org.gvsig.ExamplesLauncher.  Program will exit.
C:\osgvp-2.2.0-SNAPSHOT-src\build

To me, it appears that the CLASSPATH is not being used or used correctly.

Here is my class path:
C:\osgvp-2.2.0-SNAPSHOT-src\buildset | grep CLASS
File STDIN:
CLASSPATH=.;C:\Program 
Files\RTI-1.3NGmatrexV5.1\win32-vc71\bin\javaBinding.jar;C:\Program 
Files\Java\jre6\lib\ext\QTJav
a.zip;C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libosgvp-examples\target\classes;C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libosgv
p-examples\target\classes\org
OSGVP_CLASSES_BASE=C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libosgvp-examples\target\classes

Could you tell me what paths I must add to the CLASSPATH to get the examples to 
run correctly?  There appear to be many jar and class files in many different 
directories under C:\osgvp-2.2.0-SNAPSHOT-src and I do not know how to 
correctly set my CLASSPATH.


Thx!
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24617#24617





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-22 Thread Allen Saucier
Another note:

from the User's Manual, 
http://www.gvsig.org/web/projects/gvsig-commons/osgvp/resources/UserGuide_en.pdf

in section 9.2.2, I do not have an osgVP/binaries directory after running ant 
from the command line within my C:\osgvp-2.2.0-SNAPSHOT-src directory.

Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24619#24619





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-22 Thread Allen Saucier
Another Note:

your batch file, run-Examples.bat

@echo off
SET PATH=binaries\win32;%PATH%
SET OSGVP_JARS=.

for /f delims= %%a in ('dir lib\ /s /b') do call :process %%a
echo OSGVP_JARS=%OSGVP_JARS%

java -cp %OSGVP_JARS% org.gvsig.ExamplesLauncher

:process
set OSGVP_JARS=%OSGVP_JARS%;%1


assumes that the directories:
binaries
binaries\win32
lib

all exist.  Yet, after I ran ant, not ant vs8, none of those directories were 
constructed.  I even ran ant vs8 but received an error message that eclipse:vs8 
did not exist.  Or something like that.  I can not remember now.

Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24628#24628





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-22 Thread Allen Saucier
Hi Jordi

what you said does help but it also brings up another question:

how do I run osgvp from Eclipse?

I have compiled everything with ant.
I have read the User's Manual, section 9.2.2, and it states how that one must 
import the osgvp projects into Eclipse.

Do I recompile the projects in eclipse after I have imported them?  What 
other environment variables must I set? How do I correctly set the CLASSPATH?

You may notice, I have no instructions on how to run the examples from within 
eclipse or how to correctly set up my eclipse environment to do that.

I do not know how to setup my command-line environment so that if there are any 
environment variables that must be set before starting eclipse, that I 
correctly set them and then run the examples.

Thank you Jordi,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24644#24644





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-22 Thread Allen Saucier
and what is depmanbin?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24645#24645





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-19 Thread Allen Saucier
Hi Rafa  Jordi,

Rafa, something you said triggered an old memory of mine: I must run the 
vcvarsall.bat file to setup the correct environment  for vs8 and for compiling 
from the command line.


 
 I only could guess that you opened the wrong Visual-Studio command line, so 
 the environment is not correctly configured. 


So, I found vcvarsall.bat; I set up my cmd tool to run this batch file every 
time I start a cmd tool; and then I re-ran ant;  EVERYTHING WORKED after that. 
:):)

I have attached my installation guide for your review and use if you would like 
to have it.  It is what I had to do to get osgvp to install and build under 
Windows XP 32-bit.

As for using eclipse, I have not installed it yet for Windows.  I would like to 
use NetBeans, though, for java development on windows and ubuntu.  Have you 
ever used NetBeans to develop java applications that are based on osgvp?

My next move is to start developing a simple java application that starts an 
osgvp window and displays a simple terrain file.


Thank you for your support.  I really appreciate it! :):)
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24507#24507




Attachments: 
http://forum.openscenegraph.org//files/osgvp_windows_xp_32bit_install_889.txt


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-18 Thread Allen Saucier
HI Jordi

Good to know that ubuntu 9.0.4 will work.  I was able to upgrade to maven 
2.0.10. I was using the version that comes wiht 9.0.4 ubuntu, which is maven 
2.0.9.

EVERYTHING COMPILED!  Ye ha! :) :) :)
So maven 2.0.10 was the final solution to the equation for getting osgvp to 
work for me, was well as moving my already installed version of osg, unsetting 
certain environment variables and using the correct java compiler.  All very 
critical components.

I have looked at the pdf users manual you suggested.  It contains no detailed 
documentation on how to install osgvp for windows or any OS for that matter.

So, I think a command line sequence guide will be extremely helpful.  I am 
writing my own installation guide for ubuntu 9.0.4 and I wish to submit it to 
you for review.  I am hoping for osgvp to become very important to my current 
and future development and having a step-by-step guide on how to install it for 
windows and linux is going to be extremely necessary.

Thank you so much for yours and Rafa's help!!!  I could not have done this 
without you! :) :)

Do you have a step-by-step write up on how to install osgvp for Windows XP?  If 
you do, would you please send it to me?  Thank you.

Thank you guys,
Sincerely, Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24360#24360





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-18 Thread Allen Saucier
Hi Jordi

Ok, I am on Windows XP 32-bit OS now and I need your help once again.

CMake is finding my compiler, VS8 but unfortunately it is finding the 64-bit 
compiler.  Is there a way to get CMake to use the 32-bit version of the 
microsoft VS 8 development environment?

I believe I am supposed to be using the 32-bit compiler.

From the user doc you spoke about, I installed ANT and used ant.  I still got 
the exact same error message below.

