Re: [osg-users] [build] Building OpenThreads on Windows
Nick, I had used make on linux to build OpenThreads standalone. Without having to build osg. I just wanted to know how to do the same thing on Windows. My first post shows the errors I've been facing. Nav or Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54059#54059 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Building OpenThreads on Windows
Ok thanks, using the lib that was with the osg build worked, but initially I was getting some error that it couldn't find OpenThreads_somethingwin32.lib. Now that error is no longer there. But still, I would like to know how to get it built on Windows without having to build the whole of OSG. Nav or Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54042#54042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some OSG Windows functionality not available in Linux?
Oh thanks for that. He checked and saw that the Linux version was 3.0.1 and the windows version was 3.1.4. I guess he got one of the nightly builds, because 3.0.1 is the latest stable release. Nav or Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53974#53974 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Some OSG Windows functionality not available in Linux?
Hi, Posting this on behalf of a colleague: I have built OSG3.0.1 in /usr/local directory. But I found that few of the files were missing in /usr/local/include/osgShadow directory which are already there in the windows equivalent. NOTE: - I have a windows based application (contains OSG and OSGEarth) that I need to port to Linux. These files are: 1. ViewDependentShadowMap 2. ShadowSettings In addition to this, ShadowedScene file in /usr/local/include/osgShadow also appeared to be different, as it was not having setShadowSettings method in it. My questions are:- 1. Did I miss some flag while building OSG or are these files absent in the LINUX variant of OSG? 2. How to go about it if these files are absent by default in the LINUX variant? I guess, copying missing OSG files from windows to Linux will not serve my purpose. Please advise. Thanks in advance! Cheers, Nav Nav or Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53971#53971 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can OSG be used as a tool to edit maps?
ok, gathering more info to answer your question, but meanwhile, when you mentioned pre-processing the map, what did you mean? Is there already a tool for it? Nav of Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51839#51839 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Can OSG be used as a tool to edit maps?
My question is as an offset to a discovery that osgEarth does not allow saving a map it generates, to the hard disk. So I was wondering that if osgEarth is only for displaying maps, and virtual planet builder was to split up a map into tiles and lod's, and osgEdit was meant only for minor modelling of a scene, then that leaves me with only OSG itself, which has to be programmed in such a way that it allows me to edit a scene the way I want to edit it. Eg.If I have a vector map (in whatever format) and I want to change a few details (like the color of a few lines) in it and save the map (as .osg or .ive or any other format), is my only option to use OSG for this task? What is the best way to edit maps using osg related tools? I'm ready to do some amount of programming related to it, as long as I can customize it as per the intricate details I want to edit. Raster, vector and maybe even DEM. Nav of Joseph? You can call me Nav :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51835#51835 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using another threading library with osg's openthreads?
Thanks for the info. ps: I'd prefer being called Nav. :-) will add it to my signature, if that's what you meant. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50423#50423 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using another threading library with osg's openthreads?
As a general question, expecting a general or specific answer, I'd like to know if it is efficient to use another threading library like OpenMP or TBB on top of OSG's threading? I'm asking because openthreads and tbb would be using their own thread pools, so when it comes to getting hardware thread priority, won't these the thread priority slow down the application? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50399#50399 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile
Thanks Chris. Installing the NVidia drivers solved the problem. T'was a bit tricky because of having to first remove nouveau. http://oracle-noob.blogspot.in/2011/10/install-nvidia-drivers-on-centos-6.html -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50342#50342 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile
On viewing a "map.ive" file (which I converted from .dem to .ive using osgdem.exe) with osgviewer, the map is being shown with its elevations, but is completely white. I can't see the raster map which is supposed to be draped on it. This is in Linux (osg built with the latest git clone). On windows, when I use osgviewer to view the same "map.ive", I see it with its elevations and the raster map draped on it. The error I see in RHEL when I close the viewer is "Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile". The cow.osg file is rendering perfectly fine with all reflections visible on the cow. I haven't yet installed the graphics drivers for my NVidia card, so the framerate is low, but I don't see why the raster doesn't render when the cow does. On typing glxinfo, I get this: > name of display: :0.0 > display: :0 screen: 0 > direct rendering: Yes > server glx vendor string: SGI > server glx version string: 1.4 > client glx vendor string: Mesa Project and SGI > client glx version string: 1.4 > GLX version: 1.4 > OpenGL vendor string: Mesa Project > OpenGL renderer string: Software Rasterizer > OpenGL version string: 2.1 Mesa 7.11 > OpenGL shading language version string: 1.20 (deleted a lot of the blah blah that got printed with the glxinfo command) Help? How can I get the raster portion of the map to get displayed? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50329#50329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile
