Re: [osg-users] Error in example?
What OS, GPU, driver? -- mew --Original Message-- From: John Warner Sender: osg-users-boun...@lists.openscenegraph.org To: osg-users@lists.openscenegraph.org ReplyTo: osg-users@lists.openscenegraph.org Subject: [osg-users] Error in example? Sent: May 18, 2011 12:51 Hi, Just uploaded 2.8.4 and investigating the use of shaders to build some edge blending code. Tried example osgshaderterrain and got the following error at runtime bin]# ./osgshaderterrain Creating terrain...done. glLinkProgram FAILED Program infolog: Vertex info --- (16) : error C3004: function texture2D not supported in this profile Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) So went back to 2.8.3 and tried that example -- same results. GLSL linking problem? Missing dependency? Any suggestions where to look for the problem. Rather new at this shading stuff so please excuse if the error is obvious to more seasoned developers. ... Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39511#39511 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Sent from my BlackBerry® smartphone, powered by CREDO Mobile. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.5 stable release discussion
Heh sorry I'm interested, just got back to DFW and hail. Don't have any particular reqs tho, other than the 3ds plugin. Looking fwd to build osgtoy and vrpn on this foundation. --mew Sent from my BlackBerry® smartphone, powered by CREDO Mobile. -Original Message- From: Paul Martz pma...@skew-matrix.com Sender: osg-users-bounces@lists.openscenegraph.orgDate: Sun, 01 May 2011 18:57:27 To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG 2.8.5 stable release discussion Hi Chris -- I'd like to add r11952 to the 2.8.5 feature list. This was Michael Plating's performance enhancement for large numbers of uniforms, which effectively eliminates the std::mapstd::string lookup. There hasn't been any posts on this thread for 10 days, so it looks like you and I are the only people interested in contributing to a 2.8.5 release. Is this correct? If so, I suggest we freeze the feature list at this point. (Any new feature requests would need to be trivial to add to the branch.) -Paul On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote: I'd like to open the discussion about a possible 2.8.5 release. I'll preface this by saying, don't request improvements unless you're willing to chip in to get them done, or help someone else get them done. ;) These are some of the improvements that have been proposed by a small group of my associates: * NOTIFY_WARN ( etc) macros to ease backporting (added to trunk pre-2.8.3). * 3DS writer fixes (4/8/10 and others). * FLT writer fixes for multitexture (11/19/10). * Really most any of the plugins could be updated. * Support for Texture2DMultisample (4/9/10). * Bump version / SO numbers. Nothing is set in stone here, and we're not yet sure anyone is willing to take on any of these tasks. Discuss? -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Siggraph - Blender booth COLLADA demos - Timeslots available
Hi all, fwd'd for Mark... COLLADA has a demo pod in the Blender booth at Siggraph. There are still time slots available to open source projects and companies who want to demo COLLADA related tools, software, and content. Participation can include a free exhibitor badge if you need one (subject to availability). Please reply to rita.b.turkow...@intel.com or mcbar...@xs.com if you are interested! Thanks, Mark Mark Barnes Khronos COLLADA work group chairman Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fixed function pipeline - GLSL shaders
Hi, one of the best resources for generating shader code is ShaderGen (written by Josh Doss then at 3Dlabs). It uses a GUI to select FF state, then generates appropriate shaders to reproduce that state. It was exhaustively tested for consistent results, and source code is included. It's in my 3Dlabs archive at http://mew.cx/glsl/ cheers -- mew -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ On Tue, Mar 3, 2009 at 3:52 AM, Roland Smeenk osgfo...@tevs.eu wrote: Hello Maciej, if I am right you have not only been thinking about dynamic shader generation, but also got something working. Would you be willing to share your code? I have some time at work to implement basic shader generation so it would be nice if I could learn from and/or extend work done by others. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7835#7835 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bump mapping using GLSL shaders
Hi, you may also find this doc useful: http://mew.cx/osg_glsl_july2005.pdf cheers -- mew On Mon, Nov 24, 2008 at 9:39 AM, Morné Pistorius [EMAIL PROTECTED] wrote: Hi all, I added bump mapping to a model using osgFX::BumpMapping, but I need something more flexible. My model has two sided lighting and osgFX doesn't support that. Do we have GLSL shaders for bumpmapping in OSG? I think that would be easier to modify to suit my needs than the assembler coded shaders used in osgFX. If anyone has an example of applying normal mapping with shaders in OSG, I would greatly appreciate it. Thank you kindly, Morne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Recommendation for OpenGL debugger?
Hi, there gDEBugger from Graphics Remedy at http://www.gremedy.com/ Its a very comprehensive tool, and they offer a 30-day demo license. cheers -- mew On Mon, Nov 24, 2008 at 5:41 PM, Yefei He [EMAIL PROTECTED] wrote: Hi, Folks, Do you have any recommendation for a run-time OpenGL debugger, something like the GLIntercept (glintercept.nutty.org/index.html)? GLIntercept appears out of date and does not work with multiple render contexts. I'm doing this because I'm having a problem with an OSG app that consistently crashes inside nvoglnt.dll, both on a Windows XP PC with two monitors, single NVidia GeForce 7900GS card and another one with two NVidia GeForce 8800 Ultra cards and four monitors, both with the latest NVidia driver applicable. Somehow the application runs fine when I load one set of terrain databases in ive format as the main scenegraph for rendering. But when I load another set of terrain databases in ive format as the alternative scenegraph rendering in an inset viewport, in addition to the main scenegraph in the main viewing window, the application will crash consistently near several eyepoint locations. The alternative database set is identical to the main set in geometry, only difference being using texture made for an infrared shader applied on the alternative scene. I'm trying to figure out if there's something wrong with the databases, or perhaps the system runs out of resources, or something else. The shader is not the problem as it still crashes if I don't apply the shader to the alternative scene. And, if I simply make a copy of the main database set and rename the copy as the infrared set for the alternative scene, it still crashes. But, all is well if I only load one database set. Thanks! Yefei ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting a value calculated by a GLSL shader once per frame.
Hi Chris, comments inline... On Sun, Nov 23, 2008 at 9:47 AM, Chris Denham [EMAIL PROTECTED] wrote: I have been trying to work out how/if you can use a shader to compute a value (once per frame) and use that value as a constant in the shader for the rest of the frame. For example, I want to use a shader to find the minimum value in a texture once at the beginning of a each frame, then use that minimum value (probably as a uniform) in a fragment shader. Yes, a uniform would be the right path in. It seemed to me I have two problems: 1. How do I get a shader (or part of a shader) to only execute once per frame? (Not sure what you mean by part of a shader.) But you could use two passes, with the scene you're analyzing under your special shader, the other pass would render using the result from the first pass 2. How do I get the minimum value out of the shader in order to get the application to put it in a uniform? There are three ways I can think of: 1) the usual way: readback final fragment values written to some render target, like a texture or FBO. 2) use the geometry feedback path (I have little experience with this path, so dont know its limitations etc) 3) use CUDA The only way I could think of to get a value out of a shader was to render its result to a texture and pick the data out of the texture in the application. Urgg.. there must be a better way. it's not that distasteful is it? I had the idea that people may be using shaders as a general purpose 'rocket powered' implementation for all kinds of general algorithms, but I can't Sure, NV's CUDA does all sorts of general-purpose computing on the GPU, hiding implementation details behind a parallel compute abstraction. At NVISION there was a cool demo using CUDA and GL together to render a scene using both raytracing and rasterization (used raytracing only on a shiny car, used rasterization for the road and other background features, a nice approach for quality/performance tradeoffs) see how to use them in that way. Does OSG provide a way to use GLSL for anything other than 'colouring pixels' ;-) ? afaik OSG doesn't have any direct support for CUDA, but that doesn't stop you from interpreting a framebuffer result as something other than colored pixels. cheers -- mew Chris. - The answers to stupid questions are often more enlightening than the answers to smart ones. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance expectations
On Thu, Nov 13, 2008 at 1:26 PM, Jan Ciger [EMAIL PROTECTED] wrote: Oh good... a brother in misery hardware is a big factor in our work as well. Ed Mike Weiblen wrote: Just as another general datapoint, and not OSG-specific, we also have requirements for rendering framerates in excess of 10's of kilohertz. Likewise, I cant discuss details, other than we do throw a lot of hardware in that direction. -- mew Guys, just out of sheer curiosity - what kind of HW is needed to generate such framerates? If you cannot talk about specifics, at least a ballpark idea would be cool to know. Regards, Jan Well, we have different projects at opposite ends of the performance/hardware continuum. But for the hyper-framerates we use lots of low-power-dissipating GPUs. Some (but not all) projects are described on http://www.zebraimaging.com/ cheers -- mew -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shaders in OSG...
hmm, I was unaware of crash bugs in Program switching. If you could create a simple repro, I'd be interested. -- mew On Fri, Nov 14, 2008 at 9:48 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] wrote: Mike, Thanks for the reply. There was an exchange on this subject back on August 28 in the archives. I tried all the suggested solutions to the problem to no avail. I have tried binding to an empty program as you suggest by using the call ss-SetAttributesAndModes(new osg::Program()) which does indeed turn off the shader (back to fixed functionality). But when I attempt to switch back to the shader with another call to ss-SetAttributesAndModes(MyShaderProgram), it crashes my OpenSceneGraph app. I've tried the other suggestions such as removing the shaders from the program and then adding them back on for enable/disable and also the call ss-RemoveAttribute(MyShaderProgram) which have also caused a crash on the ensuing call ss-SetAttributesAndModes(MyShaderProgram). The only mechanism that has worked cleanly for me is if I create two programs, one that is empty and one that has my vertex/fragment shaders attached. When I call each programs apply method to switch the shaders off and on, this seems to work. I'm not sure if this the correct way to do it though. I've also noticed that there is no clean way of switching between multiple programs attached to a single object during runtime. At least I haven't found a way to get it to work in OSG. In OpenGL, I've always been able to have multiple programs that I can swap in and out via the call to glUseProgram() with the appropriate program handle (including the call glUseProgram(0) to switch to the fixed pipe). I don't see an equivalent mechanism in OpenSceneGraph to achieve the same functionality. If you or anyone else can enlighten me, it would be most appreciated... -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen Sent: Thursday, November 13, 2008 11:33 AM To: OpenSceneGraph Users Subject: Re: [osg-users] shaders in OSG... The only way to turn off a glProgram in GL is glUseProgram(0), there is no glEnable/glDisable. In OSG you do that by creating an empty osg::Program, one with no osg::Shaders attached. Just attach that empty osg::Program where you want to revert to fixed-function. Further details in http://mew.cx/osg_glsl_july2005.pdf cheers -- mew On Wed, Nov 12, 2008 at 2:55 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] wrote: Hello, Is there a light weight way to turn off shaders in OSG without unloading the vertex and fragment shaders from the shader program? My application needs to switch back and forth from the shader pipeline to the fixed pipeline and vice versa during runtime. This can be done at the OpenGL level by calling the function glUseProgramObject() to make the quick switch. Is there an equivalent in OpenSceneGraph? Thanks in advance, -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] unsigned int missing in osg::Uniform?
Those enum were copied as a block from glext.h; GL_UNSIGNED_INT is in gl.h. Probably just an oversight. Feel free to add and send to osg-submissions. -- mew On Fri, Nov 14, 2008 at 5:18 AM, Ferdi Smit [EMAIL PROTECTED] wrote: It appears that support for a single unsigned int uniform is missing. In include /projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-2.6/include/osg /projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-2.6/include/osg/Uniform /projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-2.6/include/osg/Uniform there is support for: UNSIGNED_INT_VEC2 = GL_UNSIGNED_INT_VEC2_EXT, UNSIGNED_INT_VEC3 = GL_UNSIGNED_INT_VEC3_EXT, UNSIGNED_INT_VEC4 = GL_UNSIGNED_INT_VEC4_EXT, but GL_UNSIGNED_INT is not there, if I am correct. Is there any reason for this, or is it by accident? -- Regards, Ferdi Smit Email: [EMAIL PROTECTED] Room: C0.07 Phone: 4229 INS3 Visualization and 3D Interfaces CWI Amsterdam, The Netherlands ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shaders in OSG...
