[osg-users] Question about libtiff usage

2018-12-12 Thread Brian Davis-LGC
Hi, all.
I see that libtiff is a dependency of OpenSceneGraph.
Does anyone know what function it provides and if OSG will work if libtiff.dll 
is removed?

Thanks,
Brian

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[osg-users] Textured PointSprites broken when upgrading from 3.5.6 to 3.6.2

2018-09-05 Thread Brian Hutchison
Hi,

We recently upgraded OSG from 3.5.6 to 3.6.2 and our textured PointSprites 
stopped working.

In a debug build they work fine but in a release build they do not display or, 
if they do, they display using a translucent version of the non-textured points 
which flash on and off as we navigate the scene.

The code is based on the osgpointsprite example - which we cannot get to fail.

The code is used by several features all of which have the bug.  If we strip it 
down to just one feature using this code then it still has the bug.  If we 
strip out the textures then default Points work fine on all features.

Using hard-coded textures instead of loading them from files does not help.

We have tried just about everything we can think of and are about to switch to 
a combination of non-textured points, billboards & simple geometries as a 
workaround.


Code:

addPointSprite(mModel.base().dataPaths.resourcesPath(),
   PointSpriteShapes::Diamond,
   NodePointSizeLarge,
   NodePointSizeSmall,
   NodePointSizeLarge,
   mNodesGeometry);

const std::map PointSpriteFileNames = {
{PointSpriteShapes::Circle, "Circle.png"},
{PointSpriteShapes::Diamond, "Diamond.png"},
{PointSpriteShapes::Square, "Square.png"},
{PointSpriteShapes::MarkerRouteStart, "MarkerRouteStart.png"},
{PointSpriteShapes::MarkerRouteBroken, "MarkerRouteBroken.png"},
{PointSpriteShapes::MarkerRouteEnd, "MarkerRouteEnd.png"},
};

void
addPointSprite(const std::string & aResourcesPath,
   PointSpriteShapes   aSpriteShape,
   float   aStartingSize,
   float   aMinSize,
   float   aMaxSize,
   osg::Node * aNode)
{
Expects(PointSpriteFileNames.find(aSpriteShape) != 
PointSpriteFileNames.end());

auto stateset = aNode->getOrCreateStateSet();

osg::ref_ptr sprite = new osg::PointSprite();
sprite->setCoordOriginMode(osg::PointSprite::LOWER_LEFT);
stateset->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);

auto texture = createTexture(aResourcesPath, 
PointSpriteFileNames.at(aSpriteShape));
stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);

osg::ref_ptr point = new osg::Point();
point->setSize(aStartingSize);
point->setMinSize(aMinSize);
point->setMaxSize(aMaxSize);
if (aMaxSize > aMinSize)
{
point->setDistanceAttenuation(osg::Vec3{1.0f, 0.001f, 0.0f});
}
stateset->setAttribute(point);
}

inline osg::ref_ptr
createTexture(const std::string & aResourcesPath, const std::string & 
aImageName)
{
const auto imagePath = aResourcesPath + "/images/" + aImageName;
return new osg::Texture2D(osgDB::readRefImageFile(imagePath));
}




Are you aware of any issues with textures point sprites in 3.5.6, or can you 
see what we are doing wrong?

Thanks,

Brian[/code]

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Re: [osg-users] DXF file with text crashes on Intersect

2018-05-30 Thread Brian Hutchison
Sorry Robert,

I was still linking against the old version.  Now I have manged to get it to 
link against the new version the dxf/text bug has been fixed.

That's the god news, unfortunately the new version has triggered another more 
severe crash ... probably something we are doing that we were getting away with 
in the old version.  

Thanks,

Cheers,
Brian

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Re: [osg-users] DXF file with text crashes on Intersect

2018-05-30 Thread Brian Hutchison
Sorry Robert,

I was still linking against the old version.  Now I have manged to get it to 
link against the new version the dxf/text bug has been fixed.

That's the god news, unfortunately the new version has triggered another more 
severe crash ... probably something we are doing that we were getting away with 
in the old version.  

Thanks,

Cheers,
Brian

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Re: [osg-users] DXF file with text crashes on Intersect

2018-05-30 Thread Brian Hutchison
Hi Robert,

I have tried in the latest release and unfortunately the bug is still there.  I 
will try and put together some test code, we are in the middle of our own 
release bugfix cycle at the moment so it may take a while.

In the meantime (in case you already have something which views DXF files and 
lets you pick) here is a DXF file which has this issue.

Zooming in around the center you should find some text labels and picking over 
some text should trigger the crash.

Cheers,
Brian

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Attachments: 
http://forum.openscenegraph.org//files/lane_markings_167.zip


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[osg-users] DXF file with text crashes on Intersect

2018-05-29 Thread Brian Hutchison
Hi,

We are using osg version 3.5.6 from VCPKG.

When we load a DXF which includes text it loads and displays fine.  However if 
we then call GUIActionAdapter::computeIntersections on the scene whilst the 
mouse is over a piece of text within the loaded DXF it crashes here:


Code:

void Text::accept(osg::Drawable::ConstAttributeFunctor& af) const
{
  if (_coords.valid() )
  {
af.apply(osg::Drawable::VERTICES, _coords->size(), &(_coords->front()));
af.apply(osg::Drawable::TEXTURE_COORDS_0, _texcoords->size(), 
&(_texcoords->front())); <<<<<<<<<<<<<
  }
}




_texcoord would appear to be empty.

We are simply loading the DXF via readRefNodeFile then placing them in a 
PositionAttitudeTransform within out scene.

I can work around it for now as we do not want the loaded DXF's to be directly 
pickable so can exclude them via a NodeMask, but would prefer not to have to do 
so.

I see that there is a more recent build of osg available - is this something 
which has been fixed since 3.5.6?

I can post a copy of an affected DXF if it would help.

Thank you!

Cheers,
Brian[/code]

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Re: [osg-users] Problems with osgText::Text internal transformations and LineSegmentIntersector

2018-03-21 Thread Brian Hutchison
Hi Robert,

Thanks for the quick response.  I will give that a try at some point and let 
you know if it helped.

Do you have a timescale for the release of 5.6.0?

Thanks,

Brian

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[osg-users] Problems with osgText::Text internal transformations and LineSegmentIntersector

2018-03-20 Thread Brian Hutchison
Hi,

When I use any of the following methods to reposition osgText::Text the picking 
fails when used with LineSegmentIntersector.


Code:

text->setPosition() // anything other than {0.0,0.0,0.0}
text->setRotation() // anything other than osg::Quat(0.0, osg::Z_AXIS)
text->setAlignment() // anything other than LEFT_BOTTOM




As far as I can work out from debugging, the bounds are being correctly 
calculated and "intersectAndClip" is returning true.  The problem seems to be 
when "drawable->accept" is called in the "intersect" method, the 
IntersectFunctor does not have the transformations that Text is using and the 
vertices passed to it are not transformed.

The only way I can find around this is to place the text inside 
PositionAttitudeTransform's and do the positioning myself.  Unfortunately, 
since I do not know the eventual dimensions of the text, doing a CENTER_CENTER 
alignment is practically impossible.

If I leave the alignment to be done by Text then a CENTER_CENTER alignment 
means that you can only pick the top left quarter of the text.

I have tried placing the text inside either a Geode or a Group but it makes no 
difference.

I would be very happy if I was simply not calling something I should be to 
initalise the Text or its container correctly.

We are using OSG 3.5.6 statically linked via VCPKG.

Any help gratefully received,

Thanks,

Brian[/code]

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Re: [osg-users] [EXTERNAL] Re: Is there a binary distribution available for version 3.4.0?

2017-10-05 Thread Brian Davis
Our timeframe is actually pretty urgent.  We are trying to get some software 
through a scanning tool for export/IP compliance.  It would be easier for us to 
add an existing distribution to the cloud scanning tool, rather than our own 
build.

I’ll reach out internally to understand their definition of publicly maintained 
as well.  One available from openscenegraph.org would certainly meet that 
criteria, but I’m not sure when we go outside of that.

Many thanks for the responses,
Brian

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Chris Hanson
Sent: Thursday, October 05, 2017 1:53 PM
To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
Subject: Re: [osg-users] [EXTERNAL] Re: Is there a binary distribution 
available for version 3.4.0?

External Sender: Use caution with links/attachments.

Hi Brian, we had one for a while, but the system hasn't been updated recently 
because one of our developers who maintained it is working elsewhere at this 
time. So, we don't have a 3.4 build.

I can look into reviving it at some point -- how urgent is your timeframe?



On Thu, Oct 5, 2017 at 12:06 PM, Stuart Mentzer 
<stuart_ment...@objexx.com<mailto:stuart_ment...@objexx.com>> wrote:
Hi Brian,

No, we aren't using VS 2013 any more. If you are in a pickle for VS 2013 builds 
contact me and we'll look at the options for getting that done.

Regards,
Stuart
--
Stuart Mentzer
Objexx Engineering
Office  +1 781 455 1150 x11<tel:(781)%20455-1150>
Mobile +1 781 708 3872<tel:(781)%20708-3872>
On 10/5/2017 1:59 PM, Brian Davis wrote:
Thanks for the response, Stuart.  Much appreciated.

Do you have a Visual Studio 2013 version?  It looks like no, based on your web 
site, but I wanted to ask.

Cheers,
Brian

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Stuart Mentzer
Sent: Thursday, October 05, 2017 2:26 AM
To: 
osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>
Subject: [EXTERNAL] Re: [osg-users] Is there a binary distribution available 
for version 3.4.0?

External Sender: Use caution with links/attachments.
Hi Brian,

I'm not sure what your definition of publicly maintained is but my company is 
providing Windows builds of OSG 3.4.0 at 
http://objexx.com/OpenSceneGraph.html<https://urldefense.proofpoint.com/v2/url?u=http-3A__objexx.com_OpenSceneGraph.html=DwMDaQ=PskvixtEUDK7wuWU-tIg6oKuGYBRbrMXk2FZvF0UfTo=5bxVULx1mckzDfACIFrAQIBf0kuZWt0S6r7kBSswDmQ=LhI3dmNBsTDv9bkGafOzomUka-OKRj3XlwK8-R1kvIc=dvVyThGuzcsE-4xj1nxcPYAyEfWm1MyfhgHGuojwh5w=>.
 We set up an automated build system because we need these binaries ourselves 
and we found no other source for recent releases.

We are willing to entertain requests for additional 3rd party libraries and for 
builds of development releases. We will be posting 3.4.1 binaries within the 
next couple of weeks (waiting for Qt 5.9.2 or 5.10) and we could also post 
3.4.0 builds with up-to-date 3rd party library versions.

If you have any questions about our builds just let me know.

Regards,
Stuart
--
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Objexx Engineering

On 10/5/2017 3:01 AM, Brian Davis wrote:
Are there any publicly maintained binary distributions of version 3.4.0 
available for Windows?

For purposes of IP compliance scans of our software, use of a publicly 
maintained binary distribution works better than building it ourselves.  We 
currently have binaries that we have built, but are interested in using a 
public binary distribution if available.

Thanks,
Brian

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Re: [osg-users] [EXTERNAL] Re: Is there a binary distribution available for version 3.4.0?

2017-10-05 Thread Brian Davis
Thanks for the response, Stuart.  Much appreciated.

Do you have a Visual Studio 2013 version?  It looks like no, based on your web 
site, but I wanted to ask.

Cheers,
Brian

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Stuart Mentzer
Sent: Thursday, October 05, 2017 2:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [EXTERNAL] Re: [osg-users] Is there a binary distribution available 
for version 3.4.0?

External Sender: Use caution with links/attachments.

Hi Brian,

I'm not sure what your definition of publicly maintained is but my company is 
providing Windows builds of OSG 3.4.0 at 
http://objexx.com/OpenSceneGraph.html<https://urldefense.proofpoint.com/v2/url?u=http-3A__objexx.com_OpenSceneGraph.html=DwMDaQ=PskvixtEUDK7wuWU-tIg6oKuGYBRbrMXk2FZvF0UfTo=5bxVULx1mckzDfACIFrAQIBf0kuZWt0S6r7kBSswDmQ=LhI3dmNBsTDv9bkGafOzomUka-OKRj3XlwK8-R1kvIc=dvVyThGuzcsE-4xj1nxcPYAyEfWm1MyfhgHGuojwh5w=>.
 We set up an automated build system because we need these binaries ourselves 
and we found no other source for recent releases.

We are willing to entertain requests for additional 3rd party libraries and for 
builds of development releases. We will be posting 3.4.1 binaries within the 
next couple of weeks (waiting for Qt 5.9.2 or 5.10) and we could also post 
3.4.0 builds with up-to-date 3rd party library versions.

If you have any questions about our builds just let me know.

Regards,
Stuart
--
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Objexx Engineering

On 10/5/2017 3:01 AM, Brian Davis wrote:
Are there any publicly maintained binary distributions of version 3.4.0 
available for Windows?

For purposes of IP compliance scans of our software, use of a publicly 
maintained binary distribution works better than building it ourselves.  We 
currently have binaries that we have built, but are interested in using a 
public binary distribution if available.

Thanks,
Brian

This e-mail, including any attached files, may contain confidential and 
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[osg-users] Is there a binary distribution available for version 3.4.0?

2017-10-05 Thread Brian Davis
Are there any publicly maintained binary distributions of version 3.4.0 
available for Windows?

For purposes of IP compliance scans of our software, use of a publicly 
maintained binary distribution works better than building it ourselves.  We 
currently have binaries that we have built, but are interested in using a 
public binary distribution if available.

Thanks,
Brian

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Re: [osg-users] Enable, Disable Multible Shaders

2016-01-05 Thread Brian Perry
Hi,

Thank you for the reply.  I actually found another solution that was a better 
solution than turning off shaders by the stateset.  Originally, I just wanted 
to turn off shaders for a stateset so that the objects in that stateset would 
not cast a shadow.  I though that this would work because the entire scenegraph 
has been created in a way so that all objects displayed are rendered through a 
shader.  I did some research and found out there was a way to disable shadows 
in the scenegraph.  I was skeptical at first that this would work but turning 
off the bit for casting shadows worked.  It was a lot more elegant solution to 
use than turning off shaders for the object.  I tried putting in an empty 
program object and that didn't work.  This was the only thing that worked.

Thank you!

Cheers,
Brian

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Re: [osg-users] Enable, Disable Multible Shaders

2015-12-30 Thread Brian Perry
Hi,

I having a similar problem with stateset.  I have a program where all the 
geometry has a shader attached at the point of loading.  There is one object in 
this entire database of objects that have shaders attached to it somewhere and 
is causing this object to cast a shadow based on a singular shader based light 
source.  I tried to solve this problem by disabling the PROGRAM state attribute 
but disabling doesn't seem to prevent it from casting a shadow.  I don't 
understand though.  I can get the node for these objects and derive the state 
sets from those nodes but I can't seem to disable the object from casting a 
shadow.  Someone told me that there are attributes on textures and geometry 
that allow you to make it so that texture or geometry doesn't cast a shadow.

Thank you!
Brian

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Re: [osg-users] Suggestion for Cuda + OSG, smooth particle hydrodynamic

2011-10-25 Thread brian tse
Hi,

Thank you very very much for your reply. I will post the algorithm up once I 
got it up and running. From your suggestion, at least now I have a better 
direction to search for the solution.

I can't really do the CUDA inside the osg loop, mainly because i need the cuda 
to run as fast as maximum possible for robotic control application. They has to 
be separated.

Thank you very much for your help! Appreciate all your effort.

Cheers,
brian

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[osg-users] Suggestion for Cuda + OSG, smooth particle hydrodynamic

2011-10-23 Thread brian tse
Hi,

I am very new to CUDA and OSG, please accept my apologies if this is a stupid 
questions. I am trying to build SPH algorithm using Cuda to calculate the 
particle forces and update its position. I would like to ask is there a way in 
Cuda to pass the position array to OSG without doing a  
cudaMemcpyDeviceToHost operation on every loop? 

Is there some special function in OSG that directly integrated into CUDA?

I have a CPU loop for CUDA kernel, and I have another CPU loop for OSG. When 
the OSG need the graphics update, it send a flag to CUDA reqesting for new 
position array. Is this the right way to do it?

Thank you very much in advance. I really appreciate your effort.

Cheers,
Brian

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[osg-users] Any idea how to tell ccmake to build MINGW on Cygwin

2011-09-22 Thread Brian Keener
I was trying to build a Windows version of OSG on Cygwin (I can build 
an X version) and wasn't having any luck.  Now that Cygwin has a 
cross-compiler for MINGW (reworked - not the old -MNO_CYGWIN option) I 
thought I would give that a try.  Seems I can tell it where all the 
pertinent compiler and linker programs are and maybe even the libs but 
I'm still missing something as I keep getting an error on the make in 
pthreads.  

Anyone tried building a MINGW version on CYGWIN yet?

thanks

bk


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Re: [osg-users] Attempting X11 (lib issue) and Windows (GLfloat issue) compiles forOSG in Cygwin

2011-08-19 Thread Brian Keener
Robert Osfield wrote:
 HI Brian,
 
 On Tue, Aug 16, 2011 at 10:12 PM, Brian Keener
 bkee...@thesoftwaresource.com wrote:
  Well that makes the X11 version perfectly with standard Cygwin
  installed and my one change to cmakelists.txt in osgViewer source.
 
