Re: [osg-users] vsync (was: OSG CPU usage)

2007-11-19 Thread Ákos Maróy
Paul Martz wrote:
 Vsync is usually on by default, can be toggled on or off by some driver
 options, and can also sometimes be toggled by OpenGL extensions.

but does this mean that if I call rendering blocks unti the next vsync
clock tick?


Akos

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Re: [osg-users] OSGEdit 0.7.0 RC1

2007-11-19 Thread Cedric Pinson
I have the same problem here, i can't compile it because my osg install 
is in a custom directory. I ll try to hack files to compile

Jeremy L. Moles wrote:
 On Tue, 2007-11-06 at 20:11 +0100, Rubén López wrote:
   
 El lun, 05-11-2007 a las 12:19 -0500, Jeremy L. Moles escribió:
 
 On Mon, 2007-11-05 at 12:33 +0100, Harald A. wrote:
   
 HI,

 great to hear that a new version of osgedit is comming.

 here my evaluatoin report for the current rc1


 Build was not realy easy,
 
 I really love the effort that goes into OSGEdit, but I can't help but
 agree with this. I'm more than competent when it comes to building
 software and using a development environment, and I just didn't have the
 energy required to fix the build system to make it work for me...

   
 I do not have installed my developmentstuff
 systemwide, and scons ignored my enviroment vars
 (LIBRARY_PATH, CPLUS_INCLUDE_PATH C_INCLUDE_PATH and also (in parts) CPATH)

 
 The migration from automake/autoconf to SCons have lost a lot of
 standard things like these that just worked automagically, and I am
 too used to install things system-wide (making my own debian packages if
 needed). 
 Could you provide some pointer to documentation on the standard building
 variables? I will try to support them before the final release.

 Thanks.
 

 Sure. I'm anxious to get it working with as little effort as possible...
 however, if my work makes it easier in the long run then I'm more than
 willing to contribute.

 I can try my hand at it and submit a patch generated by svn diff--is
 this acceptable?

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[osg-users] setClientActiveTextureUnit

2007-11-19 Thread Joseph Steel
Gents,

In State::setClientActiveTextureUnit (State.cpp, line759) the test (I think)
should be:

if (_glClientActiveTexture  unit  (unsigned int)_glMaxTextureUnits)

and not _glMaxTextureCoords
Joseph Steel


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Re: [osg-users] CompositeViewer Screenshots (was picture-in-picture view)

2007-11-19 Thread Robert Osfield
Hi Berg,

The ideal way to insert a capture of main camera would be to insert
a custom osg::GraphicsOperation into set of rendering operations
attached to each GraphicsContext that you want to capture, you need to
insert this custom operation before after the cameras but before the
swap buffer.  Right now there isn't a convenient way of inserting this
operation in the right place, we need to add some more API to
GraphicsContext to do it, possible osgViewer::ViewerBase itself is
something to extend as well to provide a high level way of add such
operations.

Until these methods are added, you'll need to make do with a post draw
callback on the last camera to be drawn.

Robert.

On Nov 17, 2007 11:10 PM, Berg, Michael [EMAIL PROTECTED] wrote:
 Robert,

 Thanks for the tips.  After experimenting with the code in the osghud
 example, I was finally able to get a basic version of what I wanted
 working with the CompositeViewer.

 However, I now have another question.  I want to be able to take a
 screenshot of the entire screen.  I currently have a PostDrawCallback
 that successfully takes a screenshot, but since this callback is set on
 the main scene's camera, it only takes a screenshot of the main scene
 (and doesn't include the contents of the additional view/camera in the
 corner).  The setPostDrawCallback method is only available from osg::Camera

 Is there a way to remedy this?

 Or am I going to have to write code to individually screenshot every
 camera in the CompositeViewer and then stitch together and overlay each
 into a single screenshot?

 Thanks again,
 Michael


 Robert Osfield wrote:
  Hi Michael,
 
  osgViewer::CompositeViewer is the appropriate tool for this type of
  work, although you can use a slave camera in osgViewer::Viewer to as
  well, but this isn't as logically clean.  The osghud examples provide
  a range of examples of use of an iscene graph camera, a slave camera,
  and a separate view - its for doing a HUD but the ideas are similar.
 
  As to why it isn't working for you, but best guess is that there is a
  rendering order issue with the cameras - the full screen view
  rendering after the insert view.  osg::Camera has support for
  specifying the rendering order, so try something like
 
 insert_camera-setRenderOrder(osg::Camera::POST_RENDER);
 
  You can also provide an int to setRenderOrder as a second parameter to
  help differentiate between multiple post/pre draw cameras.
 
  Robert.

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Re: [osg-users] Problems when rendering multiple models

2007-11-19 Thread Robert Osfield
Hi Brain,

It really sounds like you models and state are messed up, you
shouldn't need to go round forcing state on to models if they are set
up correctly in the first place.  These two lines shout out problems
to me:

 ss-setMode(GL_TEXTURE_COORD_ARRAY,
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
 ss-setMode(GL_VERTEX_ARRAY, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::OFF);

osg::Geometry manages vertex arrays completely, you should never set
these manually yourselves, if you do then you'll be screwing up
osg::Geometry rendering and resulting in undefined results.

The above settings are most likely hiding as well as causing problems
in the in your osg::Geometry.  I suspect you are adding bugs in you
database attempt to fix bugs database.  As for OVERRIDE, is this is
not a topic covered in the the QuickStartGuide?

Robert.


On Nov 17, 2007 11:24 PM, Brian [EMAIL PROTECTED] wrote:

 Hi Robert,

 Thanks for the tips.  One way that we have combatted this issue is to force 
 the same basic StateSet on all the models.  This works in some cases, but in 
 others it does not.  For example, we do the following stateset changes on 
 each model:

 osg::StateSet* ss = Model-GetOSGNode()-getOrCreateStateSet();
 ss-setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::ON);
 ss-setMode(GL_LIGHT0, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::ON);
 ss-setMode(GL_LIGHT1, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF);
 ss-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::ON);
 ss-setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF);
 ss-setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF);
 ss-setTextureMode(3, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF);
 ss-setMode(GL_TEXTURE_COORD_ARRAY, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::ON);
 ss-setMode(GL_VERTEX_ARRAY, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF);
 ss-setMode( GL_CULL_FACE, osg::StateAttribute::OVERRIDE | 
 osg::StateAttribute::OFF );
 ss-setRenderingHint( osg::StateSet::OPAQUE_BIN );
 ss-setMode(GL_ALPHA_BITS, 8);
 osg::AlphaFunc* alphafunc = new osg::AlphaFunc;
 osg::BlendFunc* blendfunc = new osg::BlendFunc;
 alphafunc-setFunction(osg::AlphaFunc::GREATER,0.08f);
 
 blendfunc-setFunction(osg::BlendFunc::SRC_ALPHA,osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
 ss-setAttributeAndModes(alphafunc, osg::StateAttribute::ON);
 ss-setAttributeAndModes(blendfunc, osg::StateAttribute::OFF);

 I wasn't the one who decided on these values, so I don't really know if they 
 are necessary or not.  I do know that if they are removed, then our rendering 
 is worse than ever.  However, to me it seems that if the model's file is set 
 up correctly, then very little StateSet manipulation would have to occur.  Is 
 this a correct assumption?

 Also, there is a bit of confusion in my office as to what effects OVERRIDE 
 and PROTECTED have on a node.  It's my understanding that if OVERRIDE is used 
 on a node, then each of that node's children will be forced to use that state 
 unless they have specifically set another value for that state as being 
 PROTECTED.

 Thanks,
 Brian


  On Sat Nov 17  6:26 , 'Robert Osfield' [EMAIL PROTECTED] sent:


 Hi Brian,
 
 State leakage in the OSG normally suggests that your osg::Geometry
 don't have tex coordinates, normals or colour arrays assigned to them
 so they are just inheriting them from what was last sent to OpenGL, if
 you add more models then the draw order will jump around and your ill
 conditioned models will inherit a far wider range of state, exactly
 what they'll inherit will change from frame to frame.
 
