Re: [osg-users] Error in example?

2011-05-18 Thread mike . weiblen
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

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Re: [osg-users] OSG 2.8.5 stable release discussion

2011-05-02 Thread mike . weiblen
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



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-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?



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[osg-users] Siggraph - Blender booth COLLADA demos - Timeslots available

2009-07-22 Thread Mike Weiblen
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/


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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-03-03 Thread Mike Weiblen
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

-- 
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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

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 http://forum.openscenegraph.org/viewtopic.php?p=7835#7835





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Re: [osg-users] bump mapping using GLSL shaders

2008-11-26 Thread Mike Weiblen
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
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Re: [osg-users] Recommendation for OpenGL debugger?

2008-11-24 Thread Mike Weiblen
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




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Re: [osg-users] Getting a value calculated by a GLSL shader once per frame.

2008-11-23 Thread Mike Weiblen
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.

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Re: [osg-users] Performance expectations

2008-11-14 Thread Mike Weiblen
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




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Re: [osg-users] shaders in OSG...

2008-11-14 Thread Mike Weiblen
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

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Re: [osg-users] unsigned int missing in osg::Uniform?

2008-11-14 Thread Mike Weiblen
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

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Re: [osg-users] shaders in OSG...

2008-11-13 Thread Mike Weiblen
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

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Re: [osg-users] Performance expectations

2008-11-13 Thread Mike Weiblen
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

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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
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Re: [osg-users] Getting started with OSG and GLSL

2008-09-29 Thread Mike Weiblen
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


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[osg-users] Reminder: CFP: OpenSceneGraph BOF @ SIGGRAPH, Wed Aug 13 noon

2008-07-19 Thread Mike Weiblen
(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/

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Re: [osg-users] Vertex texture fetch in r600+ ATI cards

2008-07-19 Thread Mike Weiblen
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


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[osg-users] integrating an external project to OSG via CMake

2008-07-18 Thread Mike Weiblen
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


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Re: [osg-users] Retrieving geometry information about a loaded model

2008-07-16 Thread Mike Weiblen
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.


 
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 Une boite mail plus intelligente.
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Mike Weiblen
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.
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Mike Weiblen
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.
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Mike Weiblen
Hi Robert,

updated to SVN trunk r8575, that seems to have fixed the unresolved
error I was seeing in osg wrapper

thanks
-- mew

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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.
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[osg-users] CFP: OpenSceneGraph BOF @ SIGGRAPH, Wed Aug 13 noon

2008-07-09 Thread Mike Weiblen
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/

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Re: [osg-users] osg file format BUG

2008-07-09 Thread Mike Weiblen
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


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Re: [osg-users] Centroid Varying Shader Variable

2008-07-08 Thread Mike Weiblen
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



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Re: [osg-users] Planning for upcoming OpenSceneGraph 2.6 release

2008-07-01 Thread Mike Weiblen
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


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Re: [osg-users] Planning for upcoming OpenSceneGraph 2.6 release

2008-06-30 Thread Mike Weiblen
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
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Re: [osg-users] a little change of ive plugin for osgtext inout

2008-06-30 Thread Mike Weiblen
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

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Re: [osg-users] Debug Libraries error (0xc0150002)

2008-06-27 Thread Mike Weiblen
(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
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Re: [osg-users] Missing Freetype?

2008-06-26 Thread Mike Weiblen
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/
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Re: [osg-users] osg::Shader destructor

2008-06-24 Thread Mike Weiblen
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


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Re: [osg-users] osg::Shader destructor

2008-06-24 Thread Mike Weiblen
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


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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.5.3dev release

2008-06-23 Thread Mike Weiblen
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.
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Re: [osg-users] help on picking and draggers?

2008-06-21 Thread Mike Weiblen
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.




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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-21 Thread Mike Weiblen
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



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Re: [osg-users] POLL: Where do you get your OSG binaries?

