Re: [osg-users] context IDs

2018-09-21 Thread Andy Skinner
I tried your suggestion of clearing the s_gl* lists in ~GLException.  I think 
it works, but have not been as thorough as I'd like  yet.

Do I need to consider threading issues?  Could someone be calling 
isGLExtensionOrVersionSupported at the same time ~GLExceptions is being called?


I am using an older version of OSG, and when I send a version for review, I 
should probably make the change to current files.

While I think the smaller fix would be appropriate for us, I like the alternate 
approach better.  It would be:
* put the things stored on the s_gl* lists into GLExtensions
* pull out the code that gets the renderer string and extensions and have them 
called from GLExtensions constructor.
* have isGLExtensionOrVersionSupported do GLExtensions::Get to get or create 
the GLExtensions for the given context ID and check that.
* remove the s_gl* lists


I can't update the version of OpenSceneGraph in this part of our cycle, but I 
may be able to make a change.  I think I feel better with the change to clear 
the existing list element in ~GLException.  But I think the other approach 
would be better for current OSG.

andy

-Original Message-----
From: Andy Skinner 
Sent: Wednesday, September 19, 2018 3:32 PM
To: OpenSceneGraph Users 
Subject: RE: [osg-users] context IDs

Thanks, I'll take a look.  I am hoping this will be more remove than replace, 
not needing multiple levels of caching.

thanks
andy

-Original Message-
From: osg-users  On Behalf Of 
Robert Osfield
Sent: Wednesday, September 19, 2018 2:28 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] context IDs

Hi Andy,

I have just had a quick look at the various s_* containers in GLExtensions.cpp 
and I think these are an old hang over that should be removed and replaced by 
code that is embedded into the GLExtensions object so that it can be 
constructed and destructed.

Short of this refactor perhaps these data structures could be reset within the 
GLExtensions destructor.

I don't have time to look into a fix right now, so either dive into the code 
yourself or avoid creating and destructor lots of contexts.

Robert.

Robert.
On Wed, 19 Sep 2018 at 15:52, Andy Skinner  wrote:
>
> OK, I've digested some more.  I see what you mean (I think) about ~State 
> clearing the GLExtensions object from the static map (s_extensions) defined 
> in GLExtensions.cpp.
>
> However, if the next GLExceptions::Get will make a new one, the GLExtensions 
> constructor will use other static maps: s_glExtensionSetList, 
> s_glRendererList, and s_glInitializedList.  So if we make a new GLExtensions 
> object, we will get the answers from last time, because they were cached.
>
> It seems to me that if we need to store these per context ID, and if we can 
> re-use context IDs, then we need a way to clear out what is stored, possibly 
> when the context ID usage count goes to 0, or maybe explicitly.
>
> thanks
>
> andy
>
> -Original Message-
> From: osg-users  On Behalf 
> Of Robert Osfield
> Sent: Wednesday, September 19, 2018 4:20 AM
> To: OpenSceneGraph Users 
> Subject: Re: [osg-users] context IDs
>
> Hi Andy,
>
> It's quite a while since I worked specifically on the osg::State, 
> ContextID, osg::GLExtensions management.  In principle it should be 
> possible to reuse ContextID's, the sticky issue of whether the 
> GLExtensions object is recreated for each new graphics context is 
> something I haven't personally tested.  Looking at osg::State is does 
> look to clean up the GLExtensions object in 3.4 onwards (I haven't 
> checked further back)
>
> For graphics performance I would recommend that applications don't go 
> creating and destroying GraphicsWindows, if possible just hide the window and 
> reuse it will provide better performance.
>
> Cheers,
> Robert.
> On Mon, 17 Sep 2018 at 19:08, Andy Skinner  wrote:
> >
> > If we get our contextIDs from GraphicsContext::createNewContextID(), it 
> > could give us a new number or return a previous one, if we are returning 
> > them with GraphicsContext::decrementContextIDUsageCount.  Right?
> >
> >
> >
> > Is there an intended connection between a contextID that has been used and 
> > a new one?  It looks to me that extensions are stored per context ID and 
> > never reset.
> >
> >
> >
> > So if we change something about what we are looking for in the context 
> > (sometimes we fall back to software OpenGL for testing or helping a 
> > customer through an issue), we might reuse a context ID, but still have 
> > extensions associated with the ID that are not appropriate for it.
> >
> >
> >
> > Am I missing an assumption here?  Should I be able to reuse a contextID for 
> > an unrelated con

Re: [osg-users] context IDs

2018-09-19 Thread Andy Skinner
Thanks, I'll take a look.  I am hoping this will be more remove than replace, 
not needing multiple levels of caching.

thanks
andy

-Original Message-
From: osg-users  On Behalf Of 
Robert Osfield
Sent: Wednesday, September 19, 2018 2:28 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] context IDs

Hi Andy,

I have just had a quick look at the various s_* containers in GLExtensions.cpp 
and I think these are an old hang over that should be removed and replaced by 
code that is embedded into the GLExtensions object so that it can be 
constructed and destructed.

Short of this refactor perhaps these data structures could be reset within the 
GLExtensions destructor.

I don't have time to look into a fix right now, so either dive into the code 
yourself or avoid creating and destructor lots of contexts.

Robert.

Robert.
On Wed, 19 Sep 2018 at 15:52, Andy Skinner  wrote:
>
> OK, I've digested some more.  I see what you mean (I think) about ~State 
> clearing the GLExtensions object from the static map (s_extensions) defined 
> in GLExtensions.cpp.
>
> However, if the next GLExceptions::Get will make a new one, the GLExtensions 
> constructor will use other static maps: s_glExtensionSetList, 
> s_glRendererList, and s_glInitializedList.  So if we make a new GLExtensions 
> object, we will get the answers from last time, because they were cached.
>
> It seems to me that if we need to store these per context ID, and if we can 
> re-use context IDs, then we need a way to clear out what is stored, possibly 
> when the context ID usage count goes to 0, or maybe explicitly.
>
> thanks
>
> andy
>
> -Original Message-
> From: osg-users  On Behalf 
> Of Robert Osfield
> Sent: Wednesday, September 19, 2018 4:20 AM
> To: OpenSceneGraph Users 
> Subject: Re: [osg-users] context IDs
>
> Hi Andy,
>
> It's quite a while since I worked specifically on the osg::State, 
> ContextID, osg::GLExtensions management.  In principle it should be 
> possible to reuse ContextID's, the sticky issue of whether the 
> GLExtensions object is recreated for each new graphics context is 
> something I haven't personally tested.  Looking at osg::State is does 
> look to clean up the GLExtensions object in 3.4 onwards (I haven't 
> checked further back)
>
> For graphics performance I would recommend that applications don't go 
> creating and destroying GraphicsWindows, if possible just hide the window and 
> reuse it will provide better performance.
>
> Cheers,
> Robert.
> On Mon, 17 Sep 2018 at 19:08, Andy Skinner  wrote:
> >
> > If we get our contextIDs from GraphicsContext::createNewContextID(), it 
> > could give us a new number or return a previous one, if we are returning 
> > them with GraphicsContext::decrementContextIDUsageCount.  Right?
> >
> >
> >
> > Is there an intended connection between a contextID that has been used and 
> > a new one?  It looks to me that extensions are stored per context ID and 
> > never reset.
> >
> >
> >
> > So if we change something about what we are looking for in the context 
> > (sometimes we fall back to software OpenGL for testing or helping a 
> > customer through an issue), we might reuse a context ID, but still have 
> > extensions associated with the ID that are not appropriate for it.
> >
> >
> >
> > Am I missing an assumption here?  Should I be able to reuse a contextID for 
> > an unrelated context?  If not, I'll just remove call to 
> > decrementContextIDUsageCount.  That means the number and various maps will 
> > continue to grow.
> >
> >
> >
> > thanks
> >
> > andy
> >
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org.
> > openscenegraph.org
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>
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Re: [osg-users] context IDs

2018-09-19 Thread Andy Skinner
OK, I've digested some more.  I see what you mean (I think) about ~State 
clearing the GLExtensions object from the static map (s_extensions) defined in 
GLExtensions.cpp.

However, if the next GLExceptions::Get will make a new one, the GLExtensions 
constructor will use other static maps: s_glExtensionSetList, s_glRendererList, 
and s_glInitializedList.  So if we make a new GLExtensions object, we will get 
the answers from last time, because they were cached.

It seems to me that if we need to store these per context ID, and if we can 
re-use context IDs, then we need a way to clear out what is stored, possibly 
when the context ID usage count goes to 0, or maybe explicitly.

thanks

andy

-Original Message-
From: osg-users  On Behalf Of 
Robert Osfield
Sent: Wednesday, September 19, 2018 4:20 AM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] context IDs

Hi Andy,

It's quite a while since I worked specifically on the osg::State, ContextID, 
osg::GLExtensions management.  In principle it should be possible to reuse 
ContextID's, the sticky issue of whether the GLExtensions object is recreated 
for each new graphics context is something I haven't personally tested.  
Looking at osg::State is does look to clean up the GLExtensions object in 3.4 
onwards (I haven't checked further back)

For graphics performance I would recommend that applications don't go creating 
and destroying GraphicsWindows, if possible just hide the window and reuse it 
will provide better performance.

Cheers,
Robert.
On Mon, 17 Sep 2018 at 19:08, Andy Skinner  wrote:
>
> If we get our contextIDs from GraphicsContext::createNewContextID(), it could 
> give us a new number or return a previous one, if we are returning them with 
> GraphicsContext::decrementContextIDUsageCount.  Right?
>
>
>
> Is there an intended connection between a contextID that has been used and a 
> new one?  It looks to me that extensions are stored per context ID and never 
> reset.
>
>
>
> So if we change something about what we are looking for in the context 
> (sometimes we fall back to software OpenGL for testing or helping a customer 
> through an issue), we might reuse a context ID, but still have extensions 
> associated with the ID that are not appropriate for it.
>
>
>
> Am I missing an assumption here?  Should I be able to reuse a contextID for 
> an unrelated context?  If not, I'll just remove call to 
> decrementContextIDUsageCount.  That means the number and various maps will 
> continue to grow.
>
>
>
> thanks
>
> andy
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org.
> openscenegraph.org
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Re: [osg-users] context IDs

2018-09-19 Thread Andy Skinner
Thanks.  The problem is in GLExtensions.cpp.  It has some maps that it keeps, 
and it adds contexts and does not take them off.  But GraphicsContext will 
provide an old, no-long-used context ID, and that ID can look up the wrong 
thing in GLExtensions.cpp if we have changed from hardware to software OpenGL.

Oh, wait.  I see, you're talking about when the GLExtensions object gets 
created.  Let me look into that.

We make lots of windows over time, and don't really know in advance how many 
we'll have, either at one time or across a session.  We are drawing into 
buffers that then get drawn into Java windows.

andy

-Original Message-
From: osg-users  On Behalf Of 
Robert Osfield
Sent: Wednesday, September 19, 2018 4:20 AM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] context IDs

Hi Andy,

It's quite a while since I worked specifically on the osg::State, ContextID, 
osg::GLExtensions management.  In principle it should be possible to reuse 
ContextID's, the sticky issue of whether the GLExtensions object is recreated 
for each new graphics context is something I haven't personally tested.  
Looking at osg::State is does look to clean up the GLExtensions object in 3.4 
onwards (I haven't checked further back)

For graphics performance I would recommend that applications don't go creating 
and destroying GraphicsWindows, if possible just hide the window and reuse it 
will provide better performance.

Cheers,
Robert.
On Mon, 17 Sep 2018 at 19:08, Andy Skinner  wrote:
>
> If we get our contextIDs from GraphicsContext::createNewContextID(), it could 
> give us a new number or return a previous one, if we are returning them with 
> GraphicsContext::decrementContextIDUsageCount.  Right?
>
>
>
> Is there an intended connection between a contextID that has been used and a 
> new one?  It looks to me that extensions are stored per context ID and never 
> reset.
>
>
>
> So if we change something about what we are looking for in the context 
> (sometimes we fall back to software OpenGL for testing or helping a customer 
> through an issue), we might reuse a context ID, but still have extensions 
> associated with the ID that are not appropriate for it.
>
>
>
> Am I missing an assumption here?  Should I be able to reuse a contextID for 
> an unrelated context?  If not, I'll just remove call to 
> decrementContextIDUsageCount.  That means the number and various maps will 
> continue to grow.
>
>
>
> thanks
>
> andy
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org.
> openscenegraph.org
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[osg-users] context IDs

2018-09-17 Thread Andy Skinner
If we get our contextIDs from GraphicsContext::createNewContextID(), it could 
give us a new number or return a previous one, if we are returning them with 
GraphicsContext::decrementContextIDUsageCount.  Right?

Is there an intended connection between a contextID that has been used and a 
new one?  It looks to me that extensions are stored per context ID and never 
reset.

So if we change something about what we are looking for in the context 
(sometimes we fall back to software OpenGL for testing or helping a customer 
through an issue), we might reuse a context ID, but still have extensions 
associated with the ID that are not appropriate for it.

Am I missing an assumption here?  Should I be able to reuse a contextID for an 
unrelated context?  If not, I'll just remove call to 
decrementContextIDUsageCount.  That means the number and various maps will 
continue to grow.

thanks
andy

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Re: [osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system

2017-06-23 Thread Andy Somogyi
Wow, thanks, that's some great information indeed.

The OSG community seems really great, and is a huge selling point.

I guess I'm going to have to write a prototype of my engine using both OSG, and 
Magnum, http://mosra.cz/blog/magnum.php

They both seem like great choices, but with different philosophies, going to 
have to try both to see which ones a better fit.

Thanks again for all the great info!

> On Jun 23, 2017, at 11:44 AM, Chris Hanson  wrote:
> 
> Man, there was some really great material written here.
> 
>> On Fri, Jun 23, 2017 at 1:38 AM, Robert Osfield  
>> wrote:
>> Hi Andy,
>> 
>> I would have thought the OSG would work fine for your task, you have
>> happily mix and match 3D and 2D subgraphs (2D is just 3D in a single
>> plane.)  Portability is excellent as most of the code is pure C++ and
>> OpenGL.
>> 
>> As for for Tom Forsythe's blog, I can only guess he's never used a
>> professional grade scene graph that is well designed.
>> 
>> Long term future of the OSG is tied to OpenGL as it's designed from
>> the ground up as an OpenGL scene graph.  If were to try and generalize
>> it to handle multiple back-end API's we'd have to radically change
>> large parts of the API and implementation, backwards compatibility
>> would be lost and with it we'd bificate the community between the
>> OSG/GL version and the OSG/MultipleAPIs.
>> 
>> Apple have been moving away from cross platform standards towards
>> their own proprietary standards.  Metal probably doesn't have a great
>> future, if Apple drop the ball on the iPhone and it looses market
>> share it'll be histoy.  I suspect Direct3D is also tied to Microsoft
>> remaining relevant, they've lost the phone market and desktop isn't
>> growing. Personally I think the API best placed for the future is
>> Vulkan as it's cross platform and provides good threading and low
>> level control support.
>> 
>> Long term I see a Vulkan scene graph as being a successor to the OSG,
>> and on the OSG community part I think the best route would be such a
>> scene graph be developed to fit in with OSG in such a way that
>> existing OSG users can migrate across without having to dump on API
>> completely and start a fresh.  I've discussed my thoughts on this
>> topic extensively over the last two years, have done quite a bit
>> design work, but alas haven't had the time get the next OSG stable
>> release out so I have clear run at starting a new scene graph.
>> 
>> Quite a bit of my work on the OSG in the last year has taken ideas
>> that I came up with for the new scene graph so cross pollination has
>> already started.  My plan for the OSG is for it's API to be evolved
>> whilst avoiding major API breaks, so it'll be a stable base for
>> application for years to come.  My expectation is the new dev work on
>> the OSG should start to slow down with the majority of work being
>> maintenance.  The OSG is already 18 years old, users still pop up from
>> time to time about porting from OSG versions a decade old, so my guess
>> is that the OSG will be still be relevant to many users for quite a
>> few years to come.
>> 
>> Robert.
>> 
>> 
>> Robert.
>> 
>> On 22 June 2017 at 23:33, Andy Somogyi  wrote:
>> > Hi All,
>> >
>> > We're evaluating using OSG as a possible graphics backend for our 
>> > real-time physics simulation project, and I've got a few questions:
>> >
>> > * We suport Mac, Windows and Linux, how good is cross-platform support 
>> > with OSG?
>> >
>> > * It looks like it’s pretty easy is it to hook up Magnum to an existing 
>> > native window, just would like to confirm. Say on Windows, I create a new 
>> > Win32 window, or on Mac I create a Cocoa window, is it possible to hook up 
>> > OSG to that window. I know that I'll have to grab the window events 
>> > (mouse, resize, etc...) in my app and forward them to OSG, that's not a 
>> > big deal. We'll be using the native toolkit on each platform for the gui, 
>> > i.e. WPF on Windows, Cocoa on Mac and GTK on Linux, so it's important that 
>> > we can hook up our rendering code to native windows.
>> >
>> > * Much of our application will entail displaying highly dynamic deformable 
>> > elastic surfaces and particle systems with programmatically generated 
>> > textures, do you thing OSG is a good fit? Does OSG have mesh node types 
>> > where it’s easy from t

[osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system

2017-06-22 Thread Andy Somogyi
Hi All, 

We're evaluating using OSG as a possible graphics backend for our real-time 
physics simulation project, and I've got a few questions:

* We suport Mac, Windows and Linux, how good is cross-platform support with OSG?