The only way to turn off a glProgram in GL is glUseProgram(0), there is no glEnable/glDisable. In OSG you do that by creating an empty osg::Program, one with no osg::Shaders attached. Just attach that empty osg::Program where you want to revert to fixed-function. Further details in http://mew.cx/osg_glsl_july2005.pdf cheers -- mew On Wed, Nov 12, 2008 at 2:55 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC [EMAIL PROTECTED] wrote: Hello, Is there a light weight way to turn off shaders in OSG without unloading the vertex and fragment shaders from the shader program? My application needs to switch back and forth from the shader pipeline to the fixed pipeline and vice versa during runtime. This can be done at the OpenGL level by calling the function glUseProgramObject() to make the quick switch. Is there an equivalent in OpenSceneGraph? Thanks in advance, -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performance expectations
Just as another general datapoint, and not OSG-specific, we also have requirements for rendering framerates in excess of 10's of kilohertz. Likewise, I cant discuss details, other than we do throw a lot of hardware in that direction. -- mew -- Mike Weiblen -- Boulder Colorado USA -- http://mew.cx/ On Thu, Nov 13, 2008 at 10:22 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Ed, Could you explain why you need 1000 Hz? I don't know of any display systems that work this fast, 120 Hz is typically the high end in refresh rates of monitors/projectors. Robert. On Thu, Nov 13, 2008 at 4:50 PM, Ed [EMAIL PROTECTED] wrote: As noted in past posts, I am working on porting my native GL app to OSG... But before I get to far down this path, I thought it would be a good idea to ask some questions concerning performance. I have noticed in past postings that OSG can handle thousands of objects, millions of polys and still hold a solid 60Hz on a modern machine. My requirement is to be able to render in excess of 1000 Hz. I have achieved more than double this with somewhat simple scenes in my current app. Am I expecting too much from OSG? Ed ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting started with OSG and GLSL
also see http://mew.cx/osg_glsl_july2005.pdf cheers -- mew On Fri, Sep 19, 2008 at 3:22 AM, Filip R. Andersson [EMAIL PROTECTED] wrote: Hi all, I would like to add shading effects to my application, which uses OSG, but have never programmed GLSL or Cg before. Can anyone please guide me to tutorials or a good source of information about using GLSL with OSG? I noticed that OSG comes with one or two shading examples but I would like to see how .osg/.ive files can be loaded to the scenegraph and what kind of shading information I can embed in the files. Any direction to where I can do some reading is appreciated. Cheers, Filip -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Reminder: CFP: OpenSceneGraph BOF @ SIGGRAPH, Wed Aug 13 noon
(bump) If anyone else would like a slot during the presentation section at the BOF, please drop me a note. cheers -- mew On Wed, July 9, 2008 11:50, Mike Weiblen wrote: Hi all, Call for Presenters at the OSG BOF It's that time again, to invite folks to show off their latest and greatest OSG-related work at the OpenSceneGraph Birds-of-a-Feather gathering. http://www.siggraph.org/s2008/attendees/birds/ Our venue is the Los Angeles Convention Center, Wed Aug 13, Room 501A, Noon - 1 pm (immediately following and in the same room as the DIVERSE BOF, and the same day as the OpenGL BOF) Given we have 1 hour, we split that into a presentation section of no more than 1/2 hour, leaving the remainder of the hour for informal discussion/demo/socializing time. To allow for several presenters, presentations are kept short, limited to 5 minutes, to give a brief tasty overview of your topic to the entire group. After the formal presentation section, everyone is encouraged pick a spot in the room to continue to demo and discuss with folks during the informal social mingling time. Please let me know if you would like sign up for one of the presentation slots. See you in Los Angeles! -- mew Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vertex texture fetch in r600+ ATI cards
On Fri, Jul 18, 2008 at 12:43 PM, Marko Srebre [EMAIL PROTECTED] wrote: Also I get some queer behaviour when using two textures in fragment program... ati opengl support seems quite buggy and unpredictable. What sort of problem using two textures in frag shader? If you run the osgshaders example, the top row (green/white marbling effect) uses two textures in the frag shader. Is that brokwn? -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] integrating an external project to OSG via CMake
Intending to finally get osgToy and osgVRPN building again with modern OSG via CMake. I've looked at several other independent nodekits/apps for guidance (osggis, mpv, osgppu, vpb, etc) and they all have separate CMakeModules directories and use slightly different versions of FindOSG.cmake, apparently derived from a single ancestor version in OSG itself (which is the oldest) Is there a single definitive package of CMake goodies (including FindOSG.cmake) for uniformly but compatibly building independent (or interdependent) nodekits against OSG? I'm hoping there are some resources to jumpstart that integration, else I may need to punt and just create hardcoded VS projects for shortterm results. thanks -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Retrieving geometry information about a loaded model
Hi, That is an extremely general question. The essense of OSG is accessing and manipulating that information: it's used for dispatching OpenGL rendering commands, and for reading/writing a scenegraph to basically any file format. Have a look at the query methods of osg::Geometry and how an osgDB::ReaderWriter serializes it to a file. Use a NodeVisitor to find the Geometrys in the scene. -- mew On Wed, Jul 16, 2008 at 5:47 PM, Franclin Foping [EMAIL PROTECTED] wrote: Dear all, I would like to know how I can work out geometry information of a given loaded model. More specifically, I am looking for the following: 1 - The list of all vertices contained in the model. 2 - The normal at each vertex of the node 3 - The list of triangles of the model 4 - The topology of the model that is how the triangles obtained in 3 are connected. I am anxiously waiting for your reply. Best wishes, Franclin. Envoyé avec Yahoo! Mail. Une boite mail plus intelligente. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph
core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in wrappers (not at that machine to provide details) -- mew On Fri, Jul 11, 2008 at 2:38 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi All, I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all the major changes are now checked in, so it's time to make sure that things are compiling and running sensible across platforms. If things look good then I'll tag 2.5.4 tomorrow. Once 2.5.4 is out the way my plan is to seriously look at osgWidget inclusion in to SVN trunk, so testing osgWidget and feedback on it would be very useful. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph
I'll verify and send details later this afternoon -- mew On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Mike, On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen [EMAIL PROTECTED] wrote: core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in wrappers (not at that machine to provide details) I've have just re-run genwrappers and nothing got updated, and snv diff suggests that everything is checked in. I've also done a build of the wrappers under Linux and this went fine. So... there must be something like a missing export of something similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so perhaps it was this, I've gone ahead and add this export and checked it in. Fingers crossed this was the only one... as I want to go get on with tagging the release :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph
Hi Robert, updated to SVN trunk r8575, that seems to have fixed the unresolved error I was seeing in osg wrapper thanks -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ On Sat, Jul 12, 2008 at 12:18 PM, Mike Weiblen [EMAIL PROTECTED] wrote: I'll verify and send details later this afternoon -- mew On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Mike, On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen [EMAIL PROTECTED] wrote: core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in wrappers (not at that machine to provide details) I've have just re-run genwrappers and nothing got updated, and snv diff suggests that everything is checked in. I've also done a build of the wrappers under Linux and this went fine. So... there must be something like a missing export of something similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so perhaps it was this, I've gone ahead and add this export and checked it in. Fingers crossed this was the only one... as I want to go get on with tagging the release :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CFP: OpenSceneGraph BOF @ SIGGRAPH, Wed Aug 13 noon
Hi all, Call for Presenters at the OSG BOF It's that time again, to invite folks to show off their latest and greatest OSG-related work at the OpenSceneGraph Birds-of-a-Feather gathering. http://www.siggraph.org/s2008/attendees/birds/ Our venue is the Los Angeles Convention Center, Wed Aug 13, Room 501A, Noon - 1 pm (immediately following and in the same room as the DIVERSE BOF, and the same day as the OpenGL BOF) Given we have 1 hour, we split that into a presentation section of no more than 1/2 hour, leaving the remainder of the hour for informal discussion/demo/socializing time. To allow for several presenters, presentations are kept short, limited to 5 minutes, to give a brief tasty overview of your topic to the entire group. After the formal presentation section, everyone is encouraged pick a spot in the room to continue to demo and discuss with folks during the informal social mingling time. Please let me know if you would like sign up for one of the presentation slots. See you in Los Angeles! -- mew Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg file format BUG
On Wed, Jul 9, 2008 at 9:43 AM, Paul Martz [EMAIL PROTECTED] wrote: I think it's incorrect to characterize this as a limitation of the .osg format. The .osg format is quite capable of supporting this. It is simply an unimplemented feature or bug. If this is inhibiting your work with OSG, you could track it down and fix it. _and_ send your fix to osg-submissions so it is fixed for everyone! -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Centroid Varying Shader Variable
On Mon, Jul 7, 2008 at 5:16 PM, [EMAIL PROTECTED] wrote: ... You would have thought that a 1.2 compiler would be able to compile all earlier version of the language but they decided to implement it such you must tell the compile your using 1.2 of the language. the rationale is that the shader author must declare their intent to use newer/extended features of the language, to enhance portability of shader code across different GLSL implementations. Also, about the CPP part of my question, I see the shader language supports many of these directives.. Is there any way to externally (i.e. in OSG) to set a #define variable?? For example, With the CPP, I use cpp -DVariable=10 infile.txt outfile.txt. And then I'd do a: fragProgram-loadShaderSourceFromFile(outfile.txt); Do I have to create a #define Variable 10 string and prepend it to my shader code (which isn't easy if I use loadShaderSourceFromFile()). Is there some other way? Anybody use the shader's conditional compile directives? Paul P. No there's not a compler cmdline feature to add define flags. I dont use the GLSL preprocessor much, tho does seem there's opportunity to improve OSG's interface for that usemodel. -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Planning for upcoming OpenSceneGraph 2.6 release
Hi Robert, I'll be building them over the next couple days (holiday weekend travel etc). I'll check the new binaries into the osgToy SVN, we can then decide how to integrate into OSG and CMake. I'll let you know when ready. I'm curious if anyone has experience with those new versions, and if anyone has opinions pro/con on moving to them? Also, are there any other packages to be updated that I've missed? thanks -- mew On Mon, Jun 30, 2008 at 12:58 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Mike, Updating the Cmake dependencies should be pretty straight forward, I guess the first step is to get these dependencies building, then update the dependency checks. Do you have any idea how long it might take to get things updated? Robert. On Mon, Jun 30, 2008 at 6:49 PM, Mike Weiblen [EMAIL PROTECTED] wrote: wrt planning for OSG 2.6, I notice several of the upstream dependencies have advanced since my last 3rdParty binary build. Specifically: - libpng 1.2.29 - freetype 2.3.7 - curl 7.18.2 - gdal 1.5.2 I suppose it would be good to update those, but my main concern is updating the CMake dependency search to find the new versions. Thoughts? -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Planning for upcoming OpenSceneGraph 2.6 release
wrt planning for OSG 2.6, I notice several of the upstream dependencies have advanced since my last 3rdParty binary build. Specifically: - libpng 1.2.29 - freetype 2.3.7 - curl 7.18.2 - gdal 1.5.2 I suppose it would be good to update those, but my main concern is updating the CMake dependency search to find the new versions. Thoughts? -- mew On Sun, Jun 29, 2008 at 6:51 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Robert, Regarding ScreenCaptureHandler, I haven't had a chance to look at it properly yet, been rather blown away with general submissions/support work. If you have any updates then please post them and I can have another look this week. Right now it's pretty much a straight conversion of the osgscreencapture example into an EventHandler. Though it seems slower for some reason. But other than that, I think it would be sufficient for a first version. Your comments would be appreciated, both regarding its fitness for inclusion, and regarding the general direction (things that could be added in the near future). All in all, it's not a big thing, and will probably take you all of 15 minutes to review, but I think it would be an interesting addition. Testing osgWidgets out prior to merge would be useful. If it is to make it then it'll need to compile cleanly across all platforms, if it doesn't work perfectly across it's feature set or is not feature complete I won't be worried - we can always roll 2.6 with a partially complete osgWidget and make it clear to the community that it's a work in progress, with API still in flux. Last I checked, it built and ran fine on both platforms I have access to: Windows and Linux. Jeremy might have some comments on feature set, but I personally think it's ready for a first inclusion and then work from there. Let me check again on Windows, just to make sure (Jeremy tests less often on Windows if I recall correctly), but barring any major problems, I'd definitely go for including it in 2.6. Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] a little change of ive plugin for osgtext inout
To ensure things are properly tracked and dont get lost, there is a process for sending code submissions, see the instructions at: http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol -- mew 2008/6/29 Lilinx [EMAIL PROTECTED]: HI, I change ive plugin a little for osgText inout, so the ive plugin supports backdrop setting, and Text3D, FadeText inout : 1. in DataInputStream.cpp, add 1286--1293 lines; 2. in Text.cpp, add some code for text's Backdrop setting; 3. in IveVersion.h, add line 39, increase the VERSION to VERSION_028(line 41) 4. in ReadWrite.h, add line 146,147 5. add file FadeText.h, FadeText.cpp, Text3D.h, Text3D.cpp. Lilinx [EMAIL PROTECTED] 2008-06-30 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debug Libraries error (0xc0150002)
(clarifying comment added to the download section on http://mew.cx/osg/) -- mew On Fri, Jun 27, 2008 at 9:44 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Mark, I haven't found any mentions of that error in relation to osg, but every solution to it I could find for other systems involved getting service pack 1 or replacing the library with a newer/fixed version. This machine has service pack 2, so the first isn't the problem. I think they mean VS2005 SP1, not Windows XP SP1 - so SP1 for the compiler, not the OS. Check the Microsoft site. It's essential to have VS2005 SP1, otherwise you'll get weird crashes in debug mode, since the binaries Mike compiled were built with VS2005 SP1. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Missing Freetype?
are you using the VS71 3rdParty binaries? The version of freetype changed in the VS80 3rdParty binaries, and perhaps the CMake dependency code isn't checking for that case. -- mew On Thu, Jun 26, 2008 at 2:58 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello all, As I was running the viewer and trying to understand osgHUD, I see errors about not being able to find the plugin to load arial.ttf. As I dug, I realized that the freetype plugin was responsible for this (I started off looking for a ttf plugin). The freetype plugin does not show up in the (VS 7.1 2003) solution that CMake made for me. As I looked at CMake, the options that refer to freetype are: FREETYPE_INCLUDE_DIR_freetype2 FREETYPE_INCLUDE_DIR_ft2build FREETYPE_LIBRARY_DEBUG and all of these say something about being not found. I have a 3rdParty folder, and it is being properly used for jpeg, gif, glut, tiff, etc. I set these options to be what made sense to me in the 3rdParty folder (which does have freetype includes and libes), and ran CMake with no errors, but I still did not see any freetype plugin in the SLN when I opened it. What am I missing? -- Thanks Rick Check us out at http://fringe-online.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Shader destructor
Yes, everything derived from osg::Referenced should have its destructor protected, which ensures such an object cannot be created on the stack. See the ref_ptr tutorial. -- mew On Tue, Jun 24, 2008 at 3:34 PM, O'Malley, James james.o'[EMAIL PROTECTED] wrote: Is there a reason the destructor for the Shader object is protected? Kevin O'Malley -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Shader destructor
Is that by intent or oversight? Seems like a risky mix of usemodels. -- mew On Tue, Jun 24, 2008 at 4:30 PM, Paul Martz [EMAIL PROTECTED] wrote: Yes, everything derived from osg::Referenced should have its destructor protected, which ensures such an object cannot be created on the stack. See the ref_ptr tutorial. There are a few exceptions to this rule. NodeVisitor, for one, derives from Referenced but declares its destructor as public. -Paul -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3dev release
Hi, likewise, I'm seeing many build failures with svn top-of-tree @ 8492 (45 projects build, 112 failed) on WinXPsp2, VS2005sp1, cmake 2.4.7 The huge # of failures are do to std::max, std::min but there are several others too 2Font.cpp 2..\..\..\..\..\externals\OpenSceneGraph\src\osgText\Font.cpp(477) : error C2589: '(' : illegal token on right side of '::' 2..\..\..\..\..\externals\OpenSceneGraph\src\osgText\Font.cpp(477) : error C2059: syntax error : '::' 90..\..\..\..\..\..\externals\OpenSceneGraph\src\osgPlugins\OpenFlight\expGeometryRecords.cpp(878) : warning C4003: not enough actual parameters for macro 'max' 4..\..\..\..\..\externals\OpenSceneGraph\src\osgViewer\GraphicsWindowWin32.cpp(2139) : error C2065: 'WM_MOUSEWHEEL' : undeclared identifier 4..\..\..\..\..\externals\OpenSceneGraph\src\osgViewer\GraphicsWindowWin32.cpp(2139) : error C2051: case expression not constant 4..\..\..\..\..\externals\OpenSceneGraph\src\osgViewer\GraphicsWindowWin32.cpp(2142) : error C3861: 'GET_WHEEL_DELTA_WPARAM': identifier not found 86..\..\..\..\..\..\externals\OpenSceneGraph\src\osgPlugins\shp\ESRIShape.cpp(169) : warning C4003: not enough actual parameters for macro 'min' 86..\..\..\..\..\..\externals\OpenSceneGraph\src\osgPlugins\shp\ESRIShape.cpp(169) : error C2059: syntax error : ')' 91..\..\..\..\..\..\externals\OpenSceneGraph\src\osgPlugins\lwo\Unit.cpp(25) : error C2872: 'Polygon' : ambiguous symbol 91could be 'C:\Program Files\Microsoft Visual Studio 8\VC\PlatformSDK\include\wingdi.h(4002) : BOOL Polygon(HDC,const POINT *,int)' 91or 'd:\mew\mew_trees\osgbuild_trunk\externals\openscenegraph\src\osgplugins\lwo\Polygon.h(24) : lwosg::Polygon' 105..\..\..\..\..\externals\OpenSceneGraph\examples\osgthirdpersonview\osgthirdpersonview.cpp(68) : error C2513: 'const double' : no variable declared before '=' 105..\..\..\..\..\externals\OpenSceneGraph\examples\osgthirdpersonview\osgthirdpersonview.cpp(72) : error C2100: illegal indirection On Mon, Jun 23, 2008 at 5:05 PM, Paul Martz [EMAIL PROTECTED] wrote: Hi Robert -- I just returned from a vacation and am encountering multiple build failures. I haven't waded through all the osg-users emails yet, but from your post below, it doesn't sound like you're aware of the issues. Many are STL issues under VS2005 (use of std::max, for example, instead of osg::maximum). I can post an exhaustive list if you need it. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, June 23, 2008 12:59 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3dev release Hi All, There have been too many build changes, and not enough testing feedback for me to go with a dev release with any confidence so I'll not do one today. I'm away on a trip Tuesday and Wednesday, when I get back online on Thursday I could possible make OSG-2.5.3 then, so you have a few more days testing to do. If you have fixes you'd like merged before 2.5.3 (i.e. build fixes), could you send them into osg-users so others can tests them prior to my return. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help on picking and draggers?