 To fix it you have to find out what models are poorly conditioned and
 are missing required arrays - if a particular model has a problem then
 convert this one to .osg and have a browse through it to see what
 arrays are present and which ones are missing.
 
 Robert.
 
 On Nov 17, 2007 10:17 AM, Brian [EMAIL PROTECTED] wrote:
  Hi,
 
  I have a scene in which I am rendering various models on top of a terrain 
  database.  Without modifying any of the model's statesets, the scene 
  renders horribly (textures missing from some models but not others, 
  polygons for some models are rendered incorrectly shooting out in all 
  directions, etc.)  However, if I load them separately into the viewer 
  application, they render perfectly fine.  Does anyone have any tips for 
  finding the perfect stateset so my models and terrain can render 
  correctly?  The models themselves are in IVE format.  I had thought that I 
  might be able to convert them all to the OSG format, and then I could 
  modify the statesets for all the models to 

Re: [osg-users] crash in GL2Extensions::glDeleteShader

2007-11-19 Thread Robert Osfield
HI Sherman,

This type of problem is either down to a thread not having the context
current, or a bug in the OpenGL driver.

Has anyone else see this problem?

Robert.

On Nov 18, 2007 1:59 AM, sherman wilcox [EMAIL PROTECTED] wrote:
 I'm getting a crash in OpenSceneGraph/src/osg/program.cpp in the void
 GL2Extensions::glDeleteShader(GLuint shader) const function on this
 line:

 ((DeleteShaderProc)_glDeleteShader)(shader);

 The crash occurs in the debugger (VS 2005). This is on Vista 64 using
 a nVidia 8800 GTX w/latest drivers. I've tried OSG 2.2 Stable as well
 as the latest SVN trunk. This just started when I added an extremely
 simple shader to my app.

 Any tips on diagnosing this?



 Here's the call stack

 nvoglv32.dll!696fd3d6()
 [Frames below may be incorrect and/or missing, no symbols loaded for
 nvoglv32.dll]
osg25-osgd.dll!osg::GL2Extensions::glDeleteShader(unsigned int
 shader=2)  Line 627 + 0xe bytes C++
 osg25-osgd.dll!osg::Shader::flushDeletedGlShaders(unsigned int
 contextID=0, double __formal=67.800656088972204, double 
 availableTime=100.00)  Line 78  C++
 osg25-osgd.dll!osg::GraphicsContext::close(bool
 callCloseImplementation=true)  Line 473 + 0x25 bytesC++
 osg25-osgViewerd.dll!osgViewer::CompositeViewer::~CompositeViewer()
 Line 107 + 0x14 bytes   C++
 osg25-osgViewerd.dll!osgViewer::CompositeViewer::`vbase
 destructor'()  + 0x1d bytes C++
 osgvislib_driver_mfc.exe!osgViewer::CompositeViewer::`scalar
 deleting destructor'()  + 0x34 bytesC++
 osg25-osgd.dll!osg::Referenced::unref()  Line 155 + 0x23 bytes  C++
 
 osgvislib_driver_mfc.exe!osg::ref_ptrosgViewer::CompositeViewer::~ref_ptrosgViewer::CompositeViewer()
  Line 30 + 0x47 bytes   C++
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Re: [osg-users] osgViewer render loop

2007-11-19 Thread Robert Osfield
Hi Bob,

The answer is in the source ;-)

Viewer::run() is bascially equivilant to:

  while(viewer.done())
 {
viewer.frame();
 }

And frame itself is bascially just a call to advance(),
eventTraversal(), updateTraversal() and renderTraversals() so can be
rewritten long hand:

  while(viewer.done())
  {
viewer.advance();
viewer.eventTraversal();
viewer.updateTraversal();
viewer.renderingTraversal();
  }

There is no delays adding it to control frame rate, this left entirely
up to the OpenGL fifo, which in the end is blocked by vysnc, the loop
doesn't switch off until done is called.  If you write the frame loop
yourself as above they you can insert a block/sleep anyhow you want.
Don't forget Viewer::run() and Viewer::frame() are just convenience
methods, nothing more.

Robert.

In you own app what you need to do is write you own run method and add
in an optional sleep method into the above loop:

On Nov 17, 2007 10:38 PM, Robert Balfour [EMAIL PROTECTED] wrote:
 Robert Osfield wrote:
 
  As for window minimization issues, this is something that is windowing
  dependent.  I don't recall having done any work personally on
  explicitly handling window minimization, the app should be getting the
  events though so an event handler in the view could probably be used
  to switch off the rendering frame loop while the window is minimized.
 

 I have an event handler recognizing window minimization, but w.r.t. the
 rendering frame loop, after osgViewer-run() how does the app control:

 1. the max frame rate (i.e. limiting it to 30Hz or 60Hz)?

 2. pausing/restarting the rendering frame loop?

 Thanks.

 Bob.
 --
 Robert E. Balfour, Ph.D.
 Exec. V.P.  CTO,  BALFOUR Technologies LLC
 960 South Broadway, Suite 108, Hicksville NY 11801
 Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread Robert Osfield
Hi Roger,

The Dae plugin needn't call findDataFiles() at all if the Collada DOM
will do this for you, alternatively you could parse the URI string and
then make it into something that findDataFiles() can parse then pass
this final file back to the rest of the plugin in a form it can
handle.

Robert.

On Nov 18, 2007 7:56 PM, Roger James [EMAIL PROTECTED] wrote:


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
  Sent: 18 November 2007 19:17
  To: 'OpenSceneGraph Users'
  Subject: Re: [osg-users] Collada plugin DAE flaws
 
  Hi Roger
 
  I cannot seem to get a URI that will load of a network location, I have
  tried /SomeMachine/somedir/somefile.dae   and
  file:/SomeMachine/somedir/somefile.dae and variations but cannot
  load
  I just get a file note found while it works locally
 
  Can you load of a networked file ?
 
  Sadly I only have access to release files for a while so cannot really
  step
  into it to find the issue  ;(
 
 
 
 [Roger James]

 Hi Gordon.

 I am afraid it worse than I intimated in my last message. Dae uses uris
 internally but osg only expects file names to be passed to plugins.

 The dae reader contains the following code

 osgDB::ReaderWriter::ReadResult
 ReaderWriterDAE::readNode(const std::string fname,
 const osgDB::ReaderWriter::Options* options) const
 {
 SERIALIZER();

 std::string ext( osgDB::getLowerCaseFileExtension(fname) );
 if( ! acceptsExtension(ext) ) return ReadResult::FILE_NOT_HANDLED;

 std::string fileName( osgDB::findDataFile( fname, options ) );
 if( fileName.empty() ) return ReadResult::FILE_NOT_FOUND;


 findDataFile will choke on the uri you passed to it.

 You can browse the source at www.openscenegraph.org just select the Browse
 Source option from the menu bar. You might have saved yourself a bit of
 head scratching that way :-)

 This means that only simple path names get through complex windows ones
 break it.

 I doubt if

 \\?\UNC\server\share

 Will work :-)

 Roger


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Re: [osg-users] extracting silhouette edges

2007-11-19 Thread Robert Osfield
Hi,

osgShadow::OccluderGeometry was writen entirely for the purpose of
doing internal calculations for shadow volumes.  It potentially could
be reused for other tasks but it wasn't written with this in mind.
For an example of how to use you'll need to look at the source code
that invokes OccluderGeometry.

Robert.

On Nov 18, 2007 8:19 PM, Crni Gorac [EMAIL PROTECTED] wrote:
 Anyone having a pointer to some code employing OccluderGeometry class
 from osgShadow to extract  silhouette edges from a given node of OSG
 graph?  The class documentation is lacking; I tried to read the source
 too, and I strongly suspect it could be done but, well, I don't get
 it...