I wish I could wait for the binaries to be available but I must also have the 
source code as I will be developing against osgvp and I will need access to the 
composite viewer java interface that osgvp provides.  It is critical that I get 
osgvp's java compositer viewer working the way I need for it to work in my 
appliation both under linux and windows XP.

Thanks Jordi for your help. :) :)

generate:
   [delete] Deleting: C:\Documents and 
Settings\allen\Desktop\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libjni-osgvp\target\targ
et_cmake\CMakeCache.txt
 [exec] -- The C compiler identification is MSVC
 [exec] -- The CXX compiler identification is MSVC
 [exec] -- Check for CL compiler version
 [exec] -- Check for CL compiler version - 1400
 [exec] -- Check if this is a free VC compiler
 [exec] -- Check if this is a free VC compiler - yes
 [exec] -- Check CL platform
 [exec] -- Check CL platform - 64 bit
 [exec] -- Check for working C compiler: C:/Program Files/Microsoft Visual 
Studio 8/VC/bin/cl.exe
 [exec] -- Check for working C compiler: C:/Program Files/Microsoft Visual 
Studio 8/VC/bin/cl.exe -- broken
 [exec] CMake Error at C:/Program Files/CMake 
2.8/share/cmake-2.8/Modules/CMakeTestCCompiler.cmake:50 (MESSAGE):
 [exec]   The C compiler C:/Program Files/Microsoft Visual Studio 
8/VC/bin/cl.exe
 [exec]   is not able to compile a simple test program.
 [exec]
 [exec]   It fails with the following output:
 [exec]
 [exec]Change Dir: C:/Documents and 
Settings/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/target
/target_cmake/CMakeFiles/CMakeTmp
 [exec]
 [exec]
 [exec]
 [exec]   Run Build Command:nmake /NOLOGO cmTryCompileExec\fast
 [exec]
 [exec] c:\program files\microsoft visual studio 8\VC\bin\nmake.exe -f
 [exec]   CMakeFiles\cmTryCompileExec.dir\build.make /nologo -L
 [exec]   CMakeFiles\cmTryCompileExec.dir\build
 [exec]
 [exec] C:\Program Files\CMake 2.8\bin\cmake.exe -E 
cmake_progress_report
 [exec]   C:\Documents and
 [exec]   
Settings\allen\Desktop\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libjni-osgvp\target\target_cmake\CMakeFiles\CMake
Tmp\CMakeFiles
 [exec]   1
 [exec]
 [exec]   Building C object 
CMakeFiles/cmTryCompileExec.dir/testCCompiler.c.obj
 [exec]
 [exec] C:\PROGRA~1\MID05A~1\VC\bin\cl.exe
 [exec]   @C:\DOCUME~1\allen\LOCALS~1\Temp\nm1052.tmp
 [exec]
 [exec]   testCCompiler.c
 [exec]
 [exec]   Linking C executable cmTryCompileExec.exe
 [exec]
 [exec] C:\Program Files\CMake 2.8\bin\cmake.exe -E vs_link_exe
 [exec]   C:\PROGRA~1\MID05A~1\VC\bin\cl.exe /nologo
 [exec]   @CMakeFiles\cmTryCompileExec.dir\objects1.rsp
 [exec]   @C:\DOCUME~1\allen\LOCALS~1\Temp\nm1053.tmp
 [exec]
 [exec]   CMakeFiles\cmTryCompileExec.dir\testCCompiler.c.obj : fatal error 
LNK1112:
 [exec]   module machine type 'X86' conflicts with target machine type 'x64'
 [exec]
 [exec]   LINK Pass 1 failed.  with 2
 [exec]
 [exec]   NMAKE : fatal error U1077: 'C:\Program Files\CMake 
2.8\bin\cmake.exe' :
 [exec]   return code '0x'
 [exec]
 [exec]   Stop.
 [exec]
 [exec]   NMAKE : fatal error U1077: 'c:\program files\microsoft visual 
studio
 [exec]   8\VC\bin\nmake.exe' : return code '0x2'
 [exec]
 [exec]   Stop.
 [exec]
 [exec]
 [exec]
 [exec]
 [exec] -- Configuring incomplete, errors occurred!
 [exec]
 [exec]   CMake will not be able to correctly generate this project.
 [exec] Call Stack (most recent call first):
 [exec]   CMakeLists.txt:1 (project)
 [exec]
 [exec]
[INFO] 
[ERROR] BUILD ERROR
[INFO] 
[INFO] An Ant BuildException has occured: The following error occurred while 
executing this line:
C:\Documents and 
Settings\allen\Desktop\osgvp-2.2.0-SNAPSHOT-src\build\scripts\depman-ant.xml:6: 
The following error occ
urred while executing this line:
C:\Documents and 
Settings\allen\Desktop\osgvp-2.2.0-SNAPSHOT-src\build\scripts\utilities.xml:30: 
exec returned: 1

[INFO] 
[INFO] For more information, run Maven with the -e switch
[INFO] 
[INFO] Total time: 14 seconds
[INFO] Finished at: Thu

Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-17 Thread Allen Saucier
OK!
I am getting closer.