* It looks like it’s pretty easy is it to hook up Magnum to an existing native 
window, just would like to confirm. Say on Windows, I create a new Win32 
window, or on Mac I create a Cocoa window, is it possible to hook up OSG to 
that window. I know that I'll have to grab the window events (mouse, resize, 
etc...) in my app and forward them to OSG, that's not a big deal. We'll be 
using the native toolkit on each platform for the gui, i.e. WPF on Windows, 
Cocoa on Mac and GTK on Linux, so it's important that we can hook up our 
rendering code to native windows. 

* Much of our application will entail displaying highly dynamic deformable 
elastic surfaces and particle systems with programmatically generated textures, 
do you thing OSG is a good fit? Does OSG have mesh node types where it’s easy 
from the CPU side to update vertex positions and add/remove vertices? 

* We also plan to do a bit of 2D drawing (objects in a tree structure), How 
easy would it be to also use OSG for 2D trees?  

* I think a scene graph approach would be a good fit for us, as I’ve worked a 
lot with open inventor in the past. Part of what we'll be doing will be 
constructive solid geometry, similar to OpenSCAD, http://www.openscad.org, and 
a scene graph we think is a good way to represent this kind of geometry. There 
are however some criticisms of scene graphs, namely Tom Forsythe’s blog: 
http://tomforsyth1000.github.io/blog.wiki.html#%5B%5BScene%20Graphs%20-%20just%20say%20no%5D%5D

I would tend to disagree with Jon, as I conceptualize things in space as all 
relative to the original, and things relative to each other (I worked with 
robotic arm manipulation before, so I tend to think in terms of transforms). 
How would you guys respond do Jon’s issues? 

* It would appear that Apple, in their infinite wisdom (sarcasm) is slowly 
deprecating OpenGL in favor of metal. In the future, do you think OSG could 
have different backends (metal, directx)? 

Thanks, 
-- Andy 
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[osg-users] Android build failure with Android NDK r13

2016-10-27 Thread Andy Tai
Hi, I followed this page to build OpenSceneGraph 3.4 for Android.
http://www.openscenegraph.org/index.php/documentation/
platform-specifics/android/178-building-openscenegraph-for-android-3-4

It builds successfully with NDK r10e.


However, with the current NDK release, r13. I got these error in the cmake
stage, on an Fedora 23 GNU/Linux x86-64 system:

cmake `pwd`/../osg.git/
-DCMAKE_TOOLCHAIN_FILE=`pwd`/../osg.git/PlatformSpecifics/Android/android.toolchain.cmake
-DOPENGL_PROFILE="GLES2" -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF  -DANDROID_NATIVE_API_LEVEL=15
-DCMAKE_INSTALL_PREFIX=/share/software/open_scene_graph/installed-android-armeabi-v7a
-DBUILD_OSG_EXAMPLES=true
CMake Error at PlatformSpecifics/Android/android.toolchain.cmake:663
(message):
  Could not find any working toolchain in the NDK.  Probably your Android
NDK
  is broken.
Call Stack (most recent call first):
  /usr/share/cmake/Modules/CMakeDetermineSystem.cmake:98 (include)
  CMakeLists.txt:114 (PROJECT)


CMake Error: CMAKE_C_COMPILER not set, after EnableLanguage
CMake Error: CMAKE_CXX_COMPILER not set, after EnableLanguage
-- Configuring incomplete, errors occurred!


NDK r13 uses clang as the default compiler, instead of gcc.  Would that be
related to the error?  Thanks for any help on this.


-- 
Andy Tai, a...@atai.org, Skype: licheng.tai, Line: andy_tai, WeChat:
andytai1010
Year 2016 民國105年
自動的精神力是信仰與覺悟
自動的行為力是勞動與技能
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Re: [osg-users] ShaderComposer::releaseGLObjects warning

2016-04-27 Thread Andy Skinner
So, to be clear, we'll leave it as is?

thanks
andy


Needing to put a using in lots of places across the OSG to just quieten 
inappropriate warnings is pretty crappy.  The more superfluous code you have in 
your code base the less easy it is to read, the easier it to break.  This makes 
me very wary of jumping through hoops to quieten dodgy warnings from the 
compilers.

Robert.



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Re: [osg-users] ShaderComposer::releaseGLObjects warning

2016-04-27 Thread Andy Skinner
Yes, the "using" statement does quiet the warning.

Does that mean this is the solution, or that this just shows that there isn't a 
problem?  The reason I ask is that we've discussed the "using" statement for 
things like this before, and I don't believe you were in favor of it.  But 
using it would let us remove a bunch of warning handling in our use of OSG.

thanks
andy

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Robert Osfield
Sent: Wednesday, April 27, 2016 5:55 AM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] ShaderComposer::releaseGLObjects warning

Hi Andy,

On 26 April 2016 at 20:31, Andy Skinner 
mailto:andy.skin...@mathworks.com>> wrote:
Thanks for that fix.  There is a remaining issue, and I'm not sure if you would 
see it as a bug or a dodgy compiler warning.  :)

We get a similar message about osgUtil::CullVisitor::clone().

NodeVisitor uses META_Object, which brings in:
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new name 
(*this,copyop); }

But CullVisitor defines clone as:
virtual CullVisitor* clone() const { return new CullVisitor(*this); }

They differ in whether they take an argument.  I believe we've discussed this 
kind of thing before when considering using "using", and it was, if I remember 
correctly, a dodgy compiler warning then.


The osg::ShaderComposer warning did highlight a bug, but this warning isn't 
highlighting an actual error.  If one calls clone(osg::CopyOp) then you'll 
still git the correct clone() method.  It does highlight what is not ideal 
coding style, and in this case it's a historical reason why there is this 
clone() convenience method.  These days a osg::clone(object) would do just as 
well without requiring the extra method, but this is a relatively modern 
addition.
Could you try doing adding:
   using NodeVisitor::clone;
To the include/osgUtil/CullVisitor and see if that quietens the warning.
Robert.


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Re: [osg-users] ShaderComposer::releaseGLObjects warning

2016-04-26 Thread Andy Skinner
Thanks for that fix.  There is a remaining issue, and I'm not sure if you would 
see it as a bug or a dodgy compiler warning.  :)

We get a similar message about osgUtil::CullVisitor::clone().

NodeVisitor uses META_Object, which brings in:
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new name 
(*this,copyop); }

But CullVisitor defines clone as:
virtual CullVisitor* clone() const { return new CullVisitor(*this); }

They differ in whether they take an argument.  I believe we've discussed this 
kind of thing before when considering using "using", and it was, if I remember 
correctly, a dodgy compiler warning then.

thanks
andy


From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Robert Osfield
Sent: Monday, April 18, 2016 4:05 PM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] ShaderComposer::releaseGLObjects warning

On 18 April 2016 at 20:30, Robert Osfield 
mailto:robert.osfi...@gmail.com>> wrote:
Hi Jannik and Ulrich,
You are right it's a bug, the missing const is an error, rather than the 
missing virtual.  I've fixed this and rewritten the implementation of 
ShaderCompose::releaseGLObjects() const.
I need to do a build and test before checking it in.

Now checked into OpenSceneGraph-3.4 and master.
I am bit concerned that this fix breaks the ABI of 3.4 though...  Would 
changing const affect the ABI?  I'm thinking yes, but it's too late in the 
evening for me to go and search for an answer...
Robert.

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[osg-users] ShaderComposer::releaseGLObjects warning

2016-04-18 Thread Andy Skinner
We are getting a warning for ShaderComposer::releaseGLObjects:
'void osg::ShaderComposer::releaseGLObjects(osg::State *)' : member function 
does not override any base class virtual member function

osg::Object::releaseGLObjects is virtual, but 
osg::ShaderComposer::releaseGLObjects is not.  Is there a reason why?

thanks
andy

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Re: [osg-users] building OSG 3.0.1

2014-01-29 Thread Andy Skinner
I set OPENGL_INCLUDE_DIR to /System/Library/Frameworks/OpenGL.framework, even 
though I don't see any headers in it.

That satisfied CMake, and the build found the headers somewhere.  I don't know 
where to look for those headers, but it does seem CMake's FindOpenGL modules 
might need to be updated.  I think, from reading, that if I installed compiler 
command tools I'd get the headers folder in the framework, and maybe then CMake 
would find it again.

andy

From: Andy Skinner
Sent: Tuesday, January 28, 2014 5:16 PM
To: OpenSceneGraph Users (osg-users@lists.openscenegraph.org)
Subject: building OSG 3.0.1

We're using 3.0.1.  I'd like to update, but at the moment don't have time and 
have something else going on.

I'm able to build on a Mac OS X 10.7.5 machine.  With a few changes to our 
makefile (which calls cmake and then gmake), I'm trying to build on Mac OS X 
10.8.  (The changes involve specifying SDK so we can get past the test for a C 
compiler.)

But after that, it says that OPENGL_INCLUDE_DIR is set to NOTFOUND.

When I search for help on this, all I see are references to OpenGL ES, iphones, 
etc.  I'm just building on a mac, and am not after ES.

Is there something else I need to do to build 3.0.1 on 10.8.5, when I can build 
on 10.7.5?  Why is it looking for OPENGL_INCLUDE_DIR on 10.8 and not 10.7?  
(The CMake cache file seems to show it as NOTFOUND as well.)  If that's the 
answer, what would I set it to?

I'm open to the possibility that I need to upgrade, but at this point only if 
that's what I need to do to move forward.  I'd like to update OSG to more 
recent at a time when I'm not trying to fix something else at the same time.

thanks
andy

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[osg-users] building OSG 3.0.1

2014-01-28 Thread Andy Skinner
We're using 3.0.1.  I'd like to update, but at the moment don't have time and 
have something else going on.

I'm able to build on a Mac OS X 10.7.5 machine.  With a few changes to our 
makefile (which calls cmake and then gmake), I'm trying to build on Mac OS X 
10.8.  (The changes involve specifying SDK so we can get past the test for a C 
compiler.)

But after that, it says that OPENGL_INCLUDE_DIR is set to NOTFOUND.

When I search for help on this, all I see are references to OpenGL ES, iphones, 
etc.  I'm just building on a mac, and am not after ES.

Is there something else I need to do to build 3.0.1 on 10.8.5, when I can build 
on 10.7.5?  Why is it looking for OPENGL_INCLUDE_DIR on 10.8 and not 10.7?  
(The CMake cache file seems to show it as NOTFOUND as well.)  If that's the 
answer, what would I set it to?

I'm open to the possibility that I need to upgrade, but at this point only if 
that's what I need to do to move forward.  I'd like to update OSG to more 
recent at a time when I'm not trying to fix something else at the same time.

thanks
andy

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Re: [osg-users] Compute near far and multiple cameras

2013-10-03 Thread Andy Peruggi
I finally got around to looking at this problem again, so I wanted to post some 
more details on my solution as guided by Fred and Farshid's conversation in the 
thread linked above. Farshid's cull callback attached to the pre-render camera 
is the correct solution, the key being that the traversal operation has to 
happen before the near/far values are read out. I think I missed that (obvious) 
fact the first time I tried to solve it this way. There are a few more gotchyas 
to consider:

1) The cull visitor does some extra clamping of the near plane after the camera 
traversal returns. This logic is important if you plan to have the camera 
inside your geometry's bounds, like if you're using a first person manipulator 
to walk around your model. In that case the computed near plane can be a large 
negative number since one of the bounding-box borders is behind the camera. The 
logic you need to add is extracted from CullVisitor::popProjectionMatrix(). It 
consists of a call to computeNearFarPlane() (which Farshid has in his example), 
plus a call to clampProjecitonMatrix(...) which clamps the near plane to a 
proper positive value. You can call getProjectionMatrix() on the CullVisitor to 
get the current projection matrix that you need to pass into the clamp 
function. Note that getProjectionMatrix() returns a ref, so you probably want 
to make a copy of the matrix since the clamp function modifies it and you don't 
want that to happen twice (once when you call it on the
  ref, and again when the CullVisitor calls popProjectionMatrix). After this 
call the projection matrix and near/far values will be identical to the 
projection matrix that will be used to render the pre-render camera.

2) Be sure to set the pre-render camera near/far mode to 
COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES (or _PRIMITIVES if you choose), but 
whatever camera you push the planes to should be set to 
DO_NOT_COMPUTE_NEAR_FAR. Otherwise it will overwrite your settings on its cull 
pass.

With this, I was able to get my near/far clipping working correctly.

Thanks,
- Andy

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[osg-users] [3rdparty] Removing a View from Scene

2013-04-22 Thread Andy
Hi,
I set up multiple views in a sence.I need to use keyboarding to remove one of 
them.
Please,how to achieve it in Visual Studio 2008 .

Thank you!

Cheers,
Andy

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/**
*Write by FlySky
*zz...@163.com  http://www.OsgChina.org   
**/

#include 
#include 
#include 

#include 
#include 
#include 
#include 
#include 
#include 
#include 

#include 
#include 

#include 

#include 

#include 
//¶¯Ì¬É¾³ýÊÓͼ´°¿Ú
class DeletSlaveView:public osgGA::GUIEventHandler
{
public:
bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&aa 
)
{
osg::ref_ptr view = 
dynamic_cast(&aa);
osg::ref_ptr viewer = 
dynamic_cast(view->getViewerBase());
switch(ea.getEventType())
{
case osgGA::GUIEventAdapter::KEYDOWN:
{
if (ea.getKey()=='q')
{
//viewer->stopThreading();
viewer->removeView(view);
//viewer->startThreading();
}
}
break;
default:
break;
}
return false;
}
};
int main()
{
//´´½¨CompositeViewer¶ÔÏó
osg::ref_ptr viewer = new 
osgViewer::CompositeViewer() ;

//¶ÁÈ¡Å£µÄÄ£ÐÍ
osg::ref_ptr cow = osgDB::readNodeFile("cow.osg") ;

//¶ÁÈ¡·É»úÄ£ÐÍ
osg::ref_ptr cessna = osgDB::readNodeFile("cessna.osg");

//ÓÅ»¯³¡¾°Êý¾Ý
osgUtil::Optimizer optimizer ;
optimizer.optimize(cow.get());
optimizer.optimize(cessna.get());

//ÉèÖÃͼÐλ·¾³ÌØÐÔ
osg::ref_ptr traits = new 
osg::GraphicsContext::Traits();
traits->x = 100;
traits->y = 100;
traits->width = 900;
traits->height = 700;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;

//´´½¨Í¼Ðλ·¾³ÌØÐÔ
osg::ref_ptr gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc->valid())
{
osg::notify(osg::INFO)<<"  GraphicsWindow has been created 
successfully."<setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
{
osg::notify(osg::NOTICE)<<"  GraphicsWindow has not been 
created successfully."< view = new osgViewer::View;
viewer->addView(view.get());

//ÉèÖÃÊÓͼ³¡¾°Êý¾Ý
view->setSceneData(cow.get());

//ÉèÖÃÏà»úÊÓ¿Ú¼°Í¼Ðλ·¾³
view->getCamera()->setViewport(new osg::Viewport(0,0, 
traits->width/2, traits->height/2));
view->getCamera()->setGraphicsContext(gc.get());

//ÉèÖòÙ×÷Æ÷
view->setCameraManipulator(new osgGA::TrackballManipulator);

//Ìí¼Óʼþ´¦Àí
view->addEventHandler( new osgViewer::StatsHandler );
view->addEventHandler( new osgViewer::WindowSizeHandler );
view->addEventHandler( new osgViewer::ThreadingHandler );
view->addEventHandler( new osgViewer::RecordCameraPathHandler );
}

//ÊÓͼ¶þ
{
osg::ref_ptr view = new osgViewer::View;
viewer->addView(view.get());

view->setSceneData(cessna.get());

view->getCamera()->setViewport(new 
osg::Viewport(traits->width/2,0, traits->width/2, traits->height/2));
view->getCamera()->setGraphicsContext(gc.get());

view->setCameraManipulator(new osgGA::TrackballManipulator);
}

//ÊÓͼÈý
{
osg::ref_ptr view = new osgViewer::View;
viewer->addView(view.get());

view->setSceneData(cessna.get());

//¸ù¾Ý·Ö±æÂÊÀ´È·¶¨ºÏÊʵÄͶӰÀ´±£Ö¤ÏÔʾµÄͼÐβ»±äÐÎ
double fovy, aspectRatio, zNear, zFar;
view->getCamera()->getProjectionMatrixAsPerspective(fovy, 
aspectRatio, zNear, zFar);
double newAspectRatio = double(traits->width) / 
double(traits->height/2);
double aspectRatioChange = newAspectRatio / aspectRatio;
if (aspectRatioChange != 1.0)
{
view->getCamera()->getProjectionMatrix() *= 

[osg-users] RenderStage setting Viewport as it knows it, then as default

2013-03-11 Thread Andy Skinner
We've seen that we have calls to glViewport(800, 600), mixed in with calls to 
the actual size of our viewport.