Hi, as a general rule, if you're using ref_ptr correctly, you should never have to call ref(). I've written much OSG code over the years, and have never had a need to call ref() directly. The official guidance is to always use ref_ptr when maintaining a pointer to an object derived from osg::Referenced. I chose those words carefully; if you need to preserve/maintain a reference across function calls, or references among different nodes, then always use a ref_ptr. Occasionally, I will use a regular C++ pointer strictly _inside_ a function when I know that reference will not be maintained beyond the scope of that function lifetime. There is a very good ref_ptr tutorial on the OSG website. -- mew On Thu, Jun 19, 2008 at 12:37 PM, Xinyu Zhang [EMAIL PROTECTED] wrote: Thank you. I got the problem solved. The program crashed everytime I tried to select a dragger. It actually had nothing to do with the dragger itself. Just the CommandManager pointer was somehow unaccessable (deleted?). I manually called the ref() and then it worked fine. I paid a lot to learn the smart pointer. Still don't quite understand when they should be used. Why many pointers in the examples are just pointers not ref_ptr. - Original Message From: Mike Weiblen [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, June 19, 2008 12:38:50 PM Subject: Re: [osg-users] help on picking and draggers? there is the osgpick example. do you have a small example that demonstrates the issues you're struggle with? -- mew On Thu, Jun 19, 2008 at 8:40 AM, Xinyu Zhang [EMAIL PROTECTED] wrote: Is there any document or tutorial on how to use picking and draggers in OSG? I am struggling on this. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] POLL: Where do you get your OSG binaries?
On Sat, Jun 21, 2008 at 4:15 AM, Paul Melis [EMAIL PROTECTED] wrote: Mike Weiblen wrote: ... I can also offer download stats/logs from my website. Might be interesting to see the numbers, yes :) Paul Ok, I excerpted a summary at http://mew.cx/osg/osg_downloads.html -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] POLL: Where do you get your OSG binaries?
Hi To increase the sample population, perhaps put a note about the poll on the front page of http://www.openscenegraph.org/ I can also offer download stats/logs from my website. -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Paul Melis Sent: Friday, June 20, 2008 7:17 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] POLL: Where do you get your OSG binaries? Hello OSG'ers, We're interested in how users of OSG get their binaries. For example, are you using Windows and do you use the precompiled binaries available through the OSG website, do compile OSG yourself but do you use precompiled dependencies (libpng, libjpeg, etc) or do you compile everything from scratch? Do you use Linux packages or aren't they available for your platform? To gather everybody's answer we've set up a poll on the Vis-Sim.com forum where you can place your votes, so please do not respond to this e-mail to vote! You will have to register with the forum in order to vote, as otherwise spambots and such will be able to influence the results [1]. As currently precompiled binaries are only available for Windows and some Linux distributions the poll has only options applicable to those platforms. The poll displays a number of options. If you feel the options presented are not covering your situation then please select Other (for your platform) and post a message containing your answer using the post reply button. Please do not go into discussion in the poll messages posted, use either the relevant forum or osg-users for that. The poll is available through http://www.vis-sim.com/3dsceneBB/viewforum.php?f=34 You can find the Register link there at the top of the page (please note that the confirmation code you're asked to enter is case- sensitive). Thank you for voting! Regards, Paul Melis [1] The poll was actually available for some time without registration, but it only lasted a few hours before invalid votes came in. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linking problem with freetype and jpep in 3rdParty_win32binaries_vs80sp1
thanks for the confirmation. I've updated the docs to remove the TODO and emphasize the need for vs2005sp1 -- mew On Wed, Jun 18, 2008 at 3:41 AM, arnaud houegbelo [EMAIL PROTECTED] wrote: Hi Mike, Many Thanks for your answer Your are right, It works fine with SP1. Best regards Arnaud ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: Collada with Embedded Textures
Hi, you might check the COLLADA forums and Owl reference model database at http://collada.org/ -- mew On Wed, Jun 18, 2008 at 3:34 PM, Gordon Tomlinson [EMAIL PROTECTED] wrote: Hi Guys A little of target, one of our dev teams needs to create Collada files with embedded textures. I believe OSG reader/writer at this time does not support this not an issue we can add that What they are looking for currently is a sample dae file with an embedded textures(s), Google has failed to help so far, any one know of such a best anywhere ? Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help on picking and draggers?
there is the osgpick example. do you have a small example that demonstrates the issues you're struggle with? -- mew On Thu, Jun 19, 2008 at 8:40 AM, Xinyu Zhang [EMAIL PROTECTED] wrote: Is there any document or tutorial on how to use picking and draggers in OSG? I am struggling on this. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with osg 2.4 stable release
I must admit, due to both my own and others struggles getting DLLs properly locationed, I've been very tempted to build as many 3rdParty libs as possible in only static configuration. That minimizes the runtime dependency chain, so we'd only have to deal with OSG finding its own DLLs. I dont recall now many of the upstream 3rdParty support a static config (I'm not going to add one if they dont supply it themselves) but I'll be looking in this direction in the future. -- mew On Wed, Jun 18, 2008 at 10:18 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Guys, I don't have much experience to through into discussions about static vs dynamic libs under Windows, but what is clear from sitting on the list how much traffic is dedicated to build issues under Windows, almost all relate to dll's problems. With the OSG-2.x we've tried to tackle this with the version'd dll's and version plugins directories which should help, but it hasn't solved it completely - users are still have lots and lots of problems. Using static linking by default for the OSG plugins does seem like a good way of tackling a big part of problem, and while there will be a memory overhead I'd say it's well worth it. If less users have problems then their experience of OSG under Windows will be more positive and we'll have less support for wade through. Watching these threads as an outsider it does seem like keeping Windows is a black art, with a complex matrix of things that work in different combinations. Personally I'd much rather programmers spend their brain power on doing 3D graphics apps than fighting build systems/dll's etc learning all the caveats of working on specific platforms. So if you want to go static link of external dependencies under Windows then guys, you have my backing. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio
Hi, I'm glad you have a config that works for you. But with the combinatoric explosion of: - VS70 v. VS71 v. VS8 v. VS8sp1 v. VS9 - Express v. Pro - Release v. Debug - dll v. static - multithreaded or not - debug iterators or not - whatever or not, etc I just cant track the valid combinations (especially those I dont personally use), so I simply default to the safest recommendations. cheers -- mew On Tue, Jun 17, 2008 at 5:21 AM, David Spilling [EMAIL PROTECTED] wrote: Mike, FYI, and FWIW (and I believe that this has been reported elsewhere on list) I am using VS9 Express - the free version - and your prebuilt VS8 binaries. Using _release_ builds has presented no compatibility issues so far. However, using _debug_ builds seems to present apparent incompatibility issues between the VS8 built debug 3rd party libraries and VS9. I say seems because this may be a Cmake issue - I've seen some on-list stuff that might relate to this - and haven't recently updated to sort it all out, so there may still be no conflicts. Just thought you might like to know. David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Documentation any? (+Optimizer question)
Have a look at http://osgbooks.com/ Good docs dont grow on trees, but folks are willing to create docs if you're will to fund. -- mew On Mon, Jun 16, 2008 at 2:46 AM, Forum Dude [EMAIL PROTECTED] wrote: Hi, in the last few days, I've been getting into OSG programming and I repetedly feel that the code needs a lot more documentation. Maybe this has been said before, I don't know. Crucial classes and functions just lack any explanation about what they do and how to use them. Often times, there are no tutorials and even if there is one, it's as sparse as the doxygen-generated docs. Example: The Optimizer. This is what the class description says: Traverses scene graph to improve efficiency. See OptimizationOptions. For example of usage see examples/osgimpostor or osgviewer. When I check the OptimizationOptions, I can see them but there's no precise explanation what they actually do. I can only guess. Then I check osgimpostor and the code never even uses the Optimizer. Great. Then I check osgviewer and all it does is this: optimizer.optimize(loadedModel.get()); No Optimizer tutorial was found. Hmm... It doesn't make it easy for OSG beginners to get into it. Anyways, here's my question then: -I want to completely flatten my scene so there are no transforms anymore. -This also means that if there are mutiple Geode instances but with different transforms, they need to be duplicated. -Every vertex should be in its final place. -Ideally, it should all be one Geode (if that's possible at all). I have a feeling (!) that some of these OptimizationOptions may achieve that but I can never be sure. Can anybody let me know if that is so? And if it is, what are the options I have to use? Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio
Hi, imho I'd keep w/ VS7.1 across the board for your initial porting effort to OSG 2.x, then migrate to VS9 later as necessary; just avoids having too many variables at play. Take things one step at a time. fwiw I dont use VS9 yet, consequently I have no VS9 prebuilt 3rdParty libraries, so you'll have to build those too if you move straight to VS9. My VS8 prebuilts are actively maintained, but mixing them w/ VS9 seems asking for trouble. The VS7.1 prebuilts are frozen but still available at the osgToy svn; there may be a couple you will have to build from a newer version (eg freetype) my $0.02 cheers -- mew On Mon, Jun 16, 2008 at 2:26 PM, Rick Pingry [EMAIL PROTECTED] wrote: Hello All, We are finally taking the plunge from OSG 1.2 and Producer to the newest version on SVN. (GULP!) We are using osgProducer::OsgCameraGroup with a single camera and a Producer::KeyboardMouseCallback. I have been reading that we COULD possible keep some of the Producer stuff, but it was recommended that we make the switch and I figure we might as well make the break clean. I saw some porting notes on the Wiki, but they seemed to be mentioning the REASONS for the change from Producer to Viewer, not necessarily step by step porting directions as I would have hoped. There are a lot of paradigms that I am used to in Producer that seem so very foreign in Viewer. I did take a look at the osgkeyboardmouse example and that makes sense to me, so I think I will be ok using osgViewer::Viewer and replace my KeyboardMouseCallback with a osgGA::GUIEventHandler. My biggest question at this point is more about the version of Visual Studio I am using. We have been using VS 7.1 for all of our work so far, and I downladed a copy of VS 9 Express to compile the newest source from SVN. At first I tried to replace the Viewer code, still using VS 7.1 but linking to the libs made in VS 9, but I started getting strange errors about the compiler stack overflowing. I backed off all of my changes, because I figured that I really screwed something up, and I am going at it again. So that takes me to the real question here. Should I be able to link my VS 7.1 project to the new OSG libs built in VS 9 Express? Would it be better for me to port my whole project over to VS 9 Express? Perhaps I could use CMake and build the new OSG using VS 7.1 and then link that in with what I have? Thanks -- Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in regarding uniform values?