On viewing a "map.ive" file (which I converted from .dem to .ive using osgdem.exe) with osgviewer, the map is being shown with its elevations, but is completely white. I can't see the raster map which is supposed to be draped on it. This is in Linux (osg built with the latest git clone). On windows, when I use osgviewer to view the same "map.ive", I see it with its elevations and the raster map draped on it. The error I see in RHEL when I close the viewer is "Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile". The cow.osg file is rendering perfectly fine with all reflections visible on the cow. I haven't yet installed the graphics drivers for my NVidia card, so the framerate is low, but I don't see why the raster doesn't render when the cow does. On typing glxinfo, I get this: > name of display: :0.0 > display: :0 screen: 0 > direct rendering: Yes > server glx vendor string: SGI > server glx version string: 1.4 > client glx vendor string: Mesa Project and SGI > client glx version string: 1.4 > GLX version: 1.4 > OpenGL vendor string: Mesa Project > OpenGL renderer string: Software Rasterizer > OpenGL version string: 2.1 Mesa 7.11 > OpenGL shading language version string: 1.20 (deleted a lot of the blah blah that got printed with the glxinfo command) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50328#50328 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] [SOLVED] Building Virtual Planet Builder in Linux
Tried the GDAL macros and osg built successfully. VPB didn't; and it appeared to be because of the osg paths I had set wrongly in bash_profile. Anyway, I was under a time-crunch, so just rebuilt osg without gdal for the time-being. Thank you very much for helping out. Hope this thread will be helpful for someone else in future. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=4#4 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux
@Jordi: Thanks for the timely reply. It helped me get things done fast. I see why a mailing list is beneficial. Checked with glxinfo, and I do have direct rendering. Don't know what info indicates that my drivers are ok though. But I guess that doesn't matter because I haven't installed the linux drivers for the graphics card. The driver software tells me that I need to remove Nouveau first. Will be doing that soon. How to compile osg with gdal? I had a look at the CMake files, but there didn't seem to be any option for gdal. Do I have to run cmake with a command like Code: cmake ../osg -DGDAL_INCLUDE_DIR=../gdal/include make make install How do I find out whether GDAL_INCLUDE_DIR is the correct macro to use or not? I'm guessing from what I remember from the Windows CMake GUI. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49965#49965 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux
Thanks Jordi; I have 'lib', 'bin' and 'include' in my osg folder, but no 'share' directory. Viewer is working now! :-) I had to type Code: ./osgviewer "cow.osg" I was getting an error of a cannot open display and the viewer not being able to create a window, but that was because I was the root user. Running viewer as an ordinary user made it work. Framerate is surprisingly low, at just 6.1fps. VPB found all the plugins it was earlier unable to find (except gdal, which I'll be installing now). Thanks so much! :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49920#49920 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Building Virtual Planet Builder in Linux
I saw that installing OSG on Linux would be easy, so gave it a shot on RHEL6.x. OSG built without any problems, and I set the paths mentioned in this page (http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted). But when I created a git clone of virtualplanetbuilder and typed the ./configure of VPB, it gave me this error: Code: [root@static-104 vpb]# ./configure -- Could NOT find osgDB (missing: OSGDB_LIBRARY OSGDB_INCLUDE_DIR) -- Could NOT find osgFX (missing: OSGFX_LIBRARY OSGFX_INCLUDE_DIR) -- Could NOT find osgUtil (missing: OSGUTIL_LIBRARY OSGUTIL_INCLUDE_DIR) -- Could NOT find osgSim (missing: OSGSIM_LIBRARY OSGSIM_INCLUDE_DIR) -- Could NOT find osgTerrain (missing: OSGTERRAIN_LIBRARY OSGTERRAIN_INCLUDE_DIR) -- Could NOT find osgViewer (missing: OSGVIEWER_LIBRARY OSGVIEWER_INCLUDE_DIR) -- Could NOT find osgGA (missing: OSGGA_LIBRARY OSGGA_INCLUDE_DIR) -- Could NOT find osgText (missing: OSGTEXT_LIBRARY OSGTEXT_INCLUDE_DIR) -- Could NOT find osg (missing: OSG_LIBRARY OSG_INCLUDE_DIR) -- Could NOT find OpenThreads (missing: OPENTHREADS_LIBRARY OPENTHREADS_INCLUDE_DIR) CMake Error at /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake:226 (message): ERROR: Missing the following osg libraries: osgDB osgFX osgUtil osgSim osgTerrain osgViewer osgGA osgText osg OpenThreads. Consider using CMAKE_PREFIX_PATH or the OSG_DIR environment variable. See the /usr/local/share/cmake-2.8/Modules/FindOpenSceneGraph.cmake for more details. Call Stack (most recent call first): CMakeLists.txt:174 (FIND_PACKAGE) -- Configuring incomplete, errors occurred! My main question is what can I do to solve this kind of error. I looked at the CMake lists but that does not seem to be the problem. Additional info: Although osg had built without any problems, I'm not able to render anything with the viewer. Code: [root@static-104 osg]# export PATH={$PATH}:/home/nav/osg/osg/bin [root@static-104 osg]# export OSG_FILE_PATH=/home/nav/osg/osgdata [root@static-104 osg]# osgviewer cow.osg Warning: Could not find plugin to read objects from file "cow.osg". osgviewer: No data loaded Did I miss something? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49915#49915 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB
Download it from here: http://www.openscenegraph.org/projects/VirtualPlanetBuilder/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48652#48652 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] build VPB on VS 10
@Robert: I'm having the same problem with Virtual Planet Builder. I'm using gdal 1.7 already, and virtual planet builder version 0.9.7. OSG version 3.1.1. Which version of osg should I use? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48648#48648 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Switch node not working the second time I change the values
Thanks Robert. I had edited my earlier post to include the code. With your mention of managing the viewer, I placed breakpoints and found that I just needed to use setRunFrameScheme(osgViewer::ViewerBase::CONTINUOUS); Works now. Thanks :-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48562#48562 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Switch node not working the second time I change the values
Correction: Just tried the same program, and the switching between textures is happening. When I click and drag, an object in the viewer rotates. When I simply click on the viewer, the object stops rotating. After clicking, when I drag to rotate the object, I see that the texture switch had happened. I guess it didn't refresh for god knows what reason. How can I ensure that the refresh happens? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48555#48555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Switch node not working the second time I change the values
Created a switch node for which I set true and false values, and it works. The Geodes contain one texture each. I declared buttonSwitch as a global, outside main. Code: osg::ref_ptr buttonSwitch = new osg::Switch; osg::ref_ptr geode1 = new osg::Geode; osg::ref_ptr geode2 = new osg::Geode; geode1->addDrawable( quad1.get() ); geode2->addDrawable( quad2.get() ); buttonSwitch->addChild(geode1.get(),false); buttonSwitch->addChild(geode2.get(),true); camera->addChild( buttonSwitch.get() ); But when I try to switch on a mouse click, it does not work Code: virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa ) { osgViewer::View* view = static_cast(&aa); if ( view ) { switch ( ea.getEventType() ) { case osgGA::GUIEventAdapter::PUSH: std::cout<<"Push"setValue(0,false);buttonSwitch->setValue(1,true);} else {buttonSwitch->setValue(0,true);buttonSwitch->setValue(1,false);} break; The control reaches the setValue line. I checked with a breakpoint. But I don't see the textures switching between visible and not visible. Is some kind of a refresh required to show the switched texture? Additionally, I was using this technique to implement a button on my screen, since I found osg Widgets to be unreliable. Hope it's a good thing to implement my own navigation controls using textures as buttons and screenspace items? I didn't want to use MFC buttons coz my app would soon be ported to Linux. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48552#48552 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Jan Ciger wrote: > I do not want to sound rude, but I do find it a bit odd that on one hand you > find the current setup inconvenient for you because you have to look in > various places for OSG-related info and not on StackOverflow that you are > obviously using for other things as well. On the other hand, you are > proposing that the actual development community moves to adopt a tool less > fit for their needs, adding to their workload, so that it makes your life > easier. Do you think that is a fair proposition to make? > Didn't understand what you mean. I was proposing that using SO would be convenient for everyone. Not just me. If the mailing list is better, then no objections from me. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48314#48314 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Firstly, thank you Robert and Jan, for considering my request. I'm glad that people on the mailing list have been responding so quickly to the technical questions I had too. The time of leading contributors is most important, which is why StackOverflow (SO) has already taken care of the matter. Why else would it be the most thriving forum on the internet? Eg: When a person starts asking a new question, an algorithm shows similar questions to the person on-the-fly, so that they won't have to ask the same question and take up time of the leading contributors. Even if the question gets asked, users with sufficient privileges/reputation (http://blog.stackoverflow.com/2009/05/a-theory-of-moderation/) can mark the question as a duplicate and close it, so that someone else won't have to