Is the final state.apply() call at the end of RenderStage::drawImplementation() 
intended to set things back to a default state after rendering everything?  
I've seen that RenderStage has a Viewport and applies it at the beginning of 
drawImplementation().  When I saw state.apply() putting in a different value, I 
thought it was a bug.  But if it returning things to a default value, I get it. 
 Is that what's happening?

thanks,
andy

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Re: [osg-users] Compute near far and multiple cameras

2012-10-23 Thread Andy Peruggi
Hey Sebastian,

I've been looking at this off-and-on for a while now, though I have no clean 
solution. From my investigation it looks like the osg::CullVisitor tweaks the 
_computed_znear and _computed_zfar values to their needed settings during the 
handlle_cull_callbacks_and_traversal() call in the apply(osg::Camera&) method. 
Once the traversal call is complete, the znear and zfar values are correct for 
all the geometry under that camera. The problem is that between that point and 
the code a few lines down where the z-values are reset for the next camera 
there is no mechanism to install a callback to retrieve the computed values.

The two solutions I was going to try were:

1) Attach a custom node to the scenegraph in a way that assures it is the last 
node traversed, is always visited, yet doesn't influence the scene bounds, and 
then cache off the znear and zfar values from the CullVisitor using a cull 
callback on that node (seems tricky to manage)
Or:
2) Subclass the osg::CullVisitor (which we've already done anyway in our 
project), copy/paste the virtual apply(osg::Camera&) method body, and insert 
the code that I needed to cache / broadcast the z-values after the traversal.

In either case the callback or broadcast mechanism could update the projections 
for any other cameras down the pipeline before they're hit by the CullVisitor.

What I really want is the ability to give one camera references to other 
cameras as sort of "projection slaves" and have the osg::CullVisitor set the 
slave projections after the traversal. I haven't dug through the osg code 
enough to see if that paradigm is valid or if there's a more obvious solution 
I'm overlooking.

Note that this is all in theory. I haven't been tasked to fix this issue yet in 
our code, we've just been using hard-coded fixed near/far values in the interim.

- Andy

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Re: [osg-users] intersection of lines: line widths?

2012-10-23 Thread Andy Skinner
Thanks for comments, Peter.

By "easier to pick", I didn't mean relative to other lines in the scene, but 
that I wouldn't have to be as close to the actual line geometry.  It is a 
question of whether the line will be in the list of intersections, rather than 
which intersection I choose.

I suspect the same thing about whether it is worth the effort.

> As for your "other kinds of thinks" in the scene you should be aware that the 
> performance of PolytopeIntersector for 2d-geometries is rather bad. It is 
> much faster to use LineSegementIntersector for those and combine the results 
> afterwards.

By 2d-geometries, do you mean triangles and quads (and not 2D scenes)?  And 
that it would be better to run the polytope intersector for points and lines, 
and a separate line intersector for triangles and quads, and combine 
intersections?  I know all of that is pretty much what you said, but I wanted 
to be sure.  That's using two intersection traversals.  Sounds interesting if 
it is really faster.

thanks,
andy

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[osg-users] intersection of lines: line widths?

2012-10-22 Thread Andy Skinner
I know that intersections are about 3d world coordinates, and line widths are 
about pixels.  But is there a way to use line widths in calculating 
intersections with the polytope intersector?

In other words, I want a wider line to be easier to pick.

I could just expand the polytope a bit, except that the lines are just one kind 
of thing in the scene, and they could have different line widths.

thanks,
andy

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[osg-users] clipping the Intersectors

2012-04-24 Thread Andy Skinner
Should we expect the picking Intersectors to look at the clipping planes set up 
by ClipNodes and Scissors?  We can clip the results, but it seems like the sort 
of thing the Intersectors would be good at.

Basically, we've been getting points picked that should have been clipped by a 
clip box.  They're clipped when drawing-is there a way to clip when finding 
intersections?

thanks,
andy

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Re: [osg-users] Point attribute affecting display of triangle on OS X

2012-03-12 Thread Andy Skinner
Thanks, Ulrich.  Sorry, I missed your reply before.

Yes, your results do sound different.  I'd expect no argument to have green 
dots instead of green discs, because the point size won't be set.  They're 
small and right on the edge of the triangle.

And in our case, the red triangle and the line aren't visible when the point 
attribute is set, so when the PointAttribute is set.

My co-worker is trying to get a straight OpenGL program to show this problem.  
If we can get it to happen, we'll see about talking to Apple.

thanks,
andy

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[osg-users] Point attribute affecting display of triangle on OS X

2012-02-29 Thread Andy Skinner
Attached is a simple OSG example that, on Mac with nVidia card, seems to show 
point geometry with the Point StateAttribute set causing other geometry to be 
clipped.  We did not see this on a Mac with an ATI card.  This has been 
reproduced on the OSG trunk, but has been seen on older versions as well.

The example has a ClipNode, and a Geode with a Point, Line, and Triangle.  When 
we set the Point attribute on the StateSet, the Triangle and Line don't appear. 
 When we skip setting the Point attribute, all three Geometry drawables appear.

If you build the example and run it with no arguments, the Point attribute is 
not set.  If you run with an argument (doesn't matter what it is), the Point 
attribute is set.

Leaving out the ClipNode causes all the Geometry objects to show, whether or 
not the Point is set.

We suspect the part of Point::apply() which handles some of the extensions.  
Could there be a problem in the nVidia driver?

If someone with an nVidia card on a Mac could try this out and give us some 
input, we would appreciate it.

Also, if it turns out to be an issue we would report to nVidia, could we report 
it with an OSG example?  In other words, does nVidia have the ability to build 
OSG examples, and have you reported problems to them with OSG to demonstrate?

In our real app, we saw triangle geometry move when we set the point attribute. 
 That pushed it out of the clipping planes, sometimes partially.  This example 
only shows the triangle disappearing, but it may be moving.  Any idea for why 
these things (settings on point attribute and transform of triangle) might be 
connected?

thanks,
andy

#include 
#include 
#include 
#include 
#include 


int main(int argc, char *){


// GL_LINES
osg::ref_ptr xAxis = new osg::Vec3Array;
xAxis->push_back( osg::Vec3( -10.f, 0.f, 0.0f) );
xAxis->push_back( osg::Vec3( 10.f, 0.f, 0.0f) );

osg::ref_ptr< osg::Vec4Array> xColor = new osg::Vec4Array;
xColor->push_back( osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));  

osg::ref_ptr X = new osg::Geometry;  
X->setVertexArray( xAxis.get() );   
X->setColorArray( xColor.get() );
X->setColorBinding( osg::Geometry::BIND_OVERALL );

X->addPrimitiveSet( new osg::DrawArrays( GL_LINES,0 , 2 ) );

// GL_Triangles
osg::ref_ptr tVertices = new osg::Vec3Array;
tVertices->push_back( osg::Vec3(0.0f, 0.0f,  0.0f) );   
tVertices->push_back( osg::Vec3(10.0f, 0.0f, 0.0f) );
tVertices->push_back( osg::Vec3(10.0f, 10.0f,10.0f) );

osg::ref_ptr tColor = new osg::Vec4Array;
tColor->push_back( osg::Vec4( 1.0f, 0.0f, 0.0f, 1.0f) );

osg::ref_ptr< osg::Geometry > tri = new osg::Geometry;
tri->setVertexArray( tVertices.get() );
tri->setColorArray( tColor.get() );
tri->setColorBinding( osg::Geometry::BIND_OVERALL );
tri->addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLES, 0, 3 ) );


// GL_POINTS
osg::ref_ptr geom(new osg::Geometry());
osg::ref_ptr stateSet(geom->getOrCreateStateSet());

osg::ref_ptr pColor = new osg::Vec4Array;
pColor->push_back( osg::Vec4( 0.0f, 1.0f, 0.0f, 1.0f) );

osg::ref_ptr p(new osg::Point());
osg::ref_ptr pVertices = new osg::Vec3Array;
for( float idx = 0.; idx < 10; idx = idx + 1.){
pVertices->push_back( osg::Vec3( idx, idx, idx ) );
}   

geom->setColorArray( pColor.get() );
geom->setColorBinding( osg::Geometry::BIND_OVERALL );
geom->setVertexArray(pVertices.get());
int numVerts = pVertices->size();

geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, 7));

float ptSize = 20.f; // some large size   
p->setSize(ptSize);
if (argc > 1){
// This seems to cause the triangle and line to disappear
stateSet->setAttributeAndModes(p.get(), osg::StateAttribute::ON);
}

osg::ref_ptrroot = new osg::Geode;
root->addDrawable ( X.get() );
root->addDrawable( tri.get() );
root->addDrawable( geom.get() );

// This is needed
osg::ref_ptrclipper = new osg::ClipNode;
osg::BoundingBox bb(-5., -10., -10., 5., 5., 5.);   
clipper->createClipBox(bb);
clipper->addChild(root);


osgViewer::Viewer viewer;
viewer.setLightingMode(osg::View::NO_LIGHT);
viewer.setSceneData( clipper.get() );
viewer.setUpViewInWindow(20, 20, 640, 480);
viewer.realize();   
return viewer.run();
}



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[osg-users] osg plugins

2011-11-16 Thread Andy Skinner
We're just moving from 2.8.something to 3.0.1.  Looks like I should update from 
using .osg to .osgx.

While I was looking at that, I was wondering about this line from 
DogOSGWrapper.cpp:
 if 
(osgDB::Registry::instance()->loadLibrary(*itr)==osgDB::Registry::LOADED) 
return writeObject(obj,fw);
It looked to me that loadLibrary() was returning PREVIOUSLY_LOADED.  Should the 
condition be != osgDB::Registry::NOT_LOADED?

I'm not familiar with this code, but that seemed odd to me.

thanks
andy

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Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Andy Skinner
Maybe far off, but something I've seen:

Do you happen to be working on a mac?  We've seen something on one particular 
graphics card on the mac, where drawing with points sometimes seems to affect 
clipping on other objects.  It seems really weird.

I think that when we didn't set the osg::Point state attribute, it didn't 
happen.  And when we turned off clipping, it didn't happen.  And it only 
happened on one particular graphics card on a mac.

I didn't look at the near and far settings at the time, but I don't see why 
that would be affected by the card/driver.

andy

-Original Message-
Not to worry, I redesigned the min and max values to give a better looking 
fire, and now the problem has gone. Still don't know what caused it though, 
gonna worry about that in the future D:

Simon.

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[osg-users] Mac NVidia Point / clipping issue?

2011-04-08 Thread Andy Skinner
This will sound like a reach, and I can't easily make a simple case to show it. 
 But I'd like to know if this rings a bell with anyone.

We've seen geometry disappear when in the same scene as a point, on NVidia 7300 
on a Mac.

If I comment out the part of our code where we set the Point StateAttribute 
onto the StateSet, the geometry does not disappear.

If I remove the ClipNode from the scene, the geometry does not disappear.

Is there a way, either in OpenSceneGraph or in the NVidia driver, that 
specifying some of the things that the Point does (point size, attenutation, 
fade threshold) might affect clipping for other geometry?  Might point 
attenuation occupy some slot on the card for points that is used for a clip 
plane for other geometry?  (That's a wild guess.)  I don't know that it is the 
attenuation--just something specified by Point.  I've tried turning off the 
extensions related to points, but it didn't have an effect.

This seems like a long shot, but changing either of those situations does make 
the geometry appear again.

We are using OSG 2.8.3.  I've not yet been able to run one of the examples, or 
we'd try to show it in osgpoints.

thanks
andy

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[osg-users] Licensing of OSG's built-in application executables

2011-02-18 Thread Andy Peruggi
Hi all,

Does the OSG license allow for distributing the osgviewer.exe and osgconv.exe 
(or other) executables that are included with the SDK? We want to include those 
apps in our release so that we can debug cached .ive and .osg files on our 
customer's machines. I'm just not sure if we would need to write our own simple 
viewer app so it's a proper derived binary, or if it's okay to just distribute 
the pre-built ones.

Thanks,

- Andy

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[osg-users] using points and lines for compute near and far

2010-12-14 Thread Andy Skinner
Sometimes our scene only consists of lines.  When we use 
COMPUTE_NEAR_FAR_USING_PRIMITIVES, the near and far aren't computed correctly, 
because the TriangleFunctor used with ComputeNearestPointFunctor doesn't look 
at points or lines.

In order to get this to work, if I want to consider lines the way the current 
code considers triangles, I'd need to write a functor that uses lines or 
points.  I think I'd want to use the lines if possible, and consider individual 
points only if that is what the geometry is.

I'm not sure it would be useful to write general LineFunctor and PointFunctor 
classes and make them available.  So maybe I could put something intended just 
for this purpose into the CullVisitor.  Maybe extend TriangleFunctor to do what 
it currently does, but handle lines and points differently?  I don't want to 
clutter up CullVisitor.cpp with a large object if I can help it.

I could just use TemplatePrimitiveFunctor and implement all the operators.  
Maybe that would be simpler, because some could forward to others.

Is there a better approach here?  It does seem a bit of a lack to me that 
computing near and far doesn't handle scene without faces.

It also makes me wonder about the various cases that use TriangleFunctor.  Are 
they all only relevant for faces?

thanks
andy

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Re: [osg-users] plugin source code

2010-12-06 Thread Andy Skinner
Thank you.  That also shows me where the new code is--the serializers directory 
next to the deprecated-dotosg, right?  Looks like the equivalent writing code 
uses a << operator on the data.

Following that code around to OutputStream.cpp, it looks like the writeArray() 
method does a static cast of the arrays to ByteArray, FloatArray, etc.  I think 
that's the same problem we had before.  But writeArrayImplementation() takes a 
pointer to the array of actual data.  That would work for us.  So I _think_ it 
depends on the particular cast between things like FloatArray and float*.

While I look into this, could you tell me if I'm in the correct code?

thanks,
andy

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
> Sent: Monday, December 06, 2010 9:46 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] plugin source code
> 
> Hi Andy,
> 
> The deprecated DotOsgWrappers can now be found in
> src/osgWrappers/deprecated-dotosg/*/*.
> 
> Robert.
> 
> On Mon, Dec 6, 2010 at 2:34 PM, Andy Skinner
>  wrote:
> > I was looking at submitting a fix for the osg plugin.  We use shared
> arrays
> > (see osgsharedarray example) in the last stable release of OSG.  We
> had a
> > problem writing osg files of our scene because of a static cast in
> the osg
> > plugin.  It assumed it knew what the array was (FloatArray, for
> example) and
> > cast to it.  Our arrays weren't implemented with that, and we
> crashed.
> >
> >
> >
> > We had a fix where we get the actual array memory out and use that,
> so it
> > worked with either kind of array.  I was going to submit that, but I
> don't
> > see the problem in the trunk.  (I added writing a file to the
> osgsharedarray
> > example.)  So I went to check out Geometry.cpp in the osg plugin, and
> it
> > isn't there.
> >
> >
> >
> > Seems the plugins have been refactored.  Could someone point me to
> the code
> > equivalent to the Array_writeLocalData function that was in
> Geometry.cpp in
> > src/osgPlugins/osg before?  Is the new code set up to handle shared
> arrays
> > without assuming what they are?
> >
> >
> >
> > I want to make sure I didn't get lucky with the shared array
> example.  Seems
> > unlikely that the memory would just happen to work, but I figure
> someone
> > will be familiar with the plugins and can reassure me.
> >
> >
> >
> > thanks
> >
> > andy
> >
> >
> >
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> >
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[osg-users] plugin source code

2010-12-06 Thread Andy Skinner
I was looking at submitting a fix for the osg plugin.  We use shared arrays 
(see osgsharedarray example) in the last stable release of OSG.  We had a 
problem writing osg files of our scene because of a static cast in the osg 
plugin.  It assumed it knew what the array was (FloatArray, for example) and 
cast to it.  Our arrays weren't implemented with that, and we crashed.

We had a fix where we get the actual array memory out and use that, so it 
worked with either kind of array.  I was going to submit that, but I don't see 
the problem in the trunk.  (I added writing a file to the osgsharedarray 
example.)  So I went to check out Geometry.cpp in the osg plugin, and it isn't 
there.

Seems the plugins have been refactored.  Could someone point me to the code 
equivalent to the Array_writeLocalData function that was in Geometry.cpp in 
src/osgPlugins/osg before?  Is the new code set up to handle shared arrays 
without assuming what they are?

I want to make sure I didn't get lucky with the shared array example.  Seems 
unlikely that the memory would just happen to work, but I figure someone will 
be familiar with the plugins and can reassure me.

thanks
andy

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[osg-users] AutoTransform and traversals

2010-10-01 Thread Andy Skinner
I'm not sure why the calculations done in AutoTransform are done in the cull 
traversal, rather than in update.

I'd have thought that update was for objects setting things in themselves, and 
the cull was read only.

Does the update not accumulate transform matrices?  Something else?

thanks
andy

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Re: [osg-users] destructing Viewer after context is gone

2010-09-02 Thread Andy Skinner
> GraphicsWindowEmbbedded usage assume that context is always current
> for the life of the viewer.  With a bit of hacking you could probably
> disable the clean up the view and graphics window are attempting to
> do, but it would probably be far easier to remove the destroy the
> graphics window/viewer prior to the context being deleted.