 Thanks.
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Re: [osg-users] FW: osgdem produces strips

2007-11-19 Thread Robert Osfield
Hi Umit,

What version of VPB/osgdem are you using?  What platform are you on?

When you say strips, could you post a screenshot?

As a general note, please don't post multiple times to the list, be
patient and wait, also check your own mail tool to see if its set up
to ignore your own posts.

Robert.

On Nov 18, 2007 6:44 PM, ümit uzun [EMAIL PROTECTED] wrote:



  Hi All;

  I have tried to make *.osga database with osgdem command but database
 produces a stripted diffuse picture on the screen! Why is it happen? I read
 the introduction to making a database from
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
 and try this! I download the images from
 http://www.cc.gatech.edu/projects/large_models/ps.html  But only different
 is that, I try 4097 × 4097 formatted image instead of 16385 × 16385
 formatted. What should I do? If you know any other reference about
 virtualplanetbuilder please let me know?

  Thanks a lot..!

  Umit UZUN

 
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Re: [osg-users] Documentation osgParticle::PrecipitationEffect?

2007-11-19 Thread Robert Osfield
On Nov 19, 2007 7:56 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
 Hi everyone,

 I am looking for documentation about the PrecipitationEffect but could
 not find it in the books nor on the website. Does anyone have background
 information that is used for the implementation?

I'm afraid there is no background information beyond the osgpreciption example.

Robert.
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Re: [osg-users] vsync (was: OSG CPU usage)

2007-11-19 Thread Robert Osfield
On Nov 19, 2007 9:25 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
 Paul Martz wrote:
  Vsync is usually on by default, can be toggled on or off by some driver
  options, and can also sometimes be toggled by OpenGL extensions.

 but does this mean that if I call rendering blocks unti the next vsync
 clock tick?

OpenGL drivers have a FIFO, your app fills the fifo with tokens and
data, at the end of the frame you send in a swap buffers token and
this goes into the FIFO with everything else.  Normally the swap
buffers call itself doesn't block (although some implementations do
this), but the FIFO itself can only be cleared at the rate for one
swap buffers call per frame so it'll fill and once filled up it will
effectively block until previous frame was begun dispatching.  The
driver may allow several frames worth data in the fifo before block,
this is driver dependent, and also dependent on just how data you have
to pass to OpenGL- if you have massive models the CPU will be block on
the FIFO right on the same frame rather than more than one frame begin
backed in the FIFO.

The end result of this is simpler though - put vsync on, and your
frame loop will block and should iddle while its waiting for the FIFO
to begin accepting new data.  Some OpenGL drivers  have been known to
CPU resources when waiting rather than idling - ATI drivers were doing
this for a while, but I believe this has now been fixed.

Robert.
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Re: [osg-users] setClientActiveTextureUnit

2007-11-19 Thread Robert Osfield
Hi Joseph,

I'll need to a proper graphics review of the code.  Could you post
what you think is correct to osg-submissions.

Cheers,
Robert.

On Nov 19, 2007 10:02 AM, Joseph Steel [EMAIL PROTECTED] wrote:


 Gents,

 In State::setClientActiveTextureUnit (State.cpp, line759) the test (I think)
 should be:

 if (_glClientActiveTexture  unit  (unsigned int)_glMaxTextureUnits)

 and not _glMaxTextureCoords

 Joseph Steel


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Re: [osg-users] osgdem produces strips

2007-11-19 Thread Robert Osfield
Hi Umit,

From the screenshot it looks to me like there are invalid values or
input coordinates are just wrong,  could you please post the osgdem
options you've used.

Robert.

On Nov 19, 2007 11:29 AM, ümit uzun [EMAIL PROTECTED] wrote:

 Hi Robert;

 First of all I am so sorry for sending lots of mail, but ıt happened 
 mistakenly. I am using hotmail and when I post the mail the server get an 
 error lots of time so I did't know I send all of them and then I try 
 another..!

 I am using VirtualPlanetBuilder/osgdem version 0.9.1 with OpenSceneGraph 
 Library 2.2.0. I am using Linux with PARDUS distibution! I only try the 
 introduction which lead to make osga in osg wiki.
 I add the screenshot and if you want I send the database.

 Thank you very much..!

 
  Hi Umit,
 
  What version of VPB/osgdem are you using?  What platform are you on?
 
  When you say strips, could you post a screenshot?
 
  As a general note, please don't post multiple times to the list, be
  patient and wait, also check your own mail tool to see if its set up
  to ignore your own posts.
 
  Robert.
 
  On Nov 18, 2007 6:44 PM, ümit uzun  wrote:
 
 
 
   Hi All;
 
   I have tried to make *.osga database with osgdem command but database
  produces a stripted diffuse picture on the screen! Why is it happen? I read
  the introduction to making a database from
  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
  and try this! I download the images from
  http://www.cc.gatech.edu/projects/large_models/ps.html  But only different
  is that, I try 4097 × 4097 formatted image instead of 16385 × 16385
  formatted. What should I do? If you know any other reference about
  virtualplanetbuilder please let me know?
 
   Thanks a lot..!
 
   Umit UZUN
 
  
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Re: [osg-users] osgViewer render loop

2007-11-19 Thread Ákos Maróy
Robert Osfield wrote:
 And frame itself is bascially just a call to advance(),
 eventTraversal(), updateTraversal() and renderTraversals() so can be
 rewritten long hand:
 
   while(viewer.done())
   {
 viewer.advance();
 viewer.eventTraversal();
 viewer.updateTraversal();
 viewer.renderingTraversal();
   }
 
 There is no delays adding it to control frame rate, this left entirely
 up to the OpenGL fifo, which in the end is blocked by vysnc, the loop

hm.. and which of the above calls block on vsync?


Akos

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[osg-users] osgdem produces strips

2007-11-19 Thread ümit uzun

Hi Robert;
I used ;
 
osgdem --xx 10 --yy 10 -t ps_texture_1k.tif \ 
--xx 10 --yy 10 -d ps_height_1k.tif \ 
-l 8 -v 0.1 -o puget.ive -a pegout.osga
options like in introductions. 
Is there any simple example about vpb? I aim to make flight simulation, I have 
plane model and I only want to 
environment database with osga!

 Hi Umit,
 
From the screenshot it looks to me like there are invalid values or
 input coordinates are just wrong,  could you please post the osgdem
 options you've used.
 
 Robert.
 
 On Nov 19, 2007 11:29 AM, ümit uzun  wrote:

 Hi Robert;

 First of all I am so sorry for sending lots of mail, but ıt happened 
 mistakenly. I am using hotmail and when I post the mail the server get an 
 error lots of time so I did't know I send all of them and then I try 
 another..!

 I am using VirtualPlanetBuilder/osgdem version 0.9.1 with OpenSceneGraph 
 Library 2.2.0. I am using Linux with PARDUS distibution! I only try the 
 introduction which lead to make osga in osg wiki.
 I add the screenshot and if you want I send the database.

 Thank you very much..!


 Hi Umit,

 What version of VPB/osgdem are you using?  What platform are you on?

 When you say strips, could you post a screenshot?

 As a general note, please don't post multiple times to the list, be
 patient and wait, also check your own mail tool to see if its set up
 to ignore your own posts.

 Robert.

 On Nov 18, 2007 6:44 PM, ümit uzun  wrote:



  Hi All;

  I have tried to make *.osga database with osgdem command but database
 produces a stripted diffuse picture on the screen! Why is it happen? I read
 the introduction to making a database from
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
 and try this! I download the images from
 http://www.cc.gatech.edu/projects/large_models/ps.html  But only different
 is that, I try 4097 × 4097 formatted image instead of 16385 × 16385
 formatted. What should I do? If you know any other reference about
 virtualplanetbuilder please let me know?

  Thanks a lot..!