Dont have time to examine lots of source code in detail right now (much code seems superfluous to the issue at hand; eg EventHandlers, lights, callbacks, sphere, non-trivial shaders, etc) From a quick review, seems the scene could be written to a .osg file. If so, when loaded into osgviewer, does the problem persist (ie, does it travel with the data)? -- mew On Fri, Jun 13, 2008 at 8:34 AM, Christian Heine [EMAIL PROTECTED] wrote: Hello, in the last few day's i posted in the Issue on sharing shaders between objects thread, that i've trouble in sharing shaders and unfiorms. If i create two shaders (dot3) and two objects i got the same shader result on each object. Now i figured out, that the failure occurs if i use the same code for the geometry generation of the objects and transform them with osg::PositionAttitudeTransform on differend positions. It seems too me, that this transformations are ignored on shader execution. If i create (simple plane) the transformed object with transformation values on geometry generation all seems to handled correct ... Is this a possible bug? Or is this intend and i have to consider something else? Best regards, Chrisitan P.S.: I've added the manipulated shadertest source where the 2nd quad has a generated geometry regarding the transformation... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image - terrain, Simple question
Hi Anders, at one point, this used to work, don't know if it does still: osgviewer --dem elevations.png -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Anders Backman Sent: Monday, June 09, 2008 7:25 AM To: OpenSceneGraph Users Subject: [osg-users] Image - terrain, Simple question Simple question from someone that hasn't follow the development in detail for a long while What is the simplest way of generating a terrain mesh from a 2D image with heights? Im not looking for paging textures, terrain etc, just image- mesh. There use to be the osgDem app that did this, but now you have to install and build VirtualPlanetBuilder, right? Is there anyway to do this with osg-only right now? /Anders -- Anders Backman Email: [EMAIL PROTECTED] HPC2N/VRlab Phone: +46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unable to find plugin
-Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Thursday, June 05, 2008 3:50 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Unable to find plugin ... Any chance we could get a 2008 (express,professional) dep package soon? Peter Not from me, I'll be on vs2005sp1 for the forseeable future, and I don't have vs2008 anyway. -- mew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unable to find plugin
-Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: Thursday, June 05, 2008 3:58 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Unable to find plugin You have 2008 ;). so you could contribute I'm sure Mike would share his build stuff etc ... All my 3rdParty build documentation and scripts are checked in to the osgToy repository with the binaries. -- mew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgscreencapture example
Hi Robert, -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, June 04, 2008 10:32 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osgscreencapture example Hi J-S, On Wed, Jun 4, 2008 at 4:10 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Again about new examples. :-) I saw the osgscreencapture example that was recently added. ... Try adding --rgba to the options in osgscreencapture to force an RGBA colour buffer. Also try osgscreencapture cow.osg --pbuffer-only 1280 1024 For some off screen capture fun. I'm curious, for additional off-screen capture fun, have you explored using FBO render target, and have you guidance on any subtle sensitivities for reading via PBO? thanks -- mew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue on sharing shaders between objects
This caught my eye: state-setAttributeAndModes(prg.get(), osg::StateAttribute::ON); } // otherwise bind the program and deactivate it. else{ state-setAttributeAndModes(m_program.get(), osg::StateAttribute::OFF); } osg::StateAttribute::ON/OFF does not work on osg::Program, as GL does not use glEnable/glDisable on glPrograms. GL disables an active glProgram with glUseProgram(0); the equiv in OSG is to attach an empty osg::Program (one that has no osg::Shaders attached) Perhaps that is confusing the OSG state manager, causing this failure? -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Christian Heine Sent: Thursday, June 05, 2008 11:34 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Issue on sharing shaders between objects Hello, i've played arround with this issue, but i could solve it until now. First i thought there may be a problem with the reusage of the program, but when i copy it instead of sharing, nothing happends, i got the same failure. // finaly bind the program and activate it if it is user enabled if(this-m_userEnabled){ for(uniforms_t::iterator uniIter = m_uniformCache.begin(); uniIter != m_uniformCache.end(); uniIter ++){ // add all uniforms from the list to the state state-addUniform((*uniIter).second.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED); } /* fake for copy program osg::ref_ptrosg::Program prg = new osg::Program; prg-addBindAttribLocation(tangent, osg::Drawable::ATTRIBUTE_6); prg-addBindAttribLocation(binromal, osg::Drawable::ATTRIBUTE_7); boost::shared_ptrOSGTechnique technique = this-getOSGTechnique(AbstractTechnique::VERSION_PS30); // convert BinRev shader params to osg::Uniform and osg::Attribute objects for( unsigned int i = 0; i technique-getNumberOfShaders(); i++) { boost::shared_ptrOSGGLSLShader shader = boost::dynamic_pointer_castOSGGLSLShader(technique-getShader(i)); prg-addShader(shader-getShader().get()); } */ state-setAttributeAndModes(prg.get(), osg::StateAttribute::ON); } // otherwise bind the program and deactivate it. else{ state-setAttributeAndModes(m_program.get(), osg::StateAttribute::OFF); } } There is nothing realy special... I've attached an image to show what's going wrong. Has anyone a hint what could be going wrong? I'm running out of ideas.. Best regards, Christian [EMAIL PROTECTED] wrote: Hello, i've successfully implemented a simple dot3 object shading for my scene and it works fine with single objects. Now i try to share the shaders between different objects in the scene and got some trouble: To share the shaders i've one osg::Program, where i've added two osg::Shader objects. The osg::Program instance is shared between the objects and applied to their osg::StateSet objects. The required osg::Uniform objects are created explicit for each object and bind to their osg::StateSet in a separated process. So only the osg::Program and osg::Shader are Shared (later i will share the equal uniforms too). The shader works, but it's effected on all objects equals to the object where the osg::Program has applied first. I.e. i've added two normal mapped cubes in the scene. When i set the light between both cubes i expect that both cube faces are enlighted arround the light, but on the 2nd cube the thame face of the first cube is enlighted... Have i consider something special for the sharing of (object) shaders between objects? Best regards, Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unable to find plugin
Cool. I thought that was the favored hypothesis, glad to hear its been proven FWIW I've checked in the output of About Visual Studio from my build machine at: http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1/VisualStudio_raptor.txt?revision=525view=markup -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Thursday, June 05, 2008 2:19 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Unable to find plugin Hm. Well, I _thought_ I had VS2005 SP1 installed, but apparently I was just running vanilla VS 2005. After downloading and installing SP1, I'm once again able to use the D version of Mike's 3rdParty binaries. (Confirmed with osgviewerd cow.osg, then hit the 's' key, which loads osgdb_truetyped.dll -- fonts load and render correctly, no error messages in console.) Please try this on your end and post your results, it'd be good to finally know we've discovered the root cause of this issue. It's been bugging me -- and Mike -- for weeks. -Paul From: [EMAIL PROTECTED] [mailto:osg- [EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Thursday, June 05, 2008 10:37 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Unable to find plugin I discovered this problem with the D 3rdparty libs some time ago, and have posted here extensively regarding it, and have discussed the issue at length with Mike Weiblen. Up until now I was the only person reproducing this issue. I've found the problem also occurs with D versions of libPNG and libtiff. Are you using VS SP1? Possible issues with CRT would occur if STL were used in the 3rdParty lib interface, or if the lib's heap were accessed by both release and debug code. I've been using the non-D libs in my debug builds without issue. However, I primarily develop and test with release builds, and only use debug builds for, well, debugging. So I wouldn't say that I've exercised this extensively. -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lionel Lagarde Sent: Thursday, June 05, 2008 10:22 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Unable to find plugin Linking osgdb_freetype with freetype235.lib (not freetype235_D.lib) works. I hope this will not lead to crt conflict. Vincent Bourdier wrote: Hi, with osg 2.4 it solves the problem ! All seems to be good now. I'll try with osg 2.5.1 tomorrow... Gordon, did you verify your VS proj is configured for dll multithread ? 2008/6/5 Lionel Lagarde [EMAIL PROTECTED]: Hi, I have a similar problem. The debug build of OSG is unable to load the osgdb_freetype plugin. The release build has no problem with this plugin. I'm using visual express 2005 SP1. The dependency walker tool from microsoft says that msvcp80d.dll and msvcp80d.dll are missing. I don't know what to do. Most of the threads on this subject say that it's a SP1 issue. Maybe I should reinstall my compiler. Vincent, could you reply this thread if you find any solution. Gordon Tomlinson wrote: Basically you can not use VS SP1 libs with a no SP1 Applications You can use non SP1 libs with SP1 applications in some cases, But I would highly suggest you always use either ALL SP1 libs or ALL none SP1 libs ( you will have to build all 3rd party files to match) I would also recommend any one using VS2005 upgrade to Sp1, it fixes alot of issues and saves much grief __ Gordon Tomlinson Email : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival
Re: [osg-users] 3Dconnexion manipulator
osgVRPN provides camera manipulator and transform node, which can be controlled by 3Dx devices or other 6DOF controllers. You could easily lift the essential code directly if you dont want to use VRPN; see TrackerTransform and TrackerManipulator at http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgvrpn/trunk/ -- mew On Wed, Jun 4, 2008 at 2:57 AM, monia hamdi [EMAIL PROTECTED] wrote: Hi , I have a SpaceNavigator device and I succeeded to get the translation and the quaternion matrix. In my application, I have a camera manipulator (using mouse and keyboard) and I want to add the spaceNavigator. in each frame, the quat matrix and the translation vector are updated. Would you please give me the most suitable example that I can adapt for my case. Thank you Monia __ Do You Yahoo!? En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités http://mail.yahoo.fr Yahoo! Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering the scene multiple timeswith differentshaders.
From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Viggo Løvli Sent: Monday, May 26, 2008 6:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Rendering the scene multiple timeswith differentshaders. ... (I am a bit fresh in the world of OSG and OpenGL (I have a decade worth of Direct-X experience (from the game-industry))). ... Hi Viggo, Welcome to OpenGL and OSG! It's nice to hear of someone coming from the DX world (too often there's an impression of migration going the other direction) And thanks for the detailed explanation. What you're doing is quite different than what I thought you were proposing, so now I will step back. cheers -- mew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Plugin problems with Visual Studio 2008
Hi, Yes, one level deeper you'll see the choices are: https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP arty_win32binaries_vs71/ https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP arty_win32binaries_vs80sp1/ vs2008 I believe is vs9 so there are not prebuilts for that version there. Maybe someone else has some? -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of lucas Grijander Sent: Wednesday, May 28, 2008 9:44 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Plugin problems with Visual Studio 2008 all the applications run ok. I only get this warning when I use plugins (jpeg in my case). I recompile OSG and my application using VS 2008, but I installed the 3rdParty package from here: https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/ I think they provide binaries for Visual Studio 8.0, so maybe that's the problem. Jaime. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting world space normal
Well, not so much a requirement as OpenGL convention. GL defines a normal as a 3-component vector (there are only the glNormal3*() calls, unlike glVertex which has many sizes) And the GLSL builtins : gl_NormalMatrix is a mat3 and gl_Normal is a vec3. But sure, you can make the math with larger number of components. -- mew On Tue, May 27, 2008 at 9:41 AM, Paul Melis [EMAIL PROTECTED] wrote: Mike Weiblen schreef: Normals must be transformed by a normal matrix (which is a mat3). It is not correct to promote a normal to a vec4 and try to use the transformation matrix (which is a mat4). Just curious: the mat3 requirement comes from the OpenGL shading language? As mathematically there's nothing wrong with representing a normal with (x, y, z, 1) as long as the 4x4 matrix being multiplied with is the inverse transponse of the point transformation (as you remarked) and has a zero translation part. Paul You'll need to generate a new normal matrix, which is defined as the upper-left mat3 of the inverse transpose of the transformation matrix. -- mew On Tue, May 27, 2008 at 8:30 AM, zhangguilian [EMAIL PROTECTED] wrote: Hi, I want to get the normal in world space, I can not use gl_NormalMatrix because it will translate the normal from local space to eye space, from you hint I do in this way: mat4 ToWorldMatrix = osg_ViewMatrixInverse* gl_ModelViewMatrix; WorldPos= ToWorldMatrix * gl_Vertex; vec4 normal=vec4(gl_Normal,0.0); WorldNrm= (ToWorldMatrix * normal).xyz; WorldNrm=normalize(WorldNrm); the worldpos seems right, but worldNrm seems has problem, Can I get the world space normal in this way? Thanks very much for your consideration! zhangguilian 2008-05-27 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Send all the transformation as uniform to vertex shader
(I've really just skimmed your message quickly) Do you know about the built-in OSG uniforms osg_ViewMatrix and osg_ViewMatrixInverse? Combined with the GLSL built-in gl_ModelViewMatrix, perhaps all the info you need is already available to the shader? cheers -- mew On Sun, May 25, 2008 at 2:42 AM, zhangguilian [EMAIL PROTECTED] wrote: Hi, I use glsl for shader and build a scene using osg2.4, the scene graph tree is shown in the diagram, I render the same scene in two passes with two cameras, I want to get the world coordinate of vertex in both of the two vertex shaders, I use this method: //to each of the geode added to the scene: osg::Matrix ComputeAllParentsTransforms(Geode node) { Matrix ret; ret.identity(); //if(!node)return ret; if(node.getNumParents()0) { Node* parent=node.getParent(0); do { MatrixTransform* mt=dynamic_castMatrixTransform*(parent); if(mt) { ret*=mt-getMatrix(); } parent=parent-getParent(0); } while((parent-getNumParents()0)(parent-getName()!=MRT_CAMERA));//the first pass camera and the second pass camera is named MRT_CAMERA } return ret; } I set this matrix as a uniform(LocalToWorldMatrix ,Matrix()) to the vertex shader, and do:worldPosition= LocalToWorldMatrix * gl_Vertex; I think this result is the world coordinate of the vertex, am I right? Can I get the world coordinate of the vertex using this method? Are there any good and right method to get the world coordinate of the vertex? And Can I get the world normal through this way: vec4 nrm=vec4(gl_Normal,0.0); WorldNrm= (LocalToWorldMatrix *nrm).xyz; If it is a bad method, Could you please give me some advice about how to get the world coordinate and world normal? Any information about this will be OK. I would appreciate it very much if you would help me with it. Thanks very much! zhangguilian 2008-05-25 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] URLs inside win32 installer (WAS Too much support!!!!!)
Hi all, FWIW I have the win32 installer populate some convenience URLs in the OSG area of the Start Menu for easy access, see Start Menu\Programs\OpenSceneGraph\URLs I was just a quick thing and I didn't put too much thought into it. Assuming anyone even uses those links, it occurs to me that perhaps they aren't the best choices. I guess I should add a couple links to usable list mirrors, rather than just to the list signup page. How can that small batch of URLs be improved as a resource for users, noob and super? cheers -- mew On Sun, May 25, 2008 at 6:09 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Guys, I've added the googlegroups archive to the lists of archives, alongside the existing links to gmane and mail-archive. I've also reorganised the archive links so it's right alongside the link to the list subscription rather than a separate paragraph. It's worth note the mailman archive was not linked to from the mailing lists wiki page, only the better alternatives, despite this people still on occassion use the sucky mailman archives. The saying you can lead a horse to water but you can't make it drink applies here. And there's another point. Lots of talking on this thread but actually not too much action. Who ended up fixing the wiki pages and doing the actual support rather than just talking... there is plenty done by users on support, updating the wiki, fixes bugs etc which is really appreciated, but alas what is needed is more of this community spirit, other members of the community to take on specific responsibilities. Ideally we'd have people or sets of people who could be the ones responsible for all things wiki, all things windows platform support, all things OSX support, all things unix support, all things stable release support, active server admin etc. We have lots of people doing stuff when time is available, but it remains very much on a adhoc basis. Because it's so adhoc I have to try and follow far too many topics so that I catch stuff that would otherwise fall through the cracks, I have to spread myself way too thinly with me working all hours just to keep things on an even keel. Having myself be responsible for too many aspects of the project simply isn't viable, burnout is a real issue, both physically and mentally. It's also not good expertise wise - I just don't have good skills in all the required areas, and as I said in my previous post multi-tasking reduces your intellectual abilities, doing what I'm doing is making stoopid, and really don't want someone who's gate keeper of the source who's mentally impared. So better search engines, better docs yep all helps, but in the end it's just tweaking things, it's not addressing the real problem - the projects over dependence on me carrying the ball for too many aspects of the project. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] empty geode + shader + uniform = bug ?