bother looking at it. Even without logging in, you can click on the OpenSceneGraph tag on SO and it'll show you with customized icons, which questions need your attention and which have already been answered satisfactorily. There's also the RSS feed and notifications (http://blog.stackoverflow.com/2012/05/revamped-notifications/). I promise you, you'll be saving a lot more time. Jan, seriously, I (am humbly mentioning that I) tend to be efficient when it comes to using a search tool, and there's good reason I'm recommending SO's voted up answers. It's because even with Google's indexing, I've found it arduous to search for answers in a forum and even to have to follow a long discussion until I could decide that I could actually contribute to that thread. SO does away with all these problems. Those of you who value your time, I'd humbly recommend that you join SO just to see what it is like, and maybe help out people with ordinary C++ questions and see how things work until you get a reputation of 100 points at least. Perhaps then, you yourself might recommend SO. I'm glad y'all were willing to discuss it instead of flatly shooting it down. If you prefer the mailing list, then no problem. I'm also happy to be using the forum. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48306#48306 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG fps not matching the Beginners guide
In Chapter 12's Adding Occluders to a complex scene example, in the 2010 version of the beginners guide of OSG, there's an occluder node which occludes 10 randomly generated quads. The fps shown in the book is 40fps, when the 10 'massive quads' are fully occluded and 11.57fps when not occluded. On my system, the fps is 0.5fps when fully occluded and 1.01fps when not occluded. I have 2GB RAM, an Intel core 2 duo CPU, 2.53GHz and an NVidia GeForce GT 430 graphics card. No other applications were open at the time I ran the program. Not even Visual Studio Intellisense. Tried running the program on a system without a graphics card, and the quads didn't even render (but this is secondary. Main problem is what caused such a slow reaction on my card-equipped system). Is it a known issue among OSG users that some cards don't support OpenGL well enough? Because I saw a forum post where a person said "I think that the nVidia Quadro FX 5600 doesn't have as good OpenGL support as the "consumer" GPU cards" Here: http://www.flightgear.org/forums/viewtopic.php?f=11&t=7182 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48294#48294 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Hi Jan, I hadn't meant creating extra hoops. The idea was that it'd be easier for people looking for OSG answers to find it easily on the StackOverflow answering framework, if everyone on the mailing list shifted to StackOverflow, and so that the moderators of the OSG forum could be spared of the moderating effort. I'm not advertising for StackOverflow. Just happened to find it after having used OSG-style forums for a long time, and found that their method of rating/selecting answers and being able to add comments below the answers, removed a lot of the pain of having to search for the actual answer from within a long discussion in a forum or a mailing list. While googling for answers, whenever I come across a mailing list page or a forum page, I groan, because I have to keep cliking every subsequent email reply link, searching for that one final email where the answer to my question waits. I haven't ever used a mailing list, but from what you mention, it appears a lot more convenient for people who are using it. Perhaps y'all would have an easy way of going back and finding the answer to the questions you asked on the mailing list, without having to first go through a lot of emails. Thanks for mentioning that mailing lists are faster. I didn't know mailing lists had these advantages. Since you suggested it, I've already recommended my colleagues to try the mailing list. [Still, it'd be nice if there was a teensy little chance that people migrated to StackOverflow :-) ] (p.s: I knew you had sent your message thru the mailing list. People on the forum refer to me as Nav, and people on the mailing list refer to me as Joseph :-) dual identity ;-) ) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48293#48293 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Thank you for being open to the idea of shifting to StackOverflow (SO). I did a bit of searching, and was surprised to find that the idea was not new. First, I found that SO already supports a feed. I clicked on this link http://stackoverflow.com/feeds/tag?tagnames=openscenegraph&sort=newest and Thunderbird (which I use instead of Outlook) opened up and showed me all the new questions tagged with OpenSceneGraph in SO. So you've already got your mailing-list-style option for questions. There's an admin who posted his opinion on using SO for questions and the mailing list for announcements: http://antlr.1301665.n2.nabble.com/contemplating-a-move-of-mailing-list-to-stackoverflow-com-td7457931.html And the SO moderators opinion on it: http://meta.stackoverflow.com/questions/51229/convert-mailing-list-users-to-stack-overflow Went through the links you sent, and I know it'd be a bit difficult to convince people to shift to a new forum, but personally, I've found SO's question-answer format to be very helpful in getting good answers from people, and the provision of comments below the answers, the chatrooms, the wiki format and the stackexchange notifications to be very helpful. I appreciate the amount of investment that has gone into creating a mailing list and a forum that interfaces with it. It would be great if we could also use the popular framework that SO provides. The only current problem with asking questions on SO is that all the experts of OSG are here in the OSG forum, so there's nobody to answer questions in SO :-) (ps: a colleague tried registering into this forum and it didn't allow him saying that only one registration is allowed per IP. I guess the forum is considering my company's IP instead of the individual computer's IP) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48272#48272 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] rotate an osg object with two fingers on a touch screen (Android)