I did remove/move OSG
I removed the extra env variables, GDAL, JAVA_INCLUDE_PATH, OSG_DIR
I removed the libjobl that I installed from synaptic package manager
I am using sun java

$ env | grep JAVA
JAVA_HOME=/usr/lib/jvm/java-6-sun
JAVA_INCLUDE_PATH2=/usr/lib/jvm/java-6-sun/include/linux/
JAVA_INCLUDE_PATH=/usr/lib/jvm/java-6-sun/include/


And I think I have one problem left and it is with ant, which I think is the 
java compiler.

generate:
   [delete] Deleting: 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/target/target_cmake/CMakeCache.txt
 [exec] -- The C compiler identification is GNU
 [exec] -- The CXX compiler identification is GNU
 [exec] -- Check for working C compiler: /usr/bin/gcc
 [exec] -- Check for working C compiler: /usr/bin/gcc -- works
 [exec] -- Detecting C compiler ABI info
 [exec] -- Detecting C compiler ABI info - done
 [exec] -- Check for working CXX compiler: /usr/bin/c++
 [exec] -- Check for working CXX compiler: /usr/bin/c++ -- works
 [exec] -- Detecting CXX compiler ABI info
 [exec] -- Detecting CXX compiler ABI info - done
 [exec] -- Looking for XOpenDisplay in 
/usr/lib/libX11.so;/usr/lib/libXext.so
 [exec] -- Looking for XOpenDisplay in 
/usr/lib/libX11.so;/usr/lib/libXext.so - found
 [exec] -- Looking for gethostbyname
 [exec] -- Looking for gethostbyname - found
 [exec] -- Looking for connect
 [exec] -- Looking for connect - found
 [exec] -- Looking for remove
 [exec] -- Looking for remove - found
 [exec] -- Looking for shmat
 [exec] -- Looking for shmat - found
 [exec] -- Looking for IceConnectionNumber in ICE
 [exec] -- Looking for IceConnectionNumber in ICE - found
 [exec] -- Found X11: /usr/lib/libX11.so
 [exec] -- Configuring done
 [exec] -- Generating done
 [exec] -- Build files have been written to: 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/target/target_cmake
[INFO] 
[ERROR] BUILD ERROR
[INFO] 
[INFO] Error executing ant tasks

Embedded error: The following error occurred while executing this line:
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/build/scripts/depman-ant.xml:6: 
The following error occurred while executing this line:
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/build/scripts/utilities.xml:30: 
The exec type doesn't support the osfamily attribute.
[INFO] 
[INFO] Trace
org.apache.maven.lifecycle.LifecycleExecutionException: Error executing ant 
tasks
at 
org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(DefaultLifecycleExecutor.java:583)
at 
org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalWithLifecycle(DefaultLifecycleExecutor.java:499)
at 
org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoal(DefaultLifecycleExecutor.java:478)
at 
org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoalAndHandleFailures(DefaultLifecycleExecutor.java:330)
at 
org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeTaskSegments(DefaultLifecycleExecutor.java:291)
at 
org.apache.maven.lifecycle.DefaultLifecycleExecutor.execute(DefaultLifecycleExecutor.java:142)
at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:336)
at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:129)
at org.apache.maven.cli.MavenCli.main(MavenCli.java:287)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at 
sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at 
sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at org.codehaus.classworlds.Launcher.launchEnhanced(Launcher.java:315)
at org.codehaus.classworlds.Launcher.launch(Launcher.java:255)
at org.codehaus.classworlds.Launcher.mainWithExitCode(Launcher.java:430)
at org.codehaus.classworlds.Launcher.main(Launcher.java:375)
Caused by: org.apache.maven.plugin.MojoExecutionException: Error executing ant 
tasks
at 
org.apache.maven.plugin.antrun.AbstractAntMojo.executeTasks(AbstractAntMojo.java:114)
at org.apache.maven.plugin.antrun.AntRunMojo.execute(AntRunMojo.java:83)
at 
org.apache.maven.plugin.DefaultPluginManager.executeMojo(DefaultPluginManager.java:451)
at 
org.apache.maven.lifecycle.DefaultLifecycleExecutor.executeGoals(DefaultLifecycleExecutor.java:558)
... 16 more
Caused by: The following error occurred while executing this line:
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/build/scripts/depman-ant.xml:6: 
The following error occurred while executing this line:
/home/allen/Desktop/osgvp-2.2.0

Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-17 Thread Allen Saucier
Hi Jordi

I did not know that a specific version of maven was required for Ubuntu.  I, 
myself, use Ubuntu 9.0.4 and I can not upgrade to 9.10 because my graphics card 
is not recognized by that version of Ubuntu, so if it is a requirement to use 
Ubuntu 9.10 to run osgvp, I can not use your product.

Also, I am trying to get osgvp to run under Windows XP 32bit.  Do you have a 
step by step installation guide for osgvp on Windows XP?

I need osgvp running on Ubuntu 9.0.4 as well as Windows XP as I will be 
developing on Ubuntu and deploying a product on Windows XP and a current step 
by step guide to install osgvp on to XP would be greatly appreciated.

I will check my maven version under ubuntu and let you know what version I am 
using.  However, are you sure that the version of maven I am running is causing 
my latest error under ubuntu?

Embedded error: The following error occurred while executing this line: 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/build/scripts/depman-ant.xml:6: 
The following error occurred while executing this line: 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/build/scripts/utilities.xml:30: 
The exec type doesn't support the osfamily attribute.


My Windows XP error that I am getting is:
1. I installed maven 3.0 alpha 6
2. I installed python 2.6
3. I installed java jdk from sun
4. I installed Visual Studio (VS) 8
5. I installed CMake 

C:\Documents and Settings\allen\Desktop\osgvp-2.2.0-SNAPSHOT-srcmvn install 
-Dmaven.test.skip=true -DcompileTarget=vs8
-DuseBuildMan
[INFO] Scanning for projects...
[ERROR] The build could not read 1 project - [Help 1]
[ERROR]   The project org.gvsig:osgvp:2.2.0-SNAPSHOT (C:\Documents and 
Settings\allen\Desktop\osgvp-2.2.0-SNAPSHOT-src\p
om.xml) has 1 error
[ERROR] Unresolveable build extension: Plugin 
org.gvsig.maven.wagon:wagon-ftp:0.2 or one of its dependencies could n
ot be resolved: Missing:
--
1) org.gvsig.maven.wagon:wagon-ftp:maven-plugin:0.2

  Try downloading the file manually from the project website.