  Umit UZUN

 
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Re: [osg-users] OpenFlight Multi-Texture

2007-11-19 Thread Joseph Steel
This problem is fixed by correcting the error in setClientActiveTextureUnit

Joseph Steel
  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Joseph Steel
  Sent: 16 November 2007 14:51
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] OpenFlight Multi-Texture


  Here is a very small sample
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Paul Martz
Sent: 16 November 2007 14:40
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenFlight Multi-Texture


Can you post a small file that reproduces the issue?

Sent from my iPhone

On Nov 16, 2007, at 3:55 AM, Joseph Steel
[EMAIL PROTECTED] wrote:


  In OSG2.2 is there a known issue with multiple textures in flight
files. I've a terrain model with two textures but only the first appears.

  Joseph Steel
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Re: [osg-users] osgViewer render loop

2007-11-19 Thread Robert Osfield
On Nov 19, 2007 11:39 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
 hm.. and which of the above calls block on vsync?

Its the OpenGL fifo which is doing the blocking, and its only
Viewer::renderingTraversals() does the dispatching to OpenGL so... its
renderingTraversals() that does the blocking.

Robert.
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Re: [osg-users] crash in osgParticle

2007-11-19 Thread Robert Osfield
Hi Deiter,

There is too little info to know what might be up, so further
exploring will need to be done.

First up I'd try changing the threading model to single thread:

  export OSG_THREADING=SingleThreaded

Then see if there is a crash.

Robert.

On Nov 19, 2007 12:07 PM, Dieter Pfeffer
[EMAIL PROTECTED] wrote:


 Hi


 my application crashes in osgParticle, but I can't reproduce it.

 I am using 0sg 2.1.6 under linux; I have attached a screendump from the
 debugger

 Can s.o. give me a hint how I can find the problem or can s.o. see in the
 screendump something wrong




 Thanks

 Dieter





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Re: [osg-users] vsync (was: OSG CPU usage)

2007-11-19 Thread Bob Kuehne
On Nov 19, 2007, at 6:02 AM, Robert Osfield wrote:

 On Nov 19, 2007 9:25 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
 Paul Martz wrote:
 Vsync is usually on by default, can be toggled on or off by some  
 driver
 options, and can also sometimes be toggled by OpenGL extensions.

 but does this mean that if I call rendering blocks unti the next  
 vsync
 clock tick?

in short: yes.

 OpenGL drivers have a FIFO, your app fills the fifo with tokens and
 data, at the end of the frame you send in a swap buffers token and
 this goes into the FIFO with everything else.  Normally the swap
 buffers call itself doesn't block (although some implementations do
 this), but the FIFO itself can only be cleared at the rate for one
 swap buffers call per frame so it'll fill and once filled up it will
 effectively block until previous frame was begun dispatching.  The
 driver may allow several frames worth data in the fifo before block,
 this is driver dependent, and also dependent on just how data you have
 to pass to OpenGL- if you have massive models the CPU will be block on
 the FIFO right on the same frame rather than more than one frame begin
 backed in the FIFO.

 The end result of this is simpler though - put vsync on, and your
 frame loop will block and should iddle while its waiting for the FIFO
 to begin accepting new data.  Some OpenGL drivers  have been known to
 CPU resources when waiting rather than idling - ATI drivers were doing
 this for a while, but I believe this has now been fixed.

 Robert.
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Re: [osg-users] Taking screenshots using OSG 2.2

2007-11-19 Thread Robert Osfield
Hi Edu,

OpenGL calls including glReadPixels are all relative to 0,0 placed at
the lower left of the window, not 0,0 of the whole screen.  By control
the window rectangle is relative to the whole screen.

Your glReadPixels should use the same values as the Camera's Viewport.

Robert.

On Nov 19, 2007 1:28 PM, Eduardo Gutiérrez Sanmartín
[EMAIL PROTECTED] wrote:
 Robert, Ralph,

 many thanks!

 Now I am taking screenshots correctly.

 I also had some problems getting the correct window position - I would like
 to comment the solution that I found, so it is
 in the same thread as the previous problem.

 I am using the following code - with the two methods that I am trying:


 class ScreenShotCallback: public osg::Camera::DrawCallback
 {
 private:
 osgViewer::Viewer::Windows_windows;
 osg::Image *_image;

 public:
 ScreenShotCallback(osgViewer::Viewer::Windows windows)
 {
 _windows = windows;
 _image = new osg::Image();
 }
 ~ScreenShotCallback() {};

 void operator() (const osg::Camera camera) const
 {
 int x, y, width, height;

 // FIRST METHOD:
 _windows[0]-getWindowRectangle(x, y, width, height);
 std::cout  \n Window: x, y:   x  ,   y  \t width x
 height:   width   x   height  std::endl;

 _image-readPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE);
 osgDB::writeImageFile(*_image, capture1.bmp);

 // SECOND METHOD:
 x = (int) camera.getViewport ()-x();y = (int)
 camera.getViewport()-y();
 width = (int) camera.getViewport()-width(); height = (int)
 camera.getViewport()-height();
 std::cout  \n Viewport: x, y:   x  ,   y  \t width x
 height:   width   x   height  std::endl;

 _image-readPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE);
 osgDB::writeImageFile(*_image, capture2.bmp);
 }
 };

 int main(int argc, char** argv)
 {
 ...

 osgViewer::Viewer::Windowswindows;
 viewer.getWindows(windows);
 viewer.getCamera()-setPostDrawCallback( new ScreenShotCallback(windows)
 );

 viewer.run();
 }


 There is one funny thing going on here. With
 _windows[0]-getWindowRectangle, all values printed in the console are
 right,
 but in the capture x and y are not correct. However, with
 camera.getViewport()-x()... the x and y values
 are always printed as zero, but the capture is correct. I have no idea about
 why this is happening, but at the end of the day, camera.getViewport() works
 fine! :)

 Thanks again,

 Edu


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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread Gordon Tomlinson
I have a fix that allows URI's to be used

I have gone for the quick fix in that I'm not converting a UNC to a URI ( as
that could get messy )

But the loader now works with a URI


I'll post to submissions shortly

Gordon

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, November 19, 2007 5:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Collada plugin DAE flaws

Hi Roger,

The Dae plugin needn't call findDataFiles() at all if the Collada DOM will
do this for you, alternatively you could parse the URI string and then make
it into something that findDataFiles() can parse then pass this final file
back to the rest of the plugin in a form it can handle.

Robert.

On Nov 18, 2007 7:56 PM, Roger James [EMAIL PROTECTED] wrote:


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users- 
  [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
  Sent: 18 November 2007 19:17
  To: 'OpenSceneGraph Users'
  Subject: Re: [osg-users] Collada plugin DAE flaws
 
  Hi Roger
 
  I cannot seem to get a URI that will load of a network location, I have
  tried /SomeMachine/somedir/somefile.dae   and
  file:/SomeMachine/somedir/somefile.dae and variations but 
  cannot load I just get a file note found while it works locally
 
  Can you load of a networked file ?
 
  Sadly I only have access to release files for a while so cannot 
  really step into it to find the issue  ;(
 
 
 
 [Roger James]

 Hi Gordon.

 I am afraid it worse than I intimated in my last message. Dae uses 
 uris internally but osg only expects file names to be passed to plugins.

 The dae reader contains the following code

 osgDB::ReaderWriter::ReadResult
 ReaderWriterDAE::readNode(const std::string fname,
 const osgDB::ReaderWriter::Options* options) const {
 SERIALIZER();

 std::string ext( osgDB::getLowerCaseFileExtension(fname) );
 if( ! acceptsExtension(ext) ) return ReadResult::FILE_NOT_HANDLED;

 std::string fileName( osgDB::findDataFile( fname, options ) );
 if( fileName.empty() ) return ReadResult::FILE_NOT_FOUND;


 findDataFile will choke on the uri you passed to it.

