Re: [osg-users] [vpb] .tif and .tfw

2010-07-13 Thread Pierre Bourdin (gmail)
Hi Lucie,
to cut your terrain you can use a lot of tools...google is your friend,
you'll find a lot of info on that topic.

If you have the budget for it, one of the most convenient tool is
probably GlobalMapper: http://www.globalmapper.com/

Of course gdal_translate can do it too:
http://www.gdal.org/gdal_translate.html

I believe 3Dem can do it:
http://freegeographytools.com/2007/dem-terrain-depiction-using-3dem

and probably QGis: http://www.qgis.org/ 

Hope it helps.
Pierre.

Le mardi 13 juillet 2010 à 12:19 +0200, lucie lemonnier a écrit :
 Hi,
 
 In fact, now it seems to work, I had a problem in my data input. Otherwise, I 
 have a model of terrain larger than my orthoimage, do you know how to cut the 
 terrain model to obtain only the part with the orthoimage? Are there any 
 options of VPB for this?
 
 
 Thank you!
 
 Cheers,
 lucie
 
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Re: [osg-users] [vpb] .tif and .tfw

2010-07-09 Thread Pierre Bourdin (gmail)
Hello Lucie,

When looking at your log I see that the tiff texture is reprojected...

started DataSet::createDestination(3)
reprojecting to file temporaryfile_013c07_0100_deme.tif
reprojecting to file
temporaryfile_S4_06032_5215_20061018_m20_1_utm20.tif
Time for after_reproject 8.389910

as recommended by Shayne, you should re-project your data, first it will
save you some processing time and secondly it will allow you to detect
projection problems more easily...


To avoid aliasing artifacts when accessing data, you can also use
gdaladdo to store the mip maps in the .tiff, like explained here :
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
(but it won't fix your projection trouble)

Otherwise I believe there was some problems with GDAL 1.5 at least with
some release ;  particularly the 1.5.0 was buggy...

If using known to work data, you still got strange result, try to update
gdal lib...

I've downloaded and tested on my machine (Debian 64bits - osg 2.9.7)
your Boston terrain and it looks normal... but the files are probably
not reprojected...

You could also try to look at your data in a GIS tool like Quantum GIS
http://www.qgis.org/

Just to see if everything is looking good ?


Pierre.

Le vendredi 09 juillet 2010 à 07:45 +, lucie lemonnier a écrit :
 Hello Pierre,
 I send you in attachment what I get in my console with OSG_NOTIFY_LEVEL = 
 INFO when I run osgdem --geocentric -d data.dem -t data.tif -l 3 -o 
 data.osg and when I run osgviewer data.osg.
 Otherwise, I use osg-2.8.2, VPB 0.9.10 and gdal 1.5.
 I will try to use Boston data.
 
 
 Thank you!
 
 Cheers,
 lucie
 
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 http://forum.openscenegraph.org//files/run_osgdem_171.txt
 
 
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Re: [osg-users] [vpb] .tif and .tfw

2010-07-08 Thread Pierre Bourdin (gmail)
Hi Lucie,
maybe you could try to use the OSG_NOTIFY_LEVEL=INFO flag to know a
little bit more about your problem...

What are the version of osg, vpb and gdal you are using ?

Also you could maybe try to use some known to work data like the Boston
sample of the OsgGis project ?
http://osggis.org/downloads/boston-sample.zip

Cheers, Pierre.

Le jeudi 08 juillet 2010 à 15:44 +, lucie lemonnier a écrit :
 Hi,
 
 I also tried with dem and orthoimage downloaded at: 
 http://www.geobase.ca/geobase/en/index.html
 I get the same problem, the projection doesn't work.
 
 With gdal_info data.dem, I get :
 Driver: USGSDEM/USGS Optional ASCII DEM (and CDED)
 Files: 013c07_0100_deme.dem
 Size is 1201, 1201
 Coordinate System is:
 GEOGCS[NAD83,
 DATUM[North_American_Datum_1983,
 SPHEROID[GRS 1980,6378137,298.257222101,
 AUTHORITY[EPSG,7019]],
 TOWGS84[0,0,0,0,0,0,0],
 AUTHORITY[EPSG,6269]],
 PRIMEM[Greenwich,0,
 AUTHORITY[EPSG,8901]],
 UNIT[degree,0.0174532925199433,
 AUTHORITY[EPSG,9108]],
 AXIS[Lat,NORTH],
 AXIS[Long,EAST],
 AUTHORITY[EPSG,4269]]
 Origin = (-60.75010416667,52.50010416667)
 Pixel Size = (0.0002083,-0.0002083)
 Metadata:
   AREA_OR_POINT=Point
 Corner Coordinates:
 Upper Left  ( -60.7501042,  52.5001042) ( 60d45'0.38W, 52d30'0.38N)
 Lower Left  ( -60.7501042,  52.2498958) ( 60d45'0.38W, 52d14'59.63N)
 Upper Right ( -60.4998958,  52.5001042) ( 60d29'59.63W, 52d30'0.38N)
 Lower Right ( -60.4998958,  52.2498958) ( 60d29'59.63W, 52d14'59.63N)
 Center  ( -60.625,  52.375) ( 60d37'30.00W, 52d22'30.00N)
 Band 1 Block=1201x1201 Type=Int16, ColorInterp=Undefined
   NoData Value=-32767
   Unit Type: m
 
 and with gdal_info data.tif, I get : 
 
 Driver: GTiff/GeoTIFF
 Files: S4_06032_5215_20061018_m20_1_utm20.tif
 Size is 3826, 3622
 Coordinate System is:
 PROJCS[unnamed,
 GEOGCS[NAD83,
 DATUM[North_American_Datum_1983,
 SPHEROID[GRS 1980,6378137,298.2572221010002,
 AUTHORITY[EPSG,7019]],
 AUTHORITY[EPSG,6269]],
 PRIMEM[Greenwich,0],
 UNIT[degree,0.0174532925199433],
 AUTHORITY[EPSG,4269]],
 PROJECTION[Transverse_Mercator],
 PARAMETER[latitude_of_origin,0],
 PARAMETER[central_meridian,-63],
 PARAMETER[scale_factor,0.9996],
 PARAMETER[false_easting,50],
 PARAMETER[false_northing,0],
 UNIT[metre,1,
 AUTHORITY[EPSG,9001]],
 AUTHORITY[EPSG,26920]]
 Origin = (630040.000,5828260.000)
 Pixel Size = (20.000,-20.000)
 Metadata:
   AREA_OR_POINT=Area
 Image Structure Metadata:
   INTERLEAVE=BAND
 Corner Coordinates:
 Upper Left  (  630040.000, 5828260.000) ( 61d 4'49.40W, 52d35'19.68N)
 Lower Left  (  630040.000, 5755820.000) ( 61d 6'29.89W, 51d56'16.38N)
 Upper Right (  706560.000, 5828260.000) ( 59d57'8.07W, 52d33'54.44N)
 Lower Right (  706560.000, 5755820.000) ( 59d59'47.44W, 51d54'53.11N)
 Center  (  668300.000, 5792040.000) ( 60d32'3.63W, 52d15'10.72N)
 Band 1 Block=3826x2 Type=Byte, ColorInterp=Gray
 
 I don't understand why it doesn't work.
 I tried with --geocentric and without.
 I'm sending you what I obtain with osgdem --geocentric -d data.dem -t 
 data.tif -l 3 -o data.osg in attachment.
 
 
 Thank you!
 
 Cheers,
 lucie
 
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[osg-users] A Qt Scenegraph...

2010-05-26 Thread Pierre Bourdin (gmail)
Hi all,

I just found this:
http://labs.trolltech.com/blogs/2010/05/18/a-qt-scenegraph/

an I thought it might interest some of you...

cheers,
Pierre.

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Re: [osg-users] Quad buffered stereo?

2010-05-26 Thread Pierre Bourdin (gmail)
Hi,
is there any limitation when using last Qt version (4.6) and Quad buffer
stereo ?

I'm using Qt 4.3 and OSG 2.8.2 in an application and in the tests I had
made for upgrading to newer version of Qt the Quad buffer stereo was not
working anymore...
I was missing time so I didn't look further and and kept Qt 4.3...

Pierre.



Le jeudi 03 décembre 2009 à 15:58 +, Robert Osfield a écrit :
 Hi Christian,
 
 On Thu, Dec 3, 2009 at 9:21 AM, Christian Buchner
 christian.buch...@gmail.com wrote:
  Thanks, so we will likely order the hardware first and move forward from 
  there.
 
 You don't need to wait for new hardware - you can experiment with
 other forms of stereo with you app.  Have a look a the StereoSettings
 page on the wiki:
 
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
 
 Robert.
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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Pierre Bourdin (gmail)
Hi Wang and felicitations,
I've had a very quick look at the sample and they are pretty good.
Illustrating each particular point very clearly.

I really miss reading Chinese, if you have any chance to translate the
book, I'll be interested too.

Regards, Pierre.

Le jeudi 26 novembre 2009 à 10:17 +0100, Andrea Negri a écrit :
 Hi Wang,
 
 any chance to see an english version of your book in the near future?
 
 Congratulation for your work, indeed. :)
 
 Regards,
 
 Andrea Negri
 
 Wang Rui wrote:
  Hi all,
   
  After 3 months of long waiting (from the SIGGRAPH to present), I am 
  very pleased to announce that, the book /OpenSceneGraph Design and 
  Implementation/, which is written by Wang Rui and Qian Xuelei and 
  predicted on the OSG BOF, finally COMES OUT!
   
  Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation, 
  Tsinghua University Press, 2009.11;
  ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377 
  pages.
   
  Please visit the Tsinghua University Press website for more 
  information about this book:
  http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01DJ=45 
  http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01DJ=45
   
  Chinese readers may order it from:
  http://product.dangdang.com/product.aspx?product_id=20732977
   
  The book resource website:
  http://code.google.com/p/osgenginebook/
   
  You may freely download the full examples source code and have an 
  overview of them here. Hope the 38 very short examples may help you 
  even without reading the book. I try to build the website 
  Chinese-English bilingual, so don't worry about language limitations. :)
   
  More snapshots could be found at http://code.google.com/p/osgenginebook/
   
  I’d like to thank Don Burns and Robert Osfield for their creative 
  efforts to give birth to OpenSceneGraph, as well as over 1700 (maybe 
  even more today?) members of the OSG core community and over 2400 
  members of the osgChina community, for their support and contribution 
  all the time!
   
  Many thanks to Paul Martz of the Skew Matrix, for his tremendous 
  passion for improving OSG documentations and great help on supporting 
  the publication of this book. He also took time out of his busy 
  schedule writing the foreword.
   
  Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of 
  Beijing Geo-Vision, for providing all kinds of assistance to the 
  author during writing.
   
  Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of 
  3DVRI, Gao Feng of Appsoft, Xu Mingliang of Zhejiang University, CG 
  Laboratory of Beijing Forestry University and Yang Shixing, Xiao Peng 
  and He Sicong of the osgChina Team, for technical reviewing, providing 
  images and examples, and contributing in some other way.
   
  Thanks to my co-author Dr. Qian Xuelei, for helping me finish some 
  chapters and proofread the entire text.
   
  Finally, I should thank my parents Wang Lihang and Bao Ximei, and my 
  fiancee Leng Qin. I could not have done this without their patience 
  and moral support during the whole time.
   
  Best wishes,
   
  Wang Rui
   
  
 
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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Pierre Bourdin (gmail)
Dear Wang,

I just wanted to add a small question off the mailing-list.

I've seen in the mail, you have been collaborating with many Chinese
Universities among which some people of the Beijing Forestry
University...

I am just starting a project about Virtual Landscape Visualization with
Xavier Pueyo from the University of Girona (SPAIN) and Marc Jaeger from
the CIRAD (France), and other partners...

I know Marc Jaeger is working with a lot with Chinese Partners, since he
was one of the joint Director of the LIAMA (Sino/French Laboratory for
Computer Sciences: http://liama.ia.ac.cn/wiki/)

Could you be interested in collaborating with us on an international
project on the topic of Landscape Visualisation ?
  
Nothing is started yet, but we are already looking for partners.

Regards, Pierre.

Le jeudi 26 novembre 2009 à 10:28 +0800, Wang Rui a écrit :
 Hi all,
  
 After 3 months of long waiting (from the SIGGRAPH to present), I am
 very pleased to announce that, the book OpenSceneGraph Design and
 Implementation, which is written by Wang Rui and Qian Xuelei and
 predicted on the OSG BOF, finally COMES OUT!
  
 Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation,
 Tsinghua University Press, 2009.11;
 ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377
 pages.
  