Hi, coming to this thread late, sorry if redundant. There occasionally creeps up a question about osg::Program state leakage, and I could have sworn it was fixed, but maybe not. Is the problem fixed adding an empty osg::Program at the very root of the scenegraph? Such state leakage seems due to OSG not having a defined baseline of state wrt glProgram. Rather than a disapply, simply having that baseline state gives osg::State something to restore to. If this does fix it, I would recommend that we have osg::State attach its own empty osg::Program above the scene root. does that make sense? -- mew On Fri, May 23, 2008 at 2:51 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Thu, May 22, 2008 at 7:48 PM, Art Tevs [EMAIL PROTECTED] wrote: Hi Stephane, Stephane, try to put an empty shader program on the cow, just like this: cow-getOrCreateStateSet()-setAttribute(new osg::Program(), osg::StateAttribute::ON); I think this could help you. And if not then just add an empty UniformList to the stateset of the cow. Interesting observation... might be a good clue to figuring out why this is happening. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] empty geode + shader + uniform = bug ?
right, but not a disapply so much as a pop of state to a baseline, and the problem is that baseline is currently undefined. So it seems the answer is to provide that missing baseline state in osg::State above the root, so that state popping properly restores. I wish I could create and submit the change, but I'm really pressed for time atm -- mew On Fri, May 23, 2008 at 9:57 AM, Art Tevs [EMAIL PROTECTED] wrote: Hi Robert, Stephane sorry a lot of text As replied in previous posts, their is a whole mechanism in osg::State for managing state, there is no need for a disapply as this automatically comes part of the package. OK, maybe I have to read through the complete osg code again and again. But I still do not understand, how State could manage to disapply an Attribute if this attribute do not provide any default mode set when calling apply() on fresh instance. For example one can see, that all the StateAttributes do apply some default values if they haven't initialized before. For example osg::Viewport do call glViewport(0,0,800,600) per default. Only if you change its width and height values, then other values are applied. Now imagine following scene: Root / \ /\ A B here we also call A-getStateSet(new osg::Viewport(0,0,400,300)); but nowhere else. Now if you take a look into any OpenGL debugger, you may notice, that you get something like this: glViewport(0,0,800,600); ... ... glViewport(0,0,400,300); .. renderA ... glViewport(0,0,800,600); .. renderB .. This happens because State do create a copy of the osg::Viewport instance (not the copy of the object) on the root node. This is cool, since this is the mechanism what you describe. However if you just think differently, what osg is trying to do here, is just to disapply the viewport attribute by applying an unitialized (or better to say a fresh) instance of the viewport. What we follow now, is that any StateAttribute has to provide some kind of default behaviour which is meant to reset the applied OpenGL state to the previous state (in the osg case - the default state). Hence, what you suggest to do with more complex StateAttributes, which do not have any proper default value!??? In such a case you need something like glPushAttribute when the corresponding Attribute is pushed by the State (pushStateAttribute) and a glPopAttribute, whenever this attribute is popped (popStateAttribute). osg::State can not track all this and hence in some cases, the lazy attribute update will just not work! In the Stephane's example the problem lies maybe in the osg::Program attribute which is not correctly copied to the root node. Or, jsut to say, that there is no call of glUseProgram(0) on the root node, if you think on the example on the top of this message. This is a main problem, which I have pointed already out. It do work for now, since OpenGL do not have so much complex attributes to manage. However as spoken already in the previous mails, for example for the draw buffer settings, the lazy state update breaks. It do work for now, because GL do store draw buffer settings per FBO context. But if it would store it per main context, then we would get a problem. I hope, I was able to point out my view on this problem. Best regards, Art P.S. I have seen now from Stephane's patch, that he encounters exactly the problem, which I have stated in this post :) __ Gesendet von Yahoo! Mail. Dem pfiffigeren Posteingang. http://de.overview.mail.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform value getting overwritten in shader.
Hi, attached are two .osg files: - mew1_resaved is just your provided testcase resaved by osgviewer 1.2 for a clean baseline. this does demo the failure of two blue spheres. - mew2_fix is the previous w/ some hacks to make it work. In both osgviewer 1.2 and 2.4 it shows a red and blue sphere diff those two files to see my mods. I basically just put a group w/ additional stateset over the referenced geode. I didn't put too much thought into it, so you may have to adjust further but it does accomplish the basic goal of two different colors. hth -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ On Mon, May 19, 2008 at 5:04 PM, Monteleone, Nathan [EMAIL PROTECTED] wrote: Hi Mike, I have a simple repro of this problem. See the attached .osg file. It's a super simple shader that colors an object blue or red depending on a bool uniform. The default state on the parent group sets this uniform to 0, then one of the children overrides it with 1. You'd expect to see a blue sphere and a red sphere. But in OSG 1.2 you see two blue spheres. OSG 2.4 works as I'd expect. The problem seems to come in when the render bins are set up in just the right way -- in this case, with the overriding child rendering first. Obviously we can fix the problem by going to OSG 2.4, and we're trying :) But unfortunately we have to put out a working version of our software pretty soon with 1.2 as the base (I'm working on the same project as Chris). Do you know of a reliable workaround? Thanks, Nathan uniform_sort_problem_mew1_resaved.osg Description: Binary data uniform_sort_problem_mew2_fix.osg Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unable to load plugins that use 3rd party libraries
fwiw Paul Martz has reported similar in the past, but I've been unable to repro. Assuming that since I make the 3rdParty binaries, my OSG binaries will by-definition be compatible. I'd really like to get this cleared up once and for all. For reference, below is the exact configuration of my Visual Studio install (obtained using Help menu - About Microsoft Visual Studio - Copy Info) cheers -- mew == Microsoft Visual Studio 2005 Version 8.0.50727.762 (SP.050727-7600) Microsoft .NET Framework Version 2.0.50727 SP1 Installed Edition: Standard Microsoft Visual C++ 2005 77633-235-2878926-41392 Microsoft Visual C++ 2005 Microsoft Web Application Projects 2005 77633-235-2878926-41392 Microsoft Web Application Projects 2005 Version 8.0.50727.762 Microsoft Visual Studio 2005 Standard Edition - ENU Service Pack 1 (KB926601) This service pack is for Microsoft Visual Studio 2005 Standard Edition - ENU. If you later install a more recent service pack, this service pack will be uninstalled automatically. For more information, visit http://support.microsoft.com/kb/926601 VMDebugger For more information about VMware, see their website at http://www.vmware.com Copyright (c) 2006-2007 VMware, Inc. == -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Operating Systems + Applications - Application Systems
Hi Robert, Yes, the live bootable CD is a very interesting concept. I made something like that based on Knoppix years ago, that proof of concept used Mesa IIRC. It was like October 2002 and primarily a demo of VTP w/ my Eldorado Springs database. Have to find the .iso, rediscover what I actually did back then. More recently, a interesting project making progress in exactly this direction is myOS http://www.geocities.com/ze_aks/myos.html It's a bootable GL demo system that can fit on a 180MB miniCD. The versions I find most interesting are v1.1.9 or v1.0.3, which run X-less GL for a super low-overhead environment. Those versions of myOS use the SciTech SNAP/MGL drivers http://www.scitechsoft.com/products/dev/mgl_home.html cheers -- mew On Fri, May 16, 2008 at 2:11 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi All, Over the last few years I have seen a few trends in hardware and software that made me curious about the possibility that soon it might be quite easily to put together an operating system and our own applications together as one physical piece of media, and distribute this as a self contained turn key system. I'm not on my own in considering this as there are now a few Linux Live CD's that are dedicated to running just a signal application - Myth TV + Linux distributions are probably the most obvious one today, but there even items like CAD apps now being distributed this way. What makes this area of particular intererst to me is that some applications which can be treated as a turn key systems are games and simulators, these are of course bread and butter apps for scene graphs. For the turn key application developer I see and advantage in that you can control the whole software enviornment, taking you a step closer to the type of fixed system that a Console developer can work to. Or course PC hardware is far more varied than Console is, but thankfully OpenGL and a decent OS can hide much of these variants for causing us too much concern. What strikes me as madness right now is that you get games written with DirectX 9.0 implementation for Windows XP, DirectX 10.0 implementation for Windows Vistsa, and an OpenGL implementation for Linux and OSX is such ports are done - the madness is that all these versions of the software, all these different binary distribution that have to be created and tested all just target the same PC hardware, the only thing causing all this extra work is that there are just so many OS variants around. Alas its so much hardware to maintain all of these distributions that often games developers just target a single OS, so all the other OS users that have the same hardware are out of luck. Now if one bundles the OS + application together, placing it on a USB flash disk and boot from this disk then the actual OS installed on a PC becomes irrelevant, just take your key with you plugin it, boot the machine and there you have a PC hardware acting like a Console. With the cost of USB flash disks coming down it won't be too long before the cost of it won't be significant chunk of the cost of software. The same can be done for CD's and DVD's, performance isn't so stellar of course. If you do have a full blown turn key system then there is nothing stopping you from installing the Application System directly on the hard disk. There are technical hurdles with going for such approach, and is only really appropriate for certain classes of apps, but I'd guess that there are number of OSG users that might just fit this category quite nicely, or perhaps find it advantageous to have the ability to deliver their software in this way. Perhaps OSG users are already doing this, or are considering. The purpose of this email is to throw this possibility out there, and to get feedback from OSG users who might find such an means of distribution useful. There are members of the community far better placed to actual go ahead and implement such a system too so I'd be nice to hear from guys with more knowledge on the OS side. There are already tools for creating Live CD's, I haven't played with them yet, but perhaps in a few years I'll have time to... Perhaps even one day we'll been able to have a few pages on the OSG wiki about how to create your own OSG app Live CD/USB distribution ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB: texture banding at all tile levels
and please start a new thread, since this is an entirely different topic. -- mew On Fri, May 16, 2008 at 2:42 AM, Robert Osfield [EMAIL PROTECTED] wrote: HI Umit, The issue you are seeing is totally unrelated to the one John has seen. The problem you see looks like an issue with the elevation data, most likely related to the problems with the NoDataValue. However, without the data I can't do any tests to look at it.At your end try: gdalinfo E020N90.DEM -mm Robert. On Thu, May 15, 2008 at 5:46 PM, ümit uzun [EMAIL PROTECTED] wrote: Hi Robert; I have try to create the earth database like John's; osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t land_shallow_topo_east.tif --geocentric -o earth/earth.ive --so build.source osgdem -s build.source -d E020N90.DEM -d /E020N40.DEM -v 1.4 -l 6 And the result is http://img127.imageshack.us/my.php?image=earthto6.png Land height relief didn't created, only Sea height relief could be seen. I don't understand why its command created this dirty database. Any thinking about it? Thanks so much.. ÜMİT UZUN Date: Thu, 15 May 2008 14:39:13 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] VPB: texture banding at all tile levels Hi John, This is a new one for me, never seen banding reported before. Could you try running a release build of osgdem to see if the problem persists. Also try out the database on other computers with different hardware as there is chance that you are seeing a OpenGL driver problem. Robert. On Thu, May 15, 2008 at 2:30 PM, John Vidar Larring wrote: Hi, VPB: revision 911 OSG: revision 8323 The following command line is used to create a simple globe (all DEM files from gtopo30 are used): ./osgdemd -d in/gtopo30/E020N40.DEM [...snip...] -d in/gtopo30/W180S60.DEM --bluemarble-east -t in/bluemarble/land_shallow_topo_east.tif --bluemarble-west -t in/bluemarble/land_shallow_topo_west.tif --geocentric --radius-equator 6378000 --radius-polar 6378000 -v 1.4 -l 6 -o out/simple_globe.ive -a out/simple_globe.osga It does not matter what kind of Globe I try to create, I get black bands in the texture on all tile levels. Please see the screen shots below: ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_1.png ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_2.png ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_3.png ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_4.png I successfully generated the globe with an earlier OSG revision on a different computer. However, my memory fails me an I cannot recall the revision number. Is anyone else experiencing this problem? Best regards, John -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Windows Live Spaces – hayatınız, Alanınız. Daha fazlasını öğrenmek için buraya tıklayın. http://get.live.com/spaces/overview ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB: texture banding at all tile levels
You're not on ATI hardware by any chance? -- mew On Thu, May 15, 2008 at 8:30 AM, John Vidar Larring [EMAIL PROTECTED] wrote: Hi, VPB: revision 911 OSG: revision 8323 The following command line is used to create a simple globe (all DEM files from gtopo30 are used): ./osgdemd -d in/gtopo30/E020N40.DEM [...snip...] -d in/gtopo30/W180S60.DEM --bluemarble-east -t in/bluemarble/land_shallow_topo_east.tif --bluemarble-west -t in/bluemarble/land_shallow_topo_west.tif --geocentric --radius-equator 6378000 --radius-polar 6378000 -v 1.4 -l 6 -o out/simple_globe.ive -a out/simple_globe.osga It does not matter what kind of Globe I try to create, I get black bands in the texture on all tile levels. Please see the screen shots below: ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_1.png ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_2.png ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_3.png ftp://ftp.weatherone.tv/private/jvl/vpb_texture_banding_4.png I successfully generated the globe with an earlier OSG revision on a different computer. However, my memory fails me an I cannot recall the revision number. Is anyone else experiencing this problem? Best regards, John -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform value getting overwritten in shader.