 You can browse the source at www.openscenegraph.org just select the 
 Browse Source option from the menu bar. You might have saved 
 yourself a bit of head scratching that way :-)

 This means that only simple path names get through complex windows 
 ones break it.

 I doubt if

 \\?\UNC\server\share

 Will work :-)

 Roger


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[osg-users] HUD Editor?

2007-11-19 Thread Mark Lucas
Has anyone put together a HUD editor for OpenSceneGraph?

We are using OpenSceneGraph in ossimPlanet for global visualization  
and it is being used in government installations where they need to  
place titling information on their output.  Some of the other tools  
they currently use have 2D overlay templates that can be applied for  
various types of data, organizations, and classification levels.   
Before starting to write our own, we were wondering if anyone had  
already developed anything along those lines.

TIA

Mark


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Re: [osg-users] osgdem produces strips

2007-11-19 Thread Robert Osfield
Hi Umit,

I think the likely problem here is the --xx --yy and -v values are
appropriate for the large input images, not the cut down 1k by 1k one.

Typically one uses osgdem with geospecific imagery/DEMs such as
GeoTiff's and this provides osgdem with all the data required to place
the data in the correct position, only in cases where you don't have
geospefic imagery/DEMs you need to add the extra definition of the
size of the imagery for instance:

  osgdem -t myimgaery.tif -d mydem.tif -a mymodel.osga

Will work just fine, all the heights and positions should be correct.
You can pass in whole directories for input as well.  See osgdem
--help.

Quite soon I'll be posting a VPB 0.9.2 version and will be write some
online docs for the new features.

Robert.



On Nov 19, 2007 11:48 AM, ümit uzun [EMAIL PROTECTED] wrote:

 Hi Robert;
 I used ;

 osgdem --xx 10 --yy 10 -t ps_texture_1k.tif \
 --xx 10 --yy 10 -d ps_height_1k.tif \
 -l 8 -v 0.1 -o puget.ive -a pegout.osga
 options like in introductions.
 Is there any simple example about vpb? I aim to make flight simulation, I 
 have plane model and I only want to
 environment database with osga!

  Hi Umit,
 
 From the screenshot it looks to me like there are invalid values or
  input coordinates are just wrong,  could you please post the osgdem
  options you've used.
 
  Robert.
 

  On Nov 19, 2007 11:29 AM, ümit uzun  wrote:
 
  Hi Robert;
 
  First of all I am so sorry for sending lots of mail, but ıt happened 
  mistakenly. I am using hotmail and when I post the mail the server get an 
  error lots of time so I did't know I send all of them and then I try 
  another..!
 
  I am using VirtualPlanetBuilder/osgdem version 0.9.1 with 
  OpenSceneGraph Library 2.2.0. I am using Linux with PARDUS distibution! 
  I only try the introduction which lead to make osga in osg wiki.
  I add the screenshot and if you want I send the database.
 
  Thank you very much..!
 
 
  Hi Umit,
 
  What version of VPB/osgdem are you using?  What platform are you on?
 
  When you say strips, could you post a screenshot?
 
  As a general note, please don't post multiple times to the list, be
  patient and wait, also check your own mail tool to see if its set up
  to ignore your own posts.
 
  Robert.
 
  On Nov 18, 2007 6:44 PM, ümit uzun  wrote:
 
 
 
   Hi All;
 
   I have tried to make *.osga database with osgdem command but database
  produces a stripted diffuse picture on the screen! Why is it happen? I 
  read
  the introduction to making a database from
  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
  and try this! I download the images from
  http://www.cc.gatech.edu/projects/large_models/ps.html  But only 
  different
  is that, I try 4097 × 4097 formatted image instead of 16385 × 16385
  formatted. What should I do? If you know any other reference about
  virtualplanetbuilder please let me know?
 
   Thanks a lot..!
 
   Umit UZUN
 
  
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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread Roger James


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 19 November 2007 13:35
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 I have a fix that allows URI's to be used
 
 I have gone for the quick fix in that I'm not converting a UNC to a URI (
 as
 that could get messy )
 
 But the loader now works with a URI
 
 
 I'll post to submissions shortly
 
 Gordon
 
 
[Roger James] 

Robert, Gordon,

I am not sure if we should be allowing URIs to be passed through the osg
plugin interface. My interpretation is that the filename parameter of the
interface should contain a valid filename format for the local system. I
think most of the other plugins expect this. The dae plugin should then
convert this to a URI that is acceptable (this means it does not have to be
a full URI) for passing through the collada api. It is chance at the moment
that the collada api accepts relative Unix style path names as valid URIs.
What is your view on this Robert?

This would mean that we can leave the call to findDataFiles() in the reader
path so that the behaviour is the same as most of the other plugins. However
findDataFiles _may_ need looking at to ensure it can handle all the valid
file name formats for the system it is running on (e.g. UNC formats on
windows).

Roger

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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread Gordon Tomlinson

The fix I submitted keeps the findDataFiles and simply us the path as given
if findDataFiles fails this is enough to all URI to be used directly and not
break any other working path formats

While it may be better thing to have the reader convert paths to URI that's
a bit trickier and current dead lines don't allow me the time to do this

This works for us for now and also by submitting it we are complying with
the license etc ;)

Gordon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roger James
Sent: Monday, November 19, 2007 9:57 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Collada plugin DAE flaws



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users- 
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 19 November 2007 13:35
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 I have a fix that allows URI's to be used
 
 I have gone for the quick fix in that I'm not converting a UNC to a 
 URI ( as that could get messy )
 
 But the loader now works with a URI
 
 
 I'll post to submissions shortly
 
 Gordon
 
 
[Roger James] 

Robert, Gordon,

I am not sure if we should be allowing URIs to be passed through the osg
plugin interface. My interpretation is that the filename parameter of the
interface should contain a valid filename format for the local system. I
think most of the other plugins expect this. The dae plugin should then
convert this to a URI that is acceptable (this means it does not have to be
a full URI) for passing through the collada api. It is chance at the moment
that the collada api accepts relative Unix style path names as valid URIs.
What is your view on this Robert?

This would mean that we can leave the call to findDataFiles() in the reader
path so that the behaviour is the same as most of the other plugins. However
findDataFiles _may_ need looking at to ensure it can handle all the valid
file name formats for the system it is running on (e.g. UNC formats on
windows).

Roger

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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread Gordon Tomlinson
Not much better English ;)

Hi Roger

The fix I submitted keeps the findDataFiles and simply uses the path as
given if findDataFiles fails this is enough to allow the URI to be used
directly and not break any other working path formats for the loader

While it may be better thing to have the reader convert paths to URI that's
a bit trickier and current dead lines don't allow me the time to do this

This works for us for now and also by submitting it we are complying with
the license etc ;), 

now the other big one is the scaling issue and models not being in scene
units


Gordon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roger James
Sent: Monday, November 19, 2007 9:57 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Collada plugin DAE flaws



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users- 
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 19 November 2007 13:35
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 I have a fix that allows URI's to be used
 
 I have gone for the quick fix in that I'm not converting a UNC to a 
 URI ( as that could get messy )
 
 But the loader now works with a URI
 
 
 I'll post to submissions shortly
 
 Gordon
 
 
[Roger James] 

Robert, Gordon,

I am not sure if we should be allowing URIs to be passed through the osg
plugin interface. My interpretation is that the filename parameter of the
interface should contain a valid filename format for the local system. I
think most of the other plugins expect this. The dae plugin should then
convert this to a URI that is acceptable (this means it does not have to be
a full URI) for passing through the collada api. It is chance at the moment
that the collada api accepts relative Unix style path names as valid URIs.
What is your view on this Robert?

This would mean that we can leave the call to findDataFiles() in the reader
path so that the behaviour is the same as most of the other plugins. However
findDataFiles _may_ need looking at to ensure it can handle all the valid
file name formats for the system it is running on (e.g. UNC formats on
windows).