Thanks.

JOGL has an interface with init(), display(), displayChanged(), and reshape().  
It doesn't have a method for when the context is being destroyed.  You can do 
something on the removeNotify() for the component, but we've seen some cases 
where the context is remade without prior notice (it had to do with resizing 
GLJPanel, which has a PBuffer inside it).  That just makes me concerned that I 
can't guarantee to catch a context going away before it does.

thanks,
andy

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[osg-users] destructing Viewer after context is gone

2010-09-01 Thread Andy Skinner
I'm using OSG 2.8.3, the last stable release.

I'm using a Viewer with GraphicsWindowEmbedded.

On closing the window, the Viewer is destroyed, and the destructor tries to 
close the GraphicsContext.  Inside flushAllDeletedGLObjects, 
flushDeletedGlPrograms is called.  Inside that, there is a call to 
GL2Extensions::Get().  And in that, if s_extensions[contextID] is 0, it is 
trying to construct a new GL2Extensions object.  Finally, that's calling 
glGetString(GL_VERSION).

But by now, the graphics context is no longer valid.

Should I be able to set up a Viewer or CompositeViewer such that it can be 
destroyed when the graphics context is not current?  What about if it does not 
exist anymore?

thanks
andy

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[osg-users] cull callbacks

2010-07-07 Thread Andy Skinner
What is the difference between the cull callback set on a Drawable and a 
NodeCallback set as a cull callback on a Node?

I saw one thread on the list where someone was confusing them, and the 
difference was mentioned, but not spelled out.  It appears the 
Drawable::CullCallback is used to decide whether to cull the drawable.  What 
does the cull callback on the Node do?

thanks
andy

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Re: [osg-users] Graphical issues with display lists on ATI 5870 cards

2010-07-01 Thread Andy Peruggi
Hi Wojtek,

Thanks for the input, good to know we aren't the only ones seeing issues. We 
rolled back the drivers to 10.4 and all the issues magically disappeared. I'm 
disappointed that ATI's QA process doesn't test for such basic feature support 
with their latest driver releases. We'll have to keep a close eye on this now.

Thanks,

- Andy

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[osg-users] Graphical issues with display lists on ATI 5870 cards

2010-06-29 Thread Andy Peruggi
Hi everyone,

My company has been developing products using OSG for a few years now, and 
recently we've noticed some rendering issues on two machines that are both 
running ATI 5870 cards using the latest ATI drivers (Catalyst 10.6). We wanted 
to know if anyone running similar hardware has seen these issues. We are using 
the 2.8.2 release of OSG.

We notice two major graphical problems:
* Incorrect lighting on primitives - flat geometry with equal vertex normals at 
all vertices appears to have incorrect lighting over the surface (using the 
default osgviewer lighting)
* Corrupted textures - either a single pixel color over the entire surface or 
it looks like the UV coordinates were run through a blender

We have tested rendering using the OSGViewer with a simple .osg file containing 
two triangles (forming a quad) with identical per-vertex normals and simple 
per-vertex UVs. What we have found is that we either have to disable display 
lists on the geometry in order to have the quad render correctly, or else we 
seem to be able to get correct results by adding additional (bogus) values to 
the per-vertex normal and UV lists to pad them. We believe this means that 
somewhere between OSG and the GPU the per-vertex data in the display list is 
getting corrupted and normals/UVs are getting lost.

We have not experienced this issue in any other 3D apps on this hardware, 
including ones that use display lists. We also do not have the rendering issues 
with our app on other hardware (tested using several nVidia cards and and older 
ATI card). We think this may be an ATI driver bug, but we're not sure at this 
point and would like to hear if anyone else has run into these issues.

Thanks.

- Andy Peruggi
Applied Research Associates, Inc[/list]

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Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Andy Skinner
I was able to build from the updated 2.8 branch last night.  This morning I was 
able to telnet to a mac and run osgconv without complaints about not being able 
to get to the display.  That was the case we were testing before.

thanks
andy

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> Sent: Monday, March 22, 2010 6:27 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 2.8.3 testing
> 
> Chuck Seberino wrote:
> > Andy and Paul -
> >
> > I submitted a fix for this (r10927) which reorders some of the ifdef
> checking so that it works properly under OSX.
> 
> Thanks, r10927 is now merged onto the 2.8 branch. Andy, let me know how
> that works for you. (I wasn't seeing this problem on 32bit OS X 10.5; I
> do a ccmake to generate makefiles and build with gcc on the command
> line, apparently a different configuration from you?)
> 
> And, sorry I wasn't able to get to this sooner. We had a temporary
> internet outage in the area. Back online now (obviously).
> -Paul
> 
> 
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Re: [osg-users] 2.8.3 testing

2010-03-22 Thread Andy Skinner
Does that mean I need to wait for it to get onto 2.8?  Or that it is there?

thanks
andy

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Chuck Seberino
> Sent: Monday, March 22, 2010 1:00 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 2.8.3 testing
> 
> Andy and Paul -
> 
> I submitted a fix for this (r10927) which reorders some of the ifdef
> checking so that it works properly under OSX.
> 
> Chuck
> 
> On Mar 22, 2010, at 9:47 AM, Andy Skinner wrote:
> 
> > I just got OpenSceneGraph-2.8, and tried to build on OS X.
> >
> > I'm getting an error in OpenThreads/Atomic, complaining that int32_t
> does not name a type.
> >
> > I'm following the unix instructions, doing configure and then make.
> >
> > I had just build the trunk (at least the first part) and got past
> this.
> >
> > Have I got it set up incorrectly, or is there a problem on 2.8?
> >
> > thanks
> > andy
> >
> >> -Original Message-
> >> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> >> boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> >> Sent: Monday, March 22, 2010 12:31 PM
> >> To: OpenSceneGraph Users
> >> Subject: [osg-users] 2.8.3 testing
> >>
> >> Hi all -- Here's an update on the 2.8.3 release, and a plea for
> >> testing.
> >>
> >> The 2.8.3 release is slightly behind my original schedule, but
> >> nonetheless getting close to a release candidate.
> >>
> >> ISSUES: There are two open issues at this point:
> >>
> >> 1. XCode project files need to be updated. (Stephan, will you have
> any
> >> time to contribute this in the near future, or do we need another
> >> volunteer?)
> >>
> >> 2. Updates to the DAE plugin and osgManipulators nodekit. These are
> >> late
> >> feature requests.
> >>
> >> I'm concerned about updating these two modules. The changes for both
> >> these modules are not limited to the modules themselves, and require
> >> changes to core OSG and elsewhere. Many changes on trunk often
> depend
> >> on
> >> previous changes, and chasing all of them down with a high level of
> >> confidence is difficult. It would certainly introduce issues if I
> >> missed
> >> any required changes.
> >>
> >> Let me make this suggestion: Let's leave DAE and osgManipulators out
> of
> >> the 2.8.3 release. If someone really wants them, and can't wait for
> >> v2.10 (or v3.0), then we could do a 2.8.4 release. The benefit of
> this
> >> approach is that it doesn't prevent 2.8.3 from getting out the door
> in
> >> a
> >> timely fashion, should merging these changes produce instability
> that
> >> would otherwise delay the release.
> >>
> >> Does this make sense?
> >>
> >> TESTING: Please test the 2.8 branch if you have time. For
> convenience,
> >> here's the 2.8 branch URL:
> >>
> >>
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenScene
> >> Graph-2.8
> >>
> >> I'd appreciate build/run testing for the following platforms and
> >> features:
> >>
> >>   Platforms:
> >> Mac 10.5/10.6 32/64bit
> >> Windows XP/Vista/7, 32/64bit
> >> *nix, 32/64bit
> >>   Features (latest stuff from trunk):
> >> osgAnimation nodekit
> >> FBX plugin
> >> 3ds plugin (esp writer capability)
> >> ImageIO plugin
> >> QuickTime plugin
> >> Inventor plugin
> >> ply plugin
> >> ffmpeg plugin
> >>
> >> There were also minor bug fixes to the 3dc, ac, dds, and flt
> plugins.
> >>
> >> When you send a test report, please mention which plugins you are
> >> building, as not all plugins build by default of course.
> >>
> >> Once we get the XCode project files updated, I'll tag a release
> >> candidate, and further candidates will follow as needed. I'm still
> >> hoping for a 31 March release date. If we start testing now, this
> >> should
> >> give us plenty of time for testing and resolving issues.
> >>
> >> Thanks!
> >>   -Paul
> >>
> >>
> >> ___
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Re: [osg-users] 2.8.3 testing

2010-03-22 Thread Andy Skinner
I just got OpenSceneGraph-2.8, and tried to build on OS X.

I'm getting an error in OpenThreads/Atomic, complaining that int32_t does not 
name a type.

I'm following the unix instructions, doing configure and then make.

I had just build the trunk (at least the first part) and got past this.

Have I got it set up incorrectly, or is there a problem on 2.8?

thanks
andy

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> Sent: Monday, March 22, 2010 12:31 PM
> To: OpenSceneGraph Users
> Subject: [osg-users] 2.8.3 testing
> 
> Hi all -- Here's an update on the 2.8.3 release, and a plea for
> testing.
> 
> The 2.8.3 release is slightly behind my original schedule, but
> nonetheless getting close to a release candidate.
> 
> ISSUES: There are two open issues at this point:
> 
> 1. XCode project files need to be updated. (Stephan, will you have any
> time to contribute this in the near future, or do we need another
> volunteer?)
> 
> 2. Updates to the DAE plugin and osgManipulators nodekit. These are
> late
> feature requests.
> 
> I'm concerned about updating these two modules. The changes for both
> these modules are not limited to the modules themselves, and require
> changes to core OSG and elsewhere. Many changes on trunk often depend
> on
> previous changes, and chasing all of them down with a high level of
> confidence is difficult. It would certainly introduce issues if I
> missed
> any required changes.
> 
> Let me make this suggestion: Let's leave DAE and osgManipulators out of
> the 2.8.3 release. If someone really wants them, and can't wait for
> v2.10 (or v3.0), then we could do a 2.8.4 release. The benefit of this
> approach is that it doesn't prevent 2.8.3 from getting out the door in
> a
> timely fashion, should merging these changes produce instability that
> would otherwise delay the release.
> 
> Does this make sense?
> 
> TESTING: Please test the 2.8 branch if you have time. For convenience,
> here's the 2.8 branch URL:
> 
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenScene
> Graph-2.8
> 
> I'd appreciate build/run testing for the following platforms and
> features:
> 
>Platforms:
>  Mac 10.5/10.6 32/64bit
>  Windows XP/Vista/7, 32/64bit
>  *nix, 32/64bit
>Features (latest stuff from trunk):
>  osgAnimation nodekit
>  FBX plugin
>  3ds plugin (esp writer capability)
>  ImageIO plugin
>  QuickTime plugin
>  Inventor plugin
>  ply plugin
>  ffmpeg plugin
> 
> There were also minor bug fixes to the 3dc, ac, dds, and flt plugins.
> 
> When you send a test report, please mention which plugins you are
> building, as not all plugins build by default of course.
> 
> Once we get the XCode project files updated, I'll tag a release
> candidate, and further candidates will follow as needed. I'm still
> hoping for a 31 March release date. If we start testing now, this
> should
> give us plenty of time for testing and resolving issues.
> 
> Thanks!
>-Paul
> 
> 
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-22 Thread Andy Skinner
OK, I'll do that.  I was building the trunk, but now that you've got that back, 
I'm getting 2.8.  I'll let you know.

andy

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> Sent: Monday, March 22, 2010 11:35 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 2.8.3 release likely, need community
> assistance
> 
> Andy Skinner wrote:
> > I'm building the trunk again now on OS X, to see if Robert has fixed
> the problem you mention.  If he has, maybe you could bring this change
> back in.
> 
> Yes, it does look like trunk has a fix, plus I was missing another
> change. I have put your fix back in the 2.8 branch, plus also merged in
> r9904 and r11273, and this is building for me without errors on OS X
> 10.5 (and trunk is also building fine).
> 
> Please test the latest 2.8 branch to make sure this resolves your
> static
> initializer issue. Thanks.
> -Paul
> 
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-22 Thread Andy Skinner
I'm building the trunk again now on OS X, to see if Robert has fixed the 
problem you mention.  If he has, maybe you could bring this change back in.

andy

> Rats.  I think some more changes were made after I tested this off of
> the trunk.
> 
> I don't mind taking a look at it, but haven't been paying attention to
> how much time I'd have to get this fixed.  How long?  Of course, if it
> is breaking the trunk's build, I assume it will be fixed soon.
> 
> Thanks for trying to get it,
> andy
> 
> >
> > Paul Martz wrote:
> > > Hi Andy -- This is now in the 2.8 branch (r11207, and also
> > yesterday's
> > > r11263). It would be great if you could do some testing and verify
> > this
> > > resolves the issue. Thanks in advance.
> >
> > Well, not so fast... It turns out that r11207 breaks the build on OS
> X
> > 10.5. I get the same build errors on trunk as I do on the 2.8 branch
> > with this change. Errors below. I'll back this out in 2.8.
> > -Paul
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-22 Thread Andy Skinner
Rats.  I think some more changes were made after I tested this off of the trunk.

I don't mind taking a look at it, but haven't been paying attention to how much 
time I'd have to get this fixed.  How long?  Of course, if it is breaking the 
trunk's build, I assume it will be fixed soon.

Thanks for trying to get it,
andy


> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> Sent: Sunday, March 21, 2010 5:12 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 2.8.3 release likely, need community
> assistance
> 
> Paul Martz wrote:
> > Hi Andy -- This is now in the 2.8 branch (r11207, and also
> yesterday's
> > r11263). It would be great if you could do some testing and verify
> this
> > resolves the issue. Thanks in advance.
> 
> Well, not so fast... It turns out that r11207 breaks the build on OS X
> 10.5. I get the same build errors on trunk as I do on the 2.8 branch
> with this change. Errors below. I'll back this out in 2.8.
> -Paul
> 
> 
> /Users/pmartz/Projects/OSG/trunk/src/osgViewer/GraphicsWindowCarbon.cpp
> :
> In member function Ôvirtual void
> osgViewer::CarbonWindowingSystemInterface::_init()Õ:
> /Users/pmartz/Projects/OSG/trunk/src/osgViewer/DarwinUtils.h:123:
> error:
> Ôbool osgDarwin::DarwinWindowingSystemInterface::_initializedÕ is
> private
> /Users/pmartz/Projects/OSG/trunk/src/osgViewer/GraphicsWindowCarbon.cpp
> :1069:
> error: within this context
> /Users/pmartz/Projects/OSG/trunk/src/osgViewer/GraphicsWindowCarbon.cpp
> :1071:
> error: ÔinitÕ is not a member of
> ÔosgDarwin::DarwinWindowingSystemInterfaceÕ
> make[2]: ***
> [src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowCarbon.cpp.o]
> Error 1
> make[1]: *** [src/osgViewer/CMakeFiles/osgViewer.dir/all] Error 2
> make: *** [all] Error 2
> 
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-10 Thread Andy Skinner
Paul,

Robert was at one time (Novemeber, December) working with removing some more 
static initializers.  We really need to get up to date on OSG, and we need to 
get rid of the initializers.  If Robert was able to complete that (he hadn't 
had time as of December), it would be a big help.  (We want to use the 
osgViewer library, but the initializers caused problems for us.)