  Then, install it using the command:
  mvn install:install-file -DgroupId=org.gvsig.maven.wagon 
-DartifactId=wagon-ftp -Dversion=0.2 -Dpackaging=maven-pl
ugin -Dfile=/path/to/file

  Alternatively, if you host your own repository you can deploy the file there:
  mvn deploy:deploy-file -DgroupId=org.gvsig.maven.wagon 
-DartifactId=wagon-ftp -Dversion=0.2 -Dpackaging=maven-plug
in -Dfile=/path/to/file -Durl=[url] -DrepositoryId=[id]

--
1 required artifact is missing.

for artifact:
  org.gvsig.maven.wagon:wagon-ftp:maven-plugin:0.2

from the specified remote repositories:
  central (http://repo1.maven.org/maven2, releases=true, snapshots=false)
- [Help 2]
[ERROR]
[ERROR] To see the full stack trace of the errors, re-run Maven with the -e 
switch.
[ERROR] Re-run Maven using the -X switch to enable full debug logging.
[ERROR]
[ERROR] For more information about the errors and possible solutions, please 
read the following articles:
[ERROR] [Help 1] 
http://cwiki.apache.org/confluence/display/MAVEN/ProjectBuildingException
[ERROR] [Help 2] 
http://cwiki.apache.org/confluence/display/MAVEN/PluginResolutionException
 
Thanks Jordi!
Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24307#24307





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-16 Thread Allen Saucier
Hi Rafa,

 I understand your previous message.  Honestly, I did not think that using the 
default java as installed through the synaptic manager was different from Sun 
Java.  

So, here is what I have done:
1. I have installed Sun Java version 6
2. I have setup my environment variables
3. I downloaded the source code again and started with a fresh install
4. I have removed the OLD .m2 directory
5. I am using the CMakeList.txt file you directed me to use
6. I am running as my local account and not root
7. I have included my entire output from my latest attempt.
8. I have tried to use the binaries and the run-Examples.sh brings up a window 
but when I click on any example, the application crashes
9. I downloaded and I am using the osgvp-2.2.0-SNAPSHOT-src  source code
10. I am using the command: mvn install -Dmaven.test.skip=true

Here are my environment vars:

#env | grep OSG
OSG_INCLUDE=/usr/local/include
OSG_BIN=/usr/local/bin
OSGGTKMM_INCLUDE=/usr/local/include/osgGtkmm-0.1
OSG_FILE_PATH=/media/numenor/OpenSceneGraph-2.8.1/OpenSceneGraph-Data-2.6.0
OSG_LIB=/usr/local/lib
OSG_DIR=/usr/local/include:/usr/local/bin:/usr/local/lib
OSGGTKMM_LIB_ROOT=/usr/local/lib
OSG_ROOT=/usr/local
OSGGTKMM_ROOT=/usr/local/include

#env | grep JAVA
JAVA_HOME=/usr/lib/jvm/java-6-sun
JAVA_INCLUDE_PATH2=/usr/lib/jvm/java-6-sun/include/linux/
JAVA_INCLUDE_PATH=/usr/lib/jvm/java-6-sun/include/

#env | grep GDAL
GDAL_LIBRARY=/usr/lib
GDAL_INCLUDE_DIR=/usr/include/gdal
GDAL_BIN=/usr/bin
GDAL_DIR=/usr/include/gdal:/usr/bin:/usr/lib

## jogl info ( Loaded onto system via synatic manager )
libjogl-java-doc
libjogl-java
libjogl-jni

ERROR: ( and this error is repeated for several different modules )
Configuring done
 [exec] CMake Warning at CMakeModules/OSGVPMacros.cmake:9 (ADD_LIBRARY):
 [exec]   Cannot generate a safe runtime search path for target osgvpcore 
because
 [exec]   there is a cycle in the constraint graph:

 [exec] dir 0 is [/home/allen/.depman/lib]
 [exec]   dir 1 must precede it due to runtime library 
[libOpenThreads.so.11]
 [exec] dir 1 is [/usr/local/lib]
 [exec]   dir 0 must precede it due to runtime library [libosg.so.55]

 [exec]   Some of these libraries may not be found correctly.
 [exec] Call Stack (most recent call first):
 [exec]   src/osgvpcore/CMakeLists.txt:35 (SETUP_CORELIB)

It appears that the JAVA_INCLUDE_PATH and JAVA_INCLUDE_PATH2, however, have 
been recognized by CMake, which is nice.  But I am truly at a loss as to how to 
get your package to compile under Ubuntu 9.0.4 as these new errors are 
completely different from what I was receiving.

I have made sure that osg has GDAL support; I believe I am using the correct 
jogl; and I do have GDAL installed.

I am very happy that you are using Ubuntu.  Could you possibly tell me what 
else I am over looking?  I believe I have followed every thing that you have 
stated thus far.  I have double checked the README.txt file as well as our 
notes here and I do not see anything that I am doing wrong.



Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24245#24245




Attachments: 
http://forum.openscenegraph.org//files/mavenoutput6_408.txt


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-11 Thread Allen Saucier
Hi Rafa

Ok, setting the JAVA_HOME env variable did help.  What must  JAVA_INCLUDE_PATH 
and JAVA_INCLUDE_PATH2 be set to?

I do have a jdk installed on ubuntu and the consistent errors I keep getting 
are with the JAVA_HOME and JAVA_INCLUDE variables.  Setting the JAVA_HOME 
environment variable got rid of one CMake/Mvn error.

Thx for the note on the composite viewer.  Once I get this up and running, I'll 
see how I can use the composite viewer in osgvp and see if it works for me.

Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24040#24040





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-11 Thread Allen Saucier
Rafa,

My latest attempt synopsis:

1. set the Java home variable
2. set the java include path variable
3. set the java include path2 variable

and then I re-ran 
mvn clean
mvn install -Dmaven.test.skip

I still had a crash.  maven would not work.  THen I decided to run maven as 
root:

sudo mvn install -Dmaven.test.skip

and all of the sudden, maven started to work.  I am now seeing a lot of files 
being downloaded and I have NEVER seen that before while attempting to run mvn.