 Please visit the Tsinghua University Press website for more
 information about this book:
 http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01DJ=45
  
 Chinese readers may order it from:
 http://product.dangdang.com/product.aspx?product_id=20732977
  
 The book resource website:
 http://code.google.com/p/osgenginebook/
  
 You may freely download the full examples source code and have an
 overview of them here. Hope the 38 very short examples may help you
 even without reading the book. I try to build the website
 Chinese-English bilingual, so don't worry about language
 limitations. :)
  
 More snapshots could be found at
 http://code.google.com/p/osgenginebook/
  
 I’d like to thank Don Burns and Robert Osfield for their creative
 efforts to give birth to OpenSceneGraph, as well as over 1700 (maybe
 even more today?) members of the OSG core community and over 2400
 members of the osgChina community, for their support and contribution
 all the time!
  
 Many thanks to Paul Martz of the Skew Matrix, for his tremendous
 passion for improving OSG documentations and great help on supporting
 the publication of this book. He also took time out of his busy
 schedule writing the foreword.
  
 Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of
 Beijing Geo-Vision, for providing all kinds of assistance to the
 author during writing.
  
 Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of
 3DVRI, Gao Feng of Appsoft, Xu Mingliang of Zhejiang University, CG
 Laboratory of Beijing Forestry University and Yang Shixing, Xiao Peng
 and He Sicong of the osgChina Team, for technical reviewing, providing
 images and examples, and contributing in some other way.
  
 Thanks to my co-author Dr. Qian Xuelei, for helping me finish some
 chapters and proofread the entire text.
  
 Finally, I should thank my parents Wang Lihang and Bao Ximei, and my
 fiancee Leng Qin. I could not have done this without their patience
 and moral support during the whole time.
  
 Best wishes,
  
 Wang Rui
  
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Re: [osg-users] problem with quadro cards database pager / terrapage terrains = black tiles

2009-11-02 Thread Pierre Bourdin (gmail)
Hi Vins,
I am running Delta3D terrain simulation  VPB built terrain on some
quadro card on Linux 64-bit system without any trouble...

But it might be different, as I've not such big database as you are
talking about and the terrain is not a terrapage file.

Does the problem only occur on very large database ?

What is your standard card vs Quadro card ? 
What is your driver version ? 
what is your system ?

If it is not a driver related problem, it might be a problem with some
VBO/PBO functions...

Pierre.

Le lundi 02 novembre 2009 à 09:06 +, vin baines a écrit :
 Hi all,
 
 Has anyone experienced problems with quadro cards and large terrains? I'm 
 loading a pretty big (~8gb) terrapage file (using Delta3D 2.3.0 which i think 
 is built against osg 2.8.0), and on a standard nvidia card it works fine.
 
 Using exactly the same software, i've tested it on two different machines 
 with quadro cards and I get a combination of missing tiles or tiles appearing 
 black (but with a changing alpha value depending on camera orientation). At 
 different LODs the black tiles will change to a proper tile, but if the tile 
 was though to be missing it will never load in.
 
 It's not always the same tiles causing the problem, and it almost seems that 
 if i quit the app and re-run it up then the problem is less. its really 
 unpredictable. have tried turning all the graphics card options (e.g. 
 anisotropic filters etc) off and on and neither makes much difference. The 
 card has 512mb memory on it so wouldn't have thought that would cause a 
 problem...
 
 Really confusing!! 
 
 Any thoughts gratefully received!!
 
 Vins
 
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Re: [osg-users] SpeedTree Example for late version of OSG?

2009-10-28 Thread Pierre Bourdin (gmail)
Hi Wyatt,
I would be very interested by this integration...

Is there a possibility to have a free version of SpeedTree ?

Pierre.

Le mardi 27 octobre 2009 à 17:43 -0500, Wyatt Earp a écrit :
 I would like to integrated SpeedTree 5.0 into an osg application.
 Having searched the mailing list archives the most recent mention of a
 SpeedTree example that I found was over a year ago.  Has anyone been
 using SpeedTree with OSG and possibly put together an example that
 would show how to use SpeedTree with a later version of OSG?
 
 Wyatt
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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Pierre Bourdin (gmail)
Hi all,

Le mardi 06 octobre 2009 à 12:31 +, Torben Dannhauer a écrit :
 Hi Robert,
 
 at the moment I dont Use a Cluster, I would be happy if i could compile the 
 large dateset one with the local 8 cores (I tried tu run it localle with 2 up 
 to 8 cores)
 
 
 For smaller Datebases I used SSHFS as lightweight cluster filesystem, it 
 worked great.
 
 
 Because running the osgdem tasks manually works great, I asume that vpbmaster 
 uses a lot of any (at the moment) unknown ressources while building all task 
 files. Therefore the osgdem process crashes if vpbmaster starts them.
 
 If could divide the taskfile creation from the osgdem calls, it should work.

If you want to know which low level operation fail using vpbmaster you
could maybe try using strace...
strace -v -o /tmp/vpbmaster.log vpbmaster
Take care the log can rapidly increase, but it should give you a
complete report about all operations done.

Pierre.
 
 Because I move to another city, I cannot spend time into the project for the 
 next two weeks, so I will resume this topics if I continue to work. 
 
 
 Some last important questions: Which Kubuntu version do you use? Is it 32 or 
 64 bit? Is the database output generated by a 64bit system compatible for 
 using with 32bit osg software?
 
 Is it possible to get an Wiki account? I would like to oprovide my self 
 written tutorials to the community.
 
 Thank you for your help,
 
 Torben
 
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Re: [osg-users] Perspective Axes Rotation Indicator

2009-10-06 Thread Pierre Bourdin (gmail)
Hi Sean,

Le mardi 06 octobre 2009 à 09:26 -0500, Sean Spicer a écrit :
 Hi Osg-Users,
 
 
 Here's a topic that I cannot seem to find any reference in the
 archives for.  I'm trying to create an Axes rotation indicator Glyph
 in the lower left-hand corner of our viewer (X, Y, Z).  I've got
 working code for this (see below), but it is an orthographic
 projection, while my scene is perspective.  The axes rotation
 indicator works correctly, (e.g. it correctly matches the rotation of
 the trackball  scene) but because it is ortho and the scene is
 perspective, it's quite jarring to the user.  Can someone suggest how
 I can modify the code below so that it correctly maps the axes in
 perspective (ideally, the same perspective frustum as my scene)?
 
Maybe you could have look at delta3d Compass class:
http://delta3d.sourceforge.net/API/html/classdt_core_1_1_compass.html

I think it is doing exactly what you're looking for...
 
 Many thanks.
 
Cheers, Pierre.
 
 Sean
 
 
 Code
 ---
 
 
 #ifndef OsgAxes_h
 #define OsgAxes_h
 
 
 // OSG Includes
 #include osg/Group
 #include osg/Geometry
 #include osg/Camera
 #include osg/Quat
 #include osg/MatrixTransform
 #include osg/Referenced
 #include osg/NodeCallback
 #include osgGA/TrackballManipulator
 
 
 class OsgAxes : public osg::Group
 {
 
 
 public:
 
 
 // Public Constructor
 explicit OsgAxes(const osgGA::TrackballManipulator trackball);
 
 
 // Public Destructor
 virtual ~OsgAxes();
 
 
 void updateCurrentRotation();
 
 
 private:
 
 
 osg::Geometry *createAxes();
 
 
 // Prevent Copy  Assignment
 OsgAxes(const OsgAxes );
 OsgAxes operator=(const OsgAxes ); 
 
 
 osg::ref_ptrosg::MatrixTransform m_rotation; 
 
 
 const osgGA::TrackballManipulator m_trackball;
 };
 
 
 class AxesNodeCallback : public osg::NodeCallback 
 {
 public:
 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
 {
 osg::ref_ptrOsgAxes axes = 
 dynamic_castOsgAxes* (node);
 if(axes)
 {
 axes-updateCurrentRotation();
 }
 traverse(node, nv); 
 }
 };
 
 
 OsgAxes::OsgAxes(const osgGA::TrackballManipulator trackball)
 : m_trackball(trackball)
 {
 osg::Camera *camera = new osg::Camera;
 //camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
 camera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 1024));
 camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
 camera-setViewMatrix(osg::Matrix::identity());
 camera-setClearMask(GL_DEPTH_BUFFER_BIT);
 camera-setRenderOrder(osg::Camera::POST_RENDER);
 camera-setAllowEventFocus(false);
 
 
 osg::Geode* geode = new osg::Geode();
 
 
 // turn lighting off for the text and disable depth test to ensure
 it's always ontop.
 osg::StateSet* stateset = geode-getOrCreateStateSet();
 stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);
 
 
 geode-addDrawable(createAxes());
 
 
 m_rotation = new osg::MatrixTransform();
 m_rotation-setMatrix(osg::Matrix::identity());
 m_rotation-addChild(geode);
 
 
 osg::MatrixTransform *scale = new osg::MatrixTransform();
 scale-setMatrix(osg::Matrix::scale(osg::Vec3(100.0f, 100.0f,
 100.0f)));
 scale-addChild(m_rotation.get());
 
 
 osg::MatrixTransform *translate = new osg::MatrixTransform();
 translate-setMatrix(osg::Matrix::translate(osg::Vec3(100.0f, 100.0f,
 0.0f)));
 translate-addChild(scale);
 
 
 camera-addChild(translate);
 addChild(camera);
 
 
 setUpdateCallback(new AxesNodeCallback);
 }
 
 
 OsgAxes::~OsgAxes()
 {
 
 
 }
 
 
 osg::Geometry * OsgAxes::createAxes()
 {
 osg::Geometry* geom = new osg::Geometry;
 
 
 osg::Vec3Array* vertices = new osg::Vec3Array;
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.5f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.5f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
 vertices-push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
 geom-setVertexArray(vertices);
 
 
 osg::Vec3Array* normals = new osg::Vec3Array;
 normals-push_back(osg::Vec3(0.0f,0.0f,1.0f));
 geom-setNormalArray(normals);
 geom-setNormalBinding(osg::Geometry::BIND_OVERALL);
 
 
 osg::Vec4Array* colors = new osg::Vec4Array;
 colors-push_back(osg::Vec4(1.0f,0.0,0.0f,1.0f));
 colors-push_back(osg::Vec4(0.0f,1.0,0.0f,1.0f));
 colors-push_back(osg::Vec4(0.0f,0.0,1.0f,1.0f));
 geom-setColorArray(colors);
 geom-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
 
 
 geom-addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,6));
 
 
 osg::StateSet* stateset = geom-getOrCreateStateSet();
 osg::LineWidth *lw = new osg::LineWidth(2.0f);
 stateset-setAttribute(lw);
 
 
 return geom;
 }
 
 
 void OsgAxes::updateCurrentRotation()
 {
 osg::Matrix mat(m_trackball.getRotation().inverse());
 m_rotation-setMatrix(mat);
 }
 
 
 
 
 ---
 End Code
 
 
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Re: [osg-users] osgviewerQtWidget Quadbuffer Stereo Alpha Problems

2009-09-29 Thread Pierre Bourdin (gmail)
Hi Scott,
does it works with osgviewer ?

something like 

osgviewer --stereo QUAD_BUFFER cow.osg

should display the cow in stereo without any error...

Also I can't remember it exactly, but I think you have to re-init the
context or something like this when switching to quadbuffer stereo...
When switching in other stereo mode it is not necessary...

Maybe others can be more helpful...

Pierre.

Le lundi 28 septembre 2009 à 17:42 -0500, Scott Senften a écrit :
 HI all,
 
 I'm having two difficulties with osgviewerQtWidget on linux, and I was
 hoping someone else may have already seen this and can give me some
 insight as to my troubles.
 
 In main.cpp, I added the following lines to turn on quadbuffer stereo.
 
 
 QPointertestMainWin myMainWindow = new testMainWin;
 
 #if DO_OUTBOARD_WINDOW
 QPointertestOutboardWin mySecondaryWindow = new testOutboardWin;
 #endif
 
 /* added these 3 lines */
 osg::DisplaySettings* ds = osg::DisplaySettings::instance();
 ds-setStereo( true );
 ds-setStereoMode( osg::DisplaySettings::QUAD_BUFFER );
 
   // The .ui file uses the Promoted widget, CompositeViewerQOSG
 osg::ref_ptrCompositeViewerQOSG compositeViewer =
 myMainWindow-ui.osgGraphicsArea;
 
 osg::ref_ptrViewQOSG view1 = new ViewQOSG(
 myMainWindow-ui.graphicsView1 );
 view1-setObjectName(ViewQOSG 1);
 
 
 When I do so, I get the following warning/error
 
 Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
 
 quadbuffer stereo is anabled on the system and I have other OGL apps
 that work as expected.  It appears that the context is valid but I
 haven't been able to retrieve the visual it thinks it's using to see
 if it's picked an appropriate one.
 