Even if he was able to do it, I don't know whether the changes were small 
enough for your purposes.  But for us to take another step on 2.8.x (as 
"stable" instead of "developer") would be comforting.

thanks
andy


> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> Sent: Tuesday, March 09, 2010 9:25 PM
> To: OpenSceneGraph Users
> Subject: [osg-users] 2.8.3 release likely, need community assistance
> 
> Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the
> next few weeks. The release will not be API compatible with 2.8.2. I
> wanted to let you all know my plans, and also solicit input and
> assistance if there are any changes you'd like to get into this
> release.
> With some community input, I'm sure this release could be valuable to
> others besides myself.
> 
> I'm not inclined to incorporate any major changes such as the Notify
> changes, new text/binary file format, or the weak_ptr-related changes.
> Large changes increase the complexity of the merge and the odds of me
> introducing errors as I apply the changes. I'm really just interested
> in
> bug fixes and feature changes that affect only a limited portion of OSG
> as a whole.
> 
> The work will be done on the existing 2.8 branch. There was a
> little-publicized "2.8.2b" tag, which is just 2.8.2 plus a fix for
> MSFBO
> on Mac OS X. So the first change I'll make to the 2.8 branch is to fold
> in the MSFBO fix from 2.8.2b.
> 
> Other changes I have in mind:
> 
>   * The biggest change is to backport current svn trunk osgAnimation
> and
> the FBX plugin. This will require changes to other parts of OSG, and so
> far I've identified these:
> - Changes to osgDB required by FBX.
> - Un-deprecation of the osgAnimation dotosg wrapper.
> - r10671 Core changes required for osgAnimation.
> - r10672 Core changes required for osgAnimation.
> - r11009 (only the portion applicable to the BVH plugin, so that it
> is compatible with osgAnimation).
> (This is a pretty complex change, and it's about as complex as I would
> want to get. In a test merge, I ran into quite a few merge conflicts
> that had to be resolved manually, with risk of introducing error.
> Hopefully everything else will be much simpler to merge over to the 2.8
> branch.)
> 
>   * Fix for osgUtil::Optimizer FlattenStaticTransformsVisitor (r11131).
> 
>   * Fix for OcclusionQueryNode (r10933 and r11127).
> 
>   * Mac OS X 10.6 support. Not yet sure which svn revisions.
> 
>   * New Xcode updates for osgAnimation.
> 
>   * A run of genwrappers to support any and all API changes.
> 
>   * Possibly backport some examples such as osganimationviewer, haven't
> looked at them yet.
> 
> 
> What I'd like from the community:
> 
>   * Any suggestions for other changes? Ideally, they should be modular,
> tight changes that merge onto the 2.8 branch with a minimum of
> conflicts. Please post requests using the specific svn revision number.
> (Also, please don't suggest anything unless you are willing and able to
> test the change once it's in on the 2.8 branch.)
> 
>   * Anyone out there with Mac OS X experience? Specific things I'd like
> assistance with would be:
> - Input on which svn revisions are required to enable support for
> Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the
> 10.6 SDK.
> - Somebody with a Mac that already has 10.6, for testing. I have
> 10.5 but can upgrade if no one else steps forward.
> - An Xcode expert to create appropriate Xcode files for the 2.8.3
> release (needs to work with the osgAnimation backport).
> 
> 
> If everything goes well, I see no reason why we can't release by end of
> March, so I'd like to set this schedule:
> 
>   * All change requests by end of day Friday 12 March.
>   * All code changes in by 17 March.
>   * All Xcode and genwrapper changes in by 22 March.
>   * Release candidate 1, 22 March.
>   * Testing period, 23-30 March.
>   * Release, 31 March.
> 
> 
> Please give this some thought, and thanks in advance for pitching in.
> -Paul
> 
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Re: [osg-users] [build] Build problem

2010-01-11 Thread Andy Garrison
Hi,

... 
Thanks I decided to add a virtual box with a 32 bit Ubuntu OS and install it 
there


Thank you!

Cheers,
Andy

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[osg-users] [build] Build problem

2010-01-04 Thread Andy Garrison
Hi,

I have been trying to build OpenScenGraph on RedHat Linux 5 64 bit and get the 
error missiing glu.h and glut.h files. They are suppose to reside in the 
/usr/local/include/GL directory. I have installed all the packages with RedHat 
and those files do not exist. I had OSG on a 32 bit version with RedHat 4 and 
it worked fine Has anyone seen this problem and where and how do I go about 
resolving this to get it installed?

Thank you!

Cheers,
Andy

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Re: [osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Andy Lundell

Jason Daly wrote:
> Andy Lundell wrote:
> Viewer is-a ViewerBase and an osgViewer::View
> osgViewer::View is-a osg::View
> osg::View has-a Camera
> Camera is-a CullSettings
> [...]
> It's a long (and fairly winding) road to travel, but it makes sense once 
> you get there  :-)
 Thank you. I've got it now.  



> A ComputeStereoMatricesCallback  in osgUtil::SceneView is probably what 
> you're looking for.  You can get to the SceneView object through 
> osgViewer::Renderer (just a different inheritance road to travel).

I thought that osg::Util::SceneView was being deprecated?

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[osg-users] Setting my ZNear and ZFar clipping planes?

2009-08-26 Thread Andy Lundell
Hi,

I'm trying to set up my system so that I can manually specify the clipping 
planes.
In past projects I would use the SceneView object and the SetComputeNearFarMode 
method.  This project I'm not using a SceneView (Just a "viewer") and I have no 
idea how to get at this functionality.

(I'm also looking for a way to override the code that creates the 
left-eye,right-eye matrices.) 

Thank you!


Andy

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Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases

2009-06-22 Thread Andy Skinner
I'd like to see the SceneGraphOrderRenderBin implementation if it could fit in. 
 It was discussed in May.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Saturday, June 20, 2009 6:27 AM
To: OpenSceneGraph Users
Subject: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 
and VirtualPlanetBuilder-1.0 releases

Hi All,

Over the next six weeks I'd like to push out three stable software
releases, it's not something I can do on my own as testing, bug fixing
and feature refinement all items that community participation are
essential to ensure quality software goes out the door.

-- OpenSceneGaph-2.8.2 release, aiming for end of June (next two weeks)

First up will be another patch release of the OpenSceneGraph-2.8
series.  In theory the 2.8 branch should build and run across without
problems as I generally stick to low risk changes, but... as we found
out with 2.8.1 even changes that look uncontroversial can unwittingly
introduce new bugs break end user applications - testing against a
wide range of applications and platforms is absolutely essential to
catch problems prior to a stable release.  Testing out release
candidates can be pretty dull, but it's crucial so please make the
effort to pull down the rc's and test against your own applications.

As I have two other major releases to get out, it would be very
helpful for driving the 2.8.2 release forward if engineers that have
write access to the OSG-2.8 branch come forward to pick up the batton
and drive the 2.8.2-rc series, both in terms of coordinating with the
community and merging bug fixes.  Volunteers please come forward ;-)

-- OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases, aiming
for end of July (in time for Siggraph)

The next two releases are VirtualPlanetBuilder-1.0 and
OpenSceneGraph-2.10.  VPB is now broadly feature complete, but in need
of serious testing, debugging, refinement and of course documentation.
 The key feature I have just added was patching of previously built
databases, and support for database revisions.  The database revision
support is something that is part of OSG-svn/trunk, and will be part
of the OSG-2.9.5 that I'll roll out on Monday, so VPB-1.0 will either
have to go out against OSG-2.9.5 or wait for the stable OSG-2.10
release.  The VPB stable release really should go out with stable OSG
release so we should work towards getting OSG-2.10 and VPB-1.0 tested
in parallel and released in quick succession.

In terms of feature for OSG-2.10, it's mostly feature complete but
there are a number of loose ends that need tying up:

Out of the box audio support for the ffmpeg plugin
Fix pause and some playback timing issues in the ffmpeg plugin
Add support for recording movies to osgViewer using ffmpeg plugin.
Move the xine-lib plugin out into Deprecated.
Add support for clipping planes to osgVolume.
Tidy up the Present3D application + plugin and provide online resources.

Other stuff that I can't think of right now...

Other stuff that that community needs/would like to tackle for OSG-2.10.

--  Community Coordination

As a general development philosophy note, When it comes to stable
release Quality if King, features are expandable - so please think
like this when considering what extras you are thinking about
contributing over the next month and half, testing and bug fixing and
existing feature refinement are the top priority.

Over the next six weeks I'll be away for weeks family holiday at the
beginning of July, and week training/consultancy on the 3rd week of
July, so the amount of time that I can do coding, testing, bug fixing
and community coordination will have to fitted in to four weeks work.
The community no doubt will also be similarly distracted at various
times, so for us to get everything done will require good coordination
and extra level of effort.   Let me when you available to help out and
when you won't be available.  Also managers of groups that use the OSG
need to think about allotting time for engineers to help out with
testing, as a good quality release that works with your own software
is a real project benefit so well worth investing in.

Many thanks in advance for you help,
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Andy Skinner
Well, everything seems to have built well and compiled with our stuff.  I'm 
having trouble completing the test that I want to do, but the problem is on my 
end, and I don't have time for it, sorry.  I believe it is working (passed our 
unittests, compiled).

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Andy Skinner
Sent: Tuesday, May 19, 2009 10:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

Windows XP with NVidia card has been fine so far.  I'm using cmake 2.6 patch 2.

I'm working on OSX 32 and 64 bit, and linux 64 bit.

andy
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Andy Skinner
Windows XP with NVidia card has been fine so far.  I'm using cmake 2.6 patch 2.

I'm working on OSX 32 and 64 bit, and linux 64 bit.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, May 19, 2009 9:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

Hi All,

Thanks for the testing.  So far we have 3 confirmations for linux
distro's, one for OSX, none for Window or other systems yet.

If you are currently doing a build and test and it hasn't completed
yet please tell me so I know what I might be able to do the final tag
of 2.8.1.  So far things look good for the release this afternoon.

Cheers,
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-18 Thread Andy Skinner
I'll try, but not sure I can finish this afternoon.  I was still working on rc 
4.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, May 18, 2009 12:20 PM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

Hi All,

I've just tagged another release candidate, this time we've hit
2.8.1-rc5.  Fingers crossed this will be our latest rc and we can
quickly move on to tagging 2.8.1 and get some new binaries posted.

http://www.openscenegraph.org/projects/osg/wiki/Downloads

Source Code: ¶

source package : OpenSceneGraph-2.8.1-rc5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1-rc5
OpenSceneGraph


Could users please test out this latest rc5 this afternoon/evening and
if things look good on the major platforms I'll tag 2.8.1 tomorrow
morning.

Thanks for your assistance,
Robert.
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Re: [osg-users] OSG 2.8.1

2009-05-05 Thread Andy Skinner
How much feedback do you need for OSG 2.8.1?

thanks,
andy

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate three tagged

2009-04-27 Thread Andy Skinner
RC3 seems OK to me on Win32, linux 64, and Intel mac 32.

thanks,
andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, April 23, 2009 10:41 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph-2.8.1 release candidate three tagged

Hi All,

(from my blog at blog.openscenegraph.org)

I've just tagged the 2.8.1 release candidate 3. The are a couple of
fixes since rc2:

* Fix to the subsurface handling in OpenFlight files
* Removal of an old hack to PolygonOffset's unit multiplier for
ATI cards that is no longer required.
* A couple of typo/spelling fixes.
* Build fix for collada under OSX.
* Addition of GL_RGB8 support to osg::image::computeNumComponts()
* Fix to DatabasePager to prevent a crash that occurred when apps
that did't set the active contexts (note, osgViewer automatically sets
the active contexts so was unaffected by this bug.)

You can grab the source code from:

source package : OpenSceneGraph-2.8.1-rc3.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1-rc3
OpenSceneGraph

Please test with your apps and various build environments, and send in
feedback of success or failures to osg-users mailing lists/forum so we
can track convergence to the final 2.8.1 stable release.

Cheers,
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate three tagged

2009-04-23 Thread Andy Skinner
Thanks.  Sorry I'm slow--I have built rc2 on Intel Mac, win32, and Linux 64.  I 
have tried it in my app on win32.  I guess instead of trying what I have on the 
other platforms, I should get the new one.  I've had a lot going on, so haven't 
been able to give quick responses.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, April 23, 2009 10:41 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph-2.8.1 release candidate three tagged

Hi All,

(from my blog at blog.openscenegraph.org)

I've just tagged the 2.8.1 release candidate 3. The are a couple of
fixes since rc2:

* Fix to the subsurface handling in OpenFlight files
* Removal of an old hack to PolygonOffset's unit multiplier for
ATI cards that is no longer required.
* A couple of typo/spelling fixes.
* Build fix for collada under OSX.
* Addition of GL_RGB8 support to osg::image::computeNumComponts()
* Fix to DatabasePager to prevent a crash that occurred when apps
that did't set the active contexts (note, osgViewer automatically sets
the active contexts so was unaffected by this bug.)

You can grab the source code from:

source package : OpenSceneGraph-2.8.1-rc3.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1-rc3
OpenSceneGraph

Please test with your apps and various build environments, and send in
feedback of success or failures to osg-users mailing lists/forum so we
can track convergence to the final 2.8.1 stable release.

Cheers,
Robert.
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Re: [osg-users] OSG 2.8.1

2009-03-19 Thread Andy Skinner
This seems to work, too.  I haven't done what I'd call a thorough 
qualification, but I'm happy.

thanks,
andy

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, March 18, 2009 12:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG 2.8.1

Hi Andy,
2009/3/18 Andy Skinner 
mailto:andy.skin...@mathworks.com>>

You know, I was thinking that using SVN was going to get me the latest, but I 
bet I'm just getting SVN from when 2.8.0 was made.  I'm using the line (copied 
from downloads page):

svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0 
OpenSceneGraph



Was that the wrong thing?

You're just picking up on the 2.8.0 tag, which is effectively set is stone now 
as it maps directly to what the 2.8.0 binaries etc. were built from.

The version of test against is the OSG-2.8 branch, this is what we used to 
source the 2.8.0 tag, and where all the patches for the ongoing 2.8.x series 
have been applied, and when it comes to making 2.8.1 it'll be sourced directly 
from the OSG-2.8.  To get the OSG-2.8 branch us:

svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/<http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8>http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8OpenSceneGraph-2.8<http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8>
 OpenSceneGraph

2.8 in theory should be like 2.8.0 except for a number of bug fixes that've 
been applied.

Robert.
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Re: [osg-users] OSG 2.8.1

2009-03-18 Thread Andy Skinner
You know, I was thinking that using SVN was going to get me the latest, but I 
bet I'm just getting SVN from when 2.8.0 was made.  I'm using the line (copied 
from downloads page):

svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0 
OpenSceneGraph

Was that the wrong thing?

First the BoundingSphere issue was me getting half old and  half new OSG.  I 
got past that and had a problem with BoundingBox, but that turned out to be 
from the forward declaration, and it isn't a class anymore.  Turns out the 
forward decl was unnecessary (we were already including Drawable), so I just 
removed it.

Let me know whether I need to do it again with a more recent version from SVN, 
and what specifically my command should be.

Thanks,
andy

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, March 18, 2009 11:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG 2.8.1

HI Andy,
2009/3/18 Andy Skinner 
mailto:andy.skin...@mathworks.com>>

I've built the OSG successfully, but it is going to take me longer to test it 
with our software.
Thanks for the testing.  Are you building against OSG-2.8.0 or the OSG-2.8 
branch?

Last time I just built it without updating with our code, and now I'm finding 
that I have to change some of our BoundingSphere code that doesn't compile.  
I'll give feedback on the 2.8.1 as soon as I can.

What problems are you seeing with BoundingSphere code?   The main change was 
the introduction of templates to enable use of double and float versions of 
BoundingSphere.  The defaults should be the same as before though, i.e. 
BoundingSphere -> floating point BoundingSphere.


Robert.
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[osg-users] OSG 2.8.1

2009-03-18 Thread Andy Skinner
I've built the OSG successfully, but it is going to take me longer to test it 
with our software.

Last time I just built it without updating with our code, and now I'm finding 
that I have to change some of our BoundingSphere code that doesn't compile.  
I'll give feedback on the 2.8.1 as soon as I can.

andy

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Re: [osg-users] Release schedule for OpenSceneGraph-2.8.1

2009-03-12 Thread Andy Skinner
I definitely want to give the 2.8.0 trunk a try, and will try to do it in 
relatively soon.  It might be next week.

andy

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Re: [osg-users] atomic_xor_uint_nv on Solaris

2009-01-07 Thread Andy Skinner
I've not heard from Blasius Czink yet, but I have found out that there is a 
/usr/include/sys/atomic.h that declares things like atomic_or_uint_nv(), but 
does not declare atomic_xor_uint_nv().  Maybe the xor operation could be 
removed instead of the whole thing.  I can't find any reference to xor in the 
header file.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, January 07, 2009 9:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] atomic_xor_uint_nv on Solaris

Hi Andy,

I don't have a Sun box or up to date knowledge to be about to
suggestion resolution of this problem, save for reverting the addition
of this code.  The code was part of the submission below from Blasius
Czink, perhaps we just remove the elements that are problematic - the
OSG itself doesn't use the "and", "or" and "xor" features.

Robert.

--

r9059 | robert | 2008-10-27 10:42:58 + (Mon, 27 Oct 2008) | 37
lines

>From Blasius Czink, "Among other things I added support for atomic
operations on BSD-like systems and additional methods (for "and",
"or", "xor").
"

and a later post the same osg-submissions thread:

"it's been a while since I have made the changes but I think it was
due to problems with static builds of OpenThreads on windows. I was
using
OpenThreads in a communication/synchronisation library (without
OpenSceneGraph). It seems I forgot to post a small change in the
CMakeLists file of OpenThreads. If a user turns DYNAMIC_OPENTHREADS to
OFF (static build) OT_LIBRARY_STATIC will be defined in the Config.
Without these changes a windows user will always end up with a
"__declspec(dllexport)" or "__declspec(dllimport)" which is a problem
for static builds."

And another post from Blasius on this topic:

"I tested with VS2005 and VS2008. For 32 bit everything works as
expected. For x64 and VS2008 I could successfully do the
cmake-configure and then the compilation but I had occasional crashes
of cmTryCompileExec.exe (during the cmake-configure phase) which seems
to be a cmake bug. With VS2005 and 64bit cmake does not set
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED although the interlocked
functionality should be there. If I place the source snippet from the
CHECK_CXX_SOURCE_RUNS macro to a separate sourcefile I can compile and
run the resulting executable successfully. Forcing
OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED (on VS2005/x64) reveals a bug
in "intrin.h" which seems to be fixed in VS2008 but not in VS2005.