I did not know I had to run mvn with root priviledges.  I also googled the 
JAVA_INCLUDE_PATH and figured out how to set those 2 variables correctly.

So... now I am waiting for maven to finish.  However, I do notice I get 
checksum failed for a few packages.  I hope this does not cause a problem.

Thx Rafa,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24043#24043





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-11 Thread Allen Saucier
Ok,
well, I keep getting the same errors from maven or cmake and I really don't  
understand what is wrong.

No matter what I do, the JAVA_INCLUDE_PATH and JAVA_INCLUDE_PATH2 are not 
recognized as being set but they are.  I have included my output from maven and 
I really do not understand it.

Why do you think the java include paths are not being recognized but I have set 
them and they are correct.  The Java home variable has been set correctly, too.

And I am using your latest CMakeLists.txt file, as well.



Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24046#24046




Attachments: 
http://forum.openscenegraph.org//files/mavenoutput5_124.txt


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-10 Thread Allen Saucier
Hi Rafa!

Ok, well, the problem I keep having w/ osgvp on ubuntu is this:
errors are generated about using g++ 4.3.3 and I can't seem to get the install 
to just just the g++ compiler I have.  Here is the error message:

And  thank you very much for your help.  I really really appreciate it.

generate:
[mkdir] Created dir: 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/target/target_cmake
 [exec] -- The C compiler identification is GNU
 [exec] -- The CXX compiler identification is GNU
 [exec] -- Check for working C compiler: /usr/bin/gcc
 [exec] -- Check for working C compiler: /usr/bin/gcc -- works
 [exec] -- Detecting C compiler ABI info
 [exec] -- Detecting C compiler ABI info - done
 [exec] -- Check for working CXX compiler: /usr/bin/c++
 [exec] -- Check for working CXX compiler: /usr/bin/c++ -- works
 [exec] -- Detecting CXX compiler ABI info
 [exec] -- Detecting CXX compiler ABI info - done
 [exec] ERROR - If you have fglrx driver with ATI card you shoud install 
g++3.3 to compile
 [exec] -- Looking for XOpenDisplay in 
/usr/lib/libX11.so;/usr/lib/libXext.so
 [exec] -- Looking for XOpenDisplay in 
/usr/lib/libX11.so;/usr/lib/libXext.so - found
 [exec] -- Looking for gethostbyname
 [exec] -- Looking for gethostbyname - found
 [exec] -- Looking for connect
 [exec] -- Looking for connect - found
 [exec] -- Looking for remove
 [exec] -- Looking for remove - found
 [exec] -- Looking for shmat
 [exec] -- Looking for shmat - found
 [exec] -- Looking for IceConnectionNumber in ICE
 [exec] -- Looking for IceConnectionNumber in ICE - found
 [exec] -- Found X11: /usr/lib/libX11.so
 [exec] ERROR - g++3.3 compiler not found.
 [exec] CMake Error: The following variables are used in this project, but 
they are set to NOTFOUND.
 [exec] Please set them or make sure they are set and tested correctly in 
the CMake files:
 [exec] JAVA_INCLUDE_PATH (ADVANCED)
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpcore
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpviewer
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpplanets
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpterrain
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpfeatures
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpmanipulator
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpstereoconfig
 [exec] JAVA_INCLUDE_PATH2 (ADVANCED)
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpcore
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpviewer
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpplanets
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpterrain
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpfeatures
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpmanipulator
 [exec]used as include directory in directory 
/home/allen/Desktop/osgvp-2.2.0-SNAPSHOT-src/libosgvp/libjni-osgvp/src/jniosgvpstereoconfig

 [exec] -- Configuring incomplete, errors occurred!
[INFO] 
[ERROR] BUILD ERROR
[INFO] 
[INFO] Error executing ant tasks




Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23938#23938





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-10 Thread Allen Saucier
Rafa,
does osgVP use the composite viewer? I need it's capabilities.

Thx,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23977#23977





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [3rdparty] JavaOsg

2010-02-08 Thread Allen Saucier
Hi,
would you please tell me where you found javaOsg?  I can not find it and I am 
trying to work with OSG with a Java GUI interface  get OSG to draw to a Java 
window.
... 


Thank you very much!! :)

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23799#23799





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [3rdparty] JavaOsg

2010-02-08 Thread Allen Saucier
Hi,
would you please tell me where you found javaOsg?  I can not find it and I am 
trying to work with OSG with a Java GUI interface  get OSG to draw to a Java 
window.
... 


Thank you very much!! :)

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23800#23800





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG Viewer and JOGL

2010-02-08 Thread Allen Saucier
Hi Rafa.  I just found this article in the OSG Forums and am very interested in 
osgvp.

Is there a tutorial on osgvp?  And if so, would you tell me where?  I've 
downloaded the snapshot for all platforms and am compiling the projet with 
maven.

I just need a good tutorial as to how to use this product.  I really really 
like the fact that it can possibly load my dted and cib terrain data on the fly 
w/o having to pre-generate this data specifically for osg.

Thanks so much Rafa.



Rafa Gaitan wrote:
 Hi Kevin,
 
 Well osgvp is quite large currently, but you can take a look to
 libosgvp-viewer library and take only what you need. If you feel
 comfortable with maven, you can try to compile it and use only
 libosgvp-viewer and libosgvp-core library. Currently trunk compiles
 against osg 2.8.2, but you can use a trick to compile it against osg
 trunk just setting the OSG_DIR env var pointing to the osg compiled
 sdk.
 
 This two libraries allow to create the context using jogl with the
 first method that Robert commented. You can take libosgvp-viewer and
 use it and even with a few mods I think you can use without all the
 libosgvp-core wrappers.
 