2008-06-20 Thread Mike Weiblen
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.
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Re: [osg-users] Linking problem with freetype and jpep in 3rdParty_win32binaries_vs80sp1

2008-06-19 Thread Mike Weiblen
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




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Re: [osg-users] OT: Collada with Embedded Textures

2008-06-19 Thread Mike Weiblen
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

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 Telephone (Work): (+1) 703-437-7651

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Re: [osg-users] help on picking and draggers?

2008-06-19 Thread Mike Weiblen
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.




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Re: [osg-users] problem with osg 2.4 stable release

2008-06-19 Thread Mike Weiblen
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.
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Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-17 Thread Mike Weiblen
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


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Re: [osg-users] Documentation any? (+Optimizer question)

2008-06-16 Thread Mike Weiblen
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
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Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-16 Thread Mike Weiblen
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
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Re: [osg-users] Bug in regarding uniform values?

2008-06-15 Thread Mike Weiblen
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...




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Re: [osg-users] Image - terrain, Simple question

2008-06-09 Thread Mike Weiblen
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

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Re: [osg-users] Unable to find plugin

2008-06-06 Thread Mike Weiblen


 -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


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Re: [osg-users] Unable to find plugin

2008-06-06 Thread Mike Weiblen


 -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

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Re: [osg-users] osgscreencapture example

2008-06-05 Thread Mike Weiblen
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

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Re: [osg-users] Issue on sharing shaders between objects

2008-06-05 Thread Mike Weiblen
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
 
 
 
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Re: [osg-users] Unable to find plugin

2008-06-05 Thread Mike Weiblen
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
 
 
   __
 
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 learning tricks
   but is a function of how quickly and
 intensely one
   can arouse one's instinct for survival

Re: [osg-users] 3Dconnexion manipulator

2008-06-04 Thread Mike Weiblen
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



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Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

2008-05-28 Thread Mike Weiblen
 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


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Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread Mike Weiblen
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.

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Re: [osg-users] Getting world space normal

2008-05-27 Thread Mike Weiblen
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
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Re: [osg-users] Send all the transformation as uniform to vertex shader

2008-05-25 Thread Mike Weiblen
(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
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[osg-users] URLs inside win32 installer (WAS Too much support!!!!!)

2008-05-25 Thread Mike Weiblen
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.
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Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Mike Weiblen
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.
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Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Mike Weiblen
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 :)



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Re: [osg-users] Uniform value getting overwritten in shader.

2008-05-20 Thread Mike Weiblen
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


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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
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Re: [osg-users] Unable to load plugins that use 3rd party libraries

2008-05-20 Thread Mike Weiblen
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.

==



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Re: [osg-users] Operating Systems + Applications - Application Systems

2008-05-17 Thread Mike Weiblen
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.
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Re: [osg-users] VPB: texture banding at all tile levels

2008-05-16 Thread Mike Weiblen
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

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Re: [osg-users] VPB: texture banding at all tile levels

2008-05-15 Thread Mike Weiblen
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

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 dangerous content by MailScanner, and is
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Re: [osg-users] Uniform value getting overwritten in shader.

2008-05-15 Thread Mike Weiblen
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
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Re: [osg-users] spot_gold_cylinder silliness

2008-05-14 Thread Mike Weiblen
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


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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.
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Re: [osg-users] osgWidget 0.1.8 (pre-merge)

2008-05-13 Thread Mike Weiblen
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.
   
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[osg-users] spot_gold_cylinder silliness

2008-05-13 Thread Mike Weiblen
(ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-)

-- mew

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spot_gold_cylinder.osg
Description: Binary data
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Re: [osg-users] osg-users community pass 1900 mark

2008-05-12 Thread Mike Weiblen
and 120 and growing on the OSG LinkedIn group :-)
http://www.linkedin.com/e/gis/61724/6F710C14EBAF

-- mew

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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.
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Re: [osg-users] How to load VRML file in OSG?