  Still cannot get it to build though with opengl32 and glu and build a
  non X11 but Windows version.  I get a lot of _gl. Undefined
  functions.
 
 I can't comment on Cygwin specifically as I have no personal
 experience with it.  The only thing I can add is that OSG-3.x no
 longer needs GLU, instead a subset of GLU is now compiled from source
 inside the osg library itself.

Hi Robert,

So how would I tell configure and make to use the OPenSceneGraph 
version instead of the opengl and glu libraries that are already in my 
Cygwin install as it does seem to see them and want to use them but I'm 
not sure.

Thanks 

bk



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Re: [osg-users] Attempting X11 (lib issue) and Windows (GLfloat issue) compiles forOSG in Cygwin

2011-08-16 Thread Brian Keener
Skai Ware wrote:
 Hi Brian,
  Compiling OSG 3 with cygwin is perhaps today not feasible due
 to the objectives from cygwin team to remove the WIN32 define. 
 Have you tried to cmake OSG with
 cmake . -DCMAKE_LEGACY_CYGWIN_WIN32=1
 

Well that makes the X11 version perfectly with standard Cygwin 
installed and my one change to cmakelists.txt in osgViewer source.

Still cannot get it to build though with opengl32 and glu and build a 
non X11 but Windows version.  I get a lot of _gl. Undefined 
functions.

thanks

bk


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[osg-users] Attempting X11 (lib issue) and Windows (GLfloat issue) compiles forOSG in Cygwin

2011-07-21 Thread Brian Keener
I attempted to get OSG to compile in Cygwin and I finally got an X11 
version to compile.  I had problem with osgViewer which did not seem to 
want to add the libraries X11 and Xrandr even though it saw them.  I 
could add the libraries to link.txt for the modules that failed and 
then execute and they would compile.  I tried determining what was 
wrong with the CMakeLists.txt for osgViewer but only way I could get it 
to add the X11 and Xrandr was to change this routine near the end:

IF(MINGW OR CYGWIN)
SET(TARGET_EXTERNAL_LIBRARIES ${TARGET_EXTERNAL_LIBRARY} gdi32 )
ENDIF()

so that the set line reads as follows:

SET(TARGET_EXTERNAL_LIBRARIES ${TARGET_EXTERNAL_LIBRARY} gdi32 
${X11_X11_LIB} ${X11_Xrandr_LIB} )

And then compiled great and worked.

I then tried to get it to compile without X11 by setting 
OSG_WINDOWING_SYSTEM to none and it compiled but osgViewer could not 
create a window so then I change the GL references to point to the 
opengl libs in w32api for cygwin which as I recall is the appropriate 
think to do so it uses the win opengl libs and includes.  But now when 
compiling I get this error regarding GLfloat and GLdouble

[  0%] Built target OpenThreads
[  0%] Building CXX object 
src/osg/CMakeFiles/osg.dir/ArrayDispatchers.o
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp: In member 
function `void o
sg::ArrayDispatchers::init()':
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:440: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLfloat*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLfloat] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:441: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLfloat*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLfloat] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:442: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLdouble*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLdouble] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:443: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLdouble*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLdouble] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:446: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLbyte*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLbyte] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:447: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLshort*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLshort] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:448: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLfloat*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 

candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLfloat] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:449: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLdouble*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLdouble] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:451: error: no 
matching fun
ction for call to `osg::AttributeDispatchMap::assign(osg::Array::Type, 
void ()(
const GLubyte*), int)'
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:268: note: 
candidates are:
void osg::AttributeDispatchMap::assign(osg::Array::Type, void (*)(const 
T*), uns
igned int) [with T = GLubyte] near match
/usr/src/OpenSceneGraph/src/osg/ArrayDispatchers.cpp:452: error: no 
matching fun
ction for call 

Re: [osg-users] building for xcode on os x

2011-07-20 Thread Brian Rojas
I'm not using make I'm using xcode, so I'm not sure how that would be done if 
it's possible

I tried building in make and couldn't figure out how to set it to build for 32 
bit, on 64 bit I was getting errors with libz:

ld: warning: ignoring file /Library/Frameworks//libz.framework/libz, missing 
required architecture x86_64 in file
Undefined symbols for architecture x86_64:
  _inflateInit2_, referenced from:
  ZLibCompressor::decompress(std::basic_istreamchar, 
std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
std::allocatorchar )in Compressors.cpp.o
  _inflate, referenced from:
  ZLibCompressor::decompress(std::basic_istreamchar, 
std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
std::allocatorchar )in Compressors.cpp.o
  _inflateEnd, referenced from:
  ZLibCompressor::decompress(std::basic_istreamchar, 
std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
std::allocatorchar )in Compressors.cpp.o
  _deflateInit2_, referenced from:
  ZLibCompressor::compress(std::basic_ostreamchar, std::char_traitschar 
, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)in Compressors.cpp.o
  _deflate, referenced from:
  ZLibCompressor::compress(std::basic_ostreamchar, std::char_traitschar 
, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)in Compressors.cpp.o
  _deflateEnd, referenced from:
  ZLibCompressor::compress(std::basic_ostreamchar, std::char_traitschar 
, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)in Compressors.cpp.o
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make[2]: *** [lib/libosgDB.3.0.0.dylib] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2


On Jul 20, 2011, at 3:00 AM, Michael Chechow wrote:

 How about using sudo to avoid the permission problem?
 
 2011/7/20 Brian Rojas marchin...@gmail.com
 Alright I got it working in Xcode now, for the osgdb_jp2 target I added the 
 following to the header search path:
 
 /opt/local/include
 
 The search path /opt/local/include/jasper was already on the search path from 
 cmake, but the #include's in the jasper.h start with jasper/some_file.h, so 
 it needs the directory above to find the jasper directory
 
 However when I build the install target I get the following error:
 
 /Applications/CMake\ 2.8-5.app/Contents/bin/cmake -DBUILD_TYPE=Debug -P 
 cmake_install.cmake
 -- Install configuration: Debug
 -- Installing: /usr/local/lib/pkgconfig/openscenegraph.pc
 CMake Error at cmake_install.cmake:31 (FILE):
   file INSTALL cannot copy file
   
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0_build_xcode/packaging/pkgconfig/openscenegraph.pc
   to /usr/local/lib/pkgconfig/openscenegraph.pc.
 
 
 make: *** [install_buildpart_0] Error 1
 Command /bin/sh failed with exit code 2
 
 
 
 Looks like it maybe a permissions thing where it can't copy to /usr/local
 
 On Jul 19, 2011, at 4:55 PM, Michael Chechow wrote:
 
 Is the JASPER_INCLUDE_DIR set correctly within cmake?
 On my machine it is set to /opt/local/include, which is the standard 
 location of MacPorts.
 
 Could you try to compile using make in the Terminal?
 
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I installed jasper using Macports and it installed ok, i checked by running 
 jasper --version and got:
 
 1.900.1
 libjasper 1.900.1
 
 However in xcode i'm still getting the same compilation errors.  I even 
 deleted the build folder and started the whole configure generate process in 
 cmake again and the errors still shows up, do you know of anything else i 
 would need to do?
 
 The errors are below:
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_stream_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'out' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_image_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'image' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: expected primary-expression before 'int'
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: initializer expression list treated as compound expression
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
  error: expected ',' or ';' before '{' token
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2

Re: [osg-users] building for xcode on os x

2011-07-20 Thread Brian Rojas
Success! It installed it to /usr/local and I was able to run the viewer with a 
osg file.  Thanks for all the help!

I want to setup my first osg project in xcode, do you know if I can just add 
the libraries and headers to the search path or do I need to do anything else?

On Jul 20, 2011, at 3:12 AM, Michael Chechow wrote:

 You can set the architecture in CMake: CMAKE_OSX_ARCHITECTURES = i386
 
 2011/7/20 Brian Rojas marchin...@gmail.com
 I'm not using make I'm using xcode, so I'm not sure how that would be done if 
 it's possible
 
 I tried building in make and couldn't figure out how to set it to build for 
 32 bit, on 64 bit I was getting errors with libz:
 
 ld: warning: ignoring file /Library/Frameworks//libz.framework/libz, missing 
 required architecture x86_64 in file
 Undefined symbols for architecture x86_64:
   _inflateInit2_, referenced from:
   ZLibCompressor::decompress(std::basic_istreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar )in Compressors.cpp.o
   _inflate, referenced from:
   ZLibCompressor::decompress(std::basic_istreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar )in Compressors.cpp.o
   _inflateEnd, referenced from:
   ZLibCompressor::decompress(std::basic_istreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar )in Compressors.cpp.o
   _deflateInit2_, referenced from:
   ZLibCompressor::compress(std::basic_ostreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar  const)in Compressors.cpp.o
   _deflate, referenced from:
   ZLibCompressor::compress(std::basic_ostreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar  const)in Compressors.cpp.o
   _deflateEnd, referenced from:
   ZLibCompressor::compress(std::basic_ostreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar  const)in Compressors.cpp.o
 ld: symbol(s) not found for architecture x86_64
 collect2: ld returned 1 exit status
 make[2]: *** [lib/libosgDB.3.0.0.dylib] Error 1
 make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
 make: *** [all] Error 2
 
 
 On Jul 20, 2011, at 3:00 AM, Michael Chechow wrote:
 
 How about using sudo to avoid the permission problem?
 
 2011/7/20 Brian Rojas marchin...@gmail.com
 Alright I got it working in Xcode now, for the osgdb_jp2 target I added the 
 following to the header search path:
 
 /opt/local/include
 
 The search path /opt/local/include/jasper was already on the search path 
 from cmake, but the #include's in the jasper.h start with 
 jasper/some_file.h, so it needs the directory above to find the jasper 
 directory
 
 However when I build the install target I get the following error:
 
 /Applications/CMake\ 2.8-5.app/Contents/bin/cmake -DBUILD_TYPE=Debug -P 
 cmake_install.cmake
 -- Install configuration: Debug
 -- Installing: /usr/local/lib/pkgconfig/openscenegraph.pc
 CMake Error at cmake_install.cmake:31 (FILE):
   file INSTALL cannot copy file
   
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0_build_xcode/packaging/pkgconfig/openscenegraph.pc
   to /usr/local/lib/pkgconfig/openscenegraph.pc.
 
 
 make: *** [install_buildpart_0] Error 1
 Command /bin/sh failed with exit code 2
 
 
 
 Looks like it maybe a permissions thing where it can't copy to /usr/local
 
 On Jul 19, 2011, at 4:55 PM, Michael Chechow wrote:
 
 Is the JASPER_INCLUDE_DIR set correctly within cmake?
 On my machine it is set to /opt/local/include, which is the standard 
 location of MacPorts.
 
 Could you try to compile using make in the Terminal?
 
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I installed jasper using Macports and it installed ok, i checked by running 
 jasper --version and got:
 
 1.900.1
 libjasper 1.900.1
 
 However in xcode i'm still getting the same compilation errors.  I even 
 deleted the build folder and started the whole configure generate process 
 in cmake again and the errors still shows up, do you know of anything else 
 i would need to do?
 
 The errors are below:
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_stream_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'out' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_image_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'image' was not declared in this scope
 
 /Users/brojas

Re: [osg-users] building for xcode on os x

2011-07-20 Thread Brian Rojas
Yup, I added libraries and it works fine, thanks again for the help.

On Jul 20, 2011, at 4:24 AM, Michael Chechow wrote:

 I don't use Xcode, but there are some articles and video tutorials on the OSG 
 wiki: 
 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
 
 I don't know wether that information is outdatet, but there should be some 
 Xcode templates available for OSG.
 Generally speaking, adding the libraries and setting the include path should 
 be sufficient.
 
 2011/7/20 Brian Rojas marchin...@gmail.com
 Success! It installed it to /usr/local and I was able to run the viewer with 
 a osg file.  Thanks for all the help!
 
 I want to setup my first osg project in xcode, do you know if I can just add 
 the libraries and headers to the search path or do I need to do anything else?
 
 On Jul 20, 2011, at 3:12 AM, Michael Chechow wrote:
 
 You can set the architecture in CMake: CMAKE_OSX_ARCHITECTURES = i386
 
 2011/7/20 Brian Rojas marchin...@gmail.com
 I'm not using make I'm using xcode, so I'm not sure how that would be done 
 if it's possible
 
 I tried building in make and couldn't figure out how to set it to build for 
 32 bit, on 64 bit I was getting errors with libz:
 
 ld: warning: ignoring file /Library/Frameworks//libz.framework/libz, missing 
 required architecture x86_64 in file
 Undefined symbols for architecture x86_64:
   _inflateInit2_, referenced from:
   ZLibCompressor::decompress(std::basic_istreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar )in Compressors.cpp.o
   _inflate, referenced from:
   ZLibCompressor::decompress(std::basic_istreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar )in Compressors.cpp.o
   _inflateEnd, referenced from:
   ZLibCompressor::decompress(std::basic_istreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar )in Compressors.cpp.o
   _deflateInit2_, referenced from:
   ZLibCompressor::compress(std::basic_ostreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar  const)in Compressors.cpp.o
   _deflate, referenced from:
   ZLibCompressor::compress(std::basic_ostreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar  const)in Compressors.cpp.o
   _deflateEnd, referenced from:
   ZLibCompressor::compress(std::basic_ostreamchar, 
 std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
 std::allocatorchar  const)in Compressors.cpp.o
 ld: symbol(s) not found for architecture x86_64
 collect2: ld returned 1 exit status
 make[2]: *** [lib/libosgDB.3.0.0.dylib] Error 1
 make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
 make: *** [all] Error 2
 
 
 On Jul 20, 2011, at 3:00 AM, Michael Chechow wrote:
 
 How about using sudo to avoid the permission problem?
 
 2011/7/20 Brian Rojas marchin...@gmail.com
 Alright I got it working in Xcode now, for the osgdb_jp2 target I added the 
 following to the header search path:
 
 /opt/local/include
 
 The search path /opt/local/include/jasper was already on the search path 
 from cmake, but the #include's in the jasper.h start with 
 jasper/some_file.h, so it needs the directory above to find the jasper 
 directory
 
 However when I build the install target I get the following error:
 
 /Applications/CMake\ 2.8-5.app/Contents/bin/cmake -DBUILD_TYPE=Debug -P 
 cmake_install.cmake
 -- Install configuration: Debug
 -- Installing: /usr/local/lib/pkgconfig/openscenegraph.pc
 CMake Error at cmake_install.cmake:31 (FILE):
   file INSTALL cannot copy file
   
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0_build_xcode/packaging/pkgconfig/openscenegraph.pc
   to /usr/local/lib/pkgconfig/openscenegraph.pc.
 
 
 make: *** [install_buildpart_0] Error 1
 Command /bin/sh failed with exit code 2
 
 
 
 Looks like it maybe a permissions thing where it can't copy to /usr/local
 
 On Jul 19, 2011, at 4:55 PM, Michael Chechow wrote:
 
 Is the JASPER_INCLUDE_DIR set correctly within cmake?
 On my machine it is set to /opt/local/include, which is the standard 
 location of MacPorts.
 
 Could you try to compile using make in the Terminal?
 
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I installed jasper using Macports and it installed ok, i checked by 
 running jasper --version and got:
 
 1.900.1
 libjasper 1.900.1
 
 However in xcode i'm still getting the same compilation errors.  I even 
 deleted the build folder and started the whole configure generate process 
 in cmake again and the errors still shows up, do you know of anything else 
 i would need to do?
 
 The errors are below:
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop

Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
I installed jasper using Macports and it installed ok, i checked by running 
jasper --version and got:

1.900.1
libjasper 1.900.1

However in xcode i'm still getting the same compilation errors.  I even deleted 
the build folder and started the whole configure generate process in cmake 
again and the errors still shows up, do you know of anything else i would need 
to do?

The errors are below:
osgdb_jp2
/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
 error: jasper/jasper.h: No such file or directory

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_stream_t' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'out' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_image_t' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'image' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: expected primary-expression before 'int'

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: initializer expression list treated as compound expression

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
 error: expected ',' or ';' before '{' token

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:522:
 error: expected `}' at end of input

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 warning: 'putdata' defined but not used


On Jul 19, 2011, at 1:09 AM, Michael Chechow wrote:

 Hello,
 
 It seems like you don't have the jasper library installed.
 Install it (using MacPorts for example) and then rerun CMake in order to 
 configure the build script correctly.
 
 Michael
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I'm getting the following errors when trying to build osg for xcode on mac os 
 x.
 
 Does anyone have any idea what's going on and how to fix.  I'm a newbie and 
 following instructions for osg book and this is what i got:
 
 
 
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_stream_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'out' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_image_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'image' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: expected primary-expression before 'int'
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: initializer expression list treated as compound expression
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
  error: expected ',' or ';' before '{' token
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:522:
  error: expected `}' at end of input
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  warning: 'putdata' defined but not used
 
 
 
 
 Thanks in advance
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Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
No i didn't set that, I'll try that. I use Xcode cause thats what I'm used
too, can try in make too.