In case anyone is interested the lines:
__MACHINEI(unsigned char _interlockedbittestandset(long *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64 *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64 *a, __int64 b))

should be changed to:
__MACHINEI(unsigned char _interlockedbittestandset(long volatile *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long volatile *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64
volatile *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64
volatile *a, __int64 b))

The worst thing that can happen is that interlocked funtionality is
not detected during cmake-configure and the mutex fallback is used.
Which reminds me another small glitch in the Atomic header so I
attached a corrected version.



Why is the OT_LIBRARY_STATIC added to the config file? It is not
needed anywhere.

OT_LIBRARY_STATIC is needed if you are doing static-builds on Windows.
See my previous post on that.
"
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Re: [osg-users] atomic_xor_uint_nv on Solaris

2009-01-07 Thread Andy Skinner
Thanks.  I've sent an email to Blasius (hoping I got the email from Gmane 
correctly), and will see if he has a suggestion.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, January 07, 2009 9:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] atomic_xor_uint_nv on Solaris

Hi Andy,

I don't have a Sun box or up to date knowledge to be about to
suggestion resolution of this problem, save for reverting the addition
of this code.  The code was part of the submission below from Blasius
Czink, perhaps we just remove the elements that are problematic - the
OSG itself doesn't use the "and", "or" and "xor" features.

Robert.

--

r9059 | robert | 2008-10-27 10:42:58 + (Mon, 27 Oct 2008) | 37
lines

>From Blasius Czink, "Among other things I added support for atomic
operations on BSD-like systems and additional methods (for "and",
"or", "xor").
"

and a later post the same osg-submissions thread:

"it's been a while since I have made the changes but I think it was
due to problems with static builds of OpenThreads on windows. I was
using
OpenThreads in a communication/synchronisation library (without
OpenSceneGraph). It seems I forgot to post a small change in the
CMakeLists file of OpenThreads. If a user turns DYNAMIC_OPENTHREADS to
OFF (static build) OT_LIBRARY_STATIC will be defined in the Config.
Without these changes a windows user will always end up with a
"__declspec(dllexport)" or "__declspec(dllimport)" which is a problem
for static builds."

And another post from Blasius on this topic:

"I tested with VS2005 and VS2008. For 32 bit everything works as
expected. For x64 and VS2008 I could successfully do the
cmake-configure and then the compilation but I had occasional crashes
of cmTryCompileExec.exe (during the cmake-configure phase) which seems
to be a cmake bug. With VS2005 and 64bit cmake does not set
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED although the interlocked
functionality should be there. If I place the source snippet from the
CHECK_CXX_SOURCE_RUNS macro to a separate sourcefile I can compile and
run the resulting executable successfully. Forcing
OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED (on VS2005/x64) reveals a bug
in "intrin.h" which seems to be fixed in VS2008 but not in VS2005.

In case anyone is interested the lines:
__MACHINEI(unsigned char _interlockedbittestandset(long *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64 *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64 *a, __int64 b))

should be changed to:
__MACHINEI(unsigned char _interlockedbittestandset(long volatile *a, long b))
__MACHINEI(unsigned char _interlockedbittestandreset(long volatile *a, long b))
__MACHINEX64(unsigned char _interlockedbittestandset64(__int64
volatile *a, __int64 b))
__MACHINEX64(unsigned char _interlockedbittestandreset64(__int64
volatile *a, __int64 b))

The worst thing that can happen is that interlocked funtionality is
not detected during cmake-configure and the mutex fallback is used.
Which reminds me another small glitch in the Atomic header so I
attached a corrected version.



Why is the OT_LIBRARY_STATIC added to the config file? It is not
needed anywhere.

OT_LIBRARY_STATIC is needed if you are doing static-builds on Windows.
See my previous post on that.
"
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Re: [osg-users] atomic_xor_uint_nv on Solaris

2009-01-07 Thread Andy Skinner
A const cast does remove the second error (and atomic_cas_ptr does seem like it 
could have used a const argument, since this is the comparison arg, which 
shouldn't be changed).

I still haven't gotten rid of the atomic_xor_uint_nv issue, though, so I can't 
build the OpenSceneGraph on all our platforms.  The code looks like: 

_OPENTHREADS_ATOMIC_INLINE unsigned
Atomic::XOR(unsigned value)
{
#if defined(_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS)
return __sync_fetch_and_xor(&_value, value);
#elif defined(_OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS)
return __xor_and_fetch(&_value, value);
#elif defined(_OPENTHREADS_ATOMIC_USE_SUN)
return atomic_xor_uint_nv(&_value, value);
#elif defined(_OPENTHREADS_ATOMIC_USE_MUTEX)
ScopedLock lock(_mutex);
_value ^= value;
return _value;
#else
_value ^= value;
return _value;
#endif
}

The line that complains that atomic_xor_uint_nv() needs a prototype is the one  
inside the condition for _OPENTHREADS_ATOMIC_USE_SUN.

If anyone has an idea of a include I'm supposed to have, or something I'm 
supposed to define, please help.

thanks,
andy


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Andy Skinner
Sent: Tuesday, January 06, 2009 1:45 PM
To: OpenSceneGraph Users
Subject: [osg-users] atomic_xor_uint_nv on Solaris

I'm trying to build a recent SVN version, and get errors for 
include/OpenThreads/Atomic:

line 183: Error, badfunccp: The function "atomic_xor_uint_nv" must have a 
prototype.

  I'm not sure about this one.  How is that supposed to be defined?



line 243: Error, badargtype2: Formal argument 2 of type void* in call to 
atomic_cas_ptr(volatile void* void* void*) is being passed const void*const.

Is this one just a const issue?  Should it use a const cast, or is this a sign 
of a problem?

thanks
andy

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[osg-users] atomic_xor_uint_nv on Solaris

2009-01-06 Thread Andy Skinner
I'm trying to build a recent SVN version, and get errors for 
include/OpenThreads/Atomic:

line 183: Error, badfunccp: The function "atomic_xor_uint_nv" must have a 
prototype.

  I'm not sure about this one.  How is that supposed to be defined?



line 243: Error, badargtype2: Formal argument 2 of type void* in call to 
atomic_cas_ptr(volatile void* void* void*) is being passed const void*const.

Is this one just a const issue?  Should it use a const cast, or is this a sign 
of a problem?

thanks
andy

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Re: [osg-users] reconstructing a decomposed matrix

2008-10-10 Thread Andy Skinner
Thanks.  My matrix was scaled, but it was coming together as scale * rotation * 
translation.  But I've made some changes, and I'm not getting the original 
anymore, and I'm wondering whether I need the orientation again.

andy


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David _
Sent: Friday, October 10, 2008 4:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reconstructing a decomposed matrix

hi Andy

finally i did what i wanted to do in a different way and ignored the decompose 
method.

as far as i know you can ignore the scale orientation quat if the original 
matrix is not scaled



From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 9 Oct 2008 14:55:34 -0400
Subject: Re: [osg-users] reconstructing a decomposed matrix
Actually, looks like I can ignore scale orientation and multiply scale, 
rotation, and translation, and get the original.

I don't really understand scale orientation.

andy


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner
Sent: Thursday, October 09, 2008 2:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reconstructing a decomposed matrix

Hmmm.  Although I'd appreciate some help, I see that this has been asked 
recently, with lots of jokes and no answers.  :)

I'll fiddle with it some more.  But if the David that asked before learned 
anything, I'd appreciate knowing, too.

Thanks,
andy


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner
Sent: Thursday, October 09, 2008 2:27 PM
To: OpenSceneGraph Users
Subject: [osg-users] reconstructing a decomposed matrix

I'd like to make sure I understand something I'm doing.  I'm calling 
decompose() on a modelview matrix.  I get a translation vector, rotation 
quaternion, scale vector, and scale orientation quaternion.

How do I put them back together to get the original matrix?  As I said, I'm 
trying to check my understanding of what it is doing.

I have converted the translation vector to a translation matrix, the scale 
vector to a scale matrix, and the two quaternions into rotation matrices.  
(Maybe they should be something else?)

Then I've tried multiplying matrices in various orders, and I haven't gotten it 
right.  I don't see decompose used in the examples.

Thanks,
andy



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Re: [osg-users] reconstructing a decomposed matrix

2008-10-09 Thread Andy Skinner
Actually, looks like I can ignore scale orientation and multiply scale, 
rotation, and translation, and get the original.

I don't really understand scale orientation.

andy


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner
Sent: Thursday, October 09, 2008 2:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reconstructing a decomposed matrix

Hmmm.  Although I'd appreciate some help, I see that this has been asked 
recently, with lots of jokes and no answers.  :)

I'll fiddle with it some more.  But if the David that asked before learned 
anything, I'd appreciate knowing, too.

Thanks,
andy


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner
Sent: Thursday, October 09, 2008 2:27 PM
To: OpenSceneGraph Users
Subject: [osg-users] reconstructing a decomposed matrix

I'd like to make sure I understand something I'm doing.  I'm calling 
decompose() on a modelview matrix.  I get a translation vector, rotation 
quaternion, scale vector, and scale orientation quaternion.

How do I put them back together to get the original matrix?  As I said, I'm 
trying to check my understanding of what it is doing.

I have converted the translation vector to a translation matrix, the scale 
vector to a scale matrix, and the two quaternions into rotation matrices.  
(Maybe they should be something else?)

Then I've tried multiplying matrices in various orders, and I haven't gotten it 
right.  I don't see decompose used in the examples.

Thanks,
andy

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Re: [osg-users] reconstructing a decomposed matrix

2008-10-09 Thread Andy Skinner
Hmmm.  Although I'd appreciate some help, I see that this has been asked 
recently, with lots of jokes and no answers.  :)

I'll fiddle with it some more.  But if the David that asked before learned 
anything, I'd appreciate knowing, too.

Thanks,
andy


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner
Sent: Thursday, October 09, 2008 2:27 PM
To: OpenSceneGraph Users
Subject: [osg-users] reconstructing a decomposed matrix

I'd like to make sure I understand something I'm doing.  I'm calling 
decompose() on a modelview matrix.  I get a translation vector, rotation 
quaternion, scale vector, and scale orientation quaternion.

How do I put them back together to get the original matrix?  As I said, I'm 
trying to check my understanding of what it is doing.

I have converted the translation vector to a translation matrix, the scale 
vector to a scale matrix, and the two quaternions into rotation matrices.  
(Maybe they should be something else?)

Then I've tried multiplying matrices in various orders, and I haven't gotten it 
right.  I don't see decompose used in the examples.

Thanks,
andy

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[osg-users] reconstructing a decomposed matrix

2008-10-09 Thread Andy Skinner
I'd like to make sure I understand something I'm doing.  I'm calling 
decompose() on a modelview matrix.  I get a translation vector, rotation 
quaternion, scale vector, and scale orientation quaternion.

How do I put them back together to get the original matrix?  As I said, I'm 
trying to check my understanding of what it is doing.

I have converted the translation vector to a translation matrix, the scale 
vector to a scale matrix, and the two quaternions into rotation matrices.  
(Maybe they should be something else?)

Then I've tried multiplying matrices in various orders, and I haven't gotten it 
right.  I don't see decompose used in the examples.

Thanks,
andy

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Re: [osg-users] OSG method for pushing/ popping entire openGLstate machine?

2008-08-28 Thread Andy Skinner
I'm not, but I'm pushing and popping the matrices.  I didn't think I was 
changing anything else.

andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Thursday, August 28, 2008 11:11 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OSG method for pushing/ popping entire openGLstate 
machine?

> Could you give guidance about the sorts of things I'd have to
> do if there are vertex arrays still around?

Are you doing glPushClientAttrib/glPopClientAttrib?
   -Paul

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Re: [osg-users] OSG method for pushing/ popping entire openGL state machine?

2008-08-28 Thread Andy Skinner
Robert, I've got a drawImplementation() method that gets the projection and 
modelview matrices and does something with them, pushes both matrices and sets 
up pixel coordinates (glOrtho in projection, glLoadIdentity in modelview), 
calls osg::Geometry::drawImplementation(), and then does the pops for both 
matrices.

Assume that I've got the OpenGL calls right (matrix mode, etc), since I haven't 
spelled them out and you don't have to debug that, and it seems pretty simple 
to me.  So I'm interested in what I might have to take into account regarding 
state left by OSG.

Could you give guidance about the sorts of things I'd have to do if there are 
vertex arrays still around?  You suggest checking the current vertex array 
state from osg::State, but I don't know what I'd actually need to do after I 
checked.  I could disable the vertex arrays, but I don't see anything for 
restoring that.

If there are a number of things that drawImplementation should check and 
handle, it may be that useful to have a routine we could call, since it seems 
it could be relevant in any drawImplementation.

The specific problem is some geometry (points) that doesn't appear when drawn 
after an object with my drawImplementation method.

I'm still running in 2.4.  Are there known fixes related to this in 2.6?

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, August 27, 2008 11:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG method for pushing/ popping entire openGL state 
machine?

Hi Brett,

There is no OSG call to push/pop the OpenGL state, if your own code
modifies the OpenGL state that you'll need to do the push/pop yourself
to make sure that the state is the same after as it was when entering
your code.  In your code example you are missing push/popping client
state so perhaps you should add this.

You'll also need to consider what state the OSG leaves OpenGL on
entering your code segment.  Assigning a StateSet to your custom
drawable is a good way of setting various OpenGL state you wish.  Also
make sure you are inheriting what state you require and not
inappropriate state down to your drawable.   Also be wary of the
vertex array settings that the OSG will have set OpenGL up as, the OSG
uses lazy state updating so won't change state that it doesn't need to
change, so it could be that some vertex arrays are left on on entering
your code.  You can check what the current vertex array state is from
osg::State's access methods - go browse through include/osg/State to
see the range of methods open to you.

Robert.

On Wed, Aug 27, 2008 at 3:37 PM, brettwiesner <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I've got a third party product that does a bunch of openGL stuff inside the
> drawImplementation of a custom drawable. The third party stuff I use seems
> to leak state (it changes a bunch of indeterminable stuff in openGL) and
> that's causing weirdness with the rendering of the rest of my scene
> (textures turn blueish for example).
>
> I'd like to save the entire openGL state machine before the third party
> touches openGL, then restore it after. I'm doing the following but it's not
> quite working for me.
>
> glPushAttrib(GL_ALL_ATTRIB_BITS);
>
>  do open gl stuff
>
>glPopAttrib();
> Is there an OSG call to make to do this? Perhaps other openGL calls?
>
> Thanks,
> Brett
>
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Re: [osg-users] osg sequence timing

2008-08-08 Thread Preece, Andy (GE EntSol, Intelligent Platforms)
Hi Max,

 

I don't know if this is related but take a look at the attached email.

There appears to be quite a few issues with the osg::Sequence class and
you are probably encountering one of them.

Please try my suggested fix as it seems to work for me.

 

Regards,

Andy

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Max
Bandazian
Sent: 07 August 2008 18:26
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osg sequence timing

 

Hi,
I am experiencing some buggy behavior relating to loaded openflight
files containing sequences, and I would appreciate any suggestions. When
such a file is loaded after the viewer has been running for a bit, the
animation runs at the wrong speed. Here's some sample code that
illustrates the problem:

  osg::ref_ptr rootNode = new osg::Group;

  osg::ref_ptr viewer = new osgViewer::Viewer;
  viewer->setUpViewOnSingleScreen(0);
  viewer->setSceneData(rootNode.get());
  viewer->setCameraManipulator(new osgGA::TrackballManipulator());

  viewer->realize();
  
  while(!viewer->done() && viewer->getFrameStamp()->getFrameNumber()
< 500)
  {
 viewer->frame();
  }

  osg::ref_ptr modelNode =
osgDB::readNodeFile("some_animation.flt");
  rootNode->addChild(modelNode.get());

  while(!viewer->done())
  {
 viewer->frame();
  }

When the animation gets loaded in the above code, it runs much faster
than it ought to for around 5 seconds, and then runs at the normal rate.
It appears to be "catching up" with the frame time. Sending a visitor
down every loaded flt file and setting sync to true on all sequences
seems to fix the problem, but it seems like this should not be
necessary.

Thanks,
Max Bandazian

--- Begin Message ---
Hi All,

 

I have found a possible bug in osg::Sequence. Can anyone confirm this
and/or let me know if it is fixed in a newer release than 2.4?

 

To reproduce the bug:

1.  Create a template osg::Sequence node (and underlying geometry)
but do not attach the node to the current active scenegraph.
2.  At some point during the rendering loop (perhaps on a keystroke)
clone the sequence node (I use the call:

   dynamic_cast(templateNode -> clone( osg::CopyOp(
(osg::CopyOp::CopyFlags)osg::CopyOp::DEEP_COPY_NODES ) ) )

3.  Set the cloned sequence node duration to a value that makes the
animation run slower (i.e. 2.0).
4.  Start the cloned sequence (using setMode()).
5.  Repeat steps 2 - 4 and observe that the cloned sequences do not
run slow but run as fast, appearing to ignore the duration that has been
set on them.

 

Looking at the 'good documentation' (2.4 source code), I see that _start
is being set to _now (osg::Sequence::setMode(), line 192). Should this
not _start not be set to -1.0?

 

PS: It is also interesting to note that when loading OpenFlight file
with the frameTime set to 0.0, setting duration will have no effect.
Perhaps the OpenFlight loader should provide a very small default
frameTime value if the incoming value from the OpenFlight file is 0.0.