2008-05-08 Thread Mike Weiblen
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






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Re: [osg-users] RE : Re: About the Warning: detected OpenGL error 'invalid value' after RenderBin::draw(, )

2008-05-08 Thread Mike Weiblen
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.
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[osg-users] LinkedIn group growing

2008-05-07 Thread Mike Weiblen
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

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Re: [osg-users] MultiThreads in OSG

2008-05-07 Thread Mike Weiblen
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

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Re: [osg-users] Back online but hundreds of posts to go...

2008-05-07 Thread Mike Weiblen
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
  
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[osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)

2008-05-07 Thread Mike Weiblen
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

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Re: [osg-users] Using OSG NodeKits

2008-05-07 Thread Mike Weiblen
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

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Re: [osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)

2008-05-07 Thread Mike Weiblen
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?


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Re: [osg-users] How I build OSG on WinXP (WAS Freetype plugin doesn't appear in project list)

2008-05-07 Thread Mike Weiblen
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



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Re: [osg-users] Compling STATIC version of OSG, - using static plugins?

2008-05-06 Thread Mike Weiblen
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



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Re: [osg-users] Set userdata in Plugins

2008-05-06 Thread Mike Weiblen
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

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Re: [osg-users] Problem with pluging libraries depending/linking toMicrosoft.VC80.DebugCRT

2008-05-06 Thread Mike Weiblen
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





  

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Re: [osg-users] how to zoom in and out in orthographic projection

2008-05-04 Thread Mike Weiblen
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
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Re: [osg-users] Halfedge Mesh Data-Structure

2008-05-04 Thread Mike Weiblen
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


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Re: [osg-users] Compling STATIC version of OSG, - using static plugins?

2008-05-04 Thread Mike Weiblen
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



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Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide

2008-05-01 Thread Mike Weiblen
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


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Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide

2008-05-01 Thread Mike Weiblen
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




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Re: [osg-users] Collada Animation

2008-05-01 Thread Mike Weiblen
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
  
  
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Re: [osg-users] opengl error after switching to 2.4

2008-04-30 Thread Mike Weiblen
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
  
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Re: [osg-users] how to se the near and far clip plane??

2008-04-30 Thread Mike Weiblen
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]
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Re: [osg-users] Robert, collada dae2 maybe?

2008-04-30 Thread Mike Weiblen
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
 
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Re: [osg-users] OSG 2.4.0 win32 binary installer available

2008-04-29 Thread Mike Weiblen
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/

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Re: [osg-users] The 3rdParty_Win32binaries_2005_05_10.zip

2008-04-29 Thread Mike Weiblen
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

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[osg-users] thirdpersonview is cool

2008-04-29 Thread Mike Weiblen
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


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Re: [osg-users] OSG 2.4.0 win32 binary installer available

2008-04-29 Thread Mike Weiblen
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
  --
  __
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Re: [osg-users] opengl error after switching to 2.4

2008-04-29 Thread Mike Weiblen
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

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

2008-04-29 Thread Mike Weiblen
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
  --
  __
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 http://www.cm-labs.com/
  http://whitestar02.webhop.org/
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Re: [osg-users] The 3rdParty_Win32binaries_2005_05_10.zip

2008-04-28 Thread Mike Weiblen
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
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Re: [osg-users] OpenSceneGraph 2.4 released

2008-04-26 Thread Mike Weiblen
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.



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Re: [osg-users] OpenSceneGraph 2.4 released

2008-04-25 Thread Mike Weiblen
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.
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Re: [osg-users] plugin gif

2008-04-24 Thread Mike Weiblen
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
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Re: [osg-users] Please test SVN of OpenSceneGraph

2008-04-24 Thread Mike Weiblen
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

  --

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  Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
  v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] Newbie question about concave polygons

2008-04-24 Thread Mike Weiblen
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);
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-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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Re: [osg-users] using the .curl plugin

2008-04-24 Thread Mike Weiblen
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/
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-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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