Roger

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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread Roger James
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 19 November 2007 15:13
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 now the other big one is the scaling issue and models not being in scene
 units
 
 
 Gordon
 
[Roger James]
 
You could always open the dae file directly in your app and add the scale
units and orientation to it.

However, beware that if you do it you will run into what may be a fairly
serious flaw in the collada library that at the moment needs you to mod the
dae plugin to delete its DAE object on every pass, not hang on to it as at
the moment. I have just spent the last 3 days tracking that down and am
currently awaiting a response from the Sony guys on it. You may also come
across this bug if you use the current plugin to save the same file name
more than once in one session.

https://sourceforge.net/forum/forum.php?thread_id=1871237forum_id=531264

Roger


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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread Gordon Tomlinson
I got a headache reading that thread ;)


Sadly we cannot change the files, we typically only get read access to most
data

Now I need to figure out how to get the units out of the loader when a file
loads, then we could at least apply a scale and possible origin relocation
at that time

At some point in the future it would be nice to have an option for the
loader that takes the scene units and then the loader can convert to that if
needed
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roger James
Sent: Monday, November 19, 2007 11:13 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Collada plugin DAE flaws

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users- 
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 19 November 2007 15:13
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws
 
 now the other big one is the scaling issue and models not being in 
 scene units
 
 
 Gordon
 
[Roger James]
 
You could always open the dae file directly in your app and add the scale
units and orientation to it.

However, beware that if you do it you will run into what may be a fairly
serious flaw in the collada library that at the moment needs you to mod the
dae plugin to delete its DAE object on every pass, not hang on to it as at
the moment. I have just spent the last 3 days tracking that down and am
currently awaiting a response from the Sony guys on it. You may also come
across this bug if you use the current plugin to save the same file name
more than once in one session.

https://sourceforge.net/forum/forum.php?thread_id=1871237forum_id=531264

Roger


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[osg-users] osgviewer window Handle and c# interface

2007-11-19 Thread Romain Blanchais
Hello,

In my c# application I would like to create a Level Editor around an engine
using osg. I need an user Interface in c# and an osg viewer in the c#
window.
My problem is I don't how to put the osg viewer inside my c# window. I think
I need to set the window handle to the osg viewer with the handle off my c#
window.

I would like to know if it's possible to set the window handle (hwnd) to an
osgviewer? I want to do that because I need to draw the osgviewer in the c#
window.
I know there is osgDotNet but I don't see any function which permit me to
set the window handle.


osgDotNet is a managed c++ wrapper of the osg c++ class. This permit to use
osg in c# application.
http://www.openscenegraph.org/projects/osgDotNet/wiki


Regards

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[osg-users] the secret behind environment reflections on coated surfaces?

2007-11-19 Thread Heiko Schulz
Hello,

My name is Heiko Schulz and I'm fairly new to
OpenSceneGraph. I'm one of the many 3D-model
Developers in FlightGear, the Open-Source
FlightSimulator which switched to OSG last year.

The abilities for us increased, and the first are
using  some Effects from OSG like Particle and Cube
Mapping.
My interest now is a reflective effect on surfaces of
aircrafts. A single chrome surface isn't a problem -
a coated surface is more! (lke cars)
I little bit experimented with MultiTexture- one
texture unit with a environment cube mapping and the
scond texture unit with the Aircraft texture.
But it looked like colored chrome.

Another try was to add TexEnv to the second Texture
Unit- better, but it seems to me looking weird. 

So how can I create a realistic look of coated
surfaces? Do I really need a shader? ( which isn't
suopported yet by FlightGear)

Regards
Heiko

 


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Re: [osg-users] Collada plugin DAE flaws

2007-11-19 Thread steven_thomas
Frankly it's stupid that the Collada DOM can't save or load files 
properly using native file system paths. Just in the last week I fixed 
this in the latest DOM code in the svn repo on SourceForge. Now there 
are some general file path -- URI conversion functions in the DOM, and 
the DAE interface exposes loadFile, saveFile, etc methods to work with 
native file system paths. These functions work by converting a file 
system path to a URI and using the old load, save, etc methods, which 
still work with URIs only. So now you can write code like this:

DAE dae;
dae.loadFile(c:\myFile.dae);

UNC paths should also work fine.

I'm not sure if this helps you guys at all, since this code isn't in an 
official release of the DOM yet, but I still wanted to let you know.

Steve


Gordon Tomlinson wrote:
 I got a headache reading that thread ;)


 Sadly we cannot change the files, we typically only get read access to most
 data

 Now I need to figure out how to get the units out of the loader when a file
 loads, then we could at least apply a scale and possible origin relocation
 at that time

 At some point in the future it would be nice to have an option for the
 loader that takes the scene units and then the loader can convert to that if
 needed
  

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Roger James
 Sent: Monday, November 19, 2007 11:13 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws

   
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users- 
 [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
 Sent: 19 November 2007 15:13
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Collada plugin DAE flaws

 now the other big one is the scaling issue and models not being in 
 scene units


 Gordon

 
 [Roger James]
  
 You could always open the dae file directly in your app and add the scale
 units and orientation to it.

 However, beware that if you do it you will run into what may be a fairly
 serious flaw in the collada library that at the moment needs you to mod the
 dae plugin to delete its DAE object on every pass, not hang on to it as at
 the moment. I have just spent the last 3 days tracking that down and am
 currently awaiting a response from the Sony guys on it. You may also come
 across this bug if you use the current plugin to save the same file name
 more than once in one session.

 https://sourceforge.net/forum/forum.php?thread_id=1871237forum_id=531264

 Roger


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Re: [osg-users] shared points (between OSG and the application using OSG)

2007-11-19 Thread Mike Garrity
  On 10/25/06, Soheil Sotoodeh [EMAIL PROTECTED] wrote:
  Hi Robert,
 
  Thanks, I've checked that, it is a quite extensive
  documentation.
 
  I also have two question about the basic types.
 
  Consider that we have a point cloud (a set of points).
  As far as I understood, in openGL when we add the
  pointcloud by a sequence of glVertex calls, openGL
  makes a copy of the coordinate values. Now when we
  have OSG we add the points by a osg::Geometry object.
 
  [snip]
 
  Q2: Is there any approach that I can use a custom
  point/vec3 (my own type) instead of osg::Vec3 in
  osg::Geometry?
  By that I mean having shared point objects for both
  OSG and my application.
 
  [snip]
 
  Thanks for your suggestions,
  Cheers,
  Soheil
 
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: shared points (between OSG and the application using OSG)

 Hi Shoeil,

 With real-time graphics go often end up with 3 copies of your imagery
 and vertex data, one on the CPU side, one on the OpenGL driver, and
 one on GPU.

 The OSG supports  deallocating imagery automatically once its passed
 to OpenGL, so that only OpenGL retains it as a texture object.

 Potentially you can do this on the geometry side too, but there are
 more pitfalls as all your intersection code will fail.

 As for passing custom geometry to osg::Geometry, perhaps subclassing
 osg::Array will be sufficient.  Not all OSG ops will work though, even
 if the graphics works fine.