Sent from my iPhone

On Jul 19, 2011, at 4:55 PM, Michael Chechow minich...@googlemail.com
wrote:

Is the JASPER_INCLUDE_DIR set correctly within cmake?
On my machine it is set to /opt/local/include, which is the standard
location of MacPorts.

Could you try to compile using make in the Terminal?


2011/7/19 Brian Rojas marchin...@gmail.com

 I installed jasper using Macports and it installed ok, i checked by running
 jasper --version and got:

 1.900.1
 libjasper 1.900.1

 However in xcode i'm still getting the same compilation errors.  I even
 deleted the build folder and started the whole configure generate process in
 cmake again and the errors still shows up, do you know of anything else i
 would need to do?

 The errors are below:
 osgdb_jp2

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
 error: jasper/jasper.h: No such file or directory

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_stream_t' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'out' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_image_t' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'image' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: expected primary-expression before 'int'

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: initializer expression list treated as compound expression

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
 error: expected ',' or ';' before '{' token

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:522:
 error: expected `}' at end of input

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 warning: 'putdata' defined but not used


 On Jul 19, 2011, at 1:09 AM, Michael Chechow wrote:

 Hello,

 It seems like you don't have the jasper library installed.
 Install it (using MacPorts for example) and then rerun CMake in order to
 configure the build script correctly.

 Michael

 2011/7/19 Brian Rojas marchin...@gmail.com

 I'm getting the following errors when trying to build osg for xcode on mac
 os x.

 Does anyone have any idea what's going on and how to fix.  I'm a newbie
 and following instructions for osg book and this is what i got:



 osgdb_jp2

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
 error: jasper/jasper.h: No such file or directory

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_stream_t' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'out' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_image_t' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'image' was not declared in this scope

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: expected primary-expression before 'int'

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: initializer expression list treated as compound expression

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
 error: expected ',' or ';' before '{' token

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:522:
 error: expected `}' at end of input

 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 warning: 'putdata' defined but not used




 Thanks in advance
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Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
I set to generate makefiles and the jasper directory appears to be set 
correctly to the /Library/Frameworks/libjasper.framework/Headers/jasper folder. 
 However now I'm getting the following errors:

ld: warning: ignoring file /Library/Frameworks//libz.framework/libz, missing 
required architecture x86_64 in file
Undefined symbols for architecture x86_64:
  _inflateInit2_, referenced from:
  ZLibCompressor::decompress(std::basic_istreamchar, 
std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
std::allocatorchar )in Compressors.cpp.o
  _inflate, referenced from:
  ZLibCompressor::decompress(std::basic_istreamchar, 
std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
std::allocatorchar )in Compressors.cpp.o
  _inflateEnd, referenced from:
  ZLibCompressor::decompress(std::basic_istreamchar, 
std::char_traitschar , std::basic_stringchar, std::char_traitschar, 
std::allocatorchar )in Compressors.cpp.o
  _deflateInit2_, referenced from:
  ZLibCompressor::compress(std::basic_ostreamchar, std::char_traitschar 
, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)in Compressors.cpp.o
  _deflate, referenced from:
  ZLibCompressor::compress(std::basic_ostreamchar, std::char_traitschar 
, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)in Compressors.cpp.o
  _deflateEnd, referenced from:
  ZLibCompressor::compress(std::basic_ostreamchar, std::char_traitschar 
, std::basic_stringchar, std::char_traitschar, std::allocatorchar  
const)in Compressors.cpp.o

In Xcode I had to set it to build for 32 not 64, how do I do this in make?

On Jul 19, 2011, at 4:55 PM, Michael Chechow wrote:

 Is the JASPER_INCLUDE_DIR set correctly within cmake?
 On my machine it is set to /opt/local/include, which is the standard location 
 of MacPorts.
 
 Could you try to compile using make in the Terminal?
 
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I installed jasper using Macports and it installed ok, i checked by running 
 jasper --version and got:
 
 1.900.1
 libjasper 1.900.1
 
 However in xcode i'm still getting the same compilation errors.  I even 
 deleted the build folder and started the whole configure generate process in 
 cmake again and the errors still shows up, do you know of anything else i 
 would need to do?
 
 The errors are below:
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_stream_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'out' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_image_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'image' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: expected primary-expression before 'int'
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: initializer expression list treated as compound expression
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
  error: expected ',' or ';' before '{' token
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:522:
  error: expected `}' at end of input
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  warning: 'putdata' defined but not used
 
 
 On Jul 19, 2011, at 1:09 AM, Michael Chechow wrote:
 
 Hello,
 
 It seems like you don't have the jasper library installed.
 Install it (using MacPorts for example) and then rerun CMake in order to 
 configure the build script correctly.
 
 Michael
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I'm getting the following errors when trying to build osg for xcode on mac 
 os x.
 
 Does anyone have any idea what's going on and how to fix.  I'm a newbie and 
 following instructions for osg book and this is what i got:
 
 
 
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_stream_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'out' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error

Re: [osg-users] building for xcode on os x

2011-07-19 Thread Brian Rojas
Alright I got it working in Xcode now, for the osgdb_jp2 target I added the 
following to the header search path:

/opt/local/include

The search path /opt/local/include/jasper was already on the search path from 
cmake, but the #include's in the jasper.h start with jasper/some_file.h, so 
it needs the directory above to find the jasper directory

However when I build the install target I get the following error:

/Applications/CMake\ 2.8-5.app/Contents/bin/cmake -DBUILD_TYPE=Debug -P 
cmake_install.cmake
-- Install configuration: Debug
-- Installing: /usr/local/lib/pkgconfig/openscenegraph.pc
CMake Error at cmake_install.cmake:31 (FILE):
  file INSTALL cannot copy file
  
/Users/brojas/Desktop/OpenSceneGraph-3.0.0_build_xcode/packaging/pkgconfig/openscenegraph.pc
  to /usr/local/lib/pkgconfig/openscenegraph.pc.


make: *** [install_buildpart_0] Error 1
Command /bin/sh failed with exit code 2



Looks like it maybe a permissions thing where it can't copy to /usr/local

On Jul 19, 2011, at 4:55 PM, Michael Chechow wrote:

 Is the JASPER_INCLUDE_DIR set correctly within cmake?
 On my machine it is set to /opt/local/include, which is the standard location 
 of MacPorts.
 
 Could you try to compile using make in the Terminal?
 
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I installed jasper using Macports and it installed ok, i checked by running 
 jasper --version and got:
 
 1.900.1
 libjasper 1.900.1
 
 However in xcode i'm still getting the same compilation errors.  I even 
 deleted the build folder and started the whole configure generate process in 
 cmake again and the errors still shows up, do you know of anything else i 
 would need to do?
 
 The errors are below:
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_stream_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'out' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_image_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'image' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: expected primary-expression before 'int'
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: initializer expression list treated as compound expression
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
  error: expected ',' or ';' before '{' token
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:522:
  error: expected `}' at end of input
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  warning: 'putdata' defined but not used
 
 
 On Jul 19, 2011, at 1:09 AM, Michael Chechow wrote:
 
 Hello,
 
 It seems like you don't have the jasper library installed.
 Install it (using MacPorts for example) and then rerun CMake in order to 
 configure the build script correctly.
 
 Michael
 
 2011/7/19 Brian Rojas marchin...@gmail.com
 I'm getting the following errors when trying to build osg for xcode on mac 
 os x.
 
 Does anyone have any idea what's going on and how to fix.  I'm a newbie and 
 following instructions for osg book and this is what i got:
 
 
 
 osgdb_jp2
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
  error: jasper/jasper.h: No such file or directory
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_stream_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'out' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'jas_image_t' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: 'image' was not declared in this scope
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: expected primary-expression before 'int'
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
  error: initializer expression list treated as compound expression
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
  error: expected ',' or ';' before '{' token
 
 /Users/brojas/Desktop/OpenSceneGraph-3.0.0/src

[osg-users] building for xcode on os x

2011-07-18 Thread Brian Rojas
I'm getting the following errors when trying to build osg for xcode on mac os x.

Does anyone have any idea what's going on and how to fix.  I'm a newbie and 
following instructions for osg book and this is what i got:



osgdb_jp2
/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp
/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:20:31:
 error: jasper/jasper.h: No such file or directory

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_stream_t' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'out' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'jas_image_t' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: 'image' was not declared in this scope

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: expected primary-expression before 'int'

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 error: initializer expression list treated as compound expression

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:33:
 error: expected ',' or ';' before '{' token

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:522:
 error: expected `}' at end of input

/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/ReaderWriterJP2.cpp:32:
 warning: 'putdata' defined but not used




Thanks in advance
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[osg-users] How do I get osgviewer on Cygwin to compile with -lX11 -lXrandr

2011-07-06 Thread Brian Keener
I tried building OSG on Cygwin 1.7 and I first tried to do it without X 
but it seems that osgviewer seems to insist on X11 and that WIN32 
option has been removed (or is that what you get if you leave it at 
none).  

At any rate I finally accepted the defaults (except adding -DNOMINMAX 
and was bale to get osg to build but to get edit several link.txt files 
during the build.  I ran Cmake and did the configure and generate and 
then each time it bombed using something involving osgviewer then I 
would go edit the appropriate link.txt file and add -lX11 -lXrandr to 
the executable line in that file and then execute the file.  This would 
complete the link and then when I started my make again it would move 
past that build and continue.  I did this for each link failure as 
follow:

In the build directory for OSG (my build root is /usr/develop/obj/osg):
/usr/develop/obj/osg/src/osgViewer

I edited the file:

vi ./CMakeFiles/osgViewer.dir/link.txt

and added the -lX11 -lXrandr to the line in link.txt.  I then executed 
the link.txt file as in :

./CMakeFiles/osgViewer.dir/link.txt

and the file built - so that was all it needed for osgViewer but...

I then would have to do this other parts of the build (osgArchive, 
osgConv and so on ) to get it to finish.

My question(s) is/are where do I find the logic that dictates during 
the Cmake configure what libs to include and in what files will I find 
this when the generate finishes.  I would like to tweak this so the 
cmake configure and generate for cygwin was smart enough add the X11 
and Xrandr libs.  

I would also like to know (if any knows) what in general should be the 
setting to get osgviewer to build without X11 on Cygwin and just use 
the opengl and no X.

thanks

bk


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[osg-users] Will OSG handle RAS to some other format before I try to get it to compile in Cygwin

2011-06-28 Thread Brian Keener
A year or so back I was able to get OSG to compile on Cygwin. Recently 
tried again and I am having a few issues.  Of course in the meantime I 
have moved from Cygwin 1.5 to 1.7 and that has major changes plus the 
GCC/G++ 4.3.4 compiler and changes within that to create the cross 
compiler as opposed to the old -mno-cygwin switch.  Any or all of these 
factors may be an issue.  I've tried following my old notes but if I 
accept the CCMake defaults where it finds X and OpenGl then it burps n 
Xsync and others which are in the X libs and present on my system and 
in the cmake.  If I try to make it a Windows appl and viewer then it 
burps on the _gl??? References.

Before I spend any more time on this I wanted to verify that OSG can 
convert a RAS image file to a bmp or jpeg or something.  We have some 
RAS images we tried to get from an AS400 for forms design but we need 
to get them back into another format to edit them and proceed.  Other 
programs I have tried tell me invalid/incorrect header.


Thanks for any assistance.

bk


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[osg-users] [build] Building only osgconv

2011-02-22 Thread Brian White
Hi,

I've got a server installation that has no GUI environment and I'd like to 
compile just osgconv so that no X11 or other GUI-related libraries are 
required. Is this possible?


Thank you!

Cheers,
Brian

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[osg-users] Original material names not used during export/write in osgconv

2011-02-22 Thread Brian White
Hi,

I noticed that at least with the Collada and OBJ writer plugins for osgconv, 
the original material names do not seem to be used in the output. Instead, 
generic names are used. If I use osgconv to output to .osg or .json (plugin 
from the osgjs website), the original material names are in the output as 
expected.

I also tried setting the notify level to 'DEBUG' when running osgconv, but I 
didn't see any errors or warnings regarding the materials.

If it matters, the input file is a 3ds model (I've also verified that lib3ds 
reads the material names properly).

Thank you!

Cheers,
Brian

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Re: [osg-users] depth and stencil buffers in multi-pass rtt

2011-01-10 Thread Brian R Hill
jp,

thanks for responding. i haven't tried this before so my initial concern was 
that this was the correct approach. i'm assuming from your response that it 
should work but that i'm missing some detail. i'll start digging deeper to see 
if i can figure out what i'm doing wrong.

clear masks
rtt camera 1 is color, depth, stencil
rtt camera 2 is color only

projections
both cameras have the same projection

depth range
not doing anything with depth range

i'll look through the renderstage code.

brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: J.P. Delport jpdelp...@csir.co.za
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 01/10/2011 02:05AM
Subject: Re: [osg-users] depth and stencil buffers in multi-pass rtt

Hi,

what is your clearmask set to for the 2nd camera? Are the projections 
the same for the 2 cameras? How about depth range?

Only other thing I can recommend is have a look at 
osgUtil/RenderStage.cpp and check for search for depthAttached. You'll 
find the code and osg bitmasks you can set for controlling depth/stencil 
for FBO.

jp



On 10/01/11 01:02, Brian ... wrote:
 folks,

 i'm trying to create 2 render to texture cameras that share the same
 depth and stencil buffer.

 i want to render color, depth, and stencil values with the first rtt
 camera and then use the resulting depth and stencil with the second rtt
 camera.

 this is what i'm doing:

 create color texture1
 create depth texture
 create stencil texture

 create rtt camera 1
 attach color texture 1
 attach depth texture
 attach stencil texture

 create color texture2

 create rtt camera 2
 attach color texture 2
 attach depth texture
 attach stencil texture

 here's the scene graph

 root
 rtt camera 1
 scene group 1
 rtt camera 2
 scene group 2

 the color, depth, and stencil textures look ok coming out of camera 1,
 but the depth and stencil textures after camera 2 are blank (all zero).

 is this the right way to do this?

 thanks,

 brian



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[osg-users] depth and stencil buffers in multi-pass rtt

2011-01-09 Thread Brian ...

folks,

i'm trying to create 2 render to texture cameras that share the same depth and 
stencil buffer.

i want to render color, depth, and stencil values with the first rtt camera and 
then use the resulting depth and stencil with the second rtt camera.

this is what i'm doing:

create color texture1
create depth texture
create stencil texture

create rtt camera 1
attach color texture 1
attach depth texture
attach stencil texture

create color texture2


create rtt camera 2

attach color texture 2

attach depth texture

attach stencil texture


here's the scene graph

root
rtt camera 1
scene group 1
rtt camera 2
scene group 2

the color, depth, and stencil textures look ok coming out of camera 1, but the 
depth and stencil textures after camera 2 are blank (all zero).

is this the right way to do this?

thanks,

brian
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[osg-users] Using a manipulator to follow a moving object

2010-12-09 Thread Brian Palmer
Hi,

I'm working on an application where the initial scene is scene is very large. 
However, as the user adds smaller objects to the scene I want the camera to be 
able to follow the objects. I'd like to be able to center the manipulator on an 
object and follow the object along a path.

I'm trying to use the orbitalManipulator's setTransformation function to do 
this by calculating an eye vector (based on a North East Down offset from the 
center and rotation back to X,Y,Z), a center (the object's position), and an up 
vector (the unit vector of the object's position). I can run the model and 
printout what appear to be valid vectors for the eye, center, and up, but the 
camera appears to be looking at my object from the wrong direction. 

Does my approach seem logical, and is there some obvious coordinate conversion 
that I'm not doing to go between global (x,y,z -model coordinates) to viewing 
(cameraManipulator) coordinates?

ViewerQT* canvas;

canvas-getCameraManipulator()-setTransformation(eye, center, up);

Thank you!

Cheers,
Brian

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Re: [osg-users] Using a manipulator to follow a moving object

2010-12-09 Thread Brian Palmer
Hi,

Sorry, I missed this reference in the wiki. I'll try to do better next time. I 
haven't got this working yet, but can't help but think this will be the right 
way to implement what I'm looking for.

Thank you!

Cheers,
Brian

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Re: [osg-users] Using a manipulator to follow a moving object

2010-12-09 Thread Brian Palmer
Hi,
How do I get the NodeTrackerManipulator to be relatively close to the node it 
is following? I've tried calling setDistance to no avail. It is seems to be 
using the boundingSphere of the base node as opposed to the node I'm trying to 
track. I don't where in the NodeTrackerManipulator the distance is set. It 
appears to follow in center and rotation only. Any ideas on how to get the 
NodeTrackerManipulator to follow a smaller object in a larger scene?

Thank you!

Cheers,
Brian

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[osg-users] rotating osgParticle::FireEffect

2010-10-21 Thread Brian Tomko
What is the best way to rotate an osgParticle::FireEffect?  It defaults to 
spraying particles down the +Z axis, but I want the effect to spray down the +Y 
axis.  I tried modifying the class so that the emitter was added to a 
positionattitudetransform but that does not seem to change anything.

Any suggestions?  I am using OSG 2.8.3 on windows.

Thanks

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[osg-users] osgmovie and gif files

2010-10-12 Thread Brian Tomko
When I load an animated gif file into osgmovie demo, the movie plays fine.  
However, the '+' key slows the movie down, and the '-' key speeds the movie up. 
 Why are the keys backwards?  I am using osg 2.8.3 on windows.