 

PS2: It also looks like the _nrepRemain value is not being reset when
setMode( START ) is called. To reset the value you must call setDuration
again.

 

Regards,

Andy

 

Business Development Manager

Embedded Simulation Group

GE Fanuc Intelligent Platforms

Applied Image Processing (formally Octec)

The Western Centre, Western Rd, Bracknell

Berkshire, England, RG12 1RW

Tel:  +44 (0)1344 464908

Fax: +44 (0)1344 465201

Web: http://www.octec.com

GE Fanuc Intelligent Platforms (Bracknell) Ltd, registered in England
and Wales (2393111) at 100 Barbirolli Square, Manchester, M2 3AB, VAT GB
530 094 183

This email is private and confidential and for the addressee only. If
misdirected, please notify us by telephone and confirm that it has been
deleted from your system and any hard copies destroyed. You are strictly
prohibited from using, printing, distributing or disseminating it or any
information contained in it save to the intended recipient.

 

 

--- End Message ---
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[osg-users] Group::getNumChildren()

2008-08-07 Thread Andy Skinner
This method returns an unsigned int.  It calls size() on the vector, which 
returns size_type.

In our builds of software using OSG, we're getting warnings about a conversion 
of a 64 bit value to unsigned int.

Has the OSG project had to change the type of common methods like this?  Does 
it go well?  I haven't had time to do any compiling of OSG for a long time 
(since we got 2.4.0 built and integrated).  In this case, I'm adding a new file 
that gives this warning, and we've got structure in place to make it difficult 
to add files with warnings in compilation.

I don't think it is likely to be a problem.  One possibility is to cast it in 
the method.  Is that what should be done?

thanks
andy

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[osg-users] Job position still vacant!

2008-08-01 Thread Preece, Andy (GE EntSol, Intelligent Platforms)
Hi All,

 

Please excuse the wide distribution but we are still looking for a
graphics programmer. If anyone is interested in a full time position and
has the basic requirements listed below, please let me know.

 

Excellent maths skills

Real time graphics skills

C++ programming experience

 

The requirements are listed in order of importance. 'A' level maths
(equivalent or better) is a must have.

 

More details can be found on the OpenSceneGraph Job offers web page:
http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers

 

Regards,

Andy

 

Business Development Manager

Embedded Simulation Group

GE Fanuc Intelligent Platforms

Applied Image Processing (formally Octec)

The Western Centre, Western Rd, Bracknell

Berkshire, England, RG12 1RW

Tel:  +44 (0)1344 464908

Fax: +44 (0)1344 465201

Web: http://www.octec.com

GE Fanuc Intelligent Platforms (Bracknell) Ltd, registered in England
and Wales (2393111) at 100 Barbirolli Square, Manchester, M2 3AB, VAT GB
530 094 183

This email is private and confidential and for the addressee only. If
misdirected, please notify us by telephone and confirm that it has been
deleted from your system and any hard copies destroyed. You are strictly
prohibited from using, printing, distributing or disseminating it or any
information contained in it save to the intended recipient.

 

 

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[osg-users] Possible bug in osg::Sequence

2008-08-01 Thread Preece, Andy (GE EntSol, Intelligent Platforms)
Hi All,

 

I have found a possible bug in osg::Sequence. Can anyone confirm this
and/or let me know if it is fixed in a newer release than 2.4?

 

To reproduce the bug:

1.  Create a template osg::Sequence node (and underlying geometry)
but do not attach the node to the current active scenegraph.
2.  At some point during the rendering loop (perhaps on a keystroke)
clone the sequence node (I use the call:

   dynamic_cast(templateNode -> clone( osg::CopyOp(
(osg::CopyOp::CopyFlags)osg::CopyOp::DEEP_COPY_NODES ) ) )

3.  Set the cloned sequence node duration to a value that makes the
animation run slower (i.e. 2.0).
4.  Start the cloned sequence (using setMode()).
5.  Repeat steps 2 - 4 and observe that the cloned sequences do not
run slow but run as fast, appearing to ignore the duration that has been
set on them.

 

Looking at the 'good documentation' (2.4 source code), I see that _start
is being set to _now (osg::Sequence::setMode(), line 192). Should this
not _start not be set to -1.0?

 

PS: It is also interesting to note that when loading OpenFlight file
with the frameTime set to 0.0, setting duration will have no effect.
Perhaps the OpenFlight loader should provide a very small default
frameTime value if the incoming value from the OpenFlight file is 0.0.

 

PS2: It also looks like the _nrepRemain value is not being reset when
setMode( START ) is called. To reset the value you must call setDuration
again.

 

Regards,

Andy

 

Business Development Manager

Embedded Simulation Group

GE Fanuc Intelligent Platforms

Applied Image Processing (formally Octec)

The Western Centre, Western Rd, Bracknell

Berkshire, England, RG12 1RW

Tel:  +44 (0)1344 464908

Fax: +44 (0)1344 465201

Web: http://www.octec.com

GE Fanuc Intelligent Platforms (Bracknell) Ltd, registered in England
and Wales (2393111) at 100 Barbirolli Square, Manchester, M2 3AB, VAT GB
530 094 183

This email is private and confidential and for the addressee only. If
misdirected, please notify us by telephone and confirm that it has been
deleted from your system and any hard copies destroyed. You are strictly
prohibited from using, printing, distributing or disseminating it or any
information contained in it save to the intended recipient.

 

 

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Re: [osg-users] Shifting OpenSceneGraph-2.6 to early August release

2008-07-22 Thread Andy Skinner
Actually, I think you should always go away on vacation as you're about to make 
a release.  :)  I would be more comfortable with a little time to let the dust 
settle than what is usually given.

andy

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[osg-users] AutoTransform scale implementation

2008-07-01 Thread Andy Skinner
I'd like to know more about the AutoTransform auto-scale implementation.  We 
want something similar, but we think we need to account for non-uniform scaling.

Could I get a description of CullingSet::computePixelSizeVector()?  I see it 
was written in 2002, but I'd appreciate any help in understanding it.

I see that it uses the projection matrix.  It seems to get the same scaling for 
objects at different depths, so I think it takes perspective into account.  On 
the other hand, the projection matrix is changed after the cull (after 
calculating near and far), so it won't be the same as used in AutoTransform to 
get this scale.

Any info on what this does would be appreciated.

Thanks,
andy

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Re: [osg-users] mac -install_name

2008-05-27 Thread Andy Skinner
When I added -install_name  to our LDFLAGS, it complained that the 
option was in there twice.  So I assumed CMAKE was putting it in.  Maybe I 
should look to see if we're doing it somewhere.

andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martins Innus
Sent: Tuesday, May 27, 2008 2:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] mac -install_name

Yeah, thats what I do, but I only have a couple files in my case I need
to worry about.

Although I just tried adding:

"-install_name @executable_path/../Frameworks/file.dylib"

to LDFLAGS and that seemed to work.  I do this in a Makefile project and
use the resulting dylib in a larger XCode project.  Then i didn't have
to do the install_name_tool voodoo.

Martins

Andy Skinner wrote:
> Thanks, but that's what I'm trying to avoid.  Don't you have to do the -id 
> version for every file (changing its own name) and the -change version for 
> every dependency in every file?  I'm hoping I can do something in the link 
> commands and avoid having to patch up the files.
>
> andy
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martins Innus
> Sent: Tuesday, May 27, 2008 1:03 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] mac -install_name
>
> Andy,
>
> I use "install_name_tool -change ." and "install_name_tool -id 
> ..."
> in a script as a Run Script Build phase.  I don't know if you can do it
> in XCode directly.  Seems to work.  Let me know if you need more info
> and I'll dig up the exact script.
>
> Martins
>
> Andy Skinner wrote:
>> I'll admit to being a little past the limit of my knowledge here ...
>>
>>
>>
>> We would like to specify the -install_name arg with which we link the
>> shared libraries.  I think it is because we don't want the paths where
>> these things were built to be in the files.  We're trying to replace the
>> value with something like: "@load_path/".
>>
>>
>>
>> Is there a way to specify the -install_name argument on the Mac?
>>
>>
>>
>> I tried setting it in our linker flags, then saw it was in there
>> already, and I think it is added by the OSG build.
>>
>>
>>
>> I have looked at the gmane archive, and found some mention of
>> -install_name, but nothing I can see how to use.
>>
>>
>>
>> thanks
>>
>> andy
>>
>>
>>
>>
>> 
>>
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Re: [osg-users] mac -install_name

2008-05-27 Thread Andy Skinner
Thanks, but that's what I'm trying to avoid.  Don't you have to do the -id 
version for every file (changing its own name) and the -change version for 
every dependency in every file?  I'm hoping I can do something in the link 
commands and avoid having to patch up the files.

andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martins Innus
Sent: Tuesday, May 27, 2008 1:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] mac -install_name

Andy,

I use "install_name_tool -change ." and "install_name_tool -id ..."
in a script as a Run Script Build phase.  I don't know if you can do it
in XCode directly.  Seems to work.  Let me know if you need more info
and I'll dig up the exact script.

Martins

Andy Skinner wrote:
> I'll admit to being a little past the limit of my knowledge here ...
>
>
>
> We would like to specify the -install_name arg with which we link the
> shared libraries.  I think it is because we don't want the paths where
> these things were built to be in the files.  We're trying to replace the
> value with something like: "@load_path/".
>
>
>
> Is there a way to specify the -install_name argument on the Mac?
>
>
>
> I tried setting it in our linker flags, then saw it was in there
> already, and I think it is added by the OSG build.
>
>
>
> I have looked at the gmane archive, and found some mention of
> -install_name, but nothing I can see how to use.
>
>
>
> thanks
>
> andy
>
>
>
>
> 
>
> ___
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Re: [osg-users] question about warning in CullVisitor.cpp

2008-05-21 Thread Andy Skinner
I'll see about turning on the warnings.  I actually haven't gotten the warning 
messages, but stepping through the code I found that it went through the case 
where the warning would come out if we were listening.

I've found out more about the situation.  Someone created the object to be near 
the camera (which is using an orthographic projection, by the way).  However, 
part of it extends toward the camera, and I think goes behind the camera.  This 
doesn't set a new calculated near z, and the object is completely clipped out, 
instead of being partly clipped out.

There are a few ways we could work around this.  I've got to think a bit to 
decide whether OSG should have set some near Z from this, even if it couldn't 
set it to the "near" Z that went behind the camera.

thanks,
andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, May 21, 2008 12:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] question about warning in CullVisitor.cpp

Hi Andy,

I haven't seen warnings like this for a lng while... they usually
suggest that some internal computation of the near/far distances for
objects in the scene is in some way messed up.

Is it possible to recreate this warning with osgviewer when loading
one of your models?

Robert.

On Wed, May 21, 2008 at 5:04 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> There is an osg::notify at osg::WARN level in the CullVisitor in
> updateCalculatedNearFar(matrix, drawable, isBillboard).
>
>
>
> There are several, actually, but I'm asking about this one:
>
> if (d_near<0.0) osg::notify(osg::WARN)<<"2) sett near with
> d_near="<
> else _computed_znear = d_near;
>
>
>
> Is there a specific case represented here, when d_near is negative?  Does
> that mean something specific?
>
>
>
> An in-house customer of our code is trying to put an object at (just in, I
> hope) the near clipping plane, and I think it is this object giving the
> d_near < 0.0.  Is the computed_znear not supposed to be < 0, I'd guess?  I'm
> trying to decide what we're seeing here.
>
>
>
> Thanks,
>
> andy
>
>
>
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>
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[osg-users] question about warning in CullVisitor.cpp

2008-05-21 Thread Andy Skinner
There is an osg::notify at osg::WARN level in the CullVisitor in 
updateCalculatedNearFar(matrix, drawable, isBillboard).

There are several, actually, but I'm asking about this one:
if (d_near<0.0) osg::notify(osg::WARN)<<"2) sett near with 
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Re: [osg-users] Projection vs Camera

2008-05-21 Thread Andy Skinner
Thanks.  Turns out we didn't have a transform--the Projection was a workaround 
for some bug that has since been fixed.  Apparently the near and far clipping 
planes weren't correct at some point, and for some reason having this 
Projection node helped.  I've removed it, and all seems well.

thanks
andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, May 21, 2008 8:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Projection vs Camera

Hi Andy,

On Wed, May 21, 2008 at 1:11 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> I found a dusty part of our code where we have a Projection and a Camera.
> I've found an old email (2006) from this list about how the Projection is
> deprecated in favor of the Camera.  I just wanted to check-is this correct?
> If we've got a Camera, we don't need a Projection?

osg::Projection existed before the days of osg::Camera, with the
arrival of the later two summers ago the former became a bit obsolete,
but is kept around for backwards compatibility.   osg::Camera is
effectively an osg::Projection + an osg::MatrixTransform all round
into one class, plus a buck load of other Camera related features.

So it's likely you won't be removing an osg::Projection node, but a
osg::Projection node and a Transform placed above or below this
osg::Projection node as Projection node on its own it's really that
useful.

Robert.
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[osg-users] Projection vs Camera

2008-05-21 Thread Andy Skinner
I found a dusty part of our code where we have a Projection and a Camera.  I've 
found an old email (2006) from this list about how the Projection is deprecated 
in favor of the Camera.  I just wanted to check-is this correct?  If we've got 
a Camera, we don't need a Projection?

thanks
andy

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Re: [osg-users] osgPlugins directory name change?

2008-04-29 Thread Andy Skinner
Hmmm.  I found an email message from a long time ago with me asking and Robert 
saying they should be the same.  He was guessing that it was vis studio making 
them lower case.  But I can't find anything else about it (I'm sure we talked 
about this at some point, but I haven't found a case-sensitive web search).  So 
I guess I'll just switch my stuff to use osgPlugins all over.  Again, it 
doesn't seem to matter on windows.

thanks
andy

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Tuesday, April 29, 2008 3:38 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPlugins directory name change?

Hi Andy,

> Hi.  Our windows plugin directory used to be named osgplugins- number>.  Now they seem to be osgPlugins-.

To my knowledge, on Windows and Linux, it has always been
osgPlugins- (with a capital P). I haven't seen any change there.

J-S
--
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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[osg-users] osgPlugins directory name change?

2008-04-29 Thread Andy Skinner
Hi.  Our windows plugin directory used to be named osgplugins-. 
 Now they seem to be osgPlugins-.

Anyone familiar with this change?  I know that windows doesn't care about case, 
but we have all kinds of systems here, and I'm not sure we don't have a script 
that runs on a different platform to copy Windows libraries around.

Is it intentional (and not changing) that the plugins directory on Windows is 
now osgPlugins- and not osgplugins-?  I'd like 
that, but I didn't see it mentioned, and it doesn't match our own code and 
makefiles.

thanks
andy

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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Andy Skinner
We use cmake for everything, and don't treat the mac differently than
unix at this point.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 12:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph

On Thu, Apr 24, 2008 at 5:12 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> The latest SVN reports version 2.3.11, and builds on our solaris, mac,
>  win32, and linux 64 systems.

Thanks for the feedback Andy, its good to hear things working.

What version of Mac/build system are you using?
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g
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Andy Skinner
The latest SVN reports version 2.3.11, and builds on our solaris, mac,
win32, and linux 64 systems.

andy

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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Andy Skinner
I recently tested 2.3.9 in our software, and although I haven't been
able to give it a thorough testing, it does work.  I'm currently
building SVN (downloaded this morning after your request) on windows, 64
bit linux, solaris, and mac.  (We use cmake on everything.)

I'll let you know when it is done building, but I won't be able to hook
it up to our software at this time.  Since I did that very recently, I
think it'll be OK.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 24, 2008 6:51 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph

Hi All,

I have just reverted yesterdays changes that I made to the various
CMakeLists.txt files, and also merged a fix the Windows 3rd party
checking sent in my Mattias, these changes are all now in SVN. So...

Could you please do another svn update and build to make sure that
things are still working fine.  Under OSX there may be problems left
unresolved with the CMake build but these I'm afraid we'll need to
live with for 2.4, so the hand maintained XCode projects will remain
the official build route for OSX.   Under Windows Visual Studio build
could you please check to see if header files are now coming in
correctly.

Once I have positive reports of builds under Windows, OSX and the
unices I'll tag 2.3.11, then tag 2.4 tomorrow morning.

Thanks,
Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in prefor2.3.9devrelease

2008-04-18 Thread Andy Skinner
OK, latest SVN compiled on those same platforms.

It is a good bit more work to try it out with our code, and I may wait
until 2.3.9 for that.  I don't expect a problem once it compiles, but
I'll check it before 2.4.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Skinner
Sent: Friday, April 18, 2008 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in
prefor2.3.9devrelease

On all three platforms on which I compiled, I got an error:
FrameBufferObject:619: error: 'COLOR_BUFFER15' is not a member of
'osg::Camera'.

I just did "svn update" in my root directory before compiling.  Should
I have done something else?

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, April 18, 2008 9:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre
for2.3.9devrelease

Hi All,

Many thanks for the the testing and feedback.  Alas I'm afraid I'll
now further testing as this morning I've checked in a couple of bug
fixes that will need build and runtime testing.