 ANAGLYPHIC stereo works as expected.
 
 My other issue is trying to get a visual with alpha.  Similarly...
 
 QPointertestMainWin myMainWindow = new testMainWin;
 
 #if DO_OUTBOARD_WINDOW
 QPointertestOutboardWin mySecondaryWindow = new testOutboardWin;
 #endif
 
 /* added these two lines */
 osg::DisplaySettings* ds = osg::DisplaySettings::instance();
 ds-setMinimumNumAlphaBits( 1 );
 
   // The .ui file uses the Promoted widget, CompositeViewerQOSG
 osg::ref_ptrCompositeViewerQOSG compositeViewer =
 myMainWindow-ui.osgGraphicsArea;
 
 osg::ref_ptrViewQOSG view1 = new ViewQOSG(
 myMainWindow-ui.graphicsView1 );
 view1-setObjectName(ViewQOSG 1);
 
 
 This gives me
 
 X Error: BadMatch (invalid parameter attributes) 8
   Extension:143 (Uknown extension)
   Minor opcode: 5 (Unknown request)
   Resource id:  0x6400026
 Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
 test failed, requires valid graphics context.
 Segmentation fault
 
 which I'm assuming is because the context is either invalid or not current.
 
 If anyone has seen these problems and has some insight, I'd be
 grateful for your experience.
 
 Thanks
 
 Scott
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[osg-users] OpenCTM ?

2009-09-24 Thread Pierre Bourdin (gmail)
Hi All,
has anybody heard or tested OpenCTM ?

A file format and a software library for compressed 3D triangle
meshes. 

http://openctm.sourceforge.net/?page=performance


Cheers, Pierre.

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Re: [osg-users] Quicktime and movie size

2009-09-08 Thread Pierre Bourdin (gmail)
Hi Serge,
Le mardi 08 septembre 2009 à 09:27 +0200, Serge Lages a écrit :
 Thank you Stephan, we've confirmed with our customer that it's a codec
 problem and not in our side, so it's OK. As a side note, the QuickTime
 plugin is really working like a charm compared to the other solutions
 like FFmpeg, it's a real pleasure.
Can you share a little bit more about the QuickTime Plugin ?
Do you have some recommendation for using it ?

What is the *best* codec to use ? 
Does it work well with mpg format (mpgv for vidéo, mpga  for audio) ?

On which plate-form are you using it ? 
I think it is not available on Linux ?

Thanks, 

Pierre.
 
 On Tue, Sep 8, 2009 at 12:15 AM, Stephan Huber
 ratzf...@digitalmind.de wrote:
 Hi Serge,
 
 Serge Lages schrieb:
 
  Thanks for your reply, it seems to be an export problem
 instead of a problem
  on the plugin side. But it's still weird that the size on
 the QuickTime
  player and in the plugin is different.
 
 
 I think it has something to do with the codec. DVCPro is
 convenient for
 editing movies/ capturing from video-cameras. I'd use Foto
 JPEG or MP4
 for OSG.
 
 Safari shows the same error: if you open the movie with it, it
 will
 display at 1920x1080, so it's not isolated to the
 quicktime-plugin.
 
 
 cheers,
 Stephan
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 http://www.tharsis-software.com
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Re: [osg-users] [build] Building a Simple Viewer

2009-07-30 Thread Pierre Bourdin (gmail)
Hi David,

Le jeudi 30 juillet 2009 à 13:03 +, David Goering a écrit :
 Hey,
 Yes I built and Installed OpenSceneGraph.
 When I enter in osgversion in a Command Prompt it shows: OpenSceneGraph 
 Library 2.9.6
 as I said I am pretty sure I followed the Install Instructions from the 
 skewed Matrix Forum to set up your system to build OpenSceneGraph 
 applications thuroughly.
 So I am pretty sure it is installed...
 any other ideas?  :?

- try using osgviewer with any 3d model, like osgviewer cow.osg 

- try the examples applications if you choose to build it in the cmake
config process.
They should be in share\openscenegraph\bin 

Pierre.

 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=15646#15646
 
 
 
 
 
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[osg-users] OpenSceneGraph-2.8.2 release candidate report

2009-07-24 Thread Pierre Bourdin (gmail)
Hi all

I'm just starting a new thread to make it more clear...

I've compiled and test the OpenSceneGraph-2.8.2-rc4.

Compilation is ok.

Running few tests was ok too.

using osgmovie with xine reading an mpeg movie makes a segfault...

export OSG_NOTIFY_LEVEL=DEBUG
osgmovie -l osgdb_xine.so --window 50 50 800
600 /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg

RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x9504de0
0xb7f4fa98
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
itr='/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib'
FindFileInPath() :
trying 
/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgdb_xine.so ...
itr='/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2'
FindFileInPath() :
trying 
/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2/osgdb_xine.so
 ...
FindFileInPath() :
USING 
/mnt/s2/2/OpenSceneGraph/OpenSceneGraph-2.8.2-rc4/install/lib/osgPlugins-2.8.2/osgdb_xine.so
Opened DynamicLibrary osgdb_xine.so
GraphicsContext::registerGraphicsContext 0x9553280
GraphicsContext::getWindowingSystemInterface() 0x9504de0
0xb7f4fa98
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
View::setUpViewOnSingleScreen - GraphicsWindow has been created
successfully.
FindFileInPath(/home/pbo/imerir/projets/AragoMassane/Sequence01.mpg):
returning /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg
ReaderWriterXine::readImage /home/pbo/imerir/projets/AragoMassane/Sequence01.mpg
XineImageStream::open() : Could not ready movie file.
XineImageStream::close()
  Closing stream
  Disposing stream
  Closing audio driver
  Closing video driver
Erreur de segmentation

This Video is MPEG2 720x576 25.000 fps encoded.
I've tried other video: same result...

If you need, you can download the movie on dl.free.fr at: 
http://dl.free.fr/qUKS6UDpg

Anyone else has had trouble with osgmovie ?

I'll try with OpenSceneGraph-2.9.5 to see if ffmpeg handles it
correctly.

Pierre.



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Re: [osg-users] osgOcean: Change of contact details

2009-07-23 Thread Pierre Bourdin (gmail)
Le jeudi 23 juillet 2009 à 09:03 +0100, Kim Bale a écrit :
 Hi Pierre,

Hi Kim,
 
 
 Yes I've known about this for a while, in fact even before 2.3 the FFT
 support was supposed to be pretty good. It's definitely something I
 intend to chase up. 
 
I had seen it was good already, but because they say it is even
better...

 Unfortunately at the moment I'm trying to polish off the end of my
 thesis and don't have much time for fun things, which is why it's all
 gone a bit quiet on the osgOcean front. However, J-S is still
 submitting the odd fix and changes as he's using it. 

I didn't want to push you... You have done a really good job with
osgOcean.

I which, I could have the time to at least look at it in detail... but
I'm despairing about time.
 
 I'll get back on it as soon as this blasted thing is submitted :)

Keep up the good work! 

kind regards,

Pierre.
 
 Regards,
 
 
 Kim.
 
 2009/7/22 Pierre BOURDIN bour...@imerir.com
 Hi Kim,
 
 I just see CUDA Toolkit and SDK v2.3 was Released...
 
 They say in the advert: This release includes new support for
 double-precision FFTs, significant performance improvements
 for
 single-precisions FFTs...
 
 Could it be interesting for osgOcean to add support for CUDA
 FFTs ?
 
 Cheers, Pierre.
 
 
 2009/7/22 Kim Bale kcb...@googlemail.com:
 
  Hi all,
  My old email address is soon to become defunct so I'm slowly
 trying to
  filter my email address change through to my new one.
  I know some of you like to contact me via email in relation
 to osgOcean so
  if you would like to get in touch with me in the future
 please use:
  kcb...@googlemail.com
  I will of course still be reachable via osg-users.
  Cheers.
  Kim.
 
 
 
 
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Re: [osg-users] osgViewer in stereo mode

2009-07-23 Thread Pierre Bourdin (gmail)
Hi Eric,

Le jeudi 23 juillet 2009 à 09:55 +, Eric Pouliquen a écrit :
 Sorry, but is my question very silly ?

I don't think it is, but people are probably busy...

 I'm sorry if it's a very newbie question... but I tried accessing the cameras 
 during hours and didn't reach any result... :(
 
 Thanks a lot if someone can help me on this stupid problem.


Did you look at the osgstereoimage examples ?

Most of the code related to stereo is in the DisplaySettings class, but
there is code related to stereo also in the SceneView class
(computeLeftEyeViewImplementation,
computeRightEyeProjectionImplementation etc...)
and the graphic context is setup in View::setUpViewAcrossAllScreens.

If you don't find what you're looking for, try reformulating your
question...


Robert should be back next week, maybe he can give you the solution...

Hope it helps, 

Pierre.

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Re: [osg-users] CDash site now under openscenegraph.org

2009-07-23 Thread Pierre Bourdin (gmail)
Well done J-S and J-L !

I'll try it...

It would be nice to have many different build tests when Robert will
come back ;-)


Cheers, Pierre.

Le jeudi 23 juillet 2009 à 09:38 -0400, Jean-Sébastien Guay a écrit :
 Hi all,
 
 Some of you may have noticed that nightly builds have not been showing 
 up on the public CDash dashboard recently.
 
 http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph
 
 That's because the public CDash build dashboard has a build limit which 
 we exceeded recently. See this thread:
 
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/47349/focus=47356
 
 As a result, I was investigating other options and Jose Luis Hidalgo, 
 the web site maintainer for openscenegraph.org, offered to install our 
 own dashboard on the site. This is now accessible here:
 
 http://cdash.openscenegraph.org/index.php?project=OpenSceneGraph
 
 You'll see an experimental build I just submitted to test that it was 
 working.
 
 I've attached the modified CTestConfig.cmake file that you will need to 
 put in your osg sources to make your nightly builds submit to that 
 dashboard from now on. When Robert comes back from training he'll be 
 able to commit that into the trunk, but for now if you want to submit 
 nightly builds, you'll need to replace the file manually with the one 
 attached.
 
 Unfortunately, nothing was carried over from the old dashboard to this 
 new one. So if you had made a profile and claimed sites before, you'll 
 have to do it over again. I guess we could have asked the cdash.org 
 people to dump the database and send it to us, but I don't think build 
 history is critical. If someone (or Robert) disagrees we can always make 
 the demand and import the data later.
 
 So, let's start submitting builds again people! :-)
 
 J-S
 pièce jointe document texte brut (CTestConfig.cmake)
 ## This file should be placed in the root directory of your project.
 ## Then modify the CMakeLists.txt file in the root directory of your
 ## project to incorporate the testing dashboard.
 ## # The following are required to uses Dart and the Cdash dashboard
 ##   ENABLE_TESTING()
 ##   INCLUDE(Dart)
 set(CTEST_PROJECT_NAME OpenSceneGraph)
 set(CTEST_NIGHTLY_START_TIME 00:00:00 CET)
 
 set(CTEST_DROP_METHOD http)
 set(CTEST_DROP_SITE cdash.openscenegraph.org)
 set(CTEST_DROP_LOCATION /submit.php?project=OpenSceneGraph)
 set(CTEST_DROP_SITE_CDASH TRUE)
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[osg-users] Proximity trigger ?

2009-07-23 Thread Pierre Bourdin (gmail)
Hi all,

is there something that looks like a proximity trigger in
OpenSceneGraph ?

I mean, something that can start an action when the user (the camera)
goes close or in contact with some particular object ?

I know it exists in Delta3D but I don't remember having seen it in
OSG...

Regards, 

Pierre.


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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit :
 Hello,
 
 have everybody use the osg export plug in for 3DS Max 2010?
 I have installed Max 2010 and the plug in installer print the message 3D Max 
 isn't installed (I have the german version and this is a approximate 
 translation).
 
 Have other useres the same problem? Also is it a bug of the plug in installer?

Could be that the binary version plugin is not made for 3DS Max 2010...

You could try to rebuild it from source may be ?
As far as I remember, you just need the Max SDK...
 
 Cheers,
 
 Martin

Pierre.


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Re: [osg-users] OSGExp0.9.6 and Max 2010

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 15:25 +0200, Martin Großer a écrit :
 Hello Pierre,
Hi Martin,
Did you try the exporter from worldviz ?
http://www.worldviz.com/download/index.php?id=9

Or the exporter from sourceforge ?
http://sourceforge.net/projects/osgmaxexp/files/

There is also another one shipped with Delta3D maybe...