Sounds more like an algorithm solution than an osg solution. The below algo isn't perfect, but it'll give you an idea. finger1=false; finger2=false; while(checkForFingerPressRelease) { if (finger1pressed) finger1=true; if (finger2pressed) finger2=true; if (finger1released) finger1=false; if (finger2released) finger2=false; if (finger1 && finger2) { check for dragging of finger2 and rotate else check for dragging of finger1 and rotate } }//while -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48265#48265 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Topic approval in this forum
Hi Art and sholmes: Thanks for approving me into the community. Sorry, but it's because I'm so accustomed to a much-less-strict registration process on other forums, that I thought that even here, the rules would be the same. I don't mean any offence...just trying to suggest alternatives, that if moderation is slowly becoming a problem, would it be possible to gradually start asking and answering OSG questions on StackOverflow.com? Or to start a new forum on http://area51.stackexchange.com/ I understand there may be ownership issues and the very sentiment of having ones own forum to be discussed, but if there's the slightest chance that the users of osg can benefit from the questions being asked on StackOverflow (which is an excellent forum), and the moderators can be spared of the arduous moderation task, so that they can focus on what they like (programming), then it's a win-win for everyone. Meanwhile, I'm happy to be here, and glad to contribute to the community (which I already have started doing :-) ). Thanks :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48263#48263 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while running the Sample program in book
praveenaj wrote: > > By the way, I still can't figure out what's the difference between > OSG_FILE_PATH and OSG_SAMPLES_PATH? Documentation doesn't clearly describe > the difference between those. Any help? > There's no difference between those environment variables. Both aren't standard OSG variables, so you can even have ABC_DEF as an environment variable to point to the OSG path. Someone probably decided that they wanted a variable to hold the path to OSG code samples, so they created OSG_SAMPLES_PATH. In my system, I've created only OSG_FILE_PATH which points to F:\ProgramFiles\OSG\OpenSceneGraph-Data-3.0.0, and this folder is where I've stored all the cessna.osg files and the image files etc. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48261#48261 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Topic approval in this forum
Hi, I'm glad to see an OSG forum which is very necessary, given that OSG is a bit tough to understand in the beginning. I would like to urge the owner of the forum to not have a rule where the posts of newbies have to wait for approval. It has been more than a week since I've posted a question and answered somebody else's question, but my posts are still waiting for approval. Internet forums manage this situation by giving administrator privileges to trusted forum users and by taking backups of the forum posts. Couldn't this forum do the same? This way, collaboration between osg users would improve and people would be happy to introduce themselves to osg, knowing there's a good forum that can help them. Hoping that you'd consider improving the forum this way. Thank you! Cheers, Nav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47816#47816 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Error while running the Sample program in book
Just copy and paste the DLL into the folder where your program's exe is located. If you don't want to do that, then go to Visual Studio's project settings and set the value Working Directory to the same directory that the DLL is located in. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47736#47736 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Why doesn't the viewer first destroy existing camera before assigning new camera?
First post in this forum. While trying to understand the viewer, I was going thru the OSG source code and saw that when a master camera is assigned to the viewer thru setCamera, OSG does not actually destroy the existing default master camera. See... Code: void View::setCamera(osg::Camera* camera) { if (_camera.valid()) _camera->setView(0); _camera = camera; if (_camera.valid()) { _camera->setView(this); _camera->setRenderer(createRenderer(camera)); } } Why is it like this? Won't this result in a memory leak when I do: osg::ref_ptr camera = new osg::Camera; osgViewer::Viewer viewer; viewer.setCamera( camera.get() ); Thank you! Cheers, Nav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47711#47711 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org