Hi Robert. I'm currently trying exactly what you describe here. 
Creating my own subclass of osg::Array and using it as the vertex 
array for a osg::Geometry. I've run into a few rough spots. 
Geometry.cpp contains things like this:

   const Vec2Array* vec2Array = 0;
   const Vec3Array* vec3Array = 0;
   const Vec4Array* vec4Array = 0;
   Array::Type type = _vertexData.array-getType();
   switch(type)
   {
   case(Array::Vec2ArrayType): 
   vec2Array = static_castconst
Vec2Array*(_vertexData.array.get());
   break;
   case(Array::Vec3ArrayType): 
   vec3Array = static_castconst
Vec3Array*(_vertexData.array.get());
   break;
   case(Array::Vec4ArrayType): 
   vec4Array = static_castconst
Vec4Array*(_vertexData.array.get());
   break;
   default:
   notify(WARN)Warning: Geometry::accept(PrimtiveFunctor) cannot
handle Vertex Array type
   _vertexData.array-getType()std::endl;
   return;
   }

which means that user-defined subclasses of Array are not supported. 
I could have my subclass return one of the existing values for 
getType, but then the static_cast is not correct. I worked around 
that with something like this:

   const Vec2* vec2Array = 0;
   const Vec3* vec3Array = 0;
   const Vec4* vec4Array = 0;
   Array::Type type = _vertexData.array-getType();
   switch(type)
   {
   case(Array::Vec2ArrayType): 
   vec2Array = static_castconst
Vec2*(_vertexData.array-getDataPointer());
   break;
   case(Array::Vec3ArrayType): 
   vec3Array = static_castconst
Vec3*(_vertexData.array-getDataPointer());
   break;
   case(Array::Vec4ArrayType): 
   vec4Array = static_castconst
Vec4*(_vertexData.array-getDataPointer());
   break;
   default:
   notify(WARN)Warning: Geometry::accept(PrimtiveFunctor) cannot
handle Vertex Array type
   _vertexData.array-getType()std::endl;
   return;
   }

and that seems to work OK, but it's not clear to me whether this 
is how you intend getType to be used. Do you think that getType is 
telling an Array's user what type of data it is holding, or what 
type of Array class it is? Currently the two are the same, but if 
you add new subclasses of Array, then the difference becomes 
important.

There are a few other, similar downcasts of Array in Geometry.cpp. 
I haven't seen any in other files.

The application here is that we have geometric data that is 
already stored in something other than a std::vector and I'd like 
to wrap it up for OSG's use without making a copy. What do you 
think would be the best approach here?

Thanks,

  - Mike Garrity
  - The MathWorks


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Re: [osg-users] the secret behind environment reflections on coated surfaces?

2007-11-19 Thread Robert Osfield
HI Heiko,

The way to do sophisticated lighting models on objects is to use
shaders, I'm not familar with flight gear internals but I would have
thought if you create a .osg file with a shader in place (like the
glsl_*.osg examples in the OpenSceneGraph-Data distributed) and then
load this as your aircraft model.

Other approaches would be to use a cube map approach, the osgcubemap
provides an example of specular highlight which be roughly what you
are after.  Try:

  osgcubemap cessna.osg

Also have a look at the osgFX::SpecularHighlights node as a means for
decorating the aircraft subgraphs to create the effect.

Robert.

On Nov 19, 2007 6:14 PM, Heiko Schulz [EMAIL PROTECTED] wrote:
 Hello,

 My name is Heiko Schulz and I'm fairly new to
 OpenSceneGraph. I'm one of the many 3D-model
 Developers in FlightGear, the Open-Source
 FlightSimulator which switched to OSG last year.

 The abilities for us increased, and the first are
 using  some Effects from OSG like Particle and Cube
 Mapping.
 My interest now is a reflective effect on surfaces of
 aircrafts. A single chrome surface isn't a problem -
 a coated surface is more! (lke cars)
 I little bit experimented with MultiTexture- one
 texture unit with a environment cube mapping and the
 scond texture unit with the Aircraft texture.
 But it looked like colored chrome.

 Another try was to add TexEnv to the second Texture
 Unit- better, but it seems to me looking weird.

 So how can I create a realistic look of coated
 surfaces? Do I really need a shader? ( which isn't
 suopported yet by FlightGear)

 Regards
 Heiko




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Re: [osg-users] shared points (between OSG and the application using OSG)

2007-11-19 Thread Robert Osfield
Hi Mike,

I'm really cold on this topic right now, and can't really add much
without sitting down and spending time reviewing all the related code,
alas I have very little time for such activities right now.

What might help is to create an OSG example that demonstates what you
are trying to do and highlights the problem points.  This example
could then be reviewed by others and checked into the OSG distribution
for testing purposes and for helping out others who walk this path in
the future.

Cheers.
Robert.

On Nov 19, 2007 7:34 PM, Mike Garrity [EMAIL PROTECTED] wrote:
   On 10/25/06, Soheil Sotoodeh [EMAIL PROTECTED] wrote:
   Hi Robert,
  
   Thanks, I've checked that, it is a quite extensive
   documentation.
  
   I also have two question about the basic types.
  
   Consider that we have a point cloud (a set of points).
   As far as I understood, in openGL when we add the
   pointcloud by a sequence of glVertex calls, openGL
   makes a copy of the coordinate values. Now when we
   have OSG we add the points by a osg::Geometry object.
  
   [snip]
  
   Q2: Is there any approach that I can use a custom
   point/vec3 (my own type) instead of osg::Vec3 in
   osg::Geometry?
   By that I mean having shared point objects for both
   OSG and my application.
  
   [snip]
  
   Thanks for your suggestions,
   Cheers,
   Soheil
  
  From: Robert Osfield [EMAIL PROTECTED]
  Subject: Re: shared points (between OSG and the application using OSG)
 
  Hi Shoeil,
 
  With real-time graphics go often end up with 3 copies of your imagery
  and vertex data, one on the CPU side, one on the OpenGL driver, and
  one on GPU.
 
  The OSG supports  deallocating imagery automatically once its passed
  to OpenGL, so that only OpenGL retains it as a texture object.
 
  Potentially you can do this on the geometry side too, but there are
  more pitfalls as all your intersection code will fail.
 
  As for passing custom geometry to osg::Geometry, perhaps subclassing
  osg::Array will be sufficient.  Not all OSG ops will work though, even
  if the graphics works fine.
 

 Hi Robert. I'm currently trying exactly what you describe here.
 Creating my own subclass of osg::Array and using it as the vertex
 array for a osg::Geometry. I've run into a few rough spots.
 Geometry.cpp contains things like this:

const Vec2Array* vec2Array = 0;
const Vec3Array* vec3Array = 0;
const Vec4Array* vec4Array = 0;
Array::Type type = _vertexData.array-getType();
switch(type)
{
case(Array::Vec2ArrayType):
vec2Array = static_castconst
 Vec2Array*(_vertexData.array.get());
break;
case(Array::Vec3ArrayType):
vec3Array = static_castconst
 Vec3Array*(_vertexData.array.get());
break;
case(Array::Vec4ArrayType):
vec4Array = static_castconst
 Vec4Array*(_vertexData.array.get());
break;
default:
notify(WARN)Warning: Geometry::accept(PrimtiveFunctor) cannot
 handle Vertex Array type
_vertexData.array-getType()std::endl;
return;
}

 which means that user-defined subclasses of Array are not supported.
 I could have my subclass return one of the existing values for
 getType, but then the static_cast is not correct. I worked around
 that with something like this:

const Vec2* vec2Array = 0;
const Vec3* vec3Array = 0;
const Vec4* vec4Array = 0;
Array::Type type = _vertexData.array-getType();
switch(type)
{
case(Array::Vec2ArrayType):
vec2Array = static_castconst
 Vec2*(_vertexData.array-getDataPointer());
break;
case(Array::Vec3ArrayType):
vec3Array = static_castconst
 Vec3*(_vertexData.array-getDataPointer());
break;
case(Array::Vec4ArrayType):
vec4Array = static_castconst
 Vec4*(_vertexData.array-getDataPointer());
break;
default:
notify(WARN)Warning: Geometry::accept(PrimtiveFunctor) cannot
 handle Vertex Array type
_vertexData.array-getType()std::endl;
return;
}

 and that seems to work OK, but it's not clear to me whether this
 is how you intend getType to be used. Do you think that getType is
 telling an Array's user what type of data it is holding, or what
 type of Array class it is? Currently the two are the same, but if
 you add new subclasses of Array, then the difference becomes
 important.

 There are a few other, similar downcasts of Array in Geometry.cpp.
 I haven't seen any in other files.

 The application here is that we have geometric data that is
 already stored in something other than a std::vector and I'd like
 to wrap it up for OSG's use without making a copy. What do you
 think would be the best approach here?