Pierre.
 
 when I install the 3DS Max 8 and the plug in, then I see a list with 
 supported versions and the 2010 is in the list.
 
 But I doesn't have the SDK installed. May be this is the problem...
 I try to install the SDK.
 
 Cheers,
 
 Martin
 
 
  Original-Nachricht 
  Datum: Wed, 22 Jul 2009 14:22:36 +0200
  Von: Pierre Bourdin (gmail) bour...@imerir.com
  An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] OSGExp0.9.6 and Max 2010
 
  Le mercredi 22 juillet 2009 à 13:32 +0200, Martin Großer a écrit :
   Hello,
   
   have everybody use the osg export plug in for 3DS Max 2010?
   I have installed Max 2010 and the plug in installer print the message
  3D Max isn't installed (I have the german version and this is a 
  approximate
  translation).
   
   Have other useres the same problem? Also is it a bug of the plug in
  installer?
  
  Could be that the binary version plugin is not made for 3DS Max 2010...
  
  You could try to rebuild it from source may be ?
  As far as I remember, you just need the Max SDK...
   
   Cheers,
   
   Martin
  
  Pierre.
  
  
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-22 Thread Pierre Bourdin (gmail)
Le mercredi 22 juillet 2009 à 09:11 -0400, Jean-Sébastien Guay a écrit :
 Hi Paul,
 
  Right, that is what I originally suspected. So is there any point to the 
  debug packages *in their current form*? 
 
 Yes, they allow you to compile your own project in debug mode. They 
 don't allow you to debug into the OSG itself, but otherwise they're 
 required to get your own apps to compile and run in debug mode at all.
 
  As 2.8.2 is probably released 
  pretty soon it might be a good point in time to fix this?
 
 I'm not sure what the pdb files were not included (or the debug info was 
 not embedded into the DLLs), but I would expect someone interested in 
 debugging into OSG would have no problem compiling OSG themselves... If 
 they want to debug into it, it's probable that they'll need to make a 
 fix somewhere... And compiling OSG is pretty painless nowadays.
 
 But yes, we could either embed debug info or provide the pdb files 
 (perhaps as a separate download for people who need it).
 
  Is there any way to test for a given dll if there is debug information 
  in it, e.g. with some MSVC tool?
 
 The only way I've seen is when debugging the app in Visual Studio it 
 will say in the output window dll name (no debug information) or 
 something like that. Then if you want to load the pdb file manually if 
 you have it, you can go to the Modules window, right-click on the DLL 
 and click Load Symbols. Same thing when you're stopped at a 
 breakpoint, in the Call Stack window you can right-click on the grayed 
 out lines and click Load Symbols.

Nice, I didn't know about this possibility.
Thanks J-S for sharing the info.

Pierre.

 
 I don't know of a standalone tool that will tell you if a DLL contains 
 debug info.
 
 J-S

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Re: [osg-users] Unit tests

2009-07-20 Thread Pierre Bourdin (gmail)
Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit :
 Hi Pierre,
Hi Vincent,
sorry I didn't see you post...
 
 Are you talking about googleTest, unittest++ or cppunit ?
I'm talking about cppunit.
 
 Vincent.

Pierre.

 
 2009/7/19 Pierre BOURDIN bour...@imerir.com
 Bonjour Vincent,
 
 2009/7/17 Vincent Bourdier vincent.bourd...@gmail.com:
  Hi, thanks for the answers !!
 
  Philip, changing the option works, but the linker make a lot
 of warnings :
  http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspx
 that is very
  annoying...
 
  So I don't know if I will keep this one or not...
 
  unittest++ seems good, and cppunit too (if anyone have
 feedback on the last
  one ...)
 
 
 I've note use it myselff, but I know Delta3D is using it. So
 if you
 want some examples, look at it. They use it with cmake so it
 should be
 easy to adapt to your project hopefully.
 
 
  Don't know exactly what to choose...
 
  See you later if I found the good one, still earing if you
 have any advices.
 
  Thanks.
 
  Regards,
 Vincent.
 
 
 Cheers,
 Pierre.
 
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Re: [osg-users] Clamping line to terrain

2009-07-02 Thread Pierre Bourdin (gmail)
Hi CG,
you can maybe have a look at the osggis project
http://wush.net/trac/osggis

It does this quite well.

I've used it for tracing the river aver the terrain for example...
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane

Hope it helps,

Pierre.

Le jeudi 02 juillet 2009 à 05:51 +, Cheng Guan a écrit :
 Hi,
 
 I'm trying to implement a 3D line which can follow the terrain's height 
 (terrain hugging) but the resultant line is not smooth (see attached), I'm 
 using Bresenham line algorithm to generate and intersector to clamp the line, 
 are there any ways to smooth the line and yet can follow the terrain's height?
 
 Thank you!
 
 Cheers,
 CG[/img]
 
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Re: [osg-users] how to run the example osgViewerQt

2009-06-29 Thread Pierre Bourdin (gmail)
Hi Gopal,
you just need to pass a model to draw, like : osgViewerQT cow.osg

You can open any model supported by OpenSceneGraph...

Pierre.

Le lundi 29 juin 2009 à 06:47 +, gopal goenka a écrit :
 Hi,
 
 I am a newbie in osg.
 
 I am trying to run the osgViewerQT example in QT4.4 on the linux platform
 
 but i am getting error such as undefined refferences to osg/srgumentparser 
 
 please help n tell me how to run the example 
 
 Thank you!
 
 Cheers,
 gopal
 
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[osg-users] Best video format for a fullscreen video rendering ?

2009-06-29 Thread Pierre Bourdin (gmail)
Hia all,
I want to show small video with sound and if possible subtitles in an
OSG application.
I guess the best way is now to use ffmpeg plugin like in osgmovie... 

I think, for the sound it needs some external tool like SDL to play the
audio part.

Have you got any feedback about the compression format to use ?

Is there somebody working on integration of Qt Phonon in
OpenSceneGraph ?


Thanks, Pierre.


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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate one tagged

2009-06-23 Thread Pierre Bourdin (gmail)
Hi all,
also builds fine on  Debian GNU/Linux testing (squeeze)
gcc version 4.3.3 (Debian 4.3.3-10)

I've run some of the samples and everything is fine.

Pierre.
Le lundi 22 juin 2009 à 12:56 -0600, Paul Martz a écrit :
 Jean-Sébastien Guay wrote:
  Hi Robert,
 
  Builds fine on Windows Vista, VC++ 2005 SP1. Quick testing of some osg 
  apps and examples reveals no major problems (see below). Also tested a 
  compile with our framework and it went fine, but there too I only had 
  time to test a few of our examples - no in depth testing yet. I'll try 
  to get to it in the next few days.
 Also builds fine using VS9 (2008) Express. Runs fine with some limited 
 testing of my dev work.
-Paul
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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-22 Thread Pierre Bourdin (gmail)
Le dimanche 21 juin 2009 à 15:40 +0100, Kim C Bale a écrit :
 Hi Pierre,
 
 I won't have many time next week, but if I can, I'll try to witch the
 2 cards, just to see if it's working well with the 4600 on debian 32
 bits...
 
 If you could that would be brilliant, but I realise it's a big ask.
Well I've only made half of the work, putting the 4600 on my machine...
(I didn't test the 3450 in the other machine).

The bad news is that the bug is still there. I've upgraded the drivers
to 185.18.14 (last one) just in case it could change something, but alas
nothing's better.
 
 I wonder how numerous we are having this bug ? So far if we are only 2,
 you don't have to worry that much.
 
 Good question, I think it was more than two though.. Well until I can
 find a common element there's not much I can do about it.

I'm really curious to know if other Linux 32bits users have the
problem ?

 
 Well it's good to hear you got it working on one machine! :)

Yes it is and pretty well !!

 Kim.
 
Pierre.



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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-19 Thread Pierre Bourdin (gmail)
Hi Kim, J-S,

I've run the osgOcean_debug and got the dump.
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean#osgocean-1.0-debug

I've made an archive including a screenshot the tiles that were created
and the debug file.

I've made 2 runs, one with libfftss  libfftw3f but it does not change
anything about the problem...

Ah, and I've made some tests on another machine, with a diiferent
Graphic card (Quadro 4600): the waves are working well, but I've a
trouble when diving underwater... When I reach the water surface, the
view is flickering until I'm completely underwater... Has someone else
experience the same effect ?

Hoping it will be helpful.

Pierre.
Le jeudi 18 juin 2009 à 19:30 +0100, Kim C Bale a écrit :
 Roman, Pierre,
  
 
 Thank you for testing, the pictures were very helpful.
  
 Firstly Roman, do you get the same result as Pierre does? 
  
 Images at the bottom here: 
 http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean 
 http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean 
  
 This is pretty much my first time programming for multiple platforms so I'm 
 rather at a loss as to what could be causing it. My only thought is that 
 perhaps your compilers are doing something that the .net compiler isn't. 
  
 If you could tell me which compiler you use that might be shed some light on 
 it.
  
 What I've done is created a version of the library and dumps a load of 
 variables to file. This should at least point to the general area of the 
 fault. 
  
 So if you could find the time to download the version of osgOcean found here:
  
 http://osgocean.googlecode.com/svn/branches/osgOcean-1.0-debug/
  
 Run it and fly around for a about 10 seconds. Then send me the file called 
 osgOcean_debug.txt that it dumps out I would be extremely grateful.
  
 
 Thanks guys.
  
 Kim.
 
  
 
 
 From: Pierre Bourdin (gmail) [mailto:bour...@imerir.com]
 Sent: Thu 18/06/2009 16:54
 To: osg-users@lists.openscenegraph.org
 Cc: Kim C Bale
 Subject: Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?
 
 
 
 Hi Kim,
 I'm sorry to tell it is the same for me...
 
 I've compiled osgocean from svn trunk and tag 1.0 with
 fftss-3.0-20071031.tar.gz
 linked with OpenSceneGraph Library 2.9.4
 
 I've just made a simple run/shutdown log:
 http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean
 
 If you need more informations, tell me how I could help.
 
 Cheers,
 
 Pierre.
 
 Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit :
  Hi,
  I've tried with FFTSS, FFTW3  and FFTWF and got patchy ocean on osg svn 
  trunk on Fedora 11 on GTX285 180.60 drivers
 
  Thank you!
 
  Cheers,
  Roman
 
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Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-18 Thread Pierre Bourdin (gmail)
Hi Kim,
I'm sorry to tell it is the same for me...

I've compiled osgocean from svn trunk and tag 1.0 with
fftss-3.0-20071031.tar.gz 
linked with OpenSceneGraph Library 2.9.4

I've just made a simple run/shutdown log:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean

If you need more informations, tell me how I could help.

Cheers, 

Pierre.

Le jeudi 18 juin 2009 à 12:27 +, Roman Grigoriev a écrit : 
 Hi,
 I've tried with FFTSS, FFTW3  and FFTWF and got patchy ocean on osg svn trunk 
 on Fedora 11 on GTX285 180.60 drivers
 
 Thank you!
 
 Cheers,
 Roman
 
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Re: [osg-users] Is the osgOcean Linux bug still present?

2009-06-17 Thread Pierre Bourdin (gmail)
Hi Kim,

i've just tried with an updated OSG to 2.9.4 and it's still the same...

Pierre.

Le mardi 16 juin 2009 à 19:50 +0100, Kim C Bale a écrit :
 Hi all,
  
 I know it's only been out one day, but I was wondering if those linux
 users (it only seemed to occur on certain linux distributions) that
 experienced the patchy ocean surface bug with the previous version
 have managed to test the library and noticed if they still have the
 same issue?
  
 It sounded like a pretty nasty bug and I'd like to sort it if it's
 still present.
  
 Regards,
  
 Kim.
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Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Pierre Bourdin (gmail)
Hi Chris,
you could be interested by the work of Kevin Boulanger
http://www.kevinboulanger.net/grass.html

For a parallax sample using GLSL there are probably a lot of samples on
ATI or Nvidia developper site, but maybe you'll find some interesting
demo on ozone3d:
http://www.ozone3d.net/demos_projects/index.php?lang=2

Pierre.

Le jeudi 28 mai 2009 à 13:54 -0600, Chris 'Xenon' Hanson a écrit :
 I've tried posting this a couple of times, and it disappears. It went through 
 yesterday as
 a reply to a test post, so I'm going to try again with the proper subject.
 