I also forgot to mention, the SVN version of the OSG is now under
feature freeze, so only bug and build fixes from here on out to 2.4.

Could users do an svn update, build and run to see if the SVN version
is ready for 2.3.9?  Thanks in advance,

Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for2.3.9devrelease

2008-04-18 Thread Andy Skinner
On all three platforms on which I compiled, I got an error:
FrameBufferObject:619: error: 'COLOR_BUFFER15' is not a member of
'osg::Camera'.

I just did "svn update" in my root directory before compiling.  Should
I have done something else?

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, April 18, 2008 9:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre
for2.3.9devrelease

Hi All,

Many thanks for the the testing and feedback.  Alas I'm afraid I'll
now further testing as this morning I've checked in a couple of bug
fixes that will need build and runtime testing.

I also forgot to mention, the SVN version of the OSG is now under
feature freeze, so only bug and build fixes from here on out to 2.4.

Could users do an svn update, build and run to see if the SVN version
is ready for 2.3.9?  Thanks in advance,

Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.9devrelease

2008-04-17 Thread Andy Skinner
This worked on Solaris, too.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 17, 2008 2:59 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre for
2.3.9devrelease

Hi Andy et. al,

On Thu, Apr 17, 2008 at 6:24 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> It built for me in windows and linux 64 bit.  I'm still trying to get
a
>  solaris machine, and that is often where there has been trouble.

Thanks for the testing.  I'll leave tagging 2.3.9 till tomorrow, and
hope that by then I'll get some more feedback on Solaris and other
platforms.

Thanks,
Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.9 devrelease

2008-04-17 Thread Andy Skinner
It built for me in windows and linux 64 bit.  I'm still trying to get a
solaris machine, and that is often where there has been trouble.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 17, 2008 10:45 AM
To: OpenSceneGraph Users
Subject: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.9
devrelease

Hi All,

I'm planning to make a 2.3.9 dev release today.  Could SVN users do an
svn update and try out compile and build.

I have just checked in updates to the Quicktime plugin from Stephan
Huber, these will need to be tested by Windows and OSX users that use
the Quicktime plugin.

Thanks in advance for you efforts,
Robert.
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[osg-users] AutoTransform and reference frame

2008-04-04 Thread Andy Skinner
I'm trying to understand how to use AutoTransform to make an object that
keeps its rotation and scale the same as I transform the scene or change
the size of the window.

The rotation part seems fine, but I've had some problem with the scale.
I set AutoScaleToScreen to true and apply a scale for the aspect ratio
below the AutoTransform.  I'm not sure how AutoTransform should interact
with setting the reference frame.

I guess the difference in AutoTransform and a MatrixTransform with an
absolute reference frame is that the AutoTransform should allow the
rotation (and scale?) to affect the position of an object without
changing its orientation or size.  An absolute reference frame wouldn't
apply any transforms above it, right?

Any help on understanding how I'd use the reference frame and the
AutoTransform, possibly together, would be appreciated.

thanks,

andy

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Re: [osg-users] Testing of OSG and VPB SVN in prep for nex devreleases and 2.4 stable release

2008-03-31 Thread Andy Skinner
So far, my windows and OSX compilations have been fine.

The Solaris compilation failed on
OpenFlight/LightSourcePaletteManager.cpp, needing an include for the
sprintf call.  Adding #include to the list of #includes in that
file works fine.  I'm up to about 85% now.

andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 31, 2008 6:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of OSG and VPB SVN in prep for nex
devreleases and 2.4 stable release

Thanks to Nicolas and David for build feedback.

It'd be useful to have feedback from Windows, OSX, Solaris etc before
I go tag another dev release.

Thanks in advance for your efforts.
Robert.
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Re: [osg-users] Testing of OSG and VPB SVN in prep for nex devreleases and 2.4 stable release

2008-03-31 Thread Andy Skinner
Oh, and I haven't had time to explore the Solaris OpenGL macros we
discussed.  I've got 2.3.6 compiled with and without them, including
examples, but haven't been able to explore them yet.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 31, 2008 6:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of OSG and VPB SVN in prep for nex
devreleases and 2.4 stable release

Thanks to Nicolas and David for build feedback.

It'd be useful to have feedback from Windows, OSX, Solaris etc before
I go tag another dev release.

Thanks in advance for your efforts.
Robert.
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Re: [osg-users] Testing of OSG and VPB SVN in prep for nex devreleases and 2.4 stable release

2008-03-31 Thread Andy Skinner
Sorry, just getting to it.  I can do all those you mention, but give me
some time.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 31, 2008 6:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of OSG and VPB SVN in prep for nex
devreleases and 2.4 stable release

Thanks to Nicolas and David for build feedback.

It'd be useful to have feedback from Windows, OSX, Solaris etc before
I go tag another dev release.

Thanks in advance for your efforts.
Robert.
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Re: [osg-users] OpenGL API RE: Mac OpenGL integration / CGLMacro.h

2008-03-26 Thread Andy Skinner
I've build 2.3.6 on solaris with and without this define that disables
the macros.

What are suggested examples to compare?  We don't run the examples or
osgviewer often, so spelling out suggested steps and examples and data
might be useful.

thanks
andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Friday, March 21, 2008 6:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL API RE: Mac OpenGL integration /
CGLMacro.h

Hi Andy,

Yikes!  Yes, pls test w/ those Sun vertex macros disabled, and send to
osg-submissions as appropriate.

It's one thing for a developer to decide to use macro wrappers in
their end application, but portable middleware libraries like OSG must
avoid such trickery.

cheers
-- mew



On Fri, Mar 21, 2008 at 7:12 AM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> Thanks, Mike, for putting it in this perspective.  Now that you
mention
>  it, we agree that this would break things that we use.
>
>  This raises an issue found recently as we were building OSG on
Solaris.
>  On our Solaris machines, /usr/include/GL/gl.h has, near the bottom, a
>  bit of code like:
>  #ifndef SUN_OGL_NO_VERTEX_MACROS
>  #ifndef LINUX
>  #include 
>  #endif /* LINUX */
>  #endif /* SUN_OGL_NO_VERTEX_MACROS */
>
>  glmacros.h contains defines for things like glVertex2f, calling a
>  function from a function table and passing a current context in.
>
>  This broke a bit of code in OSG that was defining a class with
methods
>  with the names of OpenGL functions.  Those functions declarations had
>  the Sun define applied, so wouldn't compile.  Robert had to change
the
>  names of the methods.
>
>  Maybe we should be compiling OSG with SUN_OGL_NO_VERTEX_MACROS.  If I
>  get time, I may try it both ways and see if I can compare.
>
>  Thoughts from people who know more about this?
>
>  thanks,
>  andy


-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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[osg-users] OpenGL API RE: Mac OpenGL integration / CGLMacro.h

2008-03-21 Thread Andy Skinner
Thanks, Mike, for putting it in this perspective.  Now that you mention
it, we agree that this would break things that we use.

This raises an issue found recently as we were building OSG on Solaris.
On our Solaris machines, /usr/include/GL/gl.h has, near the bottom, a
bit of code like:
#ifndef SUN_OGL_NO_VERTEX_MACROS
#ifndef LINUX
#include 
#endif /* LINUX */
#endif /* SUN_OGL_NO_VERTEX_MACROS */

glmacros.h contains defines for things like glVertex2f, calling a
function from a function table and passing a current context in.

This broke a bit of code in OSG that was defining a class with methods
with the names of OpenGL functions.  Those functions declarations had
the Sun define applied, so wouldn't compile.  Robert had to change the
names of the methods.

Maybe we should be compiling OSG with SUN_OGL_NO_VERTEX_MACROS.  If I
get time, I may try it both ways and see if I can compare.

Thoughts from people who know more about this?

thanks,
andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Friday, March 21, 2008 1:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Mac OpenGL integration / CGLMacro.h

Hi Raphael,

I strongly agree w/ Robert on declining to incorporate that Apple
extension into OSG.

The problem with this "feature" is, while it seems to "enhance" the
OpenGL API, it _totally_breaks_ the OpenGL ABI.  

There are many OpenGL shim libraries (such as gDEBugger, glIntercept,
BuGLe and Chromium, to name just a few) that depend on mimicking the
existing OpenGL dynamic library ABI.  That entire class of tools is
rendered unusable by the magic insertion of an additional parameter.  

For that reason, I believe this Apple extension should be actively
*avoided* by any GL developers having any thoughts of portability.
Except for vendor lock-in, IMHO Apple would be insane to "require" it of
applications in the future.

And I agree w/ Richard that this seems to be a "feature" of little
practical merit.  In quality OpenGL applications, MakeCurrent() just
isn't a bottleneck in the pipeline that needs fixing. 

Not to speak for Robert, I suggest simple test for considering any
OpenGL extension for OSG is: Would the ARB officially sanction the
extension?  I believe the chances in this case are 0.

cheers
-- mew




> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Thursday, March 20, 2008 10:41 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Mac OpenGL integration / CGLMacro.h
> 
> While Robert makes a good and valid point about corrupting the API
(and
> reality distortion fields in general), I don't think the original
> poster
> adequately explained this "feature" of OpenGL on Apple platforms.
> 
> All it amounts to is a #ifdef __APPLE__ and an extra include file in
> all the
> OSG headers (just like including gl.h) plus a single function call
> tucked
> away in the OpenGL initialization code. It doesn't change the OpenGL
> API as
> far as the source code or programmer is concerned. The original poster
> sort
> of made it sound like each OpenGL call now has an extra parameter
> passed
> in... which it does, but this is "hidden" by the macro header. No
> changes to
> OpenGL code required (unless you consider an extra header file an
undue
> burden and pollution of the API ;-). It does speed up each OpenGL call
> on
> the CPU side, and can help (God forbid) immediate mode code
> considerably.
> 
> It would be fairly simple to add to OSG, albiet tedious, and Robert
> (who
> obviously is not a Mac user ;-) would have to test it, or have someone
> close
> to him test it (hundreds of files would be affected).
> 
> Even though I am fully immersed in the Apple reality distortion field,
> I
> would have to express doubt however that it is worth the change. In
the
> age
> of batched geometry submission (as opposed to immediate mode), and the
> increasing reliance on shaders rather than the OpenGL state machine
the
> value of this feature over time get's increasingly smaller. I have
made
> this
> retro-fit many time to my own projects without any problems... what I
> have
> failed to see however is any significant performance benefit to well
> written
> OpenGL code in the first place.
> 
> Richard
> 
> 
> 
> Robert Osfield writes:
> 
> > On Thu, Mar 20, 2008 at 1:35 PM, Raphael Sebbe
> <[EMAIL PROTECTED]> wrote:
> >> thanks for answering. I understand your point regarding cross
> platform
> >> complexity. However, I am pretty convinced that passing the context
> to
> >> drawing functions makes sense these days, especially considering
the
> many
> >&g

Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Andy Skinner
I didn't do the update, but I did the same thing you did, and it
compiled for me.  So I'm set.  I was just about to send you my file.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 9:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of SVN version please

Hi Andy,

On Fri, Mar 14, 2008 at 1:30 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> I've just seen a compile error in osgviewerWX.cpp on OSX, complaining
>  that cout is not a member of std.  I'll get back to you about it as
soon
>  as I can.

To try and fix this I've added an include  to
osgviewerWX.cpp, could you do an svn update and let me know if its
fixed.

Thanks,
Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Andy Skinner
I've just seen a compile error in osgviewerWX.cpp on OSX, complaining
that cout is not a member of std.  I'll get back to you about it as soon
as I can.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 8:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of SVN version please

Hi Tony et al,

On Fri, Mar 14, 2008 at 11:36 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
>  While I wait for feedback on the OSX I'll ponder on this issue so
more
>  to see if I can come up with quick solution, but it may well be
>  something that requires more extensive changes beyond
>  StateSetManipulator and hence more time so would have to wait till
>  after 2.3.5.

I've implemented a solution to the threading issue in
StateSetManipulator.  The solution is to clone the StateSet before
modifying it, and reassigned this cloned StateSet to the parents of
the original StateSet.  This process effectively disconnects the
original StateSet from the scene graph but otherwise keeps all its
variable in tack - so the that the draw traversal that will be running
in parallel with the updates (when multi-threaded) will not be
affected as it's got its own ref_ptr<> to the StateSet.

My testing at this end suggest that the fixes is solid.  If things
work out this is possible solution that I could add directly to
StateSet, providing a convenience function for doing this cloning and
reassignment.

Could you do an svn update and let me know if the fix works at you end
as well.

Thanks,
Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Andy Skinner
I'm compiling on OSX right now, too, if you want to hold off for a bit.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 7:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of SVN version please

Hi Ulrich,

On Fri, Mar 14, 2008 at 11:06 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
>  I've seen reports of this type of problem before - definition of
>  static values in headers, can't remember the exact times but its
>  happened a couple of time in osg history.  Fixes would be to move the
>  definition into the .cpp, to change to using #define or to use an
>  enum.  I'll have a bash with converting it to an enum.

Changing to enum certainly keeps things compiling under Linux.

Could you do an svn update and let me now how the compile is?  Once
I've got confirmation that this works I'll go ahead and make 2.3.5.

Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-13 Thread Andy Skinner
I'm not finished yet, but your change plus my include in
GraphicsWindowX11 seem to work.  (See my other email for that.)

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, March 13, 2008 2:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of SVN version please

Hi Andy,

Thanks for the looking into this.  Darn frustrating how some vendors
try to be "clever" but in the end just make there code more fragile...

I've gone ahead and remove all the gl and glu prefixes from the
SceneGraphBuilder methods.  I've also updated the wrappers to honour
this.

Could you do an svn update and let me know how you get on.  It's too
late in the day now for me to do a dev release so I'll leave it for
now and let testing be done overnight (UK time) and if things look
solid overnight I'll go do a dev release tomorrow morning.

Cheers,
Robert.

On Thu, Mar 13, 2008 at 6:42 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> It seems that there is a SUN_OGL_NO_VERTEX_MACROS define that I should
>  set.  If I google that, I get a lot of source references, and a few
>  people who had to use it.  I'm trying it now.  One of them said that
>  Sun's GLU wouldn't work if you compile your code with this define.
>
>  Here is one comment:
>  SunOS: OpenGL apps must be compiled with SUN_OGL_NO_VERTEX_MACROS
>  defined so that macros aren't used for OpenGL API functions. This
also
>  means that Sun's stock GLUT and GLU libraries won't work with
Chromium.
>  After you've produced new GLUT and GLU libraries you may have to edit
>  SunOS.mk and modify your LD_LIBRARY_PATH to select the new libraries.
>
>  Another:
>   - I had to specify "-DSUN_OGL_NO_VERTEX_MACROS" on the
>compile line for source files that called OpenGL routines using
> the scope operator (e.g.  "::glColor4fv( p );").  Loosely
>  speaking,
>SUN implements OpenGl calls indirectly through some sort of
table
>of function pointers (via #define) "for performance reasons".
>  The
>scope operator "::" says  there is a global function to call
>  which
>is not found and results in a compiler error. The
>   "SUN_OGL_NO_VERTEX_MACROS" macro specifies
>that the actual OpenGl routines are to be accessed and fixes
the
>problem. The alternative is to remove the scope operator from
the
>   OpenGl calls.
>
>  So they had a problem when the :: was there, and we're having a
problem
>  because this isn't a call, but a declaration.
>
>  I think your approach will resolve it without me having to wonder
about
>  side effects to using that define above.
>
>  thanks
>
> andy
>
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of
Robert
>  Osfield
>
> Sent: Thursday, March 13, 2008 2:34 PM
>  To: OpenSceneGraph Users
>  Subject: Re: [osg-users] Testing of SVN version please
>
>
>
> On Thu, Mar 13, 2008 at 6:15 PM, Andy Skinner
>  <[EMAIL PROTECTED]> wrote:
>  > I built SceneGraphBuilder.i to get a look at the preprocessed code.
>  >  This looks like:
>  >
>  >  void ( * sunOglCurPrimTablePtr -> oglColor4f ) (
sunOglCurrentContext
>  ,
>  >
>  > GLfloat red , GLfloat green , GLfloat blue , GLfloat alpha ) ;
>  >
>  >  There is definitely something whacky there.
>  >
>  >  I'll give renaming a try, and try to find out where this is coming
>  from.
>
>  I'll go ahead an rename the methods, just removing the gl prefix.
>  I'll check in this change once I've got things built.
>
>  Robert.
>
>
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Re: [osg-users] Testing of SVN version please

2008-03-13 Thread Andy Skinner
I've also had a problem with an include needed.

include/osgViewer/api/X11/GraphicsWindowX11 has a call to memset() in
it.  It needs #include  in it before that.  I put it up near
the other includes higher in the file.

This is from defining that Sun define and continuing.  I've not yet
tried your fix.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, March 13, 2008 12:31 PM
To: OpenSceneGraph Users
Subject: [osg-users] Testing of SVN version please

Hi All,

I am now preparing for another developer release of the OpenSceneGraph
and VirtualPlanetBuilder.  I'd very much appreciate testing across
platforms, please write if things compile and run fine or not.  If
there are any errors I'll try and get them merged in time for the dev
releases that I plan to make in a few hours.

Thanks in advance,
Robert.
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