 Thanks,

   - Mike Garrity
   - The MathWorks


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[osg-users] OSG Training, Washington DC, USA, January 22-24, 2008

2007-11-19 Thread Paul Martz
Hi OSG Users --
 
Registration is now open for OSG training in Washing ton DC, USA, January
22-24, 2008. To register, visit http://www.skew-matrix.com and click
Training.
 
This training event is co-instructed by Bob Kuehne (Blue Newt Software) and
myself, Paul Martz (Skew Matrix Software). Bob and I have been hard at work
refining our existing course and making it even better, while at the same
time, adding a new terrain day to it, focusing on the latest with OSG and
large terrain databases.
 
The training will be held in the heart of Washington DC -- easy train,
metro, and parking, all near the location.
 
We're offering two courses over three days. Here's how it breaks down:
 
January 22  23: OSG Intermediate course
We'll teach you everything you need to know to move from basic OSG usage, to
pretty detailed and comprehensive library features. Here's what you'll
learn:
 * Memory management
 * Nodes, various node types, custom nodes and NodeKits
 * Traversals, NodeVisitors, Callbacks
 * Data manipulation tools
 * Drawables, Geometry, and state
 * Using plugins
 * Threads
 * Viewing and camera manipulation
 * Window system integration
 * Optimization techniques
 
Finally, if you choose to stay for day 3, we're focusing on terrain:
 
January 24: Terrain Databases in OSG
This 1-day course covers creation and rendering of large terrain/urban
databases in OSG. Topics covered include:
 * Large data set construction, display, and optimization
 * Paged data sets
 * Network served data
 * VirtualPlanetBuilder data generation
 * Shading
 * Tools  Workflow
 
Please register for one or both courses. We're looking forward to seeing you
in January.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 
Bob Kuehne
Blue Newt Software LLC
http://www.blue-newt.com
 
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Re: [osg-users] vsync (was: OSG CPU usage)

2007-11-19 Thread Paul Martz
 but does this mean that if I call rendering blocks unti the 
 next vsync clock tick?

It's really implementation dependent. The NVIDIA OpenGL driver on Windows,
for example, allows you to issue a certain number of SwapBuffers calls
before it blocks. I think the default is 2 calls, but this is controllable
with a driver setting and can be as high as 10 (I think).
   -Paul

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Re: [osg-users] crash in GL2Extensions::glDeleteShader

2007-11-19 Thread David Spilling
Familiar looking stack trace...

Not that this will help you, but we were getting this an awful lot in both
release and debug builds. The specific situation was that we had a subclass
of an OpenThreads thread that had an osgViewer::Viewer as a member - or
actually, we had a ref_ptr to the viewer as a member. The Viewer was
realised() during the first thread::run. Trying to - carefully and
gracefully, we thought - explicitly destroy the viewer by doing my_viewer =
0 in the thread's destructor (or anywhere else, in fact) resulted in exactly
this error - i.e. a crash in the glDeleteShader call. Oddly, it went away if
we didn't explicitly delete the viewer in the threads destructor, i.e. just
let the ref_ptr decrement to zero and self delete.

We got this behaviour for both CompositeViewer, and regular Viewer.

I even got as far as preparing a similar osg-users plea for help, although I
never sent it.

Since the problem went away, we didn't try to reproduce the issue, so can't
be much more helpful (deadlines, and all).

This was on WinXP, 2-core, .NET, ATI GPUs.

David
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Re: [osg-users] osgDotNet and exceptions

2007-11-19 Thread Michael Wittman
Hi Christoffer,

Which version of OSG are you using with osgDotNet?  There are still
known problems with versions post 2.0.  I wouldn't recommend using it
in a production capacity with 2.2 or later until those are resolved.

-Mike


On Sun, Nov 18, 2007 at 09:30:42AM +0100, Christoffer Markusson wrote:
 Hi,
 
 I'm using osgDotNet in a Visual Studio project and are getting lots of
 exceptions thrown when running a release build of this project.
 
 The exceptions seems to happen at random but are always caused by
 calls to osg methods.
 
 Typically the error message is tried to read or write write protected
 memory. If I ignore the exceptions and just continue, the application
 still functions, but this is not a desirable solution.
 
 I know that it is a fuzzy question, but does anyone have any idea what
 could cause this? Is it OK to use the provided osgDotNet dll's in a
 release build? Are there some special considerations I should know
 about?
 
 I can provide more detailed info if anyone wants it.
 
 Christoffer
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[osg-users] CMake Search Paths ?

2007-11-19 Thread Paul Pocock
Hi, This may be an issues with the developers of cmake but I've had a
difficult experience building OSG 2.2 official release on IRIX 6.5 using
the cmake build process. Problems namely with specifying my
own /include /lib paths.

it seems to want to ignore any arguments I pass to it , I don't think
Cmake even reads the PATH env variable . To solve this I've had to hard
code the paths in CMakeCache  and CmakeLists.txt and other areas in
order for OSG to build with the headers and libs I want. Even using the
SET command in CmakeLists.txt doesn't seem to fix the problem. It seems
to me that Cmake has a set of hardcoded directories that it will search.

Is there a simpler way to give cmake user defined search paths?


Other modules I had to alter to make cmake search the directories I
specify:

In CmakeModules/ for all search paths:

FIND_LIB /usr/nekoware/lib

/usr/freeware/lib64

FIND_INCLUDE /usr/nekoware/include

/usr/freeware/include

/src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir

added: /usr/nekoware/lib/libjpeg.so


I also wonder if cmake builds osg on 64 bit platforms in 64 bit? or does
it build in 32 bit? How can you tell or know what cmake is doing?

Regards

Paul



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Re: [osg-users] CMake Search Paths ?

2007-11-19 Thread E. Wing
There are a bunch of ways to deal with this. You shouldn't modify the
CMakeCache directly. And you  really shouldn't need to modify the
CMakeLists.txt.


1) Use the ccmake instead of cmake. It exists for this very reason and
is the easiest, most reliable answer. (I constantly beg people to use
this so we don't get these kinds of questions over and over.)

2) Define the CMAKE_INCLUDE_PATH and CMAKE_LIBRARY_PATH environmental
variables. See the CMake documentation, but essentially:
export CMAKE_LIBRARY_PATH=/usr/nekoware/lib

3) Define the OSGDIR environmental variable or OSG_ROOT environmental
variable. This is something we put in, though I'm not sure if it is
consistently applied everywhere yet.

4) Not recommended, but still better than editing the CMakeCache (but
not by much), use the cmake -D var:type=value switch to
explicitly set values. See the CMake documentation.


-Eric


On 11/19/07, Paul Pocock [EMAIL PROTECTED] wrote:
 Hi, This may be an issues with the developers of cmake but I've had a
 difficult experience building OSG 2.2 official release on IRIX 6.5 using
 the cmake build process. Problems namely with specifying my
 own /include /lib paths.

 it seems to want to ignore any arguments I pass to it , I don't think
 Cmake even reads the PATH env variable . To solve this I've had to hard
 code the paths in CMakeCache  and CmakeLists.txt and other areas in
 order for OSG to build with the headers and libs I want. Even using the
 SET command in CmakeLists.txt doesn't seem to fix the problem. It seems
 to me that Cmake has a set of hardcoded directories that it will search.

 Is there a simpler way to give cmake user defined search paths?


 Other modules I had to alter to make cmake search the directories I
 specify:

 In CmakeModules/ for all search paths:

 FIND_LIB /usr/nekoware/lib

 /usr/freeware/lib64

 FIND_INCLUDE /usr/nekoware/include

 /usr/freeware/include

 /src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir

 added: /usr/nekoware/lib/libjpeg.so


 I also wonder if cmake builds osg on 64 bit platforms in 64 bit? or does
 it build in 32 bit? How can you tell or know what cmake is doing?

 Regards

 Paul



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