 
 I'm looking to add extra visual realism to surfaces using shaders. Grass, 
 gravel and
 dirt are some of the obvious candidates, but there could be others. I am 
 hoping to use a
 type of Parallax Mapping. I have a few algorithms of basic Parallax Mapping, 
 but they fall
 apart at glancing angles close to the ground (where the user viewpoint will 
 frequently be).
 
   Tatarchuk's Parallax Occlusion Mapping:
 
 http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf
 http://ati.amd.com/developer/gdc/Tatarchuk-ParallaxOcclusionMapping-FINAL_Print.pdf
 http://ati.amd.com/developer/gdc/2006/GDC06-Tatarchuk-Parallax_Occlusion_Mapping.pdf
 
   Seems to solve many of the issues.
 
   The GDC 06 paper with the allegedly improved algorithm only talks about 
 HLSL and
 DirectX. I'm interested in checking this algorithm out to see how it performs 
 (I'm
 designing shaders in RenderMonkey) but I've had a hard time finding working 
 GLSL source
 for anything newer than the original Parallax Shader from 04 and earlier.
 
   I don't want to write and debug an implementation from scratch just to find 
 out it
 doesn't do the job, so I was hoping to find a working implementation 
 somewhere, but am not
 finding one. Anyone seen one? It looks like a heck of a technique and could 
 really be used
 to great purpose in landscapes, and well, just about anything with surface 
 detail.
 
   Anyone know where to find something like this?
 
   Also, I'm interested in other sources of canned shaders. I'm not trying to 
 do
 cutting-edge research, I'm just trying to apply the best available technology 
 to a
 visualization problem to give the best results without reinventing the wheel.
 

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Re: [osg-users] Looking for GLSL Parallax Occlusion Mapping

2009-05-29 Thread Pierre Bourdin (gmail)
I think I got it with the sources when I tried...

You should probably contact the webmaster of the ozone web site.

Pierre.
Le vendredi 29 mai 2009 à 11:28 +0200, Christian Buchner a écrit :
  For a parallax sample using GLSL there are probably a lot of samples on
  ATI or Nvidia developper site, but maybe you'll find some interesting
  demo on ozone3d:
  n
 
 Strangely that preview for Parallax Bump Mapping demo says Source Code: 
 [YES]
 but when you go to the detail page and download the demo (
 ParallaxMapping_Demo.zip )
 there is no source code to be seen.
 
 I am also looking for this rendering technique to make some realistic
 rendering of coins with an embossed imprint.
 
 Christian

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Re: [osg-users] Stereo Problem

2009-05-20 Thread Pierre Bourdin (gmail)
Le mercredi 20 mai 2009 à 14:18 +0200, Jan Ciger a écrit :
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Jason Daly wrote:
  Pierre Bourdin (gmail) wrote:
  Quad stereo is working well on my thinkpad T42p with a FireGL.

  
  That's not too surprising.  The FireGL is AMD/ATi's pro workstation
  card, so one would expect the features to be similar to Nvidia's QuadroFX.
 
 Well, not every FireGL and Quadro has stereo output, only certain
 models. However, T42p was a decent machine, I had T41p with a FireGL T2
 (which didn't have stereo) myself and was happy with it, minus the
 crappy Linux drivers for the graphic card.
I was happy to have the stereo with my notebook, even if it is eating
all the battery, heating the office... It's working ;-)

But yes the drivers is crappy, and they have stopped updating it if I've
well seen...

If the stereo is working on OSX, it might be an interesting
alternative...

Pierre.
 
 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.9 (GNU/Linux)
 Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
 
 iD8DBQFKE/Unn11XseNj94gRAjHZAJ9MOTgr2r5ax7Wv/BNkH/VJKsCBmgCgsl09
 XuaFKzuMnNGIQUGW6AHI38M=
 =KY8Y
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Pierre Bourdin (gmail)
Hi Robert,
I just finished compilation on Debian testing, without any trouble...

Everything seems to work perfectly.

I'll do some more tests this afternoon...

Pierre.


cmake --version
cmake version 2.6-patch 4

gcc version 4.3.3 (Debian 4.3.3-3)

/proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86 Kernel Module  180.51  Thu Apr 16 19:02:15
PDT 2009
GCC version:  gcc version 4.1.3 20080704 (prerelease) (Debian 4.1.2-25)

/proc/driver/nvidia/cards/0
Model:   Quadro FX 3450/4000 SDI
IRQ: 18
Video BIOS:  05.41.02.43.05
Card Type:   PCI-E
DMA Size:39 bits
DMA Mask:0x7f
Bus Location:05.00.0

___

glxinfo |grep version
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.3
OpenGL version string: 2.1.2 NVIDIA 180.51

Distributor ID: Debian
Description:Debian GNU/Linux testing (squeeze)
Release:testing
Codename:   squeeze


Le mardi 19 mai 2009 à 09:43 +0100, Robert Osfield a écrit :
 Hi All,
 
 Any results from testing of OSG-2.8.1-rc5 yet?   I'm ready to tag
 2.8.1, so am now just waiting for feedback from testing.
 
 Thanks,
 Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-19 Thread Pierre Bourdin (gmail)
Yep,
i've just start a windows build... I'll tell you later.

Do you need some special test ?

Pierre.

Le mardi 19 mai 2009 à 14:21 +0100, Robert Osfield a écrit :
 Hi All,
 
 Thanks for the testing.  So far we have 3 confirmations for linux
 distro's, one for OSX, none for Window or other systems yet.
 
 If you are currently doing a build and test and it hasn't completed
 yet please tell me so I know what I might be able to do the final tag
 of 2.8.1.  So far things look good for the release this afternoon.
 
 Cheers,
 Robert.
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Pierre Bourdin (gmail)
I've just made an osgViewer with a FirstPersonManipulator...

I've tested with a terrain...

The Manipulator is shouting: you are lost in space!

What kind of model you suggest to use it ?

I had no time for a more complete test, so maybe I missed something
obvious ?...?

At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
without any problem...

Pierre.

Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
 Hi, 
 I don't think it would make sense anyway to review a code where very
 few people find interest. So I totally understand your position.
 Anyway, from what I've seen on this ML, users are quite active and I
 think they just didn't paid attention. So let's wait for feedback.
 Cheers.
 Loïc
 
 On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 On Tue, May 19, 2009 at 3:43 PM, Simon Loic
 simon1l...@gmail.com wrote:
  Hi Robert,
  I'm not sure if the code is clean enough to fulfill OSG
 standards. Yet I was
  expecting some feedbacks about the manipulator (stability on
 different
  machines, missing features, weird behaviours, ...) before to
 release a
  submission.
 
  If you feel it's clean enough I guess you can check it in.
 Yet, as we don't
  get any feedback, maybe it's not worth it.
 
 
 I was hoping to have feedback from others before diving in
 with a
 review myself.  I have plenty on my plate so having to do all
 the
 review work myself is something I'd rather not do.
 
 Robert.
 
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Re: [osg-users] Stereo Problem

2009-05-19 Thread Pierre Bourdin (gmail)
Quad stereo is working well on my thinkpad T42p with a FireGL.

I've used it with Openscenegraph may times and it works well.

It is very convenient to make a nice demo with a 3D DepthQ projector...

It just miss a modern shader support...

If you want to use it for active stereo, you need an adapter to
synchronize the IR emitter...

I now some notebook have quadro card too, so I guess it is also working.
Pierre.

Le mardi 12 mai 2009 à 08:56 -0400, Tomlinson, Gordon a écrit :
 FYI
 
 QUAD Buffer stereo is only supported on the NVIDIA's Pro range the Quadro FX 
 cards, they do not support this on consumer cards 
 
 
 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com
 __
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield
 Sent: Tuesday, May 12, 2009 6:27 AM
 To: olfat_ibra...@yahoo.com; OpenSceneGraph Users
 Subject: Re: [osg-users] Stereo Problem
 
 Hi Olfat,
 
 The errors you are getting are due to lack of QUAD_BUFFER stereo support in 
 the driver.  This is pretty poor considering that you've got the NVidia 3D 
 glasses.
 
 Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party 
 apps, as they do for games.  I would be worth contacting NVidia about it as 
 frankly selling hardware but not supporting quad buffer stereo in the drivers 
 is just plain incompetent/fraudulent.
 
 Robert.
 
 On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com 
 wrote:
 
  Also i wanted to clarify that when i tried to use the command line :
 
  osgviewer cow.osg --stereo QUAD_BUFFER
 
  it gives me the following  :
 
  Warning: Could not find plugin to read objects from file QUAD_BUFFER.
  Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
  pixel for mat found based on traits specified
GraphicsWindow has not been created successfully.
  Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
  pixel for mat found based on traits specified
GraphicsWindow has not been created successfully.
  Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
  pixel for mat found based on traits specified
GraphicsWindow has not been created successfully.
  Viewer::realize() - failed to set up any windows
  Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
  pixel for mat found based on traits specified
GraphicsWindow has not been created successfully.
  Viewer::realize() - failed to set up any windows
 
  --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote:
 
  From: Robert Osfield robert.osfi...@gmail.com
  Subject: Re: [osg-users] Stereo Problem
  To: olfat_ibra...@yahoo.com, OpenSceneGraph Users
  osg-users@lists.openscenegraph.org
  Date: Tuesday, May 12, 2009, 4:54 AM
 
  Hi Ibrahim? Olfat?  Could you sign with your first name so we know how 
  to address you, thanks,
 
  On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim 
  olfat_ibra...@yahoo.com
  wrote:
  Hello
 
  Iam running my program with the option --stereo and the stereo seems 
  to
  work
  fine in the screen but i can not get my nvidia glass to start working 
  with it can any one help me ?
 
  By default the OSG will use anaglyphic stereo when you enable stereo, 
  but it also supports a range of other stereo options.  For shutter 
  glasses you'll probably just need to request quad buffer stereo via:
 
   osgviewer cow.osg --stereo QUAD_BUFFER
 
  For more command line details run
 
osgviewer --help
 
  And via env vars:
 
osgviewer --help-env
 
  Programatically you can enable stereo via osg::DisplaySettings (the 
  above command line options and env vars just set it.) See the 
  osgstreoimage example for an example of programmatically enabling 
  stereo.
 
  There is a big but... and that's does you graphics card/OpenGL driver 
  support quad buffer stereo.  I can't answer this as you've provide no 
  info w.r.t hardware/drivers you are using.  For NVidia it's just their 
  Quadro line that supports quad buffer stereo.
 
  Robert.
 
 
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Re: [osg-users] FirstPersonManipulator

2009-05-19 Thread Pierre Bourdin (gmail)
Well it's just one line to add to osgviewer...

keyswitchManipulator-addMatrixManipulator( '5', FPS, new
osgGA::FirstPersonManipulator() );

Pierre.

Le mardi 19 mai 2009 à 11:46 -0500, Alejandro Aguilar Sierra a écrit :
 Yeah, it would be better to have a complete, working, example, to test
 its basics.
 
 -- A.
 
 
 On Tue, May 19, 2009 at 11:37 AM, Pierre Bourdin (gmail)
 pierre.bour...@imerir.com wrote:
  I've just made an osgViewer with a FirstPersonManipulator...
 
  I've tested with a terrain...
 
  The Manipulator is shouting: you are lost in space!
 
  What kind of model you suggest to use it ?
 
  I had no time for a more complete test, so maybe I missed something
  obvious ?...?
 
  At least I can say it compiles on Linux Debian Testing with 2.8.1-rc5
  without any problem...
 
  Pierre.
 
  Le mardi 19 mai 2009 à 17:05 +0200, Simon Loic a écrit :
  Hi,
  I don't think it would make sense anyway to review a code where very
  few people find interest. So I totally understand your position.
  Anyway, from what I've seen on this ML, users are quite active and I
  think they just didn't paid attention. So let's wait for feedback.
  Cheers.
  Loïc
 
  On Tue, May 19, 2009 at 4:56 PM, Robert Osfield
  robert.osfi...@gmail.com wrote:
  On Tue, May 19, 2009 at 3:43 PM, Simon Loic
  simon1l...@gmail.com wrote:
   Hi Robert,
   I'm not sure if the code is clean enough to fulfill OSG
  standards. Yet I was
   expecting some feedbacks about the manipulator (stability on
  different
   machines, missing features, weird behaviours, ...) before to
  release a
   submission.
  
   If you feel it's clean enough I guess you can check it in.
  Yet, as we don't
   get any feedback, maybe it's not worth it.
 
 
  I was hoping to have feedback from others before diving in
  with a
  review myself.  I have plenty on my plate so having to do all
  the
  review work myself is something I'd rather not do.
 
  Robert.
 