Does the glsl_simple.osg example datafile work for you? It demonstrates one shader w/ different values for the Color1 uniform. -- mew On Thu, May 15, 2008 at 2:01 PM, Dorosky, Christopher G [EMAIL PROTECTED] wrote: Hello, I am having problems with a uniform value getting trumped in a shader. Here is most of the shader fragment: ___ os \nuniform bool PreMultipliedAlpha;\n; os uniform vec4 FogUniform;\n; os vec3 FogColor;\n; os vec3 FogUniformColor;\n; os void main()\n; os {\n; os if (PreMultipliedAlpha) {\n; osFogColor = gl_Fog.color.rgb * gl_FragColor.a;\n; if (aFogType == EXP2_FOG) osFogUniformColor = FogUniform.rgb * gl_FragColor.a;\n; os } else {\n; osFogColor = gl_Fog.color.rgb;\n; if (aFogType == EXP2_FOG) osFogUniformColor = FogUniform.rgb;\n; os }\n; __ Now, to use it, I have this code... osg::Group *Topgroup = new osg::Group; // real code this has more stuff attached. osg::Group *group = new osg::Group; Topgroup-addChild(group); // modelA and modelB groups already exist. modelA-getOrCreateStateSet()-getOrCreateUniform(PreMultipliedAlpha, osg::Uniform::BOOL)-set(true); modelB-getOrCreateStateSet()-getOrCreateUniform(PreMultipliedAlpha, osg::Uniform::BOOL)-set(false); group-addChild(modelA); group-addChild(modelB); // Then the Fragment shader is added to the Topgroup node. // Didn't include code here because it is long, and it works as shown below. Here is what happens. When modelA and modelB are added to the group as shown above, the uniform is always false. If I comment out the line: //group-addChild(modelB); Then I have the uniform set correctly to true. Reinserting that line, and commenting out group-addChild(modelA); Has the uniform set correctly to false. It seems that I can't have both models added with different uniform values without one trumping the other. Am I doing something wrong or is this a bug? I've tried more obvious things conditional on the uniform value, like making the model red or blue with same results. OSG 1.2, Windows XP Thanks, Chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] spot_gold_cylinder silliness
My goal to make a URL to a .osg file directly viewable by clicking on the link in a browser. I want to automatically run osgviewer if given a URL eg http://mew.cx/testing/spot_gold_cylinder.osg But so far I haven't managed to coax firefox to do that, still investigating. kitco was just a convenient public server for a constantly updating dynamic image. cheers -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ On Wed, May 14, 2008 at 3:18 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Mike, On Wed, May 14, 2008 at 3:44 AM, Mike Weiblen [EMAIL PROTECTED] wrote: (ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-) I download the file and loaded it, and couldn't work out where the image came from as you just provided the .osg, then... it dawned on me what you meant :-) For those who don't have a clue what we are on this morning, here's an extra from Mike's spot_gold_cylinder.osg : Texture2D { DataVariance STATIC file http://www.kitconet.com/images/live/s_gold.gif; ... } Which trigger osgDB to load the curl (or .net if the curl plugin isn't built) plugin to load the image, then it just uses this as the texture for the cylinder So I guess the next step is to write a little osg example that polls the above an similar files every twenty seconds to give you a virtual stock market room... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget 0.1.8 (pre-merge)
hi, fwiw, there are at least two high-quality fonts intended as freely-distributable replacements for common MS burdened fonts. Give them a shot, see how they work for you: http://en.wikipedia.org/wiki/Liberation_fonts http://en.wikipedia.org/wiki/Bitstream_Vera seems these might be a great addition to the OSG data collection (if not, I prob put them in the osgToy data collection) -- mew On Tue, May 13, 2008 at 10:28 AM, Jeremy Moles [EMAIL PROTECTED] wrote: On Tue, 2008-05-13 at 17:26 +0200, Mario Valle wrote: Thanks Jeremy for your work! Trying osgwidgetinput I receive the following warnings on Linux with latest SVN. At least one of them could be stopped if you could provide the missing font Calibri1.ttf . Is it possible? Ciao! mario This is a Microsoft font. :( Perhaps I should consolidate all of these examples to use a Linux front that I CAN distribute or perhaps just the arial font included in the OpenSceneGraph-Data project. At any rate, my rampant and unpredictable use of fonts is just a way for me to try and mix things up; please feel free to change that font/arial.ttf... Obviously, issues such as these can't exist when I do the submission, so it's good to bring up! I'll add it on the TODO on the website... isone /local/OSG/osgwidget-read-only/examples/osgwidgetinput ./osgwidgetinput Warning: font file fonts/Calibri1.ttf not found. Warning: font file fonts/Calibri1.ttf not found. osgWidget: Widget [Label_Row0] was asked to set it's width to 50, but the minimum width is 80. Warning: font file fonts/Calibri1.ttf not found. Warning: font file fonts/Calibri1.ttf not found. osgWidget: Widget [Label_Row1] was asked to set it's width to 50, but the minimum width is 80. Warning: font file fonts/Calibri1.ttf not found. Warning: font file fonts/Calibri1.ttf not found. osgWidget: Widget [Label_Row2] was asked to set it's width to 50, but the minimum width is 80. Warning: font file fonts/Calibri1.ttf not found. osgWidget: Widget [Widget_1] was asked to set it's height to 18, but the minimum height is 44. Warning: font file fonts/Calibri1.ttf not found. osgWidget: Window [frame] couldn't find the Widget [Input_Row0] in it's object list. osgWidget: Input is disabled until someone can help me understand how to use osgText; sorry... osgWidget: Input is disabled until someone can help me understand how to use osgText; sorry... osgWidget: Window [frame] couldn't find the Widget [Input_Row0] in it's object list. osgWidget: MousePush @ Window: table osgWidget: MousePush @ Window: table osgWidget: MousePush @ Window: table osgWidget: Window [frame] couldn't find the Widget [Input_Row0] in it's object list. osgWidget: Window [frame] couldn't find the Widget [Input_Row0] in it's object list. osgWidget: Window [frame] couldn't find the Widget [Input_Row0] in it's object list. osgWidget: x: y: z: osgWidget: Window [frame] couldn't find the Widget [Widget_2] in it's object list. osgWidget: x: y: z: osgWidget: Window [frame] couldn't find the Widget [Widget_2] in it's object list. Jeremy Moles wrote: I've put the (hopefully!) final version of a separate osgWidget up on the googlecode site: http://osgwidget.googlecode.com This means that I feel like I'm getting closer to the point where it would make sense to submit osgWidget to Robert to see how he feels about inclusion into the main trunk, with ongoing development there instead. This will expose far more eyeballs to osgWidget's codebase, which can only be good as development continues. The next version (I'll call 0.2.0 for now) will be the one I submit, and I'm going to construct a serious TODO list of items on the website project page of things I want to accomplish prior to this. I can't say how long this will take, but hopefully no longer than about two weeks or so... This also means I'll probably make a few posts within the next two weeks asking questions regarding some outstanding issues, soliciting design opinions, etc. I only even mention this so that folks don't think I'm spamming the lists. :) Keep in mind that even if Robert is feeling brave enough to allow this code to sneak in, it won't nearly be feature complete. The goal, however, isn't to provide a final version but to expose more people and hopefully expose more bugs/flaws. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http
[osg-users] spot_gold_cylinder silliness
(ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-) -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ spot_gold_cylinder.osg Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users community pass 1900 mark
and 120 and growing on the OSG LinkedIn group :-) http://www.linkedin.com/e/gis/61724/6F710C14EBAF -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ On Mon, May 12, 2008 at 4:29 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi All, This morning the osg-users mailing list hit another milestone - we now have 1901 subscribers to the osg-users mailing list! Curious Spring (in the northern hemisphere ;-) each year seems to see a surge in the subscription rate, I have no explanation of this, its just an observaration. Do uni's do their graphics course/graphics project work in the spring? Do companies commission more new projects at this time of year? Next milestone is the big one - 2000, at current new subscription rates it might take 3 to 4 months, so I guess there is slim chance we might hit this for Siggraph this year, but more realistically some point Autumn. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to load VRML file in OSG?
The VRML libraries are not currently included in the prebuilt binaries. you will build yourself from their sources, or find another source for a prebuilt. On Thu, May 8, 2008 at 1:08 AM, Jeongseok Lee [EMAIL PROTECTED] wrote: Thanks for your answer. :-) Then, in OSG(2.4) what I have does not include vrml plugin, even other plugin is included. So, I can't complie vrml plugin or get complied vrml plugin. Did I miss some file? Jeongseok Lee -Original Message- From: Joakim Simonsson [mailto:[EMAIL PROTECTED] Sent: Thursday, May 08, 2008 1:19 AM To: 이정석; OpenSceneGraph Users Subject: Re: [osg-users] How to load VRML file in OSG? On Wed, 07 May 2008 18:10:43 +0200, 이정석 [EMAIL PROTECTED] wrote: Hi all. I encounter with VRML file (*.wrl) I have to load this VRML file on OSG. How am I suppose to do? Is there good example? even simple. Thanks to everybody read my naive questions. :-) Jeongseok Lee First, be sure that you compiled the vrml plugin, and that it resides in you environmet path. You don't say if you want to load your model from console or programmatical. From a console, type: osgviewer.exe youfile.wrl To see how this is achieved programmatical, have a look in the source code to osgviewer (applications\osgviewer\osgviewer.cpp). This line is relevant for you: osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(youfile.wrl); -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RE : Re: About the Warning: detected OpenGL error 'invalid value' after RenderBin::draw(, )
Could someone please submit the modification to osg-submissions. This is like the 4th time its come up. People ask, receive the suggested fix, are happy to see it works, but then dont submit it! :-| (Sure, I could open-loop submit the change, but I dont have the problem, so I cant see that it's actually fixed. A person _actually_experiencing_ both the error and result of fix should send the submission) -- mew On Thu, May 8, 2008 at 7:06 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Thu, May 8, 2008 at 12:51 PM, Franclin Foping [EMAIL PROTECTED] wrote: Hi Robert, Thanks a lot for your reply. Personaly, I don't think it has something to do with the OpenGL driver because with the previous OSG version (v 2.0) all my codes work perfectly without complaining at all. The error comes from the code setting up geometry shaders, this didn't exist prior to 2.3.x. The present OSG code is to fits with OpenGL spec on geometry shaders, it should work without error, and it looks to simply be an OpenGL driver bug that this warining is produced. Art's workaround uses something that shouldn't be required according to the spec, but hopefully is benign so won't break correctly performing OpenGL drivers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] LinkedIn group growing
Hi all, The OSG group on LinkedIn.com has hit 92 members, not bad at all. LinkedIn is a pretty cool networking tool, pls feel free to join the OSG group via http://www.linkedin.com/e/gis/61724/6F710C14EBAF Joining the group basically just adds the OSG badge to your page, and makes it easier to search for other members of the same group (useful when looking for consultants or new hires) cheers -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiThreads in OSG
gosh, if you used osgVRPN (or VRPN directly) you'd probably be running by now. -- mew On Wed, May 7, 2008 at 7:31 AM, Renan Mendes [EMAIL PROTECTED] wrote: Thanks, Robert, for the tips. My intention when using multithreading is to try and solve a problem about an input device (I don't know if you remember me posting it). Well, the thing is, I'm putting the function that gets my device's output in the FRAME loop. But it locks the normal execution of my application if I don't touch (i.e. activate) my input device. That's why I needed another thread: to get another 'route' when my device wasn't activated. I don't know if you or Paul have already suggested that I added my class as a new Event Handler to the viewer doing some modifications which I don't recall. I'll look into the archives for that message, and perhaps I'll continue that topic to get some more details abput your solution. Thanks again. Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Back online but hundreds of posts to go...
Haven't had a chance to review, but Thank You Very Much for moving this forward! -- mew On Wed, May 7, 2008 at 11:33 AM, Paul Melis [EMAIL PROTECTED] wrote: I did an initial restructuring in the wiki Sandbox. See http://www.openscenegraph.org/projects/osg/wiki/SandBox/FAQ Let me know what you think. Paul Robert Osfield wrote: Hi Paul, I must admit not having given the FAQ much attention in the last year. It would be good to start updating it/reorganising it. I'm fully open to suggestions on how to improve it and assistance with improving it. I'd suggest kicking out a separate thread for this. Robert. It seems that a percentage of the posts on the lists can be considered straight items from the FAQ on the website. I recently did a bit of editing on the FAQ as it isn't really the most readable piece on the site. Particularly, I updated some stuff that seemed to reference OSG versions when Producer was still used, deleted/replaced broken URLs and fixed some wording and spelling. However, I stil think it can be improved and hopefully make more people consult it before posting to the list. Things I had in mind: - Structure the items in a few sections (e.g. Introduction/Overview, Building/Installation, File formats, General development, Linux-specific, Windows-specific, etc) - Update the list of file formats to include information on read/write support of all plugins - osgViewer seems to be responsible for a fair amount of posts, perhaps it deserves its own section in the FAQ? Now, I don't have enough knowledge of every piece of OSG to edit all the entries, but I'd be happy to continue improving the FAQ. I didn't see an easy way for structuring, as currently an automatically generated overview of the questions is used. Any tips there? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)
Hi, as a datapoint, here is my recipe for building OSG 2.4.0 on VS2005sp1/WinXPsp2 that I use for the win32 binary installer. Motivated by my own dreadful memory, my goal is to make the whole process as foolproof and turnkey as possible... 1) svn checkout https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/osgbuilds/tags/osg2.4.0_vs80sp1_setup_2008-04-28 (or trunk if you want my raw development) That is my SVN build configuration that points to all the necessary components via svn:external references to other project's tags. If you were to checkout using the --ignore-externals flags, you'd see that tree is actually only ~98KB, thanks to the magic of svn:external. But when checked-out with externals enabled, all the subsystems get pulled into the correct locations relative to each other. (fyi, this is why I really like using SVN to distribute the 3rdParty prebuilts, rather than having to coordinate the unpacking of .zip snapshots. Once you embrace svn:external, .zip snapshots are just a pain :-) 2) edit SETENV.bat to your liking You should review and decide if/what needs adjusting. Note that Release v. Debug is specified here. 3) run x1000_CMAKE.bat That sets my preference overrides for some CMake defaults then runs CMake (in non-GUI mode) to create the VS projects. You should review and decide if/what needs adjusting. 4) run x3000_VSIDE.bat That launches VisualStudio 2005, with the OSG envars initialized for ease of debugging, using the just-generated project files. 5) build as usual. Following these steps, I get no errors or significant warnings. Any tweaks are preserved in the three .bat scripts mentioned. My goal is (and in my experience) it Just Works. cheers -- mew PS Yep, I will capture this is a README -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OSG NodeKits
Hi, to be exact, VRPN http://vrpn.org supports SpaceNagivator (and many many other input devices), osgVRPN http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgvrpn/ is just small glue code to attach VRPN by wrapping it in OSG classes. I used to include osgVRPN prebuilt in the OSG 1.x installers, but I haven't gotten around to porting it to OSG 2.x. I believe really the only thing needing updating is adding CMake support; I can recall a reason why the source code wouldn't just work as is. A somewhat old version of VRPN is still in the 3rdParty prebuilts, but it's prob too old to have SN support; you'll want a newer version of VRPN So the pieces are around, but will need some dusting off. -- mew On Wed, May 7, 2008 at 12:21 PM, Renan Mendes [EMAIL PROTECTED] wrote: Hi, everyone. I'm new to OSG and would like to know how to use the available nodekits, specially osgVRPN. I've learned from Mike Weiblen that osgVRPN supports my SpaceNavigator, an input device, but I don't know what are the necessary steps for that to work. Can anyone explain to me what to do? Please, don't feel bad in explaining details that seem rather obvious to you. Thanks in advance, Renan M Z Mendes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)
Hi I've been noticing reliability issues w/ SourceForge svn today (so what else is new) so keep retrying. What I usually do is svn co --ignore-externals just to get the basic filesystem, then another svn co to populate everything. re static builds: I haven't tried it, so I doubt it works. But those .bats are probably a decent starting point. -- mew On Wed, May 7, 2008 at 2:58 PM, Joakim Simonsson [EMAIL PROTECTED] wrote: Nice! On Wed, 07 May 2008 19:37:41 +0200, Mike Weiblen [EMAIL PROTECTED] wrote: 1) svn checkout https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/osgbuilds/tags/osg2.4.0_vs80sp1_setup_2008-04-28 It goes smooth until: svn: REPORT-förfrågan misslyckades till /svnroot/osgtoy/!svn/vcc/default svn: REPORT till '/svnroot/osgtoy/!svn/vcc/default': Could not read response body: Secure connection truncated (https:// osgtoy.svn.sourceforge.net) It's an error message partial in Swedish (but that's not you fault, that it is in Swedish I mean...) The first line says something like this: REPORT-query failed to /svnroot/osgtoy/!svn/vcc/default I'll wait to do step 2, 3, 4, and 5 until you figure out what is wrong. Then I will try out your batch files :) BTW, is it possible to build static with your BATs? -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)
On Wed, May 7, 2008 at 3:19 PM, Mike Weiblen [EMAIL PROTECTED] wrote: Just to clarify: What I usually do is svn co --ignore-externals just to get the basic filesystem, then another svn co to populate everything. That second command should just be svn update to populate everything, since the externals already exist the working copy from the initial checkout. -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compling STATIC version of OSG, - using static plugins?