Also, in the demo, why is the pointer returned by the osgDB::readImageFile 
casted to an ImageStream as opposed to an ImageSequence (it failes to cast to 
an ImageSequence)?  I guess I'm not sure what the difference between the two 
are.  The implementation for the speed up and down are missing in the 
ImageStream class:

Code:
virtual void setTimeMultiplier(double) {}
virtual double getTimeMultiplier() const { return 0.0; }


but the implementation is present in the ImageSequence class:

Code:
virtual void setTimeMultiplier(double tm) { _timeMultiplier = tm; }
virtual double getTimeMultiplier() const { return _timeMultiplier; }


ImageSequence is the only class I see that inherits from ImageStream.

Thanks,
Brian

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Re: [osg-users] viewer-removeSlave does not make HUD visibly disappear

2010-10-04 Thread Brian Tomko
I found the problem.  I had a reference pointer to my camera which prevented 
the camera from getting deleted by the removeSlave function.  I didn't want to 
delete the camera, so I just did 
Code:
cameraHUD-setViewport(NULL);

 which worked.  Then I could set the viewport again when I wanted the HUD to 
reappear.

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Re: [osg-users] Rendering left right stereo frames in separate threads?

2010-10-01 Thread Brian Tomko
I have switched to point sprites and performance is over 10X better!  However, 
I had to do much research to get point size to match world unit sizes, as well 
as transparent textures and depth sorting to create spheres.  Here is what I 
did:

I used a shader to calculate point size:

Code:
m_stateSet-setMode(GL_VERTEX_PROGRAM_POINT_SIZE,osg::StateAttribute::ON);

const char* vertSource = {
uniform float windowHeight;\n
uniform float particleRadius;\n
void main(void)\n
{ \n
   gl_TexCoord[0] = gl_MultiTexCoord0;\n
   gl_FrontColor = gl_Color;\n
   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n
   vec4 mod = gl_ModelViewMatrix * 
gl_Vertex;\n//http://lumina.sourceforge.net/Tutorials/Point_sprites.html
//http://www.terathon.com/gdc07_lengyel.ppt
//gl_ProjectionMatrix[1][1] = e/a where:
//  e = focal length = 1 / tan(FOV / 2)
//  a = viewportHeight / viewportWidth
   gl_PointSize = particleRadius * gl_ProjectionMatrix[1][1] * windowHeight/ 
-mod.z ; \n
   } \n
};

const char* fragSource = {
uniform sampler2D tex;\n
void main(void)\n
{\n
vec4 texel = texture2D(tex,gl_TexCoord[0].xy);\n
gl_FragColor = gl_Color * texel;\n
}\n
};



I disabled GL_LIGHTING.

I set up transparency:

Code:
m_stateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
m_stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
m_stateSet-setRenderBinDetails( 0, RenderBin);
m_stateSet-setMode(GL_BLEND, osg::StateAttribute::ON);
m_blendFunc = new osg::BlendFunc();
m_blendFunc-setFunction(osg::BlendFunc::SRC_ALPHA, 
osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
m_stateSet-setAttributeAndModes(m_blendFunc, osg::StateAttribute::ON);



I enabled point sprites so that my texture would show up:

Code:
m_pointSprite = new osg::PointSprite();
m_stateSet-setTextureAttributeAndModes(0, m_pointSprite, 
osg::StateAttribute::ON);




I sorted all points by greatest distance from the camera eye vector to each 
point's origin.  I sorted the points (vertices) using std::sort

Thanks
Brian

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[osg-users] viewer-removeSlave does not make HUD visibly disappear

2010-09-30 Thread Brian Tomko
I created an HUD with the following code:


Code:

   //SETUP HUD
   m_rootHUD = new osg::Group();
   // create a camera to set up the projection and model view matrices, and the 
subgraph to drawn in the HUD
m_cameraHUD = new osg::Camera;
// set the projection matrix
m_cameraHUD-setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
// set the view matrix
   m_cameraHUD-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
m_cameraHUD-setViewMatrix(osg::Matrix::identity());
// only clear the depth buffer
m_cameraHUD-setClearMask(GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
m_cameraHUD-setRenderOrder(osg::Camera::POST_RENDER);
// we don't want the camera to grab event focus from the viewers main 
camera(s).
m_cameraHUD-setAllowEventFocus(false);
   m_cameraHUD-addChild(m_rootHUD);

   osgViewer::Viewer::Windows windows;
m_viewer-getWindows(windows);
if (windows.empty())
   {
  std::cout  error: no windows\n;
  exit(1);
   }
// set up cameras to rendering on the first window available.
m_cameraHUD-setGraphicsContext(windows[0]);
m_cameraHUD-setViewport(0,0,windows[0]-getTraits()-width, 
windows[0]-getTraits()-height);



Then I add some stuff to the group root node.  Then I add the camera to the 
viewer with the following code.


Code:

unsigned int slaveID = m_viewer-getNumSlaves();
m_viewer-addSlave(m_cameraHUD, false);




Now, when I decide I want to remove the HUD with the following code, it removes 
but the HUD is still visible.


Code:
if (!m_viewer-removeSlave(slaveID))
{
   std::cout  error removing slave   slaveID  \n;
   exit(1);
}



Shouldn't that command remove the HUD from the screen?

Thank you
Brian[/code]

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Re: [osg-users] Blending Multiple Texture on one triangle mesh with coordinate control

2010-09-27 Thread Brian Tse
thank you very much for your reply Robert.

Sorry to reply late. I finally got it working.

At the end i used texture3D instead of texture2D.

One problem i had with texture was shadowing. Originally, i used ShadowMap, but 
some reason, the second texture never show up. the shadowmap doesn't seems to 
let me set any texture unit higher than 0. I have changed it to shadowtexture, 
and it works.

I will tidy my code up and post it up to check if it is the most optimized.

Once again, Many thanks for your help, we appreciate your time.

Brian

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Re: [osg-users] Blending Multiple Texture on one triangle mesh with coordinate control

2010-09-18 Thread Brian Tse
Hi Alberto

Thank you very much for your quick response.

One of the reason our team has to do it via open scene graph is because our 
program has to modified the triangle mesh in real time, this include additional 
or removal or triangles. Therefore, (I may be wrong, because i m very new to 3D 
graphic) we can not do it via Blender or 3dMAX. 

Do you know if any function in osg i should look into to do that function?

Many Thanks for your help and we appreciate your effort.
Regards
Brian

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[osg-users] Blending Multiple Texture on one triangle mesh with coordinate control

2010-09-16 Thread Brian Tse
Hi All

I am very new to Open Scene Graph and please accept my apology if this is a 
very obvious question. Your answer is grateful appreciated.

Currently, I build a triangle mesh in osg (eg. triangle mesh is a teddy bear 
model)
I want to implement 2 texture (eg. hair.jpg and skin.jpg)

Is there a way i can blend 2 texture together on one single triangle mesh? (eg. 
hair.jpg showing on one side of the teddy bear model and skin.jpg showing on 
the other side?) Between them, they can blend together nicely in some way?

In the other words, is there a way we can control the texture based on the mesh 
vertices coordinate information with multiple texture?

Thank you very much and sorry this might be a very obvious question. Your 
Answer will be very helpful.
Brian

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Re: [osg-users] Rendering left right stereo frames in separate threads?

2010-09-15 Thread Brian Tomko
Thanks for your help Robert.  I think I will take your advice as to seeing why 
my app is so cpu limited.  I am doing a 600 particle simulation using the 
bullet physics library.  Therefore, I have 1 geometry, 600 geodes, 600 
materials, and 600 Positionattitudetransforms.  The shared geometry and the 
materials are attached to the geodes which are then attached to the PAT's.  The 
application runs in real time, and every frame each sphere position and 
material color changes.  I do all the physics stuff and the updating of the 
positions and materials in a separate thread.  So the main OSG thread just runs 
viewer.frame() with no node update callbacks.  I am running the viewer in 
single threaded mode.  I profiled the main thread and find that most of the 
time spent is in osg::group::computebound and osg::matrixd::premult, 
premulttranslate, postmult, etc.   Is there maybe another structure other than 
Positionattitudetransform that I can use where I can do all the matrix 
computations 
 in my other thread so that viewer.frame() doesn't have to do them?  Any other 
suggestions?


... 

Thank you

Brian

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[osg-users] Rendering left right stereo frames in separate threads?

2010-09-12 Thread Brian Tomko
Hi,
  I have a 1 camera 1 viewport OSG app that uses close to 50% of the CPU.  When 
I enable stereo (anaglyph/quad buffered), CPU utilization nearly doubles.  Is 
there a way to split the left and right eye frame rendering into separate 
threads so that I can take advantage of mulitcore?  I am using osg 2.8.3 on 
windows.

... 

Thank you

Brian

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Re: [osg-users] EXTERNAL: Re: TerraPage terrain LODs are jumping again - have LODranges to b

2010-09-09 Thread Salomon, Brian D
Hi Martin,

A fix for this was submitted last month to osg-submissions but I think it's 
been overlooked.  Please see:

http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2010-August/006869.html

The problem was obscured because it only happens when the loaded PagedLOD count 
exceeds _targetMaximumNumberOfPageLOD.  It is also obscured in OSG versions 
prior to 2.9.x that seem to use expiryTime differently.

Regards,
Brian



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin 
Scheffler
Sent: Wednesday, September 08, 2010 9:10 AM
To: osg-users@lists.openscenegraph.org
Subject: EXTERNAL: Re: [osg-users] TerraPage terrain LODs are jumping again - 
have LODranges to b

OK, I managed to make this reproducible.

I am attaching a zip with a terrain and a cpp file. If it does not work then 
get it here:
http://www.megaupload.com/?d=TZZMVTHZ

This archive contains a terrapage terrain. I was not able to find freely 
available txp files, so I had one generated. Feel free to use this for examples 
if you ever need a terrapage terrain.
The cpp in the archive simply displays the terrain and then wastes time in a 
loop printing strings to the console. The terrain looks good when I don't print 
too many strings, but when I make it print more strings then the spazzing 
begins. 

I will have to let this rest for a few days, but will have to solve this 
eventually. So any ideas are appreciated. Thanks!

Cheers,
Martin

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Re: [osg-users] Issue with normal vectors

2010-08-26 Thread Brian R Hill
Just try this and see how it works:

geometry-setNormalBinding(osg::Geometry::BIND_PER_VERTEX);

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Werner Modenbach werner.modenb...@texion.eu
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/26/2010 07:08AM
Subject: Re: [osg-users] Issue with normal vectors

Thanks Robert, I get closer to it.

Just for verification:

If I have i.e. 10 vertexes and I get 20 calls to the callback method each 
defining a triangle.
Each call gives me 3 indexes, 3 normals and 3 texcoords.

Right now I just push everything into the corresponding arrays and at the end 
I call:
    geometry-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, osgVertexIndices-size()));

You say this will not work because:
1) geometry-setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE_SET);
    expects just 1 normal for the whole thing (?)
2) Texture coordinates are allways bound per vertex?

In this case I have to:
1) initialize a normal array with Vec3(0.0, 0.0, 0.0)
    for each triangle callback I have to look on each vertex index , if the
    indexes normal is 0
        if yes:  just set it
        if no:   duplicate the vertex at the end of the vertexes and push_back 
                   the normal
2) do something comparable on the texcoords

Is that your recommendation?

Is there any way to bind normals to the vertex indexes?

Thanks in advance!

- Werner -

Am Donnerstag, 26. August 2010 12:06:34 schrieb Robert Osfield:
 Hi Werner,
 
 
 BIND_PER_PRIMITIVE_SET will mean that you'll have one of the
 associated attribute (i.e. colour, normal) per osg::PrimitiveSet
 attached the osg::Geometry, so if you have one osg::DrawElementsUShort
 used for the triangles then you'll need just one of the associated
 attribute for it.
 
 BIND_PER_PRIMITIVE will apply the attribute per primitive in you case
 per triangle.
 
 Tex coords in the OSG are always bound per vertex, there isn't a
 control to alter this.
 
 If you have a vertex array and indices for your triangles the natural
 thing to do would be to use a osg::DrawElementsUShort(GL_TRIANGLES)
 then use push_back(tri.p1) for each index on each triangle.
 
 I would suggest binding the normals per vertex, you'll have to do this
 for the tex coords as well.  If a single vertex will have multiple tex
 coords or multiple normals associated with it due to differences in
 the triangles then you'll need to duplicate the vertices and remap the
 indices on the triangles to fit this.
 
 Robert.
 
 On Thu, Aug 26, 2010 at 10:38 AM, Werner Modenbach
 
 werner.modenb...@texion.eu wrote:
  Thank you Paul for your response.
  
  Yes, you are right, the solution isn't perfect at all. But I'm
  integrating some external code which is just giving me a vertex array
  and a per triangle callback with vertex indexes and normal and texture
  coords.
  
  And further more I need some screenshots very urgently for a customer
  presentation.
  
  The performance improvement has to wait :-(
  
  So I try to analyse why it's not working. And I detected something I
  don't understand.
  In my opinion it should give the same result having:
  1) one normal per triangle an binding PER_PRIMITIVE
  2) 3 times the same normal and binding PER_PRIMITIVE_SET
  
  But it doesn't. So I'm confused.
  
  Thanks for further hints.
  
  - Werner -
  
  Am Mittwoch, 25. August 2010 22:41:14 schrieb Paul Martz:
  Werner Modenbach wrote:
   Maybe someone can give me some explanation on my stupid little
   problem.
   
   I have a geometry being composed of TRIANGLES.
   I have a vertex-array, a verted-index-array and a normal-array
   assigned to my geometry.
  
  Off-topic: Do you need to use the vertex-index-array? It is deprecated:
           /** deprecated - forces OpenGL slow path, just kept for
  backwards compatibility.*/
           void setVertexIndices(IndexArray* array);
  
   3 indexes and 3 normals per Triangle.
   Normal binding is set to BIND_PER_PRIMITIVE_SET.
   
   Unfortunately the rendering shows the geometry flat in curious dark
   colors and some unexpected light behaviour.
   For analysis purpose I set the normal binding to BIND_PER_PRIMITIVE
   and pushed just 1 normal per TRIANGLE.
   Everything looks good except I see the triangles and the geometry
   isn't smooth.
   The next test is pushing the same normal vector 3 times and setting
   the binding back to BIND_PER_PRIMITIVE_SET.
   In my understanding this should give the same optical result as
   before. Unfortunately it doesn't

Re: [osg-users] Issue with normal vectors

2010-08-25 Thread Brian R Hill
Try BIND_PER_VERTEX

Brian

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To: osg-users@lists.openscenegraph.org
From: Werner Modenbach werner.modenb...@texion.eu
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/25/2010 04:16PM
Subject: [osg-users] Issue with normal vectors

Maybe someone can give me some explanation on my stupid little problem.

I have a geometry being composed of TRIANGLES.
I have a vertex-array, a verted-index-array and a normal-array assigned to my 
geometry.
3 indexes and 3 normals per Triangle.
Normal binding is set to BIND_PER_PRIMITIVE_SET.

Unfortunately the rendering shows the geometry flat in curious dark colors and 
some unexpected light behaviour.
For analysis purpose I set the normal binding to BIND_PER_PRIMITIVE and pushed 
just 1 normal per TRIANGLE.
Everything looks good except I see the triangles and the geometry isn't 
smooth.
The next test is pushing the same normal vector 3 times and setting the 
binding back to BIND_PER_PRIMITIVE_SET.
In my understanding this should give the same optical result as before. 
Unfortunately it doesn't and everything is dark again.

I guess, I misunderstand something with the normal bindings.

Any hint is highly appreciated. Thanks in advance

- Werner -
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-13 Thread Salomon, Brian D
Hi Alessandro and Michael,

I have similar timing-related playback errors on a multi-take FBX exported from 
MotionBuilder.

Playback in: OSG 2.9.8
OSG FBX plugin built with: FBX Sdk 2011.2: fbxsdk_md2005.lib / 
fbxsdk_md2005d.lib
FBX exported from: MotionBuilder 2011

QuickTime can move between all twenty(ish) animation takes and play them with 
proper timing.  The only oddity is that after each animation plays, there is a 
variable length dead space on the playback timeline in which the model does not 
move.  For example, the first 40% of playback is animated normally, then it 
stays in a static pose for the remaining 60% of the timeline.

Playback is different using the osgViewer modified for FBX playbacks and 
changing takes/animations when a key is pressed.  Calling playAnimation() moves 
the character to the correct initial pose but he does not move.  In the 
debugger, the animation durations appear correct (e.g., 12 seconds) but for 
most takes the model is motionless the whole time.  For a few takes, after a 
long pause the model eventually runs part of the animation at very high-speed, 
in the way that Alessandro's 3-bouncing-balls model played at high speed.  Then 
even these return to a static pose for the remainder of their play time.

My best guess is the timing is thrown off and this is somehow compounded across 
takes.  The plugin has FPS hard-coded to 25 fps so we tried exporting at both 
25 fps and 30 fps with only slightly varying results.

I can email a sample file to demonstrate this (~15 MB).

Thanks,
Brian


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alessandro 
Terenzi
Sent: Friday, July 09, 2010 6:56 AM
To: OpenSceneGraph Users
Subject: EXTERNAL: Re: [osg-users] FBX Plugin: animation speed not as 
expected...