 The JNI code is inside osgvp/libosgvp/libjni-osgvp/, so you can take a
 look there and use the code you need.
 
 Good luck with  your project,
 Rafa.
 
 
 On Wed, Jan 6, 2010 at 7:05 PM, Robert Osfield  wrote:
 
  Hi Kevin,
  
  I know nothing about Java/JNI so can't comment on the specifics, but
  in general I'd suggest that you could use the
  osgViewer::GraphicsWindowEmbedded functionality that enables the
  standard osgViewer::Viewer/CompositeViewer to handle a single window
  without doing any of its own windows/wgl/glx calls - leaving these
  entirely up to the calling application.  For examples of this in
  action have a look at the osgviewerSDL and osgviewerGLUT examples that
  come as part of the OSG's example set.  Such a embedded window is fine
  for most apps that just require a single window and single threading
  of the viewer, but isn't a scalable as the native OSG windowing
  implementations.
  
  Another route might be to try and get the underlying window handle of
  a window created by java and then pass this to
  osgViewer::GraphicsWindowWin32/X11 using it's support for inheriting
  windows and adding it's own graphics context.  This approach is the
  most flexible w.r.t the OSG as it enables the OSG to handle threading
  and multiple graphics contexts directly.
  
  Robert.
  
  On Wed, Jan 6, 2010 at 5:05 PM, Kevin Tacke  wrote:
  
   We currently have an application that is built around the OSG Viewer 
   using a glut window.  We are interesting in adding a considerable GUI 
   interface to the application and we would prefer to use JAVA to implement 
   the GUI.  So basically I am trying to find a way, probably using JOGL, to 
   create the GUI and graphics window on the JAVA side and perform all of 
   the drawing on the C++/OSG side.
   
   I think I should be able to create a glContext on the JAVA size, with 
   JOGL, and when making a call to C++ with JNI have access to the same 
   context as long as it is done within the same thread.  Unfortunately, I 
   have not figured out how to assign the JAVA created glContex, retrieved 
   with a call to wglGetCurrentContext, to the OSG Viewer/Camera.
   
   I know that osgvp has created a JAVA/JOGL/JNI interface to OSG but it 
   looks like a lot of effort went into creating the JNI interface and 
   making calls into OSG.  I would really like to reduce the JNI to little 
   more than init, display, keyboard, and mouse functions.
   
   Any help is appreciated.
   
   Thanks,
   Kevin
   
   --
   Read this topic online here:
   http://forum.openscenegraph.org/viewtopic.php?p=22166#22166
   
   
   
   
   
   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
   
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 
 
 
 -- 
 Rafael Gaitán Linares
 Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
 Ciudad Politécnica de la Innovación
 Universidad Politécnica de Valencia
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23801#23801





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG Virtual Planets, the core of gvSIG3D.

2010-02-08 Thread Allen Saucier
Hi, Rafa.

Would you please tell me how to compile this on Ubuntu Linux 9.0.4?  the g++ 
compiler is g++ 4.3.3 and I keep getting errors with maven complaining about 
not finding g++ 3.3
... 

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23803#23803





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-08 Thread Allen Saucier
Hi Rafa,
thank you for the help.  I really appreciate this.  I've replaced my file and I 
am going to use the command line command below:

mvn install -Dmaven.test.skip=true -DuseBuildMan

I'll let you know how it goes... :)

Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23810#23810





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-08 Thread Allen Saucier
Hello Rafa,
we may need to move this discussion to another thread and if you would like to 
that would be fine with me.

Here is my output: I have attached it in a separate file.  I still have an 
error but I do not understand what the error is.


Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23811#23811




Attachments: 
http://forum.openscenegraph.org//files/mavenoutput_859.txt


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-08 Thread Allen Saucier
Hello Rafa,

And here is my output w/ the original CMakeLists.txt with the following command 
line:

mvn install -Dmaven.test.skip=true -DcompileTarget=ati -DuseBuildMan


Best regards,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23812#23812




Attachments: 
http://forum.openscenegraph.org//files/mavenoutput2_595.txt


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Rotation about Arbitrary Axis: Please help...

2009-11-24 Thread Allen Saucier
Hi all,

I'm having fun learning about rotation about an arbitrary axis and it's not 
working as I expected it to at all.

I am using the code from the Trackball manipulator to construct a local 
origin at a point that is actually @ the edge of my earth sphere.

It goes like this:

osg::Vec3d Up(0,0,1);
osg::Vec3d focalPt(x,y,z);

osg::Vec3d x_axis = Up ^ focalPt; // up cross focal should give x-axis?
osg::Vec3d y_axis = x_axis ^ focalPt;// should be y-axis??
osg::Vec3d z_axis = x_axis ^ y_axis;

I can construct the x-axis w/o a prob and I can rotate about it - though it 
LOOKS LIKE A PITCH that I am actually performing and not a ROLL.
This behavior is very strange to me. :(

To actually perform the rotate, I do the following:

osg::Quat q(AngleOfRotation, x_axis);
osg::Matrixd mtxd = osg::Matrixd::rotate(q) * OriginalPositionMatrixd;

The mtxd computed is the correct rotation about the x-axis but, again, it 
appears to be a PITCH instead of a ROLL.

OriginalPositionMatrixd is computed as follows:
  osg::Vec3d ov3d = s_paxNode-getPosition();
  osg::Quat  q= s_paxNode-getAttitude();
  osg::Matrixd mtxdR; mtxdR.makeRotate(q);
  osg::Matrixd mtxdT; mtxdT.makeTranslate(ov3d);
  osg::Matrixd OriginalPositionMatrixd = mtxdR * mtxdT; //order matters

MY PROBLEM:  
when I attempt to rotate about y-axis or z-axis which I think are local to 
the focalPt, the rotation is totally wrong.
It rotates in an completely unexpected way.