Sorry, like I said I dont mess w/ static builds, so I have no advice there. Welcome to the wonderful world of Microsoft assemblies. Curious why you're bothering w/ debug builds tho? If you're using the prebuilt 3rdParty binaries and you build debug, it will use the debug JPEG library, which certainly could reference the debug MSVC runtime dlls. Have you tried building your own JPEG library statically, so it doesn't reference the dynamic MSVC libs? -- mew On Mon, May 5, 2008 at 1:20 AM, [EMAIL PROTECTED] wrote: Here is the .dll / library/ plugin problem I have not been able to solve. Trying both Visual Studio 2005 Visual Studio 2008, I compile osg as for dynamic compile, Debug settings. When I try to run the planet demo - I get a command line message: Could not find plugin to read objects from Images/land_shallow_topo_2048.jpg In debugging down to the LoadLibrary() method that attempts to load the jpeg plugin, it returns win api error code 14001. In cross reference the system logs, I get the following System error logs: Resolve Partial Assembly failed for Microsoft.VC80.DebugCRT. Reference error message: The referenced assembly is not installed on your system Generate Activation Context failed for C:\OpenSceneGraph\BUILD\bin\osgplugins-2.4.0\osgdb_jpegd.dll. Reference error message: The operation completed successfull - The VC80 stuff is installed on my machine with the VS2005. After 40 hours of attempts, I am at a total loss on how to get the plugins to load the libraries successfully in DEBUG mode. Any advice would be most appreciated. Thanks, Curt -Original Message- From: Mike Weiblen [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Sun, 4 May 2008 7:47 pm Subject: Re: [osg-users] Compling STATIC version of OSG, - using static plugins? On Fri, May 2, 2008 at 3:31 PM, [EMAIL PROTECTED] wrote: (The main problem is that I don't want to have to install Microsoft.VC80.DebugCRT redistributable C++ stuff with every install, which is required for the .dlls) Please be sure to read Microsoft's license for their redistributable libraries. You are not permitted to redistribute their debug runtime libraries (which is exactly why I do not include them in the 3rdParty binaries) That said, I'm not clear why you believe distributing those libs might be necessary. It looks like its trying to load the .dll version of the plugin. How can I use OSG with statically linked plugins instead of dlls? Do you know for a fact that OSG is looking for a dynamic version of the plugin, or is your static plugin looking for a dynamic version of the underlying JPEG library? Not being involved w/ static builds that much, my hunch is you'll have to build your 3rdParty binaries such that they all produce only static libraries. -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Plan your next roadtrip with MapQuest.com: America's #1 Mapping Site. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Set userdata in Plugins
You'll probably get the best and most exact answer by looking at the source code for the plugin. -- mew On Mon, May 5, 2008 at 12:02 PM, om [EMAIL PROTECTED] wrote: Thanks for your reponse Paul, but I wanted to know what it does in the .dbf plugin, it would be great if somebody can tell what are the functionalities of .dbf plugin. What I understood is that it reads the dbf file and stores the data as ShapeAttribute, but is that all it does? Thanks Om Paul Martz wrote: It's like a void* in C. user data can be any pointer to a Referenced object. The data can be used any way your application wants. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of om Sent: Monday, May 05, 2008 7:44 AM To: OpenSceneGraph Users Subject: [osg-users] Set userdata in Plugins Hi, I am having some problems with the .dbf plugin. Can sombody please tell what setUserData() method (in ESRIShapeReaderWriter.cpp)does? or where the data passed to the method is used? Thanks Om ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with pluging libraries depending/linking toMicrosoft.VC80.DebugCRT
fwiw, perhaps as a jumpstart, all my notes and scripts for building the 3rdParty binaries is captured in the osgToy SVN http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1/src/ -- mew On Mon, May 5, 2008 at 5:24 PM, [EMAIL PROTECTED] wrote: Roger - Thank you very much - you nailed the problem - i was using the 3rd party binaries, which were compiled under DEBUG / VS2005. Now the problem is compiling all of the 3rd party stuff from source on visual studio - it might be easier and less painful to gouge my eyes out with a hot screwer. Thanks so much for your help! Curt -Original Message- From: Roger James [EMAIL PROTECTED] To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org Sent: Mon, 5 May 2008 2:18 pm Subject: Re: [osg-users] Problem with pluging libraries depending/linking toMicrosoft.VC80.DebugCRT Curt, Debug versions of the Microsoft CRT are licensed for redistribution. When they were plain old dlls you used to be able to redistribute them illegally by copying them. Now they are side by side assemblies it is much harder and definitely not recommended. You will only get the debug versions of the dlls installed on a machine as part of the relevant compiler install. It looks like you are finding a debug version of the osg jpeg plugin which was compiled using a compiler (VC8.0) which is not currently installed on your machine. It sounds like you have VC8.1 and VC9.0 installed. If you think that the osg jpeg plugin dll was compiled by a compiler currently present on your machine then check that your are not loading an older version of the plugin from some other directory by mistake. Roger From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: 05 May 2008 19:46 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problem with pluging libraries depending/linking toMicrosoft.VC80.DebugCRT Greetings - I have a .dll / library/ plugin problem I have not been able to solve. Trying both Visual Studio 2005 Visual Studio 2008, I compile osg as for dynamic compile, Debug settings. I have tracked down LoadLibrary() failures to the following System Event errors: Resolve Partial Assembly failed for Microsoft.VC80.DebugCRT. Reference error message: The referenced assembly is not installed on your system Generate Activation Context failed for C:\OpenSceneGraph\BUILD\bin\osgplugins-2.4.0\osgdb_jpegd.dll. Reference error message: The operation completed successfull - Question: (1) Why is visual studio 2008 using vs2005 debug libraries? Is this a compiler setting somewhere put in by CMAKE? (2) Searching the internet, suggested solutions to this problem involve copying the C:\Program Files\Microsoft Visual Studio 8\VC\redist\x86\Microsoft.VC80.MFC and CRT manifest files and .dll files to the application directory. This still doesn't work, even when compiling with VS2005. What can I do to get these debug libraries to load? After 40 hours of attempts, I am at a total loss on how to get the plugins to load the libraries successfully in DEBUG mode. Any advice would be most appreciated. Thanks, Curt Plan your next roadtrip with MapQuest.com: America's #1 Mapping Site. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Plan your next roadtrip with MapQuest.com: America's #1 Mapping Site. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to zoom in and out in orthographic projection
Could you pls answer Paul's question of how did you implement the zoom in your projection? What exactly do you mean by zoom in an orthographic projection? -- mew On Sun, May 4, 2008 at 9:28 AM, Rahul Jain [EMAIL PROTECTED] wrote: Hi Paul, Thanks for the answer and sorry for being so desperate last time. We tried the approach you mentioned by writing a node visitor and setting the range node(PIXEL_SIZE_ON_SCREEN) for LOD nodes. But the effect i am getting is completely opposite, as i zoom in the high resolution data disappears and when i zoom out high resolution data is loaded. I tried the same thing with perspective projection also and i am getting the same effect. I am not able to understand what am i doing wrong. cheers RJ Paul Melis wrote: Posting your question just once and waiting a bit for an answer would be nice... santosh wrote: how to do zoom in and out in orthographic projection? As I zoom in the detailed geometry should be loaded . Right now I am scaling the geometry but in this method the details are not getting loaded. How did you implement the zoom in your projection, just by changing the viewport to be smaller? In that case the distance from the viewpoint to your objects doesn't change and therefore the same LOD-level will continue to be selected, as the default RangeMode for an osg::LOD is DISTANCE_FROM_EYE_POINT. Changing it to PIXEL_SIZE_ON_SCREEN should make your LODs switch to more detailed models if you zoom in. Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Halfedge Mesh Data-Structure
Hi, Deriving your own class from osg::Drawable, you can have any internal draw implementation with your own datastructures. See the osgteapot example. -- mew On Sat, May 3, 2008 at 9:20 AM, Janick Martinez [EMAIL PROTECTED] wrote: Hi, I was wondering if it is possible to utilize a complete halfedge mesh data structure like OpenMesh from www.openmesh.org or of CGAL from www.cgal.org by openscenegraph in an easy way. I am completely new to openscenegraph but in my eyes there is no easy way to access triangles and their neighboors in an efficient way yet, or am I wrong about this? Unfortunately I also don't know yet if it is possible to implement a costum scene graph node type for this data structure and how much effort it would need. Bu I think that it is a desirable scene graph feature to support such efficient triangle based mesh data structure, so in the long run I would appreciate a litte support in this =) Greets, Janick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compling STATIC version of OSG, - using static plugins?
On Fri, May 2, 2008 at 3:31 PM, [EMAIL PROTECTED] wrote: (The main problem is that I don't want to have to install Microsoft.VC80.DebugCRT redistributable C++ stuff with every install, which is required for the .dlls) Please be sure to read Microsoft's license for their redistributable libraries. You are not permitted to redistribute their debug runtime libraries (which is exactly why I do not include them in the 3rdParty binaries) That said, I'm not clear why you believe distributing those libs might be necessary. It looks like its trying to load the .dll version of the plugin. How can I use OSG with statically linked plugins instead of dlls? Do you know for a fact that OSG is looking for a dynamic version of the plugin, or is your static plugin looking for a dynamic version of the underlying JPEG library? Not being involved w/ static builds that much, my hunch is you'll have to build your 3rdParty binaries such that they all produce only static libraries. -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide
Hi Ben, responses inline... On Thu, May 1, 2008 at 2:31 AM, Ben Discoe [EMAIL PROTECTED] wrote: Mike, Thanks very much for all you do with putting up the dependencies. um ok. On Dependencies the second paragraph (_before_ mention of the almost 3 year old .zip archive) clearly informs: [..] required for OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can be download/browsed via svn at: Uh, having people log into source control to grab some headers/libs is mighty strange; nigh unheard of. (IMHO Libs are binaries and should never go into source control in any case.) Like many people, i skipped over the strange mention of SVN to find the actual downloadable header/libs. Maintaining the public access to the 3rdParty stuff via svn was entirely my decision, to reduce my maintenance burden. Using Subversion's 'svn:external' property (essentially a platform-independent symbolic link), one can completely avoid having to download and integrate ever changing .zip snapshots; one single svn update can update both your source trees and their dependencies. The whole issue of stale/obsolete .zip files goes away, It's really quite nice. Making .zip snapshots effectively introduces a second layer of manual version control on top of svn. Given the choice, I personally always prefer a project's svn over their packaged .zip snapshots. Ex: I have one svn project that consists solely of empty directories and svn:external references; w/ one svn update, a dozen completely unrelated projects are synced to their current trunk. Admittedly using svn for distribution is a bit off the usual path, but we're all developers here, and I feel this is a sound idiom to pursue. Also, for the convenience of folks that have difficulty access svn, I recently posted a .zip snapshot of the current 3rdParty. I annouced it on this list a day or two ago. Yes, but that's vc8 only. I have to build both vc71 and vc8. Yep, well, I actually build the 3rdParty binaries for my own use; making them available to everyone else is a sideeffect. I no longer have access to a vc71 development system. If you do make a set of 71 binaries, I'm sure there are folks that would really appreciate access to them. Ultimately, by doing detective work, i was able to get closer: I grabbed the new freetype and built it myself. But IMHO there's really no good reason to require people to do that. I assume you mean for vc71? (There is no reason for anyone to build freetype for vc8, unless there are issues I dont know about) That old 2005 .zip was preserved to support folks building older OSGversions, but since that audience is steadily shrinking, it should be marked deprecated or removed. I wouldn't take it away quite yet, as it's the only option available for vc71 people. But you should explain about how they need to go find the freetype source and build it themselves. May I suggest you bundle up your proposed improvements to that wiki page and send them to osg-submissions? That way Robert will be sure to see them and they wont get lost. cheers -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide
Hi J-S, On Thu, May 1, 2008 at 8:35 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: ... However, Mike, do the zips you posted contain source? Since you no longer have access to a VS71 build environment, I think it would be nice to make the source of the dependencies package available (in one complete package), so people who do can build them themselves if they want to. So perhaps a separate source zip would be nice. I do not include the actual upstream source archives, but I do include a script with exact URLs that will pull all those upstream archives using wget. So getting the sources is one wget away, assuming the upstream site hasn't stopped serving the file. And I would suggest two changes to the page once Robert gets back from his trip: A) Make the text much clearer where it says that the new dependencies package is REQUIRED for OSG 2.3+. Maybe move the old dependencies package to an archived page for people who still use 2.2-. B) Upload the zips to the wiki directly, instead of linking to Mike's site. It not only looks more official that way, but the side benefit would be that others could contribute pre-built dependencies for build environments Mike doesn't have access to (if the page is un-protected, of course). I'd suggest sending your enhancement proposals to osg-submissions so they get appropriate attention. cheers -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Animation
On Thu, May 1, 2008 at 4:06 PM, John F. Richardson [EMAIL PROTECTED] wrote: ... So, OSG powers that be, ... heh, we have seen the Powers That Be, and They is Us! :-) -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Moles Sent: Thursday, May 01, 2008 12:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Collada Animation On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote: I've been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don't appear to show when I load them into osgViewer. I had a feeling that they wouldn't, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? A standard system for skeletal animation is something OSG currently lacks. There was some discussion some months back about settling on one, but that's unlikely to happen anytime soon. For now, your main option is Cal3D. However, when I'm done with osgWidget I'll probably devote that new time to helping Cedric Pinson more with AnimTK, which I really believe to be a great toolkit (though we'll have to eventually address it's usage of the GPL). I've already contributed a bit to it and can speak for it's soundness, and both myself and Cedric use Blender a great deal--so it's exporter there will be rock solid. :) I've made some videos of AnimTK mixing some simple animations from a model made in Blender, they're on the osgWidget website (because it also uses a simple osgWidget::Frame window :)) http://osgwidget.googlecode.com I can tell you this though: AnimTK is divorced from any kind of mesh format, so it wouldn't be impossible for the Collada plugin to use it to facilitate it's animation in OSG one day... Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] opengl error after switching to 2.4
Great, I'm glad that worked. See this page for submitting a fix: http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol Basically, make the fix, zip up the whole file, and send to the correct mailling list (not this one).. cheers -- mew On Wed, Apr 30, 2008 at 1:07 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote: I'm using WinXP SP2, GeForce 8800 The fix solved the problem, thanx! How do I submit it officially? Roni On 4/29/08, Mike Weiblen [EMAIL PROTECTED] wrote: Hi, What GPU/OS/driver are you running? Could it be related to the non-conformant behavior of the driver wrt geometry shader initialization, as discussed in January and again in March; see: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg06033.html http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg08464.html If so, it's a 1-character fix, but it seems so far no one has had a chance to make the fix, test for regressions, and send a patch to osg-submissions. If the proposed fix solves the issue, please do officially submit a fix. thanks -- mew On Tue, Apr 29, 2008 at 7:01 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote: I also get a similar warning (OpenGL error after RenderBin::drawInner()) when running the osgshaders example. It only happens on the first frame. I noticed that if I remove the shaders, the warning does not come up. Any problem that could happen with shaders on the first frame of the application? (in osg 2.2 there were no warnings) Roni ~~` Hello I switched to osg 2.4 today (from 2.2) and started receiving a warning: Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 It's only printed once. My application seems to work fine so far (haven't tested everything yet) but any ideas why this warning comes up? I'm using a camera rendering to FBO, and a post-render hud camera showing the FBO contents as a texture on a quad. Roni ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to se the near and far clip plane??
fyi, try exploring osgthirdpersonview cessnafire.osg for a vibrant visualization of OSG's automatic near/far computation. -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Thrall, Bryan Sent: Wednesday, April 30, 2008 8:49 AM To: OpenSceneGraph Users Subject: Re: [osg-users] how to se the near and far clip plane??(setProjectionMatrixAsPerspective not working) David _ wrote on Wednesday, April 30, 2008 7:56 AM: Hi i would like to manually specify the near and far clip planes of the camera right now i´m using something like this osg_viewer-getCamera()-setProjectionMatrixAsPerspective(90.0, 1.333, 0.001, 100); the documentation says this void setProjectionMatrixAsPerspective http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDoc s/a01059.html#a35 (double fovy, double aspectRatio, double zNear, double zFar) the FOV and aspect ratio parameters are working, but no matter the values i write in the last two parameters, the clip planes distance remains the same any idea? Try: osg_viewer-getCamera()- setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); Then setProjectionMatrixAsPerspective should work. (By default, OSG automatically computes the near and far planes based on the scenegraph geometry) -- Bryan Thrall FlightSafety International [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Robert, collada dae2 maybe?