I've downloaded the latest source code of the FBX plugin and osgAnimation from 
svn but, I'm still experiencing different playback speed with respect to 
QuickTime moreover I have also problems with the animations themselves.

As I said I'm using the latest code for FBX plugin and osgAnimation, on the 
other hand I'm using OSG 2.9.6 for all other plugins and libraries, so my 
question is: beyond the FBX plugin itself and osgAnimation what else could 
cause the problems with animations I'm experiencing? (ie not only speed, but 
also wrong/bad animation playback in general)

By the way, I tried with both QuickTime and the ViewScene example that comes 
with the FBX SDK, they both play every model correctly. Talking about test 
models, I tryed:

humanoid.fbx: model messed up during animation
the 3-bouncing-balls model (sent to Michael some days ago): animation played at 
exagerated speed

and now I have two more humanoid models one of which has the same problems of 
humanoid.fbx and the other seems to be missing some starting and ending frames. 
I'm going to send them to Michael.

Regards.
Alessandro

On Thu, Jul 8, 2010 at 9:35 AM, Alessandro Terenzi 
a.tere...@gmail.commailto:a.tere...@gmail.com wrote:
Ok, thanks Michael, I will double check that I'm really using the latest source 
code for both the FBX plugin and osgAnimation.

Regards.
Alessandro
On Wed, Jul 7, 2010 at 6:54 PM, Michael Platings 
mplati...@gmail.commailto:mplati...@gmail.com wrote:
Hi Alessandro, I can't reproduce the problem so I don't know why you're seeing 
that, sorry.
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[osg-users] [osgPlugins] Exception Raised in Loading Multiple Collada Files with readNodeFile()

2010-05-26 Thread Brian Leung Sze Wing
Hi,

I have a problem loading multiple collada files into osg.

here's the code:

osg::Node*  node1 = osgDB::readNodeFile(tank.dae);
osg::Node*  node2 = osgDB::readNodeFile(hand.dae); 

There's an heap allocation exception when the code is trying to
load the second dae file. 

Weird that if the second file is an ive file, everything seems fine. 


Thank you!

Cheers,
Brian

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Re: [osg-users] Increase image-quality - increase 'Draw' time

2010-03-18 Thread Brian ...

Rick,

The draw/gpu time is going up because you're making it do more work. Google is 
your friend, look up the terms to get a basic understanding what they are.

Brian

 From: rick.apple...@altenpts.nl
 Date: Thu, 18 Mar 2010 15:18:07 +
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Increase image-quality - increase 'Draw' time
 
 Hi everyone,
 
 We were just doing some performance testing when we noticed that increasing 
 the image quality in the NVidia control panel (adding anisotropic filtering, 
 anti-aliasing and multi-sampling) makes the time spent in the 'Draw' section 
 increase greatly. This wasn't something we were expecting. The time in GPU 
 also goes up, but that is to be expected.
 
 We're assuming the extra time is spent in the driver somewhere, but we have 
 no clue why.
 
 Would anyone dare to hazard a guess?
 
 Thank you!
 
 Cheers,
 Rick
 
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[osg-users] Off Topic: EPX-50 Anyone know anything about these?

2010-03-12 Thread Brian ...

Folks,

I'm looking for any info I can find on the Rockwell Collins EPX-50. One of our 
marketing guys wants to move our visual applications to these. We currently run 
osg on commodity hardware.

Brian
  
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Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-10 Thread Brian R Hill
At the highest level:

Update - cpu processing your application is performing

Cull - cpu processing performed by osg in traversing the scene graph and
packaging drawing state

Draw - cpu processing for sending drawing state to gpu and gpu processing
of the drawing state

If Update stage is large, you need to determine what part of your
application is taking the time and optimize it.

If Cull stage is large the scene hierarchy is too complex and needs to be
optimized - spatial optimization, flatten static hierarchies, ...

If Draw stage is large then you need to determine if you are vertex or
pixel limited. If you grab the window corner and shrink/expand it's size
and the performance increases/decreases significantly, then you are
pixel/fill limited (too much depth complexity/too much pixel processing).
If the performance doesn't change then you are probably vertex/transform
limited (too many verts/too much vertex processing).

It's actually much more complex than this, but it's how I start diagnosing
performance issues.

Run your scene in osgViewer to see how fast it renders. You might have to
build the scene in your regular app and then save the scene root to an .ive
file, which you can load into osgViewer.

A really good tool to use is an OpenGL command logger. It logs all the
actual OpenGL commands that OSG is issuing and can help identify problem
areas.

Brian

-osg-users-boun...@lists.openscenegraph.org wrote: -

To: osg-users@lists.openscenegraph.org
From: Frank Sullivan knarf.navil...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 11/10/2009 12:41PM
Subject: [osg-users] Would someone be willing to help me diagnose a
performance issue?

Hello,

I have two applications, both of which are displaying basically the same
scene. One application runs at 230+ fps while the other runs at about 45
fps. I'm trying to figure out what is causing this performance difference.
Using high-precision timers, I've been able to determine that the
difference occurs somewhere in the rendering of the scene graph, but I'm
not 100% sure where. I have a couple of ideas, but each will take some
amount of time to investigate, and so I was hoping someone might be able to
lead me towards the most-correct answer.

The first idea I had concerns differences in how the scene graphs are
structured in each application. The quick app works simply by loading the
three models that it needs (from FLT files, so these 'models' are in fact
complex sub-graphs) and attaches them to the root node, and sets that root
node as the scene data.

The slow app loads every model that could possibly ever be used (52 in all,
and again each 'model' could actually be a complex sub-graph). These 52
nodes are then attached to the root, and their visibility is turned off by
setting their node mask to 0. Then, if the user of the application wants to
see a model, the app will copy the node (and all of it's children) and then
add this copy to the scene root group, with the visibility turned on. This
way, if the user of the app wants to populate the scene with many instances
of the same model, they can do so, because each time they do it, a separate
copy of the node is made.

I realize that there are a lot of things that can be done to make the slow
app more memory-efficient. For instance, it could use lazy loading to load
a model only when it is needed (although this may cause a noticeable delay,
but that would probably be fine). And if the user wants to see several
instances of this model, this could be accomplished without copying the
model's entire subgraph. Instead, we could simply create a new matrix
transform, and add THAT to the root, and add the model's node as a child of
this new matrix transform (at which point, the model's node will have more
than one Matrix Transform parent).

However, these issues seem to pertain more towards memory efficiency than
rendering efficiency, so I'm not sure if this is going to solve my
immediate problem (although it is almost certainly something I will
implement later on).

Related to this, I was wondering if anyone had an explanation as to what
the Camera / View statistics referred to. I read the Quick Start Guide, and
it had excellent information about the Event/Update/Cull/Draw/GPU chart at
the top of the statistics screen, but I'm not exactly sure what the
statistics in the Camera / View windows refer to. For instance, does the
Vertices stat refer to the total number of vertices in all of the
drawables, whether those drawables are visible or not? The reason I ask is
that, in terms of these statistics, both the Quick App and the Slow App
have nearly-identical numbers in the View section, but in the Camera
section, the Slow App's numbers are way, way, way higher. I wonder if this
tells me something about how to optimize the Slow App to bring it up to
speed.

The other major difference I noticed was in the threading model. The Quick
App uses DrawThreadPerContext and the Slow App uses

Re: [osg-users] Loading mesh without textures

2009-10-15 Thread Brian R Hill
Just loop it through osgconv to strip the textures out.

osgconv original_file_with_textures.ive new_file_no_textures.osg
osgconv new_file_no_textures.osg new_file_no_textures.ive

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -


To: osg-users@lists.openscenegraph.org
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 10/15/2009 09:02AM
Subject: Re: [osg-users] Loading mesh without textures

Hi Martin,

 This does not seem to work. The removeTextureAttribute method is called,
but I can still see the textures on the meshes. Is this the correct way to
remove the textures?

Keep in mind that Drawables also have a stateset which you won't get to
by using the code you posted. So in addition to removing the textures on
all statesets assigned to nodes, you also need to override apply(Geode)
and loop through all Drawables and remove the textures there too.

If that still doesn't work, then you could use osgDB::writeNodeFile()
after running the visitor, to output the resulting subgraph to a .osg
file which you can load in a text editor to see where the remaining
textures are.

Hope this helps,

J-S
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Re: [osg-users] Rendering Optimizations Not Working

2009-09-30 Thread Brian Hill
I found the problem. The complex app was creating it's own root node and 
setting it's rendering hint to transparency. Not sure why it did that. Now it's 
working like a charm.

Thanks,

Brian

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Re: [osg-users] Rendering Optimizations Not Working

2009-09-30 Thread Brian ...

Hi Robert,

My comment Not sure why it did that was about why the complex app wanted to 
set the transparency, not why it changed the performance. Once I found it I 
understood what it was doing - render order based on distance from camera 
instead of order based on optimized state.

BTW - kudos to the developers of bugle. I've never used an opengl trace logger 
before and was really excited about the insight it provides.

Thanks for your help. 

Brian

 Date: Wed, 30 Sep 2009 15:52:06 +0100
 From: robert.osfi...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Rendering Optimizations Not Working
 
 Hi Brian,
 
 On Wed, Sep 30, 2009 at 2:10 PM, Brian Hill br...@hotmail.com wrote:
  I found the problem. The complex app was creating it's own root node and 
  setting it's rendering hint to transparency. Not sure why it did that. Now 
  it's working like a charm.
 
 Setting hint to drop the geometry into transparent bin - which is
 depth sorted rather than state sorted will break state sorting, so
 you'll end up with many more state changes that incur greater CPU load
 on draw traversal and load down on the GPU.   So if you keeping the
 number of transparent objects to the minimum that need it results in
 best performance.
 
 Robert.
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[osg-users] Rendering Optimizations Not Working

2009-09-24 Thread Brian R Hill

Folks,

I'm rendering a scene with 3 different objects instanced 500 times each.

When I run it in osgviewer is achieves 1000 hz, when I run it in a simple
osgViewer::Viewer based app it runs at 1000 hz, when I run it in a more
complex osgViewer::Viewer based app it runs at 30 hz. All the additional
time is in the draw process.

I used bugle to capture the opengl output (bugle is fantastic!) from the 3
apps and the first two outputs were practically identical - the 3 objects
graphics state are setup once, followed by 500 glLoadMatrix and glCallList
calls.

3 x (graphics setup, 500 x (matrix, calllist))
3 graphics state changes

The more complex app is completely different, the objects are drawn in
arbitrary order with their graphics state updated every time.

3 x (500 x (graphics, matrix, calllist))
1500 graphics state changes

All apps call osgUtil::Optimizer::optimize on the scene.

I'm digging through the complex app to see if there's a
disable_rendering_optimizations call.

Does anyone know what would cause this type of behavior?

Thanks,

Brian



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Re: [osg-users] Huge triangle mesh / Geometry Clipmap

2009-09-16 Thread Brian R Hill
Have you looked into streaming meshes? I've only looked at them briefly,
but they look somewhat related.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: David Angelo vonengel.gro...@googlemail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 09/16/2009 03:26PM
Subject: Re: [osg-users] Huge triangle mesh / Geometry Clipmap

Hi Robert, hi folks,

last century. ;-) Good to have an expert in this area.
About VPB and osgEarth. I think so too. Nevertheless, they are both
great tools! Thumbs up for the developers.

The input data I currently have is a regular grid with holes. At the
moment support for irregular meshes is not needed. All mesh
manipulationa will be based on the regular grid. Do you have a hint
how to efficiently triangulate this regular grid with holes?

Since the resulting mesh will be pretty big and may not fit in the
texture memory (I also have to share resources with a ravenous volume
renderer), my first thought was using a continious LOD (no popping)
approach. Does anybody have experience with such an algorithm? This
algorithm may also be interesting for VPB.

Ah, I almost forgot, the hole algorithm must be an out-of-core
solution. So most propably I need to do paging at least between the
main memory and the texture memory. Paging between hard disk and main
memory may not be needed, since they normally have machines with quite
a lot of memory.

Thanks in advance for your comments.

Cheers,
David


On Wed, Sep 16, 2009 at 10:27 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi David,

 I used to work in the oil-gas sector so I'm rather familiar with needs
for
 visualizing large seismic horizon meshes, albeit a bit rusty - it was
last
 century that I did the work :-)

 VPB and osgEarth aren't likely to be too helpful for you as they really
 aren't geared up for the quite specific type of needs you have.  What
route
 you take depends upon some of the constraints that you might be able to
put
 upon the geometry.  For instance, is it a regular grid with holes, or
does
 this mesh need to be an irregular triangle mesh?

 Robert.

 On Tue, Sep 15, 2009 at 8:40 PM, David Angelo
 vonengel.gro...@googlemail.com wrote:

 Hi folks,

 I am starting to work on a project, where I have to render and
manipulate
 huge
 triangle meshes (~200 mio. vertices).
 The meshes are seismic horizons, which are quite similar to ordinary
 terrain
 meshes. However, theses meshes can and will have holes.
 I think both VPN and osgEarth (which are pretty cool and I used them in
 different contexts) are not suited for this purpose.
 For the rendering part, my first idea was to use the Geometry Clipmap:
 http://research.microsoft.com/en-us/um/people/hoppe/geomclipmap.pdf
 technique by Losasso  Hoppe. Has anybody already implemented it
 (preferably
 with OSG), or does anybody know if this technique supports meshes with
 holes?
 Perhaps an integration of this technique into VPB would also be worth
 thinking
 of.
 What do you think?

 Cheers,
 David
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Re: [osg-users] Transforming on coordinate system

2009-09-11 Thread Brian ...

Hi Akilan,

 

The matrix you created (rot), does rotate 90 degress around the X-axis. You 
need to look at the resulting geometry position to determine if it's what you 
really want.

 

BTW, There's a fantastic book for learning all about transforms and I think it 
should be required reading for anyone working with OSG.

 

Mathematical Elements for Computer Graphics, David Rogers and Alan Adams

 

Brian

 
 
 From: akilan.thangam...@gmail.com
 Date: Fri, 11 Sep 2009 11:44:47 +
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Transforming on coordinate system
 
 Hi,
 
 I have drawn a geometry normal to XY-plane and I would like to transform it 
 in such a way that it must be normal to YZ-plane.I did rotation for 90 degree 
 about X-axis. Will it do what I wanted to do? The corresponding code would 
 seems to be ,
 
 ..
 
 osg::Matrix 
 rot=osg::Matrix::rotate(osg::DegreesToRadians(90.),osg::Vec3f(1.0,0.0,0.0));
 
 ..
 
 
 
 Thank you!
 
 Cheers,
 Akilan
 
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Re: [osg-users] Paging strategies for road tiles

2009-08-26 Thread Brian R Hill
Hi Bjorn,

It looks like the problem is your tiles are larger than 2000 m radius.

Try setting the range to the tile radius, or some multiple (1.5 * radius,
2.0 * radius).

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Björn Blissing bjorn.bliss...@vti.se
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/26/2009 11:56AM
Subject: [osg-users] Paging strategies for road tiles

Hi all,

My application involves road vehicles driving down long roads. Approx 1000
km of continuous road. The problem is that I can only hold about 100 km of
road before system memory runs out. Plan B then naturally falls on some
sort of paging strategy. I rewrote the software so it generates .ive files
containing about 10-30 km road. Then the plan was to use pagedLOD to page
in the files when needed.

My test program only uses four of these tiles, but I do not seem to get it
right. My pagedLOD nodes all lie under the scene graph root. Each one only
contains a reference to the corresponding .ive file and a range set from 0
to 2000 (since I don't want the next geometry to be paged in until I am
closer than 2000 meters). The center of each pagedLOD node is set to the
center point of the geometry in the file and the radius is set to half the
length of the road in the file.

But no geometry is ever paged in.

If I set the center to (0, 0, 0) the geometry will page in the first
segment of road, but then the geometry disappears when I traveled more than
2000 meters. The other tiles never shows up.

I am obviously missing something when setting up my pagedLOD. If someone
could give me a hint I would be most thankful.

Best Regards,
Björn

If I output my scenegraph to a osg-file this is the content:

Group {
  nodeMask 0x
  cullingActive TRUE
  num_children 4
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 8933.58 -982.774 0
Radius 9008.5
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile1.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 19930.8 8704.41 0
Radius 6001
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile2.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 34616.1 17445.3 0
Radius 11875
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile3.ive
}
num_children 0
  }
  PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 47754.4 25857.3 0
Radius 3955
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 1 {
  0 2000
}
NumChildrenThatCannotBeExpired 0
FileNameList 1 {
  c://tile4.ive
}
num_children 0
  }
}
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Re: [osg-users] How to read big openscenegraph files?

2009-08-25 Thread Brian R Hill
Use the source attached to this link. It should do what you want.

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html


Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: osg-users@lists.openscenegraph.org
From: Trajce Nikolov nikolov.tra...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/25/2009 04:54PM
Subject: Re: [osg-users] How to read big openscenegraph files?