Would someone please explain to me how to properly construct a local origin at 
my focal point so that I can rotate my model, 
which is at that point, around the local x,y and z axes?  
I am on the surface of the Earth, too, and I want to actually rotate my model 
about it's z-axis so as to change the azimuth the model is facing.

Note: whether the axes are normalized or not seems to make no difference though 
I think that that should make a difference.
... 

Thank you very much!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20288#20288





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] TerrainManipulator Questions

2009-11-04 Thread Allen Saucier
Hi,
Thanks guys for all the help. I finally figured out how to setup a Rotation 
Matrix and I am now using the setByMatrix of the TerrainManipulator correctly 
to position the camera.  It's awesome!

But I have found a curious thing, it appears that the same method in Trackball 
Manipulator is not correct.  Every time I've called it, it never updates the 
camera's position and I do not think it's calculating the position/orientation 
information correctly, either.

but thanks for the help! I really appreciate it.
... 

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19179#19179





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] TrackballManipulator possible bug; definite issue

2009-11-04 Thread Allen Saucier
Hi,

I don't know if anyone has delt w/ this problem yet, but it appears that 
TrackballManipulator has a bug in it in the methods, setByMatrix() and 
computePosition().

I could be wrong, as I'm a novice in OSG, but I have observed the following:

setByMatrix()
1. does not work for me as every time I call it, the camera's position  
orientation are not altered or updated
2. the code appears to be incorrect compared to other manipulator examples 
which work.

from NodeTrackerManipulator:
void NodeTrackerManipulator::setByMatrix(const osg::Matrixd matrix)
{
osg::Vec3d eye,center,up;
matrix.getLookAt(eye,center,up,_distance);
computePosition(eye,center,up);
}

this code works. But from TrackballManipulator:

void TrackballManipulator::setByMatrix(const osg::Matrixd matrix)
{
_center = osg::Vec3(0.0f,0.0f,-_distance)*matrix;
_rotation = matrix.getRotate();
}

This code does NOT work.


as for computePosition()
1. in TrackballManipulator, it appears to be using COLUMN MAJOR matrices but 
OSG is row major.
2. as compared to NodeTracker and Terrain manipulators, the method for 
computing the position/orientation is consistent.  However, in the Trackball it 
is performed using, I believe, an invalid way to fill a matrix with 
rotation/orientation information.

Has anyone else encountered this?  

... 

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19184#19184





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] TerrainManipulator Questions

2009-10-30 Thread Allen Saucier
Hi,
 is osgkeyboardmouse a program?  Or a class?  osg::KeyboardMouse?


Here's my latest solution but still requires a hack at the moment:


bool CSceneMatrixManipulator::intersect(const osg::Vec3d start, 
  const osg::Vec3d end, osg::Vec3d intersection) const
{
  std::coutMy Intersect\n;
osg::ref_ptrosgUtil::LineSegmentIntersector lsi = new 
osgUtil::LineSegmentIntersector(start,end);

osgUtil::IntersectionVisitor iv(lsi.get());
iv.setTraversalMask(_intersectTraversalMask);

_node-accept(iv);
if (lsi-containsIntersections())
{
//  intersection = 
lsi-getIntersections().begin()-getWorldIntersectPoint(); // ori 102909 gas

  // ADDED to make terrainManipulator go-down-to the terrain; gas 102909
  //
  std::multiset  
osgUtil::LineSegmentIntersector::LineSegmentIntersector::Intersection::iterator
 itr=lsi-getIntersections().begin();
  
  std::cout # Intersects:= lsi-getIntersections().size()  
std::endl;
  
  // When used w/ a SKY DOME/Sphere taht acts as a sky dome, need to skip
  //  that vertex point and goto the terrain beneath it, which should be 
the 
  //  next intersection point/vertex. gas 102909
  //
  bool b_found=false;
  for (; itr!=lsi-getIntersections().end(); itr++)
  {
osg::NodePath np=itr-nodePath;
std::cout  nodePath size:= np.size()  std::endl;
for (osg::NodePath::iterator itrNp=np.begin(); itrNp!=np.end(); itrNp++)
{
  std::cout \tnode name:= (*itrNp)-getName()
  node addr := *itrNp  std::endl;
  if ( (m_sTerrainNodeName!=)  ((*itrNp)-getName() == 
m_sTerrainNodeName)) 
b_found=true;
  // HACK for now gas 103009
  if ((*itrNp)-getName() == theTerrainNode99191)
  {
b_found = true;
if (*itrNp == m_ognTerrainNode)
  std::cout  addresses match\n;
break;
  }// if foudn nmae
} // for ui

if (b_found) break;
  } // for itr
  
//  osg::NodePath np=itr-nodePath;
//  osg::NodePath::iterator itrNp=np.begin();
//  std::cout  nodePath size:= np.size()  std::endl;
//  for (unsigned ui=0; uinp.size(); ui++, itrNp++)
//std::cout node name1:= (*itrNp)-getName()
//node addr := *itrNp  std::endl;
//
//  itr++;
//  osg::NodePath np2=itr-nodePath;
//  osg::NodePath::iterator itrNp2=np2.begin();
//  std::cout  nodePath size:= np2.size()  std::endl;
//  for (unsigned ui=0; uinp2.size(); ui++, itrNp2++)
//std::cout node name2:= (*itrNp2)-getName()node addr 
:= *itrNp2  std::endl;
//
//  itr++;
//  osg::NodePath np3=itr-nodePath;
//  osg::NodePath::iterator itrNp3=np3.begin();
//  std::cout  nodePath size:= np3.size()  std::endl;
//  for (unsigned ui=0; uinp3.size(); ui++, itrNp3++)
//std::cout node name3:= (*itrNp3)-getName()node addr 
:= *itrNp3  std::endl;
  
  // Get rd intersection point which should be the terrain!
  //
  if (itr!=lsi-getIntersections().end()  b_found)
  {
std::cout got 3rd intersect point\n;
intersection = itr-getWorldIntersectPoint();
  }
  else
intersection = 
lsi-getIntersections().begin()-getWorldIntersectPoint();
  //
  // ADDED to make terrainManipulator go-down-to the terrain; gas 102909

  return true;
}
return false;
} // intersect




... 