Hi, fwiw I'll be very glad to re-add the COLLADA plugin to the win32 binary installer once this stuff settles down. cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Garrett Potts Sent: Wednesday, April 30, 2008 8:20 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Robert, collada dae2 maybe? Hello Steve: Was just curious. You mentioned that you were doing another release shortly for collada DOM 2.1 from the current 2.0 because of some issues with 2.0. Were these issues show stoppers for using the current 2.0? Once you have a tag or access to the 2.1 I'll download and compile and try it out for you on my end. Also, did you see the tgz I sent to the osg submissions. Wasn't sure if you were registered to that email. I can send what I have if you didn't get it there. The only thing I didn't do was add conditional compilation to support 1.4 or 2.0. I just made the necessary changes to compile to 2.0. Take care and look forward to the next Collada DOM release. Garrett ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.4.0 win32 binary installer available
Hi all, Some more OSG 2.4.0 releases at http://mew.cx/osg/ ... 1) A frequent request has been prebuilt Debug binaries. I've declined in the past, due to Microsoft's restrictive licensing of their debug C++ runtime libraries, uncertain system portability concerns, and to avoid end-user confusion. But this time I'm trying an experiment. I've posted a .zip snapshot of Debug binaries that can be overlaid on a regular OSG install. It consists of exe/lib/dll files, but no pdb/ilk/suo/etc files are included. I'm curious if anyone finds this arrangement useful. 2) There is a .zip snapshot of the 3rdParty dependencies is available. 3) The previous OSG 1.2 and 2.2 packages have been moved from the main page to the attic. cheers -- mew On Mon, Apr 28, 2008 at 4:47 AM, Mike Weiblen [EMAIL PROTECTED] wrote: Hi all, I've posted an OSG 2.4.0 win32 binary installer, and a .zip of the same files (for those than cant use installer executables), pls see http://mew.cx/osg/ cheers -- mew Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The 3rdParty_Win32binaries_2005_05_10.zip
Hi GuiYe, To avoid your difficulties with svn, I've created a .zip snapshot of the 3rdParty binaries as used in the OSG 2.4.0 installer. Please see 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip at http://mew.cx/osg/#3rdparty cheers -- mew 2008/4/28 GuiYe [EMAIL PROTECTED]: Hello ,Robert~ The 3rdParty_Win32binaries_2005_05_10.zip should update.If it does not updat, many peopel can't compile OSG2.4!And in China,the svn is so slowly! Thank you! 独栋情境别墅230万起,品鉴热线:60692999 -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] thirdpersonview is cool
Hi Paul, You're probably aware of this, but I happened across a very useful demonstration using your osgthirdpersonview with the cessnafire.osg model. Because of the animation of the smoke particle system, it provides a very clear visualization of how OSG does automatic near/far plane updates. A good tool, thanks! cheers -- mew -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.4.0 win32 binary installer available
whups, good catch. I'll update asp thanks! -- mew On Tue, Apr 29, 2008 at 8:00 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi Mike, Some more OSG 2.4.0 releases at http://mew.cx/osg/ ... You should probably update your My OSG People page link to point to the new wiki, i.e. http://www.openscenegraph.org/projects/osg/wiki/Community/People/MikeWeiblen Enough newbies get brought to the old wiki by Google searches without us linking to it directly too... :-) I hope we can convince Robert to remove (or disable) the old wiki since most (if not all) the info that was on the old one has been moved by now. Perhaps a new index.php can be coded that would redirect to the equivalent page on the new wiki, so that old links for example would still work? I'll look into this. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] opengl error after switching to 2.4
Hi, What GPU/OS/driver are you running? Could it be related to the non-conformant behavior of the driver wrt geometry shader initialization, as discussed in January and again in March; see: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg06033.html http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg08464.html If so, it's a 1-character fix, but it seems so far no one has had a chance to make the fix, test for regressions, and send a patch to osg-submissions. If the proposed fix solves the issue, please do officially submit a fix. thanks -- mew On Tue, Apr 29, 2008 at 7:01 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote: I also get a similar warning (OpenGL error after RenderBin::drawInner()) when running the osgshaders example. It only happens on the first frame. I noticed that if I remove the shaders, the warning does not come up. Any problem that could happen with shaders on the first frame of the application? (in osg 2.2 there were no warnings) Roni ~~` Hello I switched to osg 2.4 today (from 2.2) and started receiving a warning: Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 It's only printed once. My application seems to work fine so far (haven't tested everything yet) but any ideas why this warning comes up? I'm using a camera rendering to FBO, and a post-render hud camera showing the FBO contents as a texture on a quad. Roni ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPlugins directory name change?
fwiw we've noticed some odd cases of filename capitalization getting messed on Windows. the current hunch is that when the VS debugger is launched in response to abnormal app termination, rather than by usual project initialization. just a hunch tho. -- mew On Tue, Apr 29, 2008 at 3:31 PM, Andy Skinner [EMAIL PROTECTED] wrote: Hmmm. I found an email message from a long time ago with me asking and Robert saying they should be the same. He was guessing that it was vis studio making them lower case. But I can't find anything else about it (I'm sure we talked about this at some point, but I haven't found a case-sensitive web search). So I guess I'll just switch my stuff to use osgPlugins all over. Again, it doesn't seem to matter on windows. thanks andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, April 29, 2008 3:38 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgPlugins directory name change? Hi Andy, Hi. Our windows plugin directory used to be named osgplugins-version number. Now they seem to be osgPlugins-version number. To my knowledge, on Windows and Linux, it has always been osgPlugins-version (with a capital P). I haven't seen any change there. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] The 3rdParty_Win32binaries_2005_05_10.zip
Hello, That 3rdParty_Win32binaries_2005_05_10.zip of 3rdParty binaries is very very old, and only useful for Visual Studio 7.1. (It should be marked with a big red label saying Do Not Use Anymore) The current right way to get the 3rdParty libraries is to checkout from the Subversion at https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1/ That is where the latest and actively maintained binaries are made available. If it is desirable I could create a .zip snapshot for convenience. cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of GuiYe Sent: Monday, April 28, 2008 2:13 PM To: osg-users Subject: [osg-users] The 3rdParty_Win32binaries_2005_05_10.zip Hello ,Robert~ The 3rdParty_Win32binaries_2005_05_10.zip http://www.openscenegraph.org/downloads/dependencies/3rdParty_Win32bin aries_2005_05_10.zip should update.If it does not updat, many peopel can't compile OSG2.4!And in China,the svn is so slowly! Thank you! 独栋情境别墅230万起,品鉴热线:60692999 http://popme.163.com/link/003982_0425_6346.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.4 released
Hi Robert, Looks like the thunderstoms last night (which took out my net access) were an useful after all. In the future, I'd suggest such minor housekeeping changes should be handled by just recreating the existing svn tag. No need to bump any version numbers unless some actual functional change. cheers -- mew On Sat, Apr 26, 2008 at 4:45 AM, Robert Osfield [EMAIL PROTECTED] wrote: On Sat, Apr 26, 2008 at 1:08 AM, Cedric Pinson [EMAIL PROTECTED] wrote: Ooops the files in packaging/openscenegraph.pc contain the version 2.2.0 same thing for OpenThreads, but maybe opensthread did not change of version Ar didn't even think about packaging files for the release... such an easy thing to fix before the release... So... what to do about it... make a 2.4.1, just patch 2.4.0... thoughts... suggestions? Robert. -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.4 released
Congrats! I'll make a win32 installer later this eve. -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, April 25, 2008 7:35 AM To: OpenSceneGraph Users Subject: [osg-users] OpenSceneGraph 2.4 released I have just tagged OpenSceneGraph-2.4 stable release and update the front page downloads pages with new release, you can grab 2.4 from the downloads page: http://www.openscenegraph.org/projects/osg/wiki/Downloads The press release for the 2.4 release can be found at : http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.4 Updates include: * Support for OpenGL Geometry shaders * Support for OpenGL Multiple Render Targets extension to Frame Buffer Objects * Support for OpenGL Occlussion Query extension * New OpenFlight writer * New libcurl based plugin for reading http hosted databases * Quicktime based reading of live video streams under Windows and OSX * Better load balancing in database pager * Improvements to osgTerrain for support of terabyte scale whole earth terrain databases * Additions to the Shapefile loader with .dbf attribute file, .proj projection file support and loading data as doubles * Enhanced intersection functionality including double support for line intersections * Parallel build support under Visual Studio * Support for reading Producer .cfg viewer configuration files * A wide range of build and bug fixes For a full list of changes consult the ChangeLog. I would like to pass on my heart felt thanks to all those who've contributed to the release, a full list of contributors (now 307 of us) to the OSG can be found at: http://www.openscenegraph.org/projects/osg/wiki/Support/Contributors/Tw oPointFour Have fun! Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] plugin gif
yes, since the patent expired, the project expanded to cover both gif creation extraction,rather than just extraction. If you are targeting win32, have a look at the 3rdParty binary repo. -- mew On Thu, Apr 24, 2008 at 8:25 AM, LeRetha Childress [EMAIL PROTECTED] wrote: Hello I just read that libungif is no longer supported and that giflib is taking its place. Will giflib work in place of libungif with the osg plugin gif? Thanks LeRetha ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN of OpenSceneGraph
Hi, If there are any files or docs I can put in the 3rdParty repo that would've helped avoid any confusion, pls let me know. I strongly believe a repo should be self-documenting, and users (rather than authors) are the best judges of what constitutes sufficient documentation. The 7.1 binaries are frozen, since I dont have access to a 7.1 devsystem anymore. Besides, one version is more than enough to maintain, I'm sure you understand ;-) -- mew On Thu, Apr 24, 2008 at 9:47 AM, Mario Valle [EMAIL PROTECTED] wrote: Jean-Sébastien Guay wrote: Hello Mario, Downloaded and installed FreeType 2.3.5 from http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php Updated FREETYPE_LIBRARY AND FREETYPE_LIBRARY_DEBUG in Cmake (my fault: I was pointing to the wrong library) So maybe it is better for 2.4 to upgrade the 3rdParty Zip file to contain Freetype 2.3.5 and no more 2.1.9 See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies It is clearly stated that for OSG 2.3.x +, you should get your 3rd party dependencies from Mike's SVN repo and *NOT* the 3rdParty zip file. That Done exactly this... file is only there for versions of OSG prior to 2.3.x . The SVN repo contains, among other things, pre-compiled freetype 2.3.5 binaries. But not the 7.1 one (the critical missing piece of info, shame on me...) So, it was not necessary to download freetype from gnuwin32, only to get the 3rdParty dependencies from the right place. The zip file will not be updated (perhaps Mike can make a new zip file for people who don't have SVN, but that's another matter). Anyway, now everything is back to normality. Ciao! mario Hope this helps, J-S -- Ing. Mario Valle Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle Swiss National Supercomputing Centre (CSCS) | Tel: +41 (91) 610.82.60 v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax: +41 (91) 610.82.82 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Newbie question about concave polygons
from a quick look, it appears your geometry is just two adjacent quads (ie 4 triangles), no? No need to invoke a tesselator for a concave polygon. Just use 3 verts for each of the 4 triangles (12 verts total) and draw as GL_TRIANGLES. cheers -- mew On Wed, Apr 23, 2008 at 2:34 PM, R Schwantes [EMAIL PROTECTED] wrote: Hi list, I've been a long time lurker. Finally have some free time to get my hands dirty with OSG. I'm new to computer graphics, and so far its definitely been an adventure. I'm stuck trying to draw a concave polygon, it looks like I need to use tessellation to break the geometry down into smaller convex parts? I wrote some code using osgUtil::Tessellator but it doesn't work quite right. If I set boundryOnly = true, it looks how I would want it. If boundryOnly is set to false the polygon is not shaped correctly, and in this example is splintered into two parts. I've attached my code, can someone point me in the right direction? Thanks, Rick . /* Polygon should look similar to * * ___ * || * | |_ * | | * | | * | | * || */ osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array; vertices-push_back(osg::Vec3(0,68,0)); vertices-push_back(osg::Vec3(0,57,0)); vertices-push_back(osg::Vec3(86,57,0)); vertices-push_back(osg::Vec3(86,0,0)); vertices-push_back(osg::Vec3(98,0,0)); vertices-push_back(osg::Vec3(98,57,0)); vertices-push_back(osg::Vec3(92,57,0)); vertices-push_back(osg::Vec3(92,68,0)); geom-setVertexArray(vertices); geom-addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,vertices-getNumElements())); osgUtil::Tessellator* tessellator = new osgUtil::Tessellator(); tessellator-setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY); tessellator-setBoundaryOnly(True); tessellator-setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD); tessellator-retessellatePolygons(*geom); buildingGeode-addDrawable(geom); ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using the .curl plugin
Hi J-S, well after a little experimenting, I've answered my own question. the new curl plugin seems to work just fine for a couple small testcases I've put at http://mew.cx/testing/ Try for youself... a simple model, completely contained in 1 file: osgviewer http://mew.cx/testing/xyz1_curltest.osg simple quad geometry, with a reference to an external texture file: osgviewer http://mew.cx/testing/colorbars_curltest.osg certainly deserves more sophisticated testcases, but this is sufficient for a basic smoketest imho. cheers -- mew On Thu, Apr 24, 2008 at 11:10 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hi all, Not being familiar w/ that plugin, what's the basic method of operation for testing? I'd like to see it (or at least hear about it) actually working. I'd also like a test case for the curl plugin. I noticed that CMake picked up Mike's curllib, and the plugin is being compiled, but how can I test it? (potentially just a command line I can use to see if it works) Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org