Hi Colli,

please post the master.flt. I have done this in the past, and yes, I have
managed dbs larger then 6gb. I ll help you. it is trivial

Nick

http://www.linkedin.com/in/tnikolov


Sent from Benoni, Gauteng, South Africa

On Tue, Aug 25, 2009 at 10:50 PM, Colli Bann

coli...@gmx.de

 wrote:

Hi,


i am sorry for not providing all informations! I was running osgconv on
linux 11. The cpu tool over 90% and from memory over 90% as well, before it
blew up with a bad alloc. I resized the swap space to over 20Gig, because
i thought, that he had problem with memory allocation because it seems,
like some of you mentioned, that osgconv is first trying to get all of the
5 Gig into its memory.


Yes, there is a master.flt, and i will try to transform it, but i do not
know, if i am able to do that because i already to try to do an
osgDB::ReadNodeFile but the outcome was the same: it stopped with a Bad
alloc.


Thank you so much, but i wonder, how other companies manage to handle files
bigger than 6 Gig.


Thank you!



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Re: [osg-users] How to read big openscenegraph files?

2009-08-25 Thread Brian R Hill
Hi Nick,

It won't touch any nodes other than the externally referenced node/file.

Check out the code, it's really pretty simple.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Trajce Nikolov nikolov.tra...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/25/2009 05:33PM
Subject: Re: [osg-users] How to read big openscenegraph files?

this will work for some cases , not for all. All depends how TerraVista
exported the database. As I can recall, there are several options for the
origins. You might end up with matrix attached to the Xref nodes in the
master file. But it is worth of giving it a try


Nick

http://www.linkedin.com/in/tnikolov

Sent from Benoni, Gauteng, South Africa

On Tue, Aug 25, 2009 at 11:28 PM, Brian R Hill

bhil...@csc.com

 wrote:

Use the source attached to this link. It should do what you want.


http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html





Brian


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osg-users-boun...@lists.openscenegraph.org
 wrote: -


To:
osg-users@lists.openscenegraph.org


From: Trajce Nikolov 
nikolov.tra...@gmail.com


Sent by:
osg-users-boun...@lists.openscenegraph.org


Date: 08/25/2009 04:54PM

Subject: Re: [osg-users] How to read big openscenegraph files?


Hi Colli,


please post the master.flt. I have done this in the past, and yes, I have

managed dbs larger then 6gb. I ll help you. it is trivial


Nick


http://www.linkedin.com/in/tnikolov




Sent from Benoni, Gauteng, South Africa


On Tue, Aug 25, 2009 at 10:50 PM, Colli Bann



coli...@gmx.de




 wrote:


Hi,



i am sorry for not providing all informations! I was running osgconv on

linux 11. The cpu tool over 90% and from memory over 90% as well, before it

blew up with a bad alloc. I resized the swap space to over 20Gig, because

i thought, that he had problem with memory allocation because it seems,

like some of you mentioned, that osgconv is first trying to get all of the

5 Gig into its memory.



Yes, there is a master.flt, and i will try to transform it, but i do not

know, if i am able to do that because i already to try to do an

osgDB::ReadNodeFile but the outcome was the same: it stopped with a Bad

alloc.



Thank you so much, but i wonder, how other companies manage to handle files

bigger than 6 Gig.



Thank you!




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Re: [osg-users] Turning off main osgViewer camera

2009-08-11 Thread Brian R Hill
Try setting the main camera node mask to 0 when you don't want it to render
and 0x when you do.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: J.P. Delport jpdelp...@csir.co.za
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/11/2009 10:15AM
Subject: Re: [osg-users] Turning off main osgViewer camera

Hi,

sorry I might have answered too fast. What do you want the main camera
to render when you are taking screenshots? What is it rendering when
when you only attach the FBO camera?

AFAIK you still need to call viewer frame() to trigger the FBO, but you
can make the main camera just render nothing. If you want to run an FBO
camera without creating a window, then consider the pbuffer option for
the main frame buffer.

See also maybe the osgscreencapture example.

jp

J.P. Delport wrote:
 Hi,

 have a look at the osgautocapture example. Set the main camera to render
 offscreen, pbuffer.

 jp

 jake chambers wrote:
 Hi,

 I have an application where I setup a normal osgViewer view with
 setUpViewOnSingleScreen(). This works fine.

 I also create an FBO camera to which I add my scene. When I want to
 take a screenshot of the application I call
 osgviewer-setSceneData(myFBOCamera) and render via
 osgviewer-eventTraversal() / updateTraversal() /
 renderingTraversals(). After I get the screenshot I restore my normal
 scene with osgviewer-setSceneData(mySceneData). This also works fine
 for taking screenshots.

 What I want to do now is to turn off the main camera whilst I render
 the FBO (ie if I create a lot of screenshots for a movie I don't want
 to render to the screen). How can I turn off the main camera and
 render only to the FBO?
 I've tried calling osgviewer-setCamera(NULL) without sucess. Indeed
 when I meddle with the main camera I dont get a valid image from my
 FBO. I think this makes sense as the FBO is under the main camera(?).
 I also tried calling osgviewer-setCamera(myFBO) but no luck that way
 either. I also can't restore the original camera to the osgviewer.

 Perhaps I am solving the problem the wrong way - is there a better
 method? Perhaps having two seperate osgViewer objects? But then I
 think I have only one conceptual View (my FBO always shows the same
 view as the main camera, it's only a question of if the main camera
 should render an image or not), so having one Viewer, one View and two
 Cameras feels correct - it's just that it doesn't work :-)


 Thank you!

 Cheers,
 jake

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Re: [osg-users] Infinite Grid in OSG

2009-08-07 Thread Brian R Hill
Andrew,

You could implement it as an ortho projection (look at HUD examples) and
draw text and lines as geometry based on current scale and position.

Brian

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To: osg-users@lists.openscenegraph.org
From: Andrew Thompson andyb1...@yahoo.co.uk
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/07/2009 09:42AM
Subject: [osg-users] Infinite Grid in OSG

Hi there,

A simple question, would anyone know how I could implement an infinite grid
in OSG?

This is an image showing what I am trying to achieve.

[Image: http://i137.photobucket.com/albums/q217/andyb1979/InfiniteGrid.png]

Ideally as the user zooms in/out I would like the grid to subdivide.

Do forgive me if this has been asked before. I found some examples about
texturing a geode and moving it with your camera, but I need my grid to be
static, starting at the origin, and show divisions in 1/10 unit spacing.

Thank you!

Andrew

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Re: [osg-users] Infinite Grid in OSG

2009-08-07 Thread Brian R Hill
Andrew,

I would recommend converting your glBegin/glEnd code to use native osg
drawing constructs (geode,geometry,primitives,...). Check out the
osggeometry example.

Brian

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To: osg-users@lists.openscenegraph.org
From: Andrew Thompson andyb1...@yahoo.co.uk
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/07/2009 10:57AM
Subject: Re: [osg-users] Infinite Grid in OSG

Ok, so I could use a HUD and attach behind my scene - clever, I like it :-)

Now the question is, how do I get access to just glBegin/glEnd?

I was thinking of creating a class that inherits ShapeDrawable and just
rendering my lines (I have found some legacy code that calculates the lines
and subdivisions using simple GL calls). However I realised that was a
stupid idea as Shapes do not draw themselves, but ShapeDrawable draws them,
so I assume that a custom shape will not get rendered.

Thank you!

Andrew

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[osg-users] Offscreen Rendering - clamping problem

2009-08-05 Thread Brian R Hill

Folks,

I'm doing offscreen rendering using fbos with attached images. I'm also
using the postdrawcallback to do additional processing. Currently the
image/texture copy occurs before the postdrawcallback resulting in the
image/texture not having the postdraw effects.

Is there a reason why the copy isn't after the postdrawcallback?

Thanks,

Brian


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[osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill

Sorry about the multiple posts/wrong subjects. Another copy/paste artifact.

Folks,

I'm doing offscreen rendering using fbos with attached images. I'm also
using the postdrawcallback to do additional processing. Currently the
image/texture copy occurs before the postdrawcallback resulting in the
image/texture not having the postdraw effects.

Is there a reason why the copy isn't after the postdrawcallback?

Thanks,

Brian

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Re: [osg-users] Offscreen Rendering - clamping problem

2009-08-05 Thread Brian R Hill
I think I found the reason. It looks like X windows doesn't support
floating point pbuffers.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Brian R Hill/DEF/c...@csc
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/04/2009 06:02PM
Subject: [osg-users] Offscreen Rendering - clamping problem


Folks,

Sorry for another post on this subject. I just can't figure out how to
disable the clamping of the output. I'm want to render offscreen without a
window with 32 bit floats.

Attached is the sample code I'm working with, it's based on the
osgscreencapture.cpp example. It uses a shader to write an input uniform
float val to the pbuffer. The val varies from -1.0 ... 2.0.

Any help would be appreciated.

Thanks,

Brian
(See attached file:
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Re: [osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill
Hi JP,

I'm using a 3rd party library to do filtering on the rendered image. They
do all their magic using opengl in a function call from the
postdrawcallback.

Here's what it currently does:

draw - FBO - copy to cpu - postdraw

The postdraw operates on the FBO after it's been copied to the cpu and I
never see it.

Here's what I want to do:

draw - FBO - postdraw - copy to cpu

I want to access the image with the filtering effects included.

Does this make it clearer?

My fallback is to not attach an image to the FBO and do the copying myself
in the postdrawcallback after the filtering.

Brian


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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: J.P. Delport jpdelp...@csir.co.za
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/05/2009 02:17PM
Subject: Re: [osg-users] RenderStage::draw order of copyTexture   and
PostDrawCallback

Hi Brian,

Brian R Hill wrote:
 Sorry about the multiple posts/wrong subjects. Another copy/paste
artifact.

 Folks,

 I'm doing offscreen rendering using fbos with attached images. I'm also
 using the postdrawcallback to do additional processing. Currently the
 image/texture copy occurs before the postdrawcallback resulting in the
 image/texture not having the postdraw effects.

 Is there a reason why the copy isn't after the postdrawcallback?

Copy to where?

In the postdrawcallback you have the result of the rendering to FBO
copied back to the CPU (osg::Image) if an image was attached to your FBO
camera. You can modify the data in the callback and then call dirty on
the image and the texture would be updated on GPU. If you then use this
texture you should see changes. The osgprerender example does exactly
this. I'm not sure if you are expecting anything else? If so, please
provide more details on what you want to do.

cheers
jp


 Thanks,

 Brian

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Re: [osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill
Hi JP,

I was trying to determine if the current order (copy image, then call
postdraw) was deliberate for specific reasons, or if it just got coded that
way.

I understand where you would want the copied image to be available in the
postdraw, but I also understand where you would want the postdraw to apply
to the image before the copy.

It just depends on what the intended purpose of the postdraw is.

Personally I feel the postdraw should occur before the copy and that the
copied image should be accessed on the cpu side during the update phase.

Brian



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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: J.P. Delport jpdelp...@csir.co.za
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/05/2009 03:27PM
Subject: Re: [osg-users] RenderStage::draw order  ofcopyTexture and
PostDrawCallback

Hi,

Brian R Hill wrote:
 Hi JP,

 I'm using a 3rd party library to do filtering on the rendered image. They
 do all their magic using opengl in a function call from the
 postdrawcallback.

 Here's what it currently does:

 draw - FBO - copy to cpu - postdraw

 The postdraw operates on the FBO after it's been copied to the cpu and I
 never see it.

 Here's what I want to do:

 draw - FBO - postdraw - copy to cpu

 I want to access the image with the filtering effects included.

 Does this make it clearer?

Yes.


 My fallback is to not attach an image to the FBO and do the copying
myself
 in the postdrawcallback after the filtering.

This sounds OK to me, do you have problems with it? AFAIK you cannot
change the order for a single FBO camera. The only other option I can
think of (if you don't want to manually copy) is to create a second FBO
camera solely for copying the result of the filtering (input texture to
the second camera) to an osg::Image.

Then you have

draw - FBO1 - postdraw - FBO2 - to CPU

jp



 Brian


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 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 From: J.P. Delport jpdelp...@csir.co.za
 Sent by: osg-users-boun...@lists.openscenegraph.org
 Date: 08/05/2009 02:17PM
 Subject: Re: [osg-users] RenderStage::draw order of copyTexture   and
 PostDrawCallback

 Hi Brian,

 Brian R Hill wrote:
 Sorry about the multiple posts/wrong subjects. Another copy/paste
 artifact.
 Folks,

 I'm doing offscreen rendering using fbos with attached images. I'm also
 using the postdrawcallback to do additional processing. Currently the
 image/texture copy occurs before the postdrawcallback resulting in the
 image/texture not having the postdraw effects.

 Is there a reason why the copy isn't after the postdrawcallback?

 Copy to where?

 In the postdrawcallback you have the result of the rendering to FBO
 copied back to the CPU (osg::Image) if an image was attached to your FBO
 camera. You can modify the data in the callback and then call dirty on
 the image and the texture would be updated on GPU. If you then use this
 texture you should see changes. The osgprerender example does exactly
 this. I'm not sure if you are expecting anything else? If so, please
 provide more details on what you want to do.

 cheers
 jp

 Thanks,

 Brian

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Re: [osg-users] RenderStage::draw order of copyTexture and PostDrawCallback

2009-08-05 Thread Brian R Hill
Hi JP,

 I think this is the common case and I always understood postdraw to
 mean that the camera is done with rendering/drawing.

I've always thought of it as the last chance to draw something,
essentially a hook into the drawing phase to integrate things that don't
fit well in the scenegraph architecture.

 So, if you wanted to add things to be done before image copy, it
 should be part of the camera's subgraph.

I guess I could do this. Create a custom drawable that call the 3rd party
function. The difficulty will be guaranteeing it's the absolutely last
thing drawn. The postdraw makes this easy.

Brian


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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: J.P. Delport jpdelp...@csir.co.za
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/05/2009 03:53PM
Subject: Re: [osg-users]  RenderStage::draw order ofcopyTexture and
PostDrawCallback

Hi,

Brian R Hill wrote:
 Hi JP,

 I was trying to determine if the current order (copy image, then call
 postdraw) was deliberate for specific reasons, or if it just got coded
that
 way.

I think it was deliberate; however, I didn't write the code.


 I understand where you would want the copied image to be available in the
 postdraw,

I think this is the common case and I always understood postdraw to mean
that the camera is done with rendering/drawing. So, if you wanted to add
things to be done before image copy, it should be part of the camera's
subgraph.

 but I also understand where you would want the postdraw to apply
 to the image before the copy.

 It just depends on what the intended purpose of the postdraw is.

 Personally I feel the postdraw should occur before the copy and that the
 copied image should be accessed on the cpu side during the update phase.

Would it not be a frame late then? I understand your need for more
flexibilty ito processing order and copying. I would suggest you have a
look at osgPPU where you have more control over these things.

jp


 Brian



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 -osg-users-boun...@lists.openscenegraph.org wrote: -

 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 From: J.P. Delport jpdelp...@csir.co.za
 Sent by: osg-users-boun...@lists.openscenegraph.org
 Date: 08/05/2009 03:27PM
 Subject: Re: [osg-users] RenderStage::draw order      of    copyTexture
and
 PostDrawCallback

 Hi,

 Brian R Hill wrote:
 Hi JP,

 I'm using a 3rd party library to do filtering on the rendered image.
They
 do all their magic using opengl in a function call from the
 postdrawcallback.

 Here's what it currently does:

 draw - FBO - copy to cpu - postdraw

 The postdraw operates on the FBO after it's been copied to the cpu and I
 never see it.

 Here's what I want to do:

 draw - FBO - postdraw - copy to cpu

 I want to access the image with the filtering effects included.

 Does this make it clearer?

 Yes.

 My fallback is to not attach an image to the FBO and do the copying
 myself
 in the postdrawcallback after the filtering.

 This sounds OK to me, do you have problems with it? AFAIK you cannot
 change the order for a single FBO camera. The only other option I can
 think of (if you don't want to manually copy) is to create a second FBO
 camera solely for copying the result of the filtering (input texture to
 the second camera) to an osg::Image.

 Then you have

 draw - FBO1 - postdraw - FBO2 - to CPU

 jp


 Brian


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 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 From: J.P. Delport jpdelp...@csir.co.za
 Sent by: osg-users-boun...@lists.openscenegraph.org
 Date: 08/05/2009 02:17PM
 Subject: Re: [osg-users] RenderStage::draw order of copyTexture   and
 PostDrawCallback

 Hi Brian,

 Brian R Hill wrote:
 Sorry about the multiple

[osg-users] Offscreen Rendering - clamping problem

2009-08-04 Thread Brian R Hill

Folks,

Sorry for another post on this subject. I just can't figure out how to
disable the clamping of the output. I'm want to render offscreen without a
window with 32 bit floats.

Attached is the sample code I'm working with, it's based on the
osgscreencapture.cpp example. It uses a shader to write an input uniform
float val to the pbuffer. The val varies from -1.0 ... 2.0.

Any help would be appreciated.

Thanks,

Brian
(See attached file: offscreenrender.cpp)

offscreenrender.cpp
Description: Binary data
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Re: [osg-users] OSG and WPF Questions

2009-07-30 Thread Brian Stewart
Hi Martin,

I replied to your message earlier, but I thought I would post my experience 
here for the benefits of those reading this thread down the line:

What I did was create a WinForms Control that hosts the OSG window. Look for 
examples (theres a good one on CodeProject I think) of integrating WPF and 
OpenGL. OSG will be the same. This is necessary because WPF uses HWNDs only for 
the top-level window - everything below is DirectX. But a WinForms control has 
an HWND, and WPF has an interoperability feature where it can host WinForms 
controls. 