Thank you!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18960#18960





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] TerrainManipulator Questions

2009-10-29 Thread Allen Saucier
Hi JP,

thanks for the idea.  I'd forgotten that about aspect of the Terrain 
Manipulator.  Hum, so I've got to get the Terrain Manipulator (TM) to actually 
intersect w/ the terrain node I really want instead of the sphere surrounding 
the terrain.

As for what I passed, I sent in the address of the terrain node and not the 
entire scene or the sphere node's address.  And I noticed that the _node 
variable should contain the address I sent to setNode and it so happens that 
that variable is used often in the call to intersect().  This is curious.  I 
will have to verify more completely that the address I sent in is what I think 
it is.

O, do you know when setByMatrix is called from w/in the rendering pipeline?  I 
truly don't entirely understand what OSG operations occur during the 
viewer.frame() sequence.

... 

Thank you!!!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18867#18867





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] TerrainManipulator Questions

2009-10-29 Thread Allen Saucier
Hi JP,

thanks so much!  I found a partial solution and I'm trying to understand why 
it works. hahahaha

but here's what I found:
1. I have 3 nodes in my scene @ startup: terrain, light, and a sphere wrapping 
my terrain.  All built/added to root node in that order.
2. the intersect routine found 3 points of intersection; once I choose the 3rd 
point, the manipulator allowed me to go-down-to the terrain!!!  Which is what 
I originally wanted.

O, I also had to duplicate the TerrainManipulator class, rename it and use it 
as my base class of CSceneMatrixManipulator because I had to over-ride the 
intersect() method to get it to do what I wanted it to do.  intersect() is not 
virtual in the base TerrainManipulator and every time I tried to alter it in a 
subclass of TM, my subclasse's method was never called.

Now I just have to figure out how to access the node from the intersect 
point, get it's name  verify I'm working with the terrain node and all will be 
great.  :D

Here's my code for giggles.

**
bool CSceneMatrixManipulator::intersect(const osg::Vec3d start, 
  const osg::Vec3d end, osg::Vec3d intersection) const
{
  std::coutMy Intersect\n;
osg::ref_ptrosgUtil::LineSegmentIntersector lsi = new 
osgUtil::LineSegmentIntersector(start,end);

osgUtil::IntersectionVisitor iv(lsi.get());
iv.setTraversalMask(_intersectTraversalMask);

_node-accept(iv);
if (lsi-containsIntersections())
{
  std::multiset  
osgUtil::LineSegmentIntersector::LineSegmentIntersector::Intersection 
::iterator itr=lsi-getIntersections().begin();
  std::cout # Intersects:= lsi-getIntersections().size()  
std::endl;
//  intersection = 
lsi-getIntersections().begin()-getWorldIntersectPoint(); // ori 102909 gas
  // When used w/ a SKY DOME/Sphere taht acts as a sky dome, need to skip
  //  that vertex point and goto the terrain beneath it, which should be 
the 
  //  next intersection point/vertex. gas 102909
  //
  itr++;
  if (itr!=lsi-getIntersections().end())
  {
std::cout got 2nd intersect point\n;
intersection = itr-getWorldIntersectPoint();
  }
  else
intersection = 
lsi-getIntersections().begin()-getWorldIntersectPoint();
  return true;
}
return false;
} // intersect

**

... 

Thanks again JP!

Cheers,
Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18890#18890





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] TerrainManipulator Questions

2009-10-28 Thread Allen Saucier
Hi,

I'm trying to use the TerrainManipulator class and I am scratching my head.

Problem:
I use a patch of terrain w/in a simple program and the terrainmanipulator works 
great.

In another example of mine:
I then add a sky-dome by simply putting a sphere around the terrain and 
painted the sphere with a pic of the sky.
I then re-ran my application and the terrain manipulator basically stops 
zooming in once I get really close to the sphere which wraps my terrain.  At 
that point, I can NEVER get close to the terrain again, ever!

Does anyone know why?

I even tried using the method, setNode(), w/in the terrain manipulator and that 
did not change things at all for me.

... 

Thank you!

Cheers,


Allen

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18826#18826





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] glmultmatrix in osg

2009-09-13 Thread Tim Allen
Hi,

I want set my matrix to current modelview matrix and want to multiply it 
myself.Can someone please help me how  to do it in osg.

Thank you!

Cheers,
Tim

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17319#17319





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] glmultmatrix in osg

2009-09-13 Thread Tim Allen
Hi,

I also have problem regarding what is the difference between premult and 
postmult. Which one of the two is similar to opengl transformations???

Thank you!

Cheers,
Tim

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17320#17320





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Updating a scene using OSG and VRJuggler

2009-09-08 Thread Tim Allen
Hi,

Thank you  very much for the help.So I need to call 
scene-accept(updateVisitor);  every frame instead of using updatetraversal or 
update right??By the way I am updating a scene for a prerender camera.

Thank you!

Cheers,
Tim

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17152#17152





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Updating a scene using OSG and VRJuggler

2009-09-07 Thread Tim Allen
Hi,

 I will explain what I didnt understand in the code.Does calling 
scene-accept(updateVisitor); everyframe will automatically call the 
updatecallbacks and update the scene.Because here no viewer.updateTraversal() 
or sceneview-update() methods are not called to update the scene.

Thank you!

Cheers,
Tim

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17125#17125





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  1   2   >