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  fax: 04 68 55 03 86
  email: bour...@imerir.com
  
 
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Re: [osg-users] Remote execution and OSG

2009-05-15 Thread Pierre Bourdin (gmail)
Hi all,

maybe the first thing to do is test with some easy application, like
xclock or something else to be sure your X forwarding is working...

I've just tested yesterday, with ssh -X and it was working for me...
But it's extremely low...

Pierre.


Le jeudi 14 mai 2009 à 21:45 +0100, Simon Hammett a écrit :
 No idea, sry.
 It's getting on for 15 years since I did any xlib programming.
 
 You could have a poke around in:
 
 src\osgViewer\GraphicsWindowX11.cpp
 
 and work backwards from there.
 
 2009/5/14  paul1...@yahoo.com:
 
  Already tried xhost +.. No help..
 
  What is so special about osgkeyboardmouse, osgcompositeviewer, 
  osgsidebyside, osgtexture3D, osgslice,  and osgwindows that would cause 
  them not to work but other do?  osgviewer --window seems to work fine..  
  Does this have something to do with the GraphicsContext?
 
  Paul P.
 
 
  - Original Message 
  From: Simon Hammett s.d.hamm...@googlemail.com
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sent: Thursday, May 14, 2009 2:58:09 PM
  Subject: Re: [osg-users] Remote execution and OSG
 
  Don't you have to grant access on your machine to remote connections?
  IIRC, try 'xhost +' on your machine before starting the program on the
  remote machine.
 
  2009/5/14  paul1...@yahoo.com:
 
  Yes, I am using Redhat Linux with OSG 2.9.3.
 
  Using ssh -Y didn't help...
 
  Also, as I pointed out in my last e-mail, I get this X11 connection 
  refused, however, the application still runs but FULL SCREEN instead of in 
  a window...
 
  Paul P.
 
 
  - Original Message 
  From: Thrall, Bryan bryan.thr...@flightsafety.com
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sent: Thursday, May 14, 2009 1:35:45 PM
  Subject: Re: [osg-users] Remote execution and OSG
 
  paul1...@yahoo.com wrote on Thursday, May 14, 2009 12:28 PM:
 
  I need to be able to run my OSG program remotely (from a different machine
  that where the display location). I'm using ssh to login to the remote
  location and have my setenv DISPLAY set back to my original computer 
  (I've
  set xhost + on the server machine).
 
  When I do this, on SOME OSG examples, I'm getting:
  Xlib: connection to :0.0 refused by server
  Xlib: No protocol specified
 
  Error: Unable to open display :0.0.
  Error: unable to create graphics window
 
  I haven't narrowed down when I get this but it seems that I get it only 
  when
  I run applications that create their own windows. I do not see this when
  running osgviewer in full screen mode nor with many of the other OSG
  examples. However, I do see this problem with osgkeyboardmouse,
  osgcompositeviewer, osgsidebyside, osgtexture3D, osgslice,  and 
  osgwindows.
  In these cases, instead of opening up a window as I think these are 
  supposed
  to do, it runs full screen.
 
  Any idea what is going on here?
 
  Not sure what's wrong with your DISPLAY, but 'ssh -Y' will tunnel the X 
  connection through ssh and set up the DISPLAY correctly (usually to 
  something like 'localhost:10.0') without you having to mess with it.
 
  You don't say, but I'm assuming you're running Linux or something like 
  that; OSG compiled for Windows doesn't do X forwarding :)
 
  --
  Bryan Thrall
  FlightSafety International
  bryan.thr...@flightsafety.com
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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi,
I can confirm it works well with many textures...

Here's screenshot of some terrain build with 2 textures:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane


The only problem I have is with Shapefile, but I'm using osggis for
that... If you know how to use them with osgdem ? I'm interested...

For the --terrain option, it works also very well, but I have to disable
GL_ARB extension with my ATI otherwise it crashes. 

Pierre

Le vendredi 15 mai 2009 à 09:08 +0200, J.P. Delport a écrit :
 Hi,
 
 Mao wrote:
  Hi! Recently, our project is planning to migrate from mini to VPB. 
  However, we encounter with several questions.
  
   
  
  1.   In the example of osgDEM, I infer that osgDEM processes tiff 
  format only. But tiff uses 32-bit offset which limits its size to 4G 
  bytes. Most of our data are ERDAS img file or rrd file, which are huge 
  in size. Yesterday, we processed an img file of size 20G bytes, and 
  gdal_translate it to a 21G bytes tiff. That confused me. How can VPB 
  handle extra bytes?
 
 osgdem/virtualplanetbuilder can read all files that gdal can read, so 
 have a look here:
 http://www.gdal.org/formats_list.html
 
 You can use the gdal tools to split your large data into multiple 
 smaller geotiffs 2GB if you want.
 
  
  2.   Another thing is that, texture files we got sometimes are in 
  pieces, and we should use gdal_merge.py to merge them into one big tiff. 
  According to the source code, VPB can handle only one texture file. Can 
  we use multiple texture files?
 
 It is better in pieces :) Smaller files, easier to handle. VPB can 
 handle multiple texture files, you can even pass a directory name and it 
 would use all the files in the directory.
 
 See here too:
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
 
  
  3.   The last question is when applied with “--Terrain” or 
  “—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate 
  both texture and DEM data into one output file? And it seems that 
  osg::HeightField does not provide height = getHieghtAt(terrain.x, 
  terrain.y) method.
 
 Hi, --terrain works for me. You can have DEM layer + multiple texture 
 layers. I can't answer about height_field.
 
 jp
 
  
   
  
  Thank you very much for listening!
  
  
  
  
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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Pierre Bourdin (gmail)
Hi,
an interesting approach for a distributed rendering system is FlowVR...
http://flowvr.sourceforge.net/


I know openscenegraph has been used with Delta3D team with CIGI Image
Generator: http://cigi.sourceforge.net/ 
To not only advertise for concurrent project ;-)


Pierre.

Le vendredi 15 mai 2009 à 10:56 +0100, Robert Osfield a écrit :
 Hi Joe? Jie, could you please sign with your first name so I know
 which one to use when addressing you rather than having to do a best
 guess, thanks,
 
 On Fri, May 15, 2009 at 10:41 AM, Joe L liujie...@gmail.com wrote:
  In our plan, the TDW will have around 30 displays.
 
 OK, you'll definitely need a cluster for this.
 
  Do you mean that :
  If I would like to use OSG, I will have to additionally do the task
  management, network synchronization, and distributed rendering?
 
 The OSG doesn't provide this cluster manage functionality, it's
 focused on rendering on a single image system, albeit with
 capabilities of doing multi-thread, multi-screen output.
 
 The two options you have right now are to go with a distributed GL
 implementation such as Chromium, or a distribution application
 implementation such as facilitated by libs like Equalizer.
 
 There is a third possible solution would require mods to the core OSG,
 or at least subclasses from it, and is something I've been wondering
 about for a while.  The approach would be to do a distributed render
 graph, where you do a cull traversal (or several cull traversal) on
 the master for the whole view frustum that gives you a list of
 drawables, modelview+projection matrices and state inheritance graph,
 then you broad cast this list to slaves on the cluster.  These then
 traverse this rendering graph and cull out what leaves aren't in their
 local view frustum.  On each slave you'd cache the state and geometry
 and update this only when the master changes their value, to avoid
 having to dispatch all this data on each new frame.
 
 The distributed render graph proposal above sits between the low level
 distributed GL approach and the high level distributed application
 approach like done with Equalizer.  The distributed GL approach
 requires more network and CPU bandwidth, most doesn't require any
 application modifications to do the cluster, while the distributed
 application approach minimizes network bandwidth but does require you
 to design your application with the cluster in mind.  The later
 approach is more work, but provides better scalability.
 
 The distributed render graph approach has the potentially of scaling
 reasonable well, while at the same time need little more than a
 cluster specific cluster configuration being used in the viewer, so
 once you have this inbuilt capability it's would be easy to move from
 a single desktop display to a cluster by just changing a viewer
 configuration file.
 
 Robert.
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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi Robert,
is it the expected comportement ?

log
machine=DELL-VOSTRO-02 running
task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
Error: :0.0 no Pbuffer support in GLX available.
libGL error: drmGetMagic failed
libGL error: reverting to (slow) indirect rendering
Warning: detected OpenGL error 'invalid enumerant' at
DestinationTile::createStateSet()
machine=DELL-VOSTRO-02 completed
/log


Building a terrain with 2.8 release on linux 32 bits ubuntu...

I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
afternoon.

Pierre.
Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
 HI Pierre,
 
 On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
 pierre.bour...@imerir.com wrote:
  For the --terrain option, it works also very well, but I have to disable
  GL_ARB extension with my ATI otherwise it crashes.
 
 Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
 crash fix that prevents problems with rendering VPB --terrain
 databases.  The case of the crash was an bug in the set up of the
 VBO's, the ATI driver crashes if you put a VBO inside a display list.
 It was a bug putting the VBO's inside a display list so once this was
 fixed the crash went away.  The ATI driver is still a bit buggy, but
 at least it's now working well with VPB terrain databases.
 
 Robert.

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
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Re: [osg-users] VPB stuff

2009-05-15 Thread Pierre Bourdin (gmail)
Hi Robert,
Le vendredi 15 mai 2009 à 13:51 +0100, Robert Osfield a écrit :
 Hi Pierre,
 
 You are getting an OpenGL related error which clearly isn't good as is
 something you need to look at.

Yep ,but the terrain is built and rendering is slow and popping but
correct...
 
 What hardware + drivers are you using?

I'll tell you more precisely at the end of the afternoon, cause I can't
get the machine for now...

But the graphic board is an integrated ATI Radeon Xpress 1150...

The drivers are probably from before September 08...

Sorry, I couldn't find another machine for a quick compatibility test 

Pierre

 
 Robert.
 
 On Fri, May 15, 2009 at 1:43 PM, Pierre Bourdin (gmail)
 pierre.bour...@imerir.com wrote:
  Hi Robert,
  is it the expected comportement ?
 
  log
  machine=DELL-VOSTRO-02 running
  task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
  Error: :0.0 no Pbuffer support in GLX available.
  libGL error: drmGetMagic failed
  libGL error: reverting to (slow) indirect rendering
  Warning: detected OpenGL error 'invalid enumerant' at
  DestinationTile::createStateSet()
  machine=DELL-VOSTRO-02 completed
  /log
 
 
  Building a terrain with 2.8 release on linux 32 bits ubuntu...
 
  I'll try with the brand new OpenScenGraph-2.8.1-rc4 later this
  afternoon.
 
  Pierre.
  Le vendredi 15 mai 2009 à 09:28 +0100, Robert Osfield a écrit :
  HI Pierre,
 
  On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
  pierre.bour...@imerir.com wrote:
   For the --terrain option, it works also very well, but I have to disable
   GL_ARB extension with my ATI otherwise it crashes.
 
  Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
  crash fix that prevents problems with rendering VPB --terrain
  databases.  The case of the crash was an bug in the set up of the
  VBO's, the ATI driver crashes if you put a VBO inside a display list.
  It was a bug putting the VBO's inside a display list so once this was
  fixed the crash went away.  The ATI driver is still a bit buggy, but
  at least it's now working well with VPB terrain databases.
 
  Robert.
  
  Pierre BOURDIN
  I.M.E.R.I.R.
  Av. Pascot BP 90443
  66004 PERPIGNAN
  tél: 04 68 56 84 95
  fax: 04 68 55 03 86
  email: bour...@imerir.com
  
 
 

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Re: [osg-users] osgOcean release

2009-05-11 Thread Pierre Bourdin (gmail)
Le vendredi 08 mai 2009 à 19:56 +0100, Robert Osfield a écrit :

 Hi Kim,
 
 On Fri, May 8, 2009 at 5:58 PM, Kim C Bale k.b...@hull.ac.uk wrote:
  Hi Robert,
 
  You need to download the resource pack from the downloads sections and drop 
  the textures into the resource directory before you hit install. I 
  seperated them as I didn't want them to get versioned. But everyone seems 
  to be tripping up on that one so perhaps I should include them by default.
 
 Ack... case of me not doing any background reading... Sorry about that.
 
  I get the same 'invalid operation' error on an nVidia, I just haven't 
  located the source yet :) still working on it.
 
 If you up the OpenGL error checking in osg::State to per
 StateAttribute you might get a more precise location of the error.
 After realize you could just do the following on all the viewers
 graphics windows:
 
   
 graphicswindow-getState()-setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);
 
 
  It's possible the choppy frame rate is caused by the update callback when 
  it updates the primitives and vertices on a resolution change. If you turn 
  on stats you can see the update callback pinging up when theres a change. I 
  hadn't thought about this actually, on my machine it's barely noticeable. I 
  think i may need to thread the update to prevent the frame being delayed.
 