There are limitations however - principally that transparent WPF popup windows 
(used for messages, menus, etc) do not show up properly over the OSG window 
under XP on most NVIDIA graphics cards (non-Quadro cards), according to NVIDIA. 
One possible workaround would be to have OSG render to a texture and then blit 
that to a WPF canvas. I have been intending to do this - but have not gotten 
around to it yet.  Currently I just structured my menus to avoid the overlap.

I should also mention that it is useful to crank up the OSG render loop during 
the initialization of the control - not at construction, IIRC.

There are a few other hurdles, like having to use the dispatcher to update WPF 
UI widgets, when the update originates from OSG - but these type of threading 
issues are to be expected in this type of app anyway. A lot of my daily pain 
comes from having to drill a piece of information down through several layers 
of code (abstraction layers for threading and for the managed/native 
transition) to get from the UI to the OSG render loop, which is again, to be 
expected. I have found a couple of issues with events, such as WPF not passing 
drag events (that originated from outside the app) down to OSG - which I dealt 
with by handling the events at the WinForms level, and then drilling down the 
mouse drag info to my OSG render loop.

Best of luck,
Brian

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[osg-users] osgscreencapture offscreen rendering - clamping floats

2009-07-24 Thread Brian R Hill
Folks,

I've been working with the osgscreencapature example to use pbuffers for
offscreen rendering. I'm having a problem with floating point values being
clamped [0.0 - 1.0].

Any ideas on how to turn the clamping off?

Brian

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Re: [osg-users] osgscreencapture offscreen rendering - clamping floats

2009-07-24 Thread Brian R Hill
I've gone through the archives and thought I had done the right thing, but
I still get clamped values.

The osgscreencaptuer example uses pbuffers in a unique way (not simply as a
camera setRenderTargetImplementation). I'm wondering if there's something
special about how they're being used.

Here are the highlights:

// image creation
image = new osg::Image;
image-setInternalTextureFormat(GL_RGBA32F);
image-allocateImage(w, h, 1, GL_RGBA, GL_FLOAT);

// disable clamping
osg::ClampColor* clamp = new osg::ClampColor();
clamp-setClampVertexColor(GL_FALSE);
clamp-setClampFragmentColor(GL_FALSE);
clamp-setClampReadColor(GL_FALSE);
sceneroot-getOrCreateStateSet()-setAttribute(clamp,
  osg::StateAttribute::ON |
  osg::StateAttribute::OVERRIDE |
  osg::StateAttribute::PROTECTED);

// write float data in fragment shader
uniform float val;
gl_FragData[0] = vec4(val,val,val,val);


// read pbuffer
ext-glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glReadPixels(0, 0, w, h, GL_RGBA, GL_FLOAT, 0);
src = ext-glMapBuffer(GL_PIXEL_PACK_BUFFER,GL_READ_ONLY);

// copy to image
memcpy(image-data(), src, image_size);

ext-glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
ext-glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);

Thanks,

Brian

-osg-users-boun...@lists.openscenegraph.org wrote: -

To: osg-users@lists.openscenegraph.org
From: Art Tevs arti_t...@yahoo.de
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 07/24/2009 04:39PM
Subject: Re: [osg-users] osgscreencapture offscreen rendering - clamping
floats

Hi Brian,

yes, you need to disable the OpenGL color value clamping. This can be done
by this, I think:


Code:

// disable color clamping, because we want to work on real hdr values
osg::ClampColor* clamp = new osg::ClampColor();
clamp-setClampVertexColor(GL_FALSE);
clamp-setClampFragmentColor(GL_FALSE);
clamp-setClampReadColor(GL_FALSE);

// make it protected and override, so that it is done for the whole
rendering pipeline
node-getOrCreateStateSet()-setAttribute(clamp,
osg::StateAttribute:ShockedN |
osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);




cheers,
art


Brian R Hill wrote:
 Folks,

 I've been working with the osgscreencapature example to use pbuffers for
 offscreen rendering. I'm having a problem with floating point values
being
 clamped [0.0 - 1.0].

 Any ideas on how to turn the clamping off?

 Brian



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Re: [osg-users] Collision Response

2009-07-23 Thread Brian R Hill
Brett,

That's a huge and complex topic that's not directly related to OSG. Google
collision detection and response.

Brian

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To: osg-users@lists.openscenegraph.org
From: Brett Thomas Lee sudheer_...@yahoo.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 07/23/2009 08:33AM
Subject: [osg-users] Collision Response

Hi,

I found intersection of  a line segment with a triangle mesh using
intersection visitor in osg.But I dont want the line segment to penetrate
into the triangle mesh.Can someone help me in doing this using osg please.

Thank you!

Cheers,
Brett

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Re: [osg-users] Rendering Performance and Proper Way to have millions of moveable objects

2009-07-13 Thread Brian R Hill
Sounds like a CAD application. Look into occlusion culling and imposters.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: osg-users@lists.openscenegraph.org
From: Andrew Burnett-Thompson aburnettthomp...@googlemail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 07/12/2009 05:12PM
Subject: [osg-users] Rendering Performance and Proper Way to have millions
of moveable objects

Hi Robert,

Thanks for your reply. Yes I did guess that I'm using the scene graph
wrong. Fortunately with regard to our scene, while we have a lot of
objects, the detail is not significant. The application allows users to
simulate certain conditions that would occur in an industrial plant. So
long as the model is a crude reflection of the plant it works, so we are
already significantly optimising geometry.

Rendering is only required as the user moves around the plant, or if an
object is manipulated. During render we are currently hiding the smallest
50% of objects, which works remarkably well to improve usability (A full
re-draw is performed when the user stops moving), but still the frame rate
drops below interactive levels depending on how many objects remain.

With regard to flattening of static transforms - how exactly would we do
this? I was thinking to put a PAT as parent of a geode only while the user
is picking/manipulating it, then remove it after, somehow
matrix-multiplying the transform with vertices to get the new position. Is
this possible?

With regard to LOD's - sounds like a good plan but I think this may end up
using more memory (which is an issue) even though it improves rendering
performance. Paging does interest me though.

I already set the cull settings to ENABLE_ALL_CULLING. I noticed that
shadow occlusion (which I believe means when a large object occludes the
camera, objects behind it are culled?) seems to have no effect. Is this due
to my flat scene graph? View frustrum culling seems to have the largest
effect.

With regard to efficiently managing the scene graph (having a balanced
tree), thanks for confirming that. I did have a hunch that would be the
case but its nice to know.

With regard to state sharing - is it possible to have one state object on
multiple geodes? Or did you mean have multiple statesets with similar
states?

Cheers for the feedback much appreciated,
Andrew

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[osg-users] Custom EventHandlers and Manipulator problem

2009-06-30 Thread Brian Stewart
Hi,

I am using a combination of osg manipulators (fly, drive, etc.) with a 
KeySwitchManipulator. After these are set up, I have several tools which can 
be loaded at runtime, and each of them can register event handler callbacks for 
things like mouse up and mouse down. These handlers are working correctly, 
except the motion model manipulators furnished by osg are still getting the 
events, despite the fact that the handlers return true indicating the event was 
handled. So when you click and drag a building, for example, the view will 
rotate and spin in an undesirable fashion. 

I ran across a thread 
(http://forum.openscenegraph.org/viewtopic.php?t=2544highlight=return+manipulator)
 from back in May 2009  where Robert said:


 In OSG-1.x events were not passed on if handled. 
 
 In OSG-2.x events are passed on to all manipulators/event handlers and 
 it's the event handlers responsibility to decide whether they want to 
 ignore handled events or not. This approach is more flexible and 
 robust once you now about if (handled) trick. 
 


So what I am wondering is, what is the correct way to keep the built-in 
manipulators from responding to these handled events? I know about using the 
following code in custom maniuplators:

Code:
if (ea.getHandled()) return false; 



But what about with the built-in ones? And does the order in which the event 
handlers are registered affect anything?

I am using OSG 2.6.1 with MS Visual Studio 2008 on Vista-64.

Thank you!

Cheers,
Brian

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[osg-users] MatrixManipulator::home(double) doesn't seem to work

2009-06-14 Thread Brian Stewart
Hi,

I am trying to reset my viewer's position in response to an external UI event 
using the home(double) function on MatrixManipulator, but to no avail. The call 
to setHomePosition() is working correctly, as I can hit the spacebar, and it 
takes me to the proper location. The online page for MatrixManipulator does not 
say what the double parameter does, but a comment in the code says it is the 
current time. I tried passing in viewer-elapsedTime() and then I tried 0.0 - 
and neither seemed to work. On digging through the code, it appears that 
KeyswitchMatrixManipulator does not actually implement this function (at least 
in my version of OSG - 2.6.1). I then tried getting the current 
MatrixManipulator from it and calling home(double) directly on that - still 
with no effect. 

Am I doing something wrong? Is there a better way to set the view to a desired 
location and orientation? Is this a bug that's been fixed in a more recent 
version?

Thank you!

Cheers,
Brian

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-11 Thread Brian Keener
Alberto Luaces wrote:
 on the Cygwin list just told me that my OSG package would only be 
 included in Cygwin if it used the X subsystem instead of the native
 windows one.

I may be confusing two issues but seems I got OSG to build some of the 
examples (osgViewer using GraphicsWindowX11.cpp).  It took a little 
tweaking in the cmake config - paths are real critical.  Is that just 
building X apps with OSG as opposed to OSG being built as X.  Even 
though you use a configuration heavy on X - it still build OSG as 
native 
Windows.  

It would help if Christopher would post the errors - I've had enough 
issues over time - I've probably seen it.  I see he has posted a dump.

Bk


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Re: [osg-users] Outline Effect traversal crash

2009-05-22 Thread Brian Stewart
Hi Maciej,

Thank you for the example. It seems to be a lot faster than what I was doing 
earlier.  Before when a node was selected, I removed it from its parent, 
created an osgFX::Scribe effect and placed it under the parent, and then 
reattached my node under that. But there was a slight delay between when the 
node disappeared, and when it reappeared selected. Because the nodes are 
buildings placed on geo-specific high-resolution imagery, this had the curious 
effect of make the building appear to be push into the terrain temporarily, 
and then spring back into position with the Scribe effect applied. 

Thanks for the links to the post and to the cel-shading article - those helped 
a lot! I did have one question about the  new selection method you 
demonstrated. It makes the building appear to be all white, since the texture 
is turned off. Is this correct? I tried disabling that part of the code, but 
now the backfaced outlines are not enough to make the object stand out. What I 
would really like to do is outline the object in a striking color (say bright 
yellow, or something) and then render the textured object with a slight cast if 
the same color.  Is this possible in OSG? I have searched though the archives, 
but without a lot of success yet. Just a pointer to some techniques that might 
work, or to a forum thread I missed would be a great help!


Thank you!

Cheers,
Brian

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Re: [osg-users] Outline Effect traversal crash

2009-05-21 Thread Brian Stewart
Hi Robert,

Thanks for that clarification, as my understanding of where nodes should be 
added and removed was exactly backwards.  I did paraphrase my code extensively, 
because there was a lot of unrelated code - but I guess I didn't include 
enough. I went to create a simpler example using osgcompositeviewer as a 
starting point, when I noticed that it is doing exactly the same thing that I 
am trying to, only in the handle() function of osgaGA::GUIEventHandler, which 
is called during the event traversal of frame(). When you said it's best to 
avoid modifying the scenegraph during a traversal, did that specifically mean 
the Update Traversal, when NodeCallbacks are called, and that modifications in 
event callbacks are OK?

Thank you!

Cheers,
Brian

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Re: [osg-users] Outline Effect traversal crash

2009-05-21 Thread Brian Stewart
Hi,

I switched my code around to where the model was being added from the main loop 
rather than the update traversal, and it was still crashing. On closer 
examination I noticed that the crashes were occurring during the render 
traversal, so I began to suspect the effect itself. When I replaced the effect 
with an instance of osgFX::Scribe, then everything worked correctly. So 
something was amiss in the Outline effect itself. I was using it only because I 
did not know about the Scribe effect, which is better for my purposes anyway.

Thank you!

Brian

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[osg-users] Outline Effect traversal crash

2009-05-20 Thread Brian Stewart
Hi,

I am trying to implement a mechanism by which selected objects in my scene are 
highlighted. Searching the forum I found a reference to the Outline effect (an 
implementation of osgFX::Effect)  on Ulrich Hertlein's web site 
(http://www.sandbox.de/osg/), and I have attempted to integrate it into our app 
- however, most of the time, whenever the object which is outlined first comes 
into view, the app crashes in osg::NodeCallback::traverse, because the 
_nestedCallback member is corrupted. This is on Windows Vista-64, running OSG 
2.6.1 built with Visual Studio 2008, in Debug mode. We are running OSG 
multithreaded, and all my code setting up the effect is called from 
osg::NodeCallback::operator() on the render thread. The general flow is as 
follows:


Code:

osg::NodeCallback::operator()
{
   osg::PositionAttitudeTransform* modelTransform; // local transform to 
position the model in the world
   osg::Node* someChild; // some model
   osg::ref_ptrosgFX::Effect fxNode = new osgFX::Outline();
   fxNode-addChild( someChild );
   modelTransform-addChild( fxNode.get() );
}




Am I missing something obvious? If not, ideas or debugging strategies would 
also be greatly appreciated!

Thank you!
Brian

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Re: [osg-users] What is everyone doing for GUIs?

2009-05-18 Thread Brian Stewart
Hi,

We are using WPF, which is Windows-only, of course. We have a thin layer 
written in C++/CLI that wraps our code that uses OSG.

Brian Stewart

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Re: [osg-users] osgOcean release

2009-05-06 Thread Brian R Hill
Kim,

I've been really excited about checking out your ocean but haven't had the
time. Soon.

FFTW is GPL. Are you concerned about this?

Brian

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To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: David Spilling david.spill...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 07:05AM
Subject: Re: [osg-users] osgOcean release

Kim,

A nice piece of work.

In case it helps anyone, for FFTW on Windows, I used 3.2.1. I didn't bother
compiling it, but just did this:

http://www.fftw.org/install/windows.html

which worked fine (even with the free Visual C++ 9.0 ! )

I had a compile of minor issues with addCullCallback - I guess this is
because we are using different OSG versions - but changing it to
setCullCallback seemed to work fine.


David

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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Brian R Hill
Folks,

I agree with Rick.

It's a much larger on-line cultural/social issue. I also understand
Robert's feelings. It's hard to put your heart into something when you
can't make the human connection with the person you're trying to help.

Support is all about reaching out and helping someone, not just throwing
information out into a void.

I don't know the solution.

Brian

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To: osg-users@lists.openscenegraph.org
From: R Schwantes rschwan...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 10:52AM
Subject: Re: [osg-users] Support becoming less and less personal

Hi guys,

Just thought I'd chime in with my .02c.  More and more of the emails I
receive do not have a greeting, or even a signature.  There seems to
be a culture shift In the way 'newschoolers'? send email.  Almost as
if email is heading towards the same format as sms.  I agree that it
is impolite and almost rude (apparently spell check has also gone out
of style), but in my opinion it has become a social problem, bigger
than some code on the forum can fix.

I guess what I'm getting at is that I don't think severing ties with
the forum, or inserting the posters name with code is going to make
this problem go away.  I think this is a problem that is here to stay,
and will probably get worse.

I usually flat out ignore emails without a signature, or reply telling
them to tell me who they are before I send a useful response.

Again just the thoughts of an over caffeinated programmer,
Rick


On Wed, May 6, 2009 at 9:18 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Jean-Sebastian,


 Skylark wrote:

 My suggestions:

 1. When the user clicks reply on an existing post, when the template
 is generated, I guess the forum software could insert the name of the
 user whose post is being replied to automatically, and at the end the
 name of the user replying? That would give:

 ---
 Hi name of previous poster,

 ...

 Thank you!
 my name
 ---

 I don't think that would be too hard.



 Ok, I am working now on this possibility. However, I am not sure if we
need to add the name of previous poster, because somebody will definitily
loose the track, when replying to the post. For example in the thread XMen
posted something. The last answer will be from Chewbacca. Then the Luke
want to answer to XMen's post, however the template will looks like:

 Hi Chewbacca,
 ...
 Cheers,
 Luke

 So the XMen will be not happy about that because the post seems to go to
him, but Chewbacca was who was greet by Luke. So, I think just hte neutral
Hi,  is already enough. I bet, that some of the users wouldn't be able
even to fill out the template well, this is my experience.




 2. Perhaps you could remove the post reply button at the bottom of the
 thread page, so that users are forced to reply *to* a previous post,
 quoting the previous post (which is something that's sorely missing from
 forum posts as well - most of them have no context at all!).


 Ok, I agree, this would be a nice feature. However, this will take some
time to implement. Because I would like to remove the double quoted
messages out of the reply message. So that we have only one level of depth
in the quoted messages. This is still enough, I think. Otherwise the thread
get polluted by quotes, which isn't really helping a lot.


 As to the use of names. I have first to implement something, that users
can be suspended well. The current roblem is, if I suspend a user and he
post something. Then the message for the mailing list is also generated and
is just waiting to be sent. So if user have a name Coca Cola and has
written something. Even if he change then the name when we inform him, the
email will still contain the Coca Cola as authors name. This require also
some time to be work well, hence be patient.

 Cheers,
 art

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Re: [osg-users] osgOcean release

2009-05-06 Thread Brian R Hill
Folks,

A GPU solution is great for the rendering, but it doesn't support all the
other things on the cpu side that need to know about the ocean. Wakes, bow
waves, floating objects, things falling into the water generating splashes,
interaction with land ... all these things need to query the ocean surface
for height/geometry info.

Brian

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To: osg-users@lists.openscenegraph.org
From: Art Tevs arti_t...@yahoo.de
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 05/06/2009 11:46AM
Subject: Re: [osg-users] osgOcean release

Hi J-S, Kim,


Skylark wrote:

 Sure. For now as a first step finding some other FFT library to use in
 precomputation as it is now would be enough. When we want to implement
 more dynamic behavior then we can the best way to do that.



Why not to take a look into GPGPU or CUDA. CUDA has even a nice FFT library
which is really fast. I have used it with, I think it was 512x521, images
with 60 FPS. So for your case it should be enough. If CUDA doesn't fit well
your needs, then you can take a look into just GPGPU FFT algorithms.

I have seen on the nVidia's webpage an OpenGL shader based application
which can do compute FFT on the GPU. Even more I could try to manage to
create something for osgPPU, then you could use from there, if you like.

Cheers,
art

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[osg-users] Shaders on Slave Cameras

2009-04-27 Thread Brian R Hill
Folks,

I want to render slave cameras with different shaders. It doesn't seem to
work (osg 2.2). They are all rendered the same way as the main camera.

Can I do this?

Brian

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Re: [osg-users] Dinamic Line Drawing

2009-04-17 Thread Brian R Hill
Allen,

Your code has the following line:

 m_ogeomTrailGeometry-dirtyBound();  // forces redraw

dirtyBound does not force a redraw. It simply recalculates the bounding
volume for the geometry. The problem you were having before was that the
geometry was being clipped because the bounding volume was incorrect.

Your performance issues can be due to a number of things.

How many verts do you have?

Brian


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To: osg-users@lists.openscenegraph.org
From: Allen Saucier allen.sauc...@itt.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/16/2009 05:05PM
Subject: Re: [osg-users] Dinamic Line Drawing

Thx everyone!! for the help. :D :D  You've given me a lot to think about.
I really appreciate your time.

J-S, here's my code that now works but still drags a little after a few
thousand iterations.  I found that setVertexArray is (I believe, but could
be totally wrong) actually copying the array I send it.  After a few
thousand times of being called, it really slows down my entire interface.
In fact, my interface Almost crawls to a halt calling setVertexArray() each
time through the frame loop after about 4000 calls to it.

And I'm drawing a LOT of small line segments each millisecond to make up
the long looking line.

I'm not using vertex buffer objects... yet.  if I need to switch to them, I
will.  Though that will be in the land of experimentation for me too. ha,
ha,... :-)

I found that dirtyDisplayList() w.o dirtyBound() did nothing.  I found that
dirtyBound() worked all by itself to get the line to draw during each
iteration of my osg::viewer::frame loop.

I'm using osg::PrimitiveSet::LINE_STRIP as my primitive type and I do not
need to push_back 2 vertices per line segment - I think. [Embarassed] At
least, my line is being drawn... :)

Honestly, I think it's the way I'm drawing the line.  I don't believe there
is a bug in OSG. I'm just to new @ this stuff.. ha, ha...

here's my code: snippets of it: the 2 main methods w/in my class are 1)
setup my line and 2) then to add to that line one new vertex at a time.
This code actually works but it does 'slow' down after a few thousand
iterations and then speeds up.. and slows down and speeds up...

class COsgPaxNodeSceneElementInfo
{
   osg::ref_ptrosg::DrawArrays m_podreTrailDrawElements;
   osg::ref_ptrosg::Vec3Array m_ov3aLineVerticesData;
   osg::ref_ptrosg::Geometry  m_ogeomTrailGeometry;
   osg::ref_ptrosg::Geode m_ogeoTrailGeode;
   osg::Vec3d   m_ov3dPrevPos;  ///
   previous trail head
   bool m_bHasTrail;

void m_vConstructATrail(math::Vector3D p_v3dVec);
void m_vUpdateTrail(model::PlatformStateVector p_psvState);
};

void COsgPaxNodeSceneElementInfo::m_vConstructATrail(math::Vector3D
p_v3dVec)
{
 // initialize previous to current point/position sent in
 m_ov3dPrevPos.set(p_v3dVec.getX(), p_v3dVec.getY(), p_v3dVec.getZ());
 // curr pos
 osg::Vec3d ov3d(p_v3dVec.getX(), p_v3dVec.getY(), p_v3dVec.getZ()););

 // ALLOCATE  ONCE  AND  ONLY  ONCE
 m_podreTrailDrawElements= new osg::DrawArrays
 (osg::PrimitiveSet::LINE_STRIP);
 m_ov3aLineVerticesData  = new osg::Vec3Array();
 m_ogeomTrailGeometry= new osg::Geometry();
 m_ogeoTrailGeode= new osg::Geode;

 m_ov3aLineVerticesData-push_back(m_ov3dPrevPos); // prev pos
 m_ov3aLineVerticesData-push_back(ov3d);  // curr pos

 m_podreTrailDrawElements-setFirst(0);
 m_podreTrailDrawElements-setCount(m_ov3aLineVerticesData-size());

 m_ogeomTrailGeometry-addPrimitiveSet(m_podreTrailDrawElements.get());
 m_ogeomTrailGeometry-setVertexArray(m_ov3aLineVerticesData.get());
 // attempt to draw lines faster by disabling display lists 
 //  then with each new vertex added, call dirtyBound() on the geometry.
 m_ogeomTrailGeometry-setUseDisplayList(false);
 m_ogeoTrailGeode-addDrawable(m_ogeomTrailGeometry.get());


 // ADD ONLY ONCE to the Node Scene
 m_no3vViewer-m_iAddElementToScene(m_ogeoTrailGeode.get()); // equivalent
 to root-addChild(m_ogeoTrailGeode.get());  but root of the osg node
 scene is actually located w/in another class object, not this one.

 // keep track of fact that this node scene elem has a trail
 m_bHasTrail = true;
} // m_vConstructATrail



void COsgPaxNodeSceneElementInfo::m_vUpdateTrail(
 model::PlatformStateVector p_psvState)
{
 if (!m_bHasTrail)
   return;

 static bool b_trailIsShowing=true; // trails on be default
 static double x,y,z;
 x=p_psvState.getPosition().getX();
 y=p_psvState.getPosition().getY();
 z=p_psvState.getPosition().getZ();

 // for now, just keep current PTL around

Re: [osg-users] Dinamic Line Drawing

2009-04-09 Thread Brian ...

You probably don't need to call setFirst(0) every time, but it won't hurt 
either.

 

Also, when dynamically changing geometry this way you need to manage display 
lists (either disable them or dirty them when changed) and you need to manage 
the bounding volume (either dirty them on change or override the computeBound() 
method).

 

Brian
 
 Date: Thu, 9 Apr 2009 18:13:07 +0530
 From: rah...@vizexperts.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Dinamic Line Drawing
 
 Hi Sergey,
 
 You need to add your new vertices to the geometry vertex data and 
 update the first and size of your primitive set which is drawing the line.
 
 For example
 
 
 osg::Geometry* geom // is your geometry
 osg::DrawArrays* drawArrayLines = new 
 osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP); // Is your line strip 
 Primitive set
 
 geom -addPrimitiveSet(_drawArrayLines); // Add primitive set
 
 Whenever you have new vertex add the new vertex to the vertex array of 
 your geometry and call
 
 drawArrayLines-setFirst(0);
 drawArrayLines-setCount( Num of vertex in your vertex array);
 
 
 I Hope this will help you
 
 cheers
 RJ
 
 
 Sergey wrote:
  Hi, ALL
  How can I draw line , and append to this line new vertices (nodes) time 
  after time? For example I need to draw a trajectory of moving object.
  In examples I have seen only static lines with determined count of vertices.
 
  Thank you.
 
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Re: [osg-users] Light Manager

2009-04-09 Thread Brian R Hill
Sajjad,

You can't cast a group to a switch if it wasn't created as a switch.

osg::ref_ptrosg::Group  groupOfLights;

This will always fail and return 0.
osg::Switch * your_switch = dynamic_castosg::Switch *(groupOfLights.get
());

You need to create your groupOfLights as a switch.

osg::ref_ptrosg::Switch  groupOfLights;

Since a switch is a groud, you can use it as both a group and a switch.

Also, using dynamic_cast isn't bad. There are situations where it might not
be optimal. But for your intended use - key press events - it's absolutley
acceptable.

Brian


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To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: René Molenaar megamillerz...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/09/2009 09:28AM
Subject: Re: [osg-users] Light Manager

Hi Sajjad,


There are asType functions is osg::Node,
this has better performance then dynamic_cast ...

for example you can do:

osg::ref_ptrosg::Switch switch = group-asSwitch();

Now you are using a virtual table to get the right type:

if the object is a Switch you will get the this-pointer of the Switch
if it is not you will get 0.

Usually there are always better ways then dynamic_cast, especially
if you are the owner of the code.

Good Luck,

Rene




2009/4/9 ami guru  dosto.wa...@gmail.com 

Hello Forum,


I have a LightManager class that tracks the number of lights(OpenGL Lights)
that have been created.

Inside the class the have the following member


  osg::ref_ptrosg::Group  groupOfLights;
  vectorosg::ref_ptrosg::LightSourcelights;

the member groupOfLights contain the LightSource as child.


In the application i want to select different light (spot,point or diffuse)
with key press event and only one light is enabled during an instant OR i
may enable several lights.


In that case i believe that i have to do dynamic casting to cast Group to
Switch.

In other better way to do that ?



Regards
Sajjad

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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Brian R Hill
I've migrated one small-medium project from 1.2 to 2.x and am preparing to
migrate another really large project. The biggest issue is removing
producer. If you don't do much with the internals of osgProducer::Viewer or
Producer::Cameras then the upgrade should be pretty straight forward. If
you do, then there is a bit of work to do.

Another area that caused some pain was migrating our 1.x .ive files to 2.x.
We use the .ive format exclusively for run time and distibution. The .ives
are created from .flt files and the flt loader changed in 2.x. We found a
couple differences in the loaders but were able to make changes on the .flt
side. Just make sure you test the models extensively.

Brian

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To: osg-users@lists.openscenegraph.org
From: Sam retc...@yahoo.fr
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/02/2009 08:54AM
Subject: Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2
Version

Thank you Robert for the answer.

But  updating the osg version of the application(it's a huge application
with too many classes and dependencies) may cause some problems.
I don't know realy the real impact of a such update but i remember that i
tried to update the old version to the new one and finelly somthing was
wrong. Is there way to update the OSG without causing problems later.

Thank you in advance.

Cheers

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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Brian R Hill
Sam,

Robert suggested back porting the osgUtil::Simplifier class. Grab those
files and add them to your 1.x distribution.

Brian

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To: osg-users@lists.openscenegraph.org
From: Sam retc...@yahoo.fr
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/02/2009 09:40AM
Subject: Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2
Version

Thank you Brian.

But once again if i tried to use osgUtil::Simplifier in osg1.2 what should
i do to get the Simplifier options in my program without updating the OSG
version

Thank you in advance.

Cheers

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Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Brian R Hill
I grew up on SGI's starting with the VGX (1990) all the way through the
IR-3 (2001).

It was a fun and exciting time.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Tomlinson, Gordon gtomlin...@overwatch.textron.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/02/2009 03:41PM
Subject: Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

Again

They died the day they killed their logo and changed name, the head had
gone but the tale took some time to catch up

Found memorys though of great hunking Iron and I loved Irix..


Gordon
Product Manager 3d
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Email  : gtomlinson @ overwatch.textron.com
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Buckley, Bob CTR MDA/IC
Sent: Thursday, April 02, 2009 3:39 PM
To: OpenSceneGraph Users
Subject: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

Classification:  UNCLASSIFIED
Caveats: NONE


A moment of silence please ...

  http://www.modsim.org/index.php?name=Newsfile=articlesid=1999

They sure were amazing.

Classification:  UNCLASSIFIED
Caveats: NONE

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Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Brian Stewart
So sad. I had the first Indigo that would digitize video back in '92, and later 
on I had an Onyx in my house for about a year. It did use a lot of electricity 
though... This certainly wasn't a surprise, but I will miss them.

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[osg-users] Import Large Meshes

2009-03-31 Thread Brian R Hill
Folks,

I'm trying to import large meshes, +10 million verts, +20 million tris from
obj files. I'm not familiar with the terrain generation/processing parts of
OSG and was wondering if there are any utilities that I can use to
subdivide these or convert to pageable chunks.

Thanks,

Brian

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Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Brian R Hill
Jesper,

I've encountered similar issues when managing 1000's of particle systems
(bullet splashes in the water). The problem is the constant
allocating/deallocation of memory when you create new primitive sets and
then remove them. I ended up caching the primitive sets when the particle
system ended and then reusing them. This along with using reserve() to
preallocate the required number of elements, resize(0) to reset the element
counter - without releasing the memory, and the primitive set setCount()
method to adjust the number of prims being drawn each time the particle
system was updated.

This only works of the things you're creating all similar.

It's comparable to what you're doing with the static memory - but within
the osg framework.

Brian


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-osg-users-boun...@lists.openscenegraph.org wrote: -


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Tomlinson, Gordon gtomlin...@overwatch.textron.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 03/26/2009 08:22AM
Subject: Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

FYI

push_back() on an pre-reserved() vector/container should not be a
performance issue.

Under debug in visual studio, if you are storing anything other than a
pointer, then a push_back etc  will still incure a 'new and a copy' and
this can get expensive if your doing a lot of them,
under release this handled more efficiently



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Hrenka
Sent: Thursday, March 26, 2009 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Most efficient way to use
osg::DrawElementsUInt?

Hi Jesper,

Jesper D. Thomsen schrieb:
 Hi, and thank you.

 I naturally tried to use reserve() (but thanks for suggesting it) and
this of course helped somewhat, but it still seems to be the primary
bottleneck. I've changed most of the rest of the per-frame geometry
generation code to use static arrays rather than std::vector and this
caused a major speedup (factor 10 or more) of my own part of the code,
but I'm still stuck with the push_backs on osg::DrawElementsUInt.
 Maybe there's just no faster way to do it, or maybe I'm just using OSG
in a somewhat un-intended way.

 Jesper D. Thomsen

Just some more ideas/comments:

Are you testing a release build? Debug-Verions (especially on Windows)
are known to have dramatically slower implementations.

What profiling tool are you using? Sometimes the output is misleading
and can point you in the wrong direction. As from my experience
push_back() on an pre-reserved() vector should not be a performace
issue.

If you can spare the memory you could also try swap(), implementing your
own double-buffering for your osg::DrawElements.

Cheers,

Peter


 
 From: osg-users-boun...@lists.openscenegraph.org
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Hrenka

 [p.hre...@science-computing.de]
 Sent: Thursday, March 26, 2009 12:00 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Most efficient way to use
osg::DrawElementsUInt?

 Hi Jesper,

 Jesper D. Thomsen schrieb:
 Hi all, I'm developing an application where I have to create up to
 1000 osg:geometry objects per frame during certain interaction modes.
 I'm using osg::DrawElementsUInt push_back() to define the geometry
 primitive sets, and this push_back() seems to be the primary
 bottleneck for my applications graphical performance. Is there a more

 efficient way to define the primitive sets than to fill a
 osg::DrawElementsUInt by push_back and add it to the geometry?

 This is currently bringing me down to about 1 second per frame, which

 is kind of a roadblock.

 You can use reserve() to pre-allocate the needed memory.
 After that push_back() will not perform any reallocations/copies until

 the limit is reached.

 regards,


 Jesper D. Thomsen


 Cheers,

 Peter

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Re: [osg-users] NightVision (Green and Blurry?)

2009-03-24 Thread Brian R Hill
To do this even minimally, will require using shaders and multi-pass
rendering. If you're not experienced with these you should go through the
osg examples and get comfortable with these techniques. Also, osgppu is a
good way to quickly get started (it hides a lot of the details).

Then you can try different ways to add noise, convolutions, haloing, 
and experiment to get the results you want.

Brian


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-osg-users-boun...@lists.openscenegraph.org wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Ümit Uzun umituzu...@gmail.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 03/24/2009 09:57AM
Subject: Re: [osg-users] NightVision (Green and Blurry?)

Hi Ufuk,

Actually I have never tried night vision effect but you should look at
RenderMonkey's ScreenSpaceEffects.rfx examples which all have been created
by MultiPassRendering with GLSL. Looking kind of these effect you can
create Blur and Night Vision effects easily.

Best Regards.

2009/3/24 Ufuk

ufuk@gmail.com



Hi,
I want to render all the scene in night vision mode.
i read the previous posts but i could not find the way of rendering scene
in a bit green and blurry.
actually i also need to render light sources to much bright but i am not
sure if it can be done?


do you know any idea how can i do this? if there any of you did such a
thing, please help me?

--
Ufuk



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