 I had the KDE desktop compositor enabled during my earlier tests.  I
 tested just now with the desktop compositor off and got a solid 75Hz
 so it does look like it's the ATI driver/KWin compositor not working
 smoothly.  So it does look this is a non issue.
 
 Is there any chance that we'd be able to get osgOcean working on
 geocentric databases?  It'd be very cool to be able zoom down from
 space to the sea.
 
 Is there are plans for following water like in rivers?
 
 Sorry for the all the awkward questions, this stuff is just too pretty
 not to want to put it everywhere :-)
 Robert.

I completely agree.
Congratulations, It's really nice !

Without any intention to influence you in any way, having such nice
rivers would be really wonderful ;-)

Thanks, Pierre.

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Re: [osg-users] looking at osgOcean; some provocative ideas.

2009-05-11 Thread Pierre Bourdin (gmail)
Can you tell me more about that ?

Le lundi 11 mai 2009 à 09:29 +0100, Robert Osfield a écrit :

 SpeedTree integration with the OSG
 that are available commercially so one could do the forest rendering
 if you are prepared to dip into your pocket.

I'm interested in rendering vegetation...

Pierre.

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[osg-users] Web 3D opensource solution by Google ?

2009-05-11 Thread Pierre Bourdin (gmail)
Hi all,

have you seen this project ?
http://code.google.com/intl/fr/apis/o3d/

http://code.google.com/intl/fr/apis/o3d/docs/techoverview.html

Here's an interview about it...
http://www.3d-test.com/interviews/google_O3D_1.htm

What's your opinion about this project ?
Pierre.

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Re: [osg-users] Web 3D opensource solution by Google ?

2009-05-11 Thread Pierre Bourdin (gmail)
Hi Robert,

Le lundi 11 mai 2009 à 15:41 +0100, Robert Osfield a écrit :
 Hi Pierre,
 
 Thanks for the links.  Just had a quick browse, it's amusing to find
 some OpenSceneGraph terminology turn up in their technology
 overview... StateSet, RenderGraph anyone, coincidence or inspiration
 :-)

OSG is now a world wide reference ;-)

 
 Lightweight javascript scene graph will have some value for browsers.
 It's unlikely to scale well to complex graphics apps and data sizes.
 When Google announced this effort it did make think about whether a
 JavaScript wrapper for the OSG might just be an decent alternate
 solution for those who need real power and scalability.
 
What I've seen, with OSG  Firefox is really promising...

 Another thought I've had is for the future of Present3D to migrate to
 be script driven, with the scripting sitting upon a high level
 abstraction of the various assets you have in the scene.  One could
 possible select JavaScript ontop of this high level abstraction,
 although personally I'm inclined towards Lua for it's ease of
 integration.  In the context of browsers JavaScript is king though...
 
 Robert.

Look promising too...

Pierre.

 
 
 On Mon, May 11, 2009 at 3:01 PM, Pierre Bourdin (gmail)
 pierre.bour...@imerir.com wrote:
  Hi all,
 
  have you seen this project ?
  http://code.google.com/intl/fr/apis/o3d/
 
  http://code.google.com/intl/fr/apis/o3d/docs/techoverview.html
 
  Here's an interview about it...
  http://www.3d-test.com/interviews/google_O3D_1.htm
 
  What's your opinion about this project ?
  Pierre.
  
  Pierre BOURDIN
  I.M.E.R.I.R.
  Av. Pascot BP 90443
  66004 PERPIGNAN
  tél: 04 68 56 84 95
  fax: 04 68 55 03 86
  email: bour...@imerir.com
  
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Re: [osg-users] OSG debugging tips

2009-04-20 Thread Pierre Bourdin (gmail)
Hi Paul and thank you, 
this is a nice help.

May I suggest to put it on the wiki ?

Regards, Pierre.

Le samedi 18 avril 2009 à 12:10 -0600, Paul Martz a écrit :

 Yet more debugging tips:
 
 5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG
 might be trying to well you why things are going wrong.
 
 6) Run the osgUtil::Optimizer on your scene graph with the CHECK_GEOMETRY
 flag (to check for simple mistakes like not having enough colors in your
 color array when using BIND_PER_VERTEX). With OSG_NOTIFY_LEVEL set verbose
 enough, the Optimizer will display warnings if it encounters these types of
 issues.
 
 7) Read the function comments in the header files for functions you use.
 This will help you avoid the accidental use of deprecated functions (like
 Geometry::setVertexIndices()) that are inefficient (but remain in OSG for
 compatibility reasons).
 
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
 Sent: Saturday, April 18, 2009 11:49 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] OSG debugging tips
 
 Hi all -- It seems like there has been a rash of help me debug my
 code-type questions lately, so I thought I'd post a short list of debugging
 techniques and other aids to help people out. I hope people find this
 information to be useful.
 
 1) You are a software engineer and you have the OSG source code. Use it.
 Step through it in a debugger. (Many of the posts I've seen lately indicate
 that the poster has not looked inside the OSG code at all. This is a great,
 free resource; learn to use it. The code doesn't lie.)
 
 2) For simple rendering problems, use a tool like GLIntercept to capture the
 OpenGL calls. If you know OpenGL, this is a great way to track down why
 things don't render correctly. If you don't know OpenGL, buy the red book
 and learn it, otherwise you'll never be effective at coding OSG.
 
 3) Here are a few ways to learn some basic OSG concepts that get covered in
 this email list very frequently:
   a) Buy/download the Quick Start Guide
  
 http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
 767629
  There is a color version, bw (which is cheaper), PDF (which is free),
 and a Chinese version.
   B) Search the mail list archives: 
  http://groups.google.com/group/osg-users?hl=en
  If you're a beginner, your question has probably been discussed and
 answered multiple times.
   C) Get familiar with the OSG wiki:
  http://www.openscenegraph.org
 
 4) If you really need professional help, consider purchasing a support
 contract from myself or Robert Osfield, or contracting with someone else on
 the list for support. You are more likely to get quality help if you pay for
 it.
 
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com http://www.skew-matrix.com/ 
 +1 303 859 9466
 
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Re: [osg-users] Converting .ive model to .osg - including textures

2009-04-20 Thread Pierre Bourdin (gmail)
Hi J-S,

you can query the options via:

osgconv --format osg

It's verbose, but very useful...

Pierre.
Le lundi 20 avril 2009 à 10:27 -0400, Jean-Sébastien Guay a écrit :

 Hi all,
 
 I would like to convert an .ive to .osg including textures. I've looked 
 through osgconv --help but didn't find anything to help me do this. When 
 I run osgconv file.ive file.osg I just get the .osg file, the textures 
 which were embedded in the .ive file are not extracted for the .osg file 
 to use. In fact, viewing the .osg file does not even give warnings that 
 textures are missing, so I guess the osgconv process just removed all 
 references to the textures.
 
 Perhaps I've done it in the past and just forget how I did it... Perhaps 
 it's staring me in the face. Is there a command line switch to do this? 
 Or will I have to write a tool to do it with a visitor?
 
 Thanks in advance,
 
 J-S


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Re: [osg-users] Converting .ive model to .osg - including textures

2009-04-20 Thread Pierre Bourdin (gmail)
Le lundi 20 avril 2009 à 15:51 +0100, Robert Osfield a écrit :
I receive your mail as mine was going...

You are to quick answering ;-)

Pierre.

 Try:
 
  osgconv --format osg
 Plugin osgPlugins-2.9.3/osgdb_osg.so
 {
 ReaderWriter : OSG Reader/Writer
 {
 features   : readObject readNode writeObject writeNode
 extensions : .osg  OpenSceneGraph Ascii file format
 extensions : .osgs Psuedo OpenSceneGraph file
 loaded, with file encoded in filename string
 options: OutputTextureFilesWrite out the texture
 images to file
 options: precision Set the floating point
 precision when writing out files
 }
 }
 
 Then:
 
 osgconv myfile.ive myfile.osg -O OutputTextureFiles
 
 Worked for me, but only if the directories that the original files
 came from were already created.
 
 Robert.
 
 
 On Mon, Apr 20, 2009 at 3:27 PM, Jean-Sébastien Guay
 jean-sebastien.g...@cm-labs.com wrote:
  Hi all,
 
  I would like to convert an .ive to .osg including textures. I've looked
  through osgconv --help but didn't find anything to help me do this. When I
  run osgconv file.ive file.osg I just get the .osg file, the textures which
  were embedded in the .ive file are not extracted for the .osg file to use.
  In fact, viewing the .osg file does not even give warnings that textures are
  missing, so I guess the osgconv process just removed all references to the
  textures.
 
  Perhaps I've done it in the past and just forget how I did it... Perhaps
  it's staring me in the face. Is there a command line switch to do this? Or
  will I have to write a tool to do it with a visitor?
 
  Thanks in advance,
 
  J-S
  --
  __
  Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] terrain database popping...

2009-04-20 Thread Pierre Bourdin (gmail)
Hi all,
what could be interesting to would be the integration of automatic
vegetation placement like the work done in Delta3D:
http://www.movesinstitute.org/~wdwells/4181/index.html
I'll be glad if can give any help on that part...

So far I've never succeed in adding a vector layer mapped to an
osgTerrain using osgdem (I can open each separately but not combine
both).

But it was done easily with osggis...
I have juste started to look at it and it looks also impressive...
http://wush.net/trac/osggis


Regards, Pierre.

Le vendredi 17 avril 2009 à 10:40 -0500, Alejandro Aguilar Sierra a
écrit :

 Hi Stefan,
 
 I played with libmini some time ago. I didn't studied the code deeply,
 but I think some things are already in OSG, like the viewer. I don't
 have too much time right now, but with the proper insight, I may try
 to do it.
 
 Regards,
 
 -- A.
 
 
 On Thu, Apr 16, 2009 at 4:32 AM, Stefan Roettger ste...@stereofx.org wrote:
  On Apr 15, 2009, at 11:44 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
  wrote:
 
  I think it would be good to fold libmini (or something equivalent) into
  OSG.
  That way you can use the databases built with VPB. I don't know much about
  VTP but using VPB databases are nice...
 
  Yes. I have been thinking for almost 2 years now about folding libMini into
  OSG, but so far did not have the necessary time to do it. So it got delayed
  and delayed... If someone is volunteering though, I'd be happy to give the
  necessary insight into libMini.
 
  Cheers,
  Stefan
 
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Re: [osg-users] [build] Windows binary download

2009-04-03 Thread Pierre Bourdin (gmail)
HI all,
I agree with all of you, it is probably more convenient to have ZIP
files, but the one that is not able to open a TAR.GZ archive will
probably not be able to use Openscenegraph...

I just wanted to point out, about those binaries for windows, that some
of the TAR.GZ are corrupted... at least the x86-vc90sp1-Debug
It is not a big issue since user can just pick up individual packages
instead of the All_Debug package...
But it's better to fix it.

I've just tried the MSVC09 download at
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/

Pierre.

Le jeudi 02 avril 2009 à 10:02 +0200, Mattias Helsing a écrit :

 Hi Martin, Jose-Luis Hidalgo
 
 On Wed, Apr 1, 2009 at 10:55 PM, Martin Beckett m...@mgbeckett.com wrote:
  A user on general pointed out that the windows binary links on
  http://www.openscenegraph.org/projects/osg/wiki/Downloads
  point to the directory not the file and they can't access them.
 
 I noticed. I can't browse the download section either. I suppose
 Jose-Luis is securing the server (which is a good thing). If we can't
 access the folder we should provide some other way to browse the
 packages.
 
 
  It also seems that windows binaries are packed as .tar.gz - could we make 
  them .zip? Windows users that are downloading binaries are unlikely to have 
  cygwin/ming tools installed.
 
 It is possible. But we agreed early in the packaging support
 development to go with tar.gz across all platforms since few modern
 archiving tools for windows doesn't support tar.gz. I recommend
 http://www.7-zip.org/
 
 That said - windows has inbuilt support for zip archives so I can see
 where you are coming from. On the other hand if you are doing
 development of any kind you'll need some archiving tool sooner or
 later and 7-zip is pretty good (open, support for many formats, simple
 (gui and usage), small footprint). It's all I need (right now at
 least).
 
 Mattias
 
 
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Re: [osg-users] [build] Windows binary download

2009-04-03 Thread Pierre Bourdin (gmail)
Hi Mattias,
I've just checked this morning this file:
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz
Using tar on my Linux Debian gave me some errors...

I've just tried again and have not any error now !
Everything's fine.

Thanks for all the work you've done, Pierre.

Le vendredi 03 avril 2009 à 17:08 +0200, Mattias Helsing a écrit :

 Hi Pierre,
 
 On Fri, Apr 3, 2009 at 10:14 AM, Pierre Bourdin (gmail)
 pierre.bour...@imerir.com wrote:
  HI all,
  I agree with all of you, it is probably more convenient to have ZIP files,
  but the one that is not able to open a TAR.GZ archive will probably not be
  able to use Openscenegraph...
 
  I just wanted to point out, about those binaries for windows, that some of
  the TAR.GZ are corrupted... at least the x86-vc90sp1-Debug
  It is not a big issue since user can just pick up individual packages
  instead of the All_Debug package...
  But it's better to fix it.
 
  I've just tried the MSVC09 download at
  http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/
 
 
 There *was* a problem with the openscenegraph-all-2.8.0-debug.tar.gz
 but I beleive I fixed it. I just downloaded it and unpacked it using
 some version of winzip (am on other computer) without problems. What
 package are you having problems with and what archive tool are you
 using?
 
 Mattias
 
  Pierre.
 
  Le jeudi 02 avril 2009 à 10:02 +0200, Mattias Helsing a écrit :
 
  Hi Martin, Jose-Luis Hidalgo
  On Wed, Apr 1, 2009 at 10:55 PM, Martin Beckett m...@mgbeckett.com wrote:
  A user on general pointed out that the windows binary links on
  http://www.openscenegraph.org/projects/osg/wiki/Downloads
  point to the directory not the file and they can't access them.
  I noticed. I can't browse the download section either. I suppose
  Jose-Luis is securing the server (which is a good thing). If we can't
  access the folder we should provide some other way to browse the
  packages.
 
  It also seems that windows binaries are packed as .tar.gz - could we make
  them .zip? Windows users that are downloading binaries are unlikely to have
  cygwin/ming tools installed.
  It is possible. But we agreed early in the packaging support
  development to go with tar.gz across all platforms since few modern
  archiving tools for windows doesn't support tar.gz. I recommend
  http://www.7-zip.org/
  That said - windows has inbuilt support for zip archives so I can see
  where you are coming from. On the other hand if you are doing
  development of any kind you'll need some archiving tool sooner or
  later and 7-zip is pretty good (open, support for many formats, simple
  (gui and usage), small footprint). It's all I need (right now at
  least).
  Mattias
 
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Re: [osg-users] Converting large obj file with osgconv

2009-03-02 Thread Pierre Bourdin (gmail)
Hi,

thanks for your help we've done the conversion with one file (not the
biggest), but now when I try loading the data in IVE it makes a
segfault ?!

I've also successfully converted the IVE to osg, but it make the same
segfault...

I'm using OpenSceneGraph Library 2.6.1 with openthreads-version-number
2.3.0

Below is the log in the console setting OSG_NOTIFY_LEVEL=DEBUG.

Maybe blocking the optimisations as suggested by Marcin Prus could
help ?

If you have any idea, for the conversion or for viewing the object ?

We just would like to view the full object in a low resolution, and
zoom to some part of the object in full resolution...
It seems to me that building an LOD hierarchy, would be best way to do
it... But is it the best in our case (we have a single big cylindrical
object) to use simple LOD or do we need to build a pagedLOD or
something different ?

Any advice is welcome, Pierre.



/mnt/s2/2$ export OSG_NOTIFY_LEVEL=DEBUG
osgviewer /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive
RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x96a1530
0xb792f740
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
DriveManipulator::_height set to ==1.5
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
itr='/mnt/s2/2/ext/lib'
FindFileInPath() :
trying /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so ...
FindFileInPath() : USING /mnt/s2/2/ext/lib/osgPlugins-2.6.1/osgdb_ive.so
Opened DynamicLibrary osgPlugins-2.6.1/osgdb_ive.so
FindFileInPath(/mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive):
returning /mnt/s2/2/Data/IMERIR/ExtractedSurface.obj.ive
ive::DataInputStream.setLoadExternalReferenceFiles()=1

Stats before:
Object Type #Unique #Instanced
StateSet0   0
Group   1   1
Transform   0   0
LOD 0   0
Switch  0   0
Geode   1   1
Drawable1   1
Geometry1   1
Vertices5376293 5376293
Primitives  1076368510763685
Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES
Optimizer::optimize() doing COMBINE_ADJACENT_LODS
Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS
Optimizer::optimize() doing SHARE_DUPLICATE_STATE
Num of StateSet=0
Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS
** RemoveStaticTransformsVisitor *** Pass 0
Optimizer::optimize() doing CHECK_GEOMETRY
Optimizer::optimize() doing MERGE_GEOMETRY
MERGE_GEOMETRY took 1.40896
Optimizer::optimize() doing REMOVE_REDUNDANT_NODES

Stats after:
Object Type #Unique #Instanced
StateSet0   0
Group   1   1
Transform   0   0
LOD 0   0
Switch  0   0
Geode   1   1
Drawable1   1
Geometry1   1
Vertices5376293 5376293
Primitives  1076368510763685
View::setSceneData() Reusing exisitng scene0x96a23c0
Erreur de segmentation



Le vendredi 27 février 2009 à 11:04 +, Robert Osfield a écrit :

 Hi Cramp,
 
 It could be that the tri stripper is bluking at such a large dataset.
 Try disable the tri stripping via:
 
 osgconv myfile.obj myfile.osg -O noTriStripPolygons
 
 You can query the options via:
 
 osgconv --format obj
 Plugin osgPlugins-2.9.0/osgdb_obj.so
 {
 ReaderWriter : Wavefront OBJ Reader
 {
 extensions : .objAlias Wavefront OBJ format
 options: AMBIENT=unit  Set texture unit for
 ambient texture
 options: BUMP=unit Set texture unit for
 bumpmap texture
 options: DIFFUSE=unit  Set texture unit for
 diffuse texture
 options: DISPLACEMENT=unit Set texture unit for
 displacement texture
 options: OPACITY=unit  Set texture unit for
 opacity/dissolve texture
 options: REFLECTION=unit   Set texture unit for
 reflection texture
 options: SPECULAR=unit Set texture unit for
 specular texture
 options: SPECULAR_EXPONENT=unitSet texture unit for
 specular exponent texture
 options: noRotation  Do not do the default
 rotate about X axis
 options: noTesselateLargePolygonsDo not do the default
 tesselation of large polygons
 options: noTriStripPolygons  Do not do the default
 tri stripping of polygons
 }
 }
 
 

Re: [osg-users] Memory management in OSG

2008-12-19 Thread Pierre Bourdin (gmail)
Le vendredi 19 décembre 2008 à 13:43 +, Simon Hammett a écrit :

 2008/12/19 Pierre Bourdin (gmail) pierre.bour...@imerir.com:
  Hi,
  valgrind is very powerfull if you're on an Linux/Unix environnement, if you
  are using MSVC you can use this:
 
  add this bloc at the beginning of each file you want to trace (after all
  includes):
  #ifdef _WIN32
  # ifdef _MSC_VER
  # ifdef _DEBUG
  # include crtdbg.h
  # undef THIS_FILE
  static char THIS_FILE[] = __FILE__;
  # define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
  # define calloc(s) _calloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
  # define realloc(s) _recalloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
  # define new new(_NORMAL_BLOCK, __FILE__, __LINE__)
  # define delete delete(_NORMAL_BLOCK, __FILE__, __LINE__)
  # endif /* _DEBUG */
  # endif /* _MSC_VER */
  #endif /* _WIN32 */
 
 
 Doesn't crtDbg.h do what you want?
 
 #define _CRTDBG_MAP_ALLOC
 #define _CRTDBG_MAP_ALLOC_NEW
 #include crtDbg.h
 

Yes it does except I don't know if it allows to go back to the allocated
bloc when it finds some memory leaks...

By the way, just putting before the # include crtdbg.h

 
 #define _CRTDBG_MAP_ALLOC
 #define _CRTDBG_MAP_ALLOC_NEW
 #include crtDbg.h
 

in stead of after the # include crtdbg.h


  # define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
  # define calloc(s) _calloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
  # define realloc(s) _recalloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__)
  # define new new(_NORMAL_BLOCK, __FILE__, __LINE__)
  # define delete delete(_NORMAL_BLOCK, __FILE__, __LINE__)
 

makes a link error on msvc 2008, complaining operator new is already defined...
So there's maybe something else missing ?




Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: bour...@imerir.com

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Re: [osg-users] Memory management in OSG

2008-12-19 Thread Pierre Bourdin (gmail)
Le vendredi 19 décembre 2008 à 10:31 -0500, Jean-Sébastien Guay a
écrit :

 Hello Pierre,
 
  valgrind is very powerfull if you're on an Linux/Unix environnement, if 
  you are using MSVC you can use this:
 
 ...
 
  when you stop debugging you program, it make a memory leaks report in 
  the msvc output console...
 
 Does this work well with ref_ptrs? i.e. will it spit out hundreds of 
 false positives for things that are ref counted and do not actually leak?
 
 What I'd really like is to compare the state of memory (preferably with 
 where the memory was allocated) at two points of the program's run. If I 
 can just get a dump of that, and then diff the two, I could see what 
 leaks between when the first file is opened and when the second one is.
 
 The project we're working on currently does not run on Linux though it 
 will eventually, so valgrind is not an alternative right now.
 
 Thanks,
 
 J-S

I'm afraid you will have some false positive, but I've not tested...

I understand pretty well what you would like to do, but I don't know if
ti's possible...
Maybe using the _CRTDBG_DELAY_FREE_MEM_DF (Keep freed memory blocks in
the heap's linked list, assign them the _FREE_BLOCK type, and fill them
with the byte value 0xDD. OFF: Do not keep freed blocks in the heap's
linked list. )

The best way is probably to log every allocation and deletion to a file
using a macro to override the normal new, delete, malloc or free...
Then you will have a complete liste of allocated and liberated bloc...

Maybe it can be of any help ?
http://www.codeproject.com/KB/cpp/MLFDef.aspx

Pierre.

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: bour...@imerir.com

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Re: [osg-users] osgViewer osgCool

2008-12-04 Thread Pierre Bourdin (gmail)
Hi,
if you're interested in creating particles, you can have a look at
Delta3D which is based on Openscenegraph:
www.delta3d.org

There is a tool for creating particule effects in their utilities (IHM
is based on fltk).

Pierre.
Le jeudi 27 novembre 2008 à 13:46 -0200, Renan Mendes a écrit :

 My mistake, I thought it was an example but it is only an argument for
 the application. 
 
 Either way, I really wanted to learn how that particular particle
 effect was generated... How can I do it?
 
 Thanks,
 
 Renan
 
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Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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[osg-users] osgcon and textures ?

2008-12-04 Thread Pierre Bourdin (gmail)
Hi,
I'm trying to convert an ive file that contains some textures to a
collada file, but the textures are not exported at all ?
Did I miss an option ?
I've also tried to convert it to osg file with the same result...
(I'm using openscenegraph 2.6.1)

I was supposing the best way to exchange with someone working with
sketchup would be collada ? 
Do you see a better solution ?
Is there any plugin to read/write google sketchup file ?

Thanks, Pierre.

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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Re: [osg-users] Linux Dev. Env. Poll

2008-11-26 Thread Pierre Bourdin (gmail)
Debian lenny/sid
vim  g++
Kdevelop 

Regards, 

Pierre.

Le mercredi 26 novembre 2008 à 14:36 +0200, Can T. Oguz a écrit :
 Dear OSG Users,
  
 May I Ask which linux distribution and development environment you
 chose to work on ?
  
 Thank you for your time,
  
 Can
 
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I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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Re: [osg-users] Stereo : Meaning of field sequential, I-visor

2008-11-14 Thread Pierre Bourdin (gmail)
Le vendredi 14 novembre 2008 à 13:20 +, David Spilling a écrit :

 Jan,
 
 Thanks for the very informative reply.
 
 
 
 Unfortunately, what they do not tell you in their sales pitch
 is that you
 need at least one of the high-end Quadros (about 800 USD+
 investment for the
 cheapest one) to have this to work - the lower end stuff
 doesn't support
 stereo ...
 
 
 We have it on a Quadro (Quadro FX 2500M); hence just running
 quad_buffer should work?
 
 David
 

Yes it's working out of shell with osgviewer,  setting it in stereo
mode:

OSG_STEREO=ON
OSG_STEREO_MODE=QUAD_BUFFER

You may also need to activate de quad buffer rendering of your quadro in
the advance settings (or stereo rendering may be, can't remember the
exact name...)

Pierre.
 
 
 
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Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 80 18
fax: 04 68 55 03 86
email: [EMAIL PROTECTED]

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