Re: [osg-users] [Qt] Zbuffer errors while rotation
As I said it at the beginning, I didn't make the osg code, that explain maybe I have miss something. :-* How can I make sure that the camera position corresponds to my model? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16811#16811 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Qt] Zbuffer errors while rotation
I have seen on another forum: osg_viewer-getCamera()-setProjectionMatrixAsPerspective(90.0, 1.333, 0.001, 100); the FOV and aspect ratio parameters are working, but no matter the values i write in the last two parameters, the clip planes distance remains the same. any idea? Try: osg_viewer-getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); I didn't know that :o And if I try this, my coordinate system disappear whatever the values of near and far :/ Do you know why? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16812#16812 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGViewer camera position and external data
Hi Alex, On Fri, Aug 28, 2009 at 1:26 AM, Alex Malhaofranciskovi...@gmail.com wrote: I've compiled the openscenegraph source files (I already tried the new camera position, and it's working well). But, there is one thing that i don't know how to solve. When I try to load a osg map the following message appears: Warning: Could not find plugin to read objects from file ..\pics\temp.png. How can I solve this issue? Well just do a search through the archives and you find your solution... it's another invaluable skill. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Qt] Zbuffer errors while rotation
Hum, I try to test the near and far values, with getProjectionMatrixAsPerspective and no setComputeNearFarMode. I have values like 1.29547e+08(Near) and 2.36171e+08(far). I think it's really strange, it isn't it? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16814#16814 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Qt] Zbuffer errors while rotation
Yeah ! I found the solution :D I don't know why, but the coordinate system was created with vector's values like 3000 :/ Maybe to fix a problem in ortho mode. It's wokrs now :) And surfaces doesn't blinking anyway ;) Thanks a lot. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16815#16815 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGViewer camera position and external data
the png plugin is based on 3rd party libs. If you have used CMAKE make sure the path for the 3rd party libs is correct. To me it looks like the png plugin has not being compiled Nick http://www.linkedin.com/in/tnikolov On Fri, Aug 28, 2009 at 2:26 AM, Alex Malhao franciskovi...@gmail.comwrote: Yes, you were right, there was a part missing, my mistake. There is one other thing bothering me, I think you might help: I've compiled the openscenegraph source files (I already tried the new camera position, and it's working well). But, there is one thing that i don't know how to solve. When I try to load a osg map the following message appears: Warning: Could not find plugin to read objects from file ..\pics\temp.png. How can I solve this issue? Thank you! Regards. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16810#16810 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Improvement of QT and OSG compatibility
Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improvement of QT and OSG compatibility
What about using osg widgets instead? -- A. Sent from my iPhone On Aug 28, 2009, at 6:01 AM, Maxim Gammer maxgam...@gmail.com wrote: Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] re Paul Martz in osgEphemeris
hi,Paul Martz Your reply is blank,I hope you can give me some advice. Thanks regards, houxl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improvement of QT and OSG compatibility
Which one is better ? Adapter Widget + QT is more universal 2009/8/28 Sajjad dosto.wa...@gmail.com Hello Which one is better ? Adapter Widget or OSG Widget ? Sajjad On Fri, Aug 28, 2009 at 1:39 PM, Alex Sierra algsie...@gmail.com wrote: What about using osg widgets instead? -- A. Sent from my iPhone On Aug 28, 2009, at 6:01 AM, Maxim Gammer maxgam...@gmail.com wrote: Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CityGML
Hi all, Did anyone worked on a CityGML (even partial) support? I mean a reader/writer or anything related. Of course CityGML is not a scenegraph-like file format, but I guess a conversion for visualization may be interesting. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improvement of QT and OSG compatibility
Hi Maxim, What was the result of adding -DQT_NO_EMIT to the compilation flags that Antonin Linares suggested? http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183. html Tom Jolley From: Maxim Gammer [mailto:maxgam...@gmail.com] Sent: Friday, August 28, 2009 6:02 AM To: OpenSceneGraph Users Subject: [osg-users] Improvement of QT and OSG compatibility Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] re Paul Martz in osgEphemeris
osghxl wrote: hi,Paul Martz Your reply is blank,I hope you can give me some advice. Thanks regards, houxl Interesting... In my 'sent' folder it appears fine. I've cut and pasted my reply below. This time sending as plain text. -Paul I have not compiled osgEphemeris, but based on my experience using VS, I believe the see previous definition message indicates you are #including some header files multiple times, and for some reason they are not wrapped with #pragma once (or an equivalent CPP trick). The inconsistent DLL linkage warning is an indication of either static versus dynamic confusion, or the wrong kind of C runtime library. Check to make sure the C runtime is set to Debug Multithreaded DLL (for debug builds) and Multithreaded DLL (for release). If osgEphemeris uses external dependencies, make sure they were built the same way. Finally, check to see what the build type of your osgEphemeris project file is, and make sure it is a DLL and not a static lib. The dllimport static error sounds like a declaration issue. Many projects (including OSG) use a CPP symbol as a prefix to class and function names to be exported from a DLL. It's defined as declspec( dllexport ) when building the DLL, and declspec( dllimport ) when building an external app that uses the DLL. You should look for such a symbol and verify it is being defined correctly. The symbol should be defined as nothing only for non VS builds (like OS X or Linux), or if specifically building a static lib. If you put all this together, then I'd guess you are #including a header twice, once using dllimport declarations and once again as dllexport. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rotate camera
Hi, I am trying to move the camera using the osgviewer. The user robertosfield already gave me the tipo to change the CameraManipulator, but I am still trying to figure out how to do that, is there any tutorial or example that I can see to help me? Where (among the source files) can I find this CameraManipulator? Sorry, but I am quite a noob in osg. Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16826#16826 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate camera
Look in the source YOU HAVE IT, do a simple search for files with the word 'Manipulator' in the name or used with in See the examples theres over 140 of them out the box with OSG in [OpenSceneGraph]\examples\ Look on the osg web site ( www.openscenegraph.org ) there are many more examples link and tutorials listed there Search email archives for previous answers 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 Alex Malhao Sent: Friday, August 28, 2009 10:28 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Rotate camera Hi, I am trying to move the camera using the osgviewer. The user robertosfield already gave me the tipo to change the CameraManipulator, but I am still trying to figure out how to do that, is there any tutorial or example that I can see to help me? Where (among the source files) can I find this CameraManipulator? Sorry, but I am quite a noob in osg. Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16826#16826 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CityGML
HI I'm looking to start add support for CityGML and other OGC parts in the coming months, Sadly if we do this it will be in house and no open source (Sorry) , our company is does not allows at this time, to contribute things like this open source projects. One reason of the last couple of years I have not been able to contribute as much as I like OSG :( 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 Sukender Sent: Friday, August 28, 2009 9:25 AM To: osg-users Subject: [osg-users] CityGML Hi all, Did anyone worked on a CityGML (even partial) support? I mean a reader/writer or anything related. Of course CityGML is not a scenegraph-like file format, but I guess a conversion for visualization may be interesting. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate camera
Hi Alex, If you want to create your own viewer manipulator you should look at the other manipulator, for example look at TrackballManipulator and as you can see it inherits MatrixManipultor and you will do same operation and overload existing functions which will manipulate your expected viewer motions. And I attend to Gordon too :) Regards. Ümit Uzun 2009/8/28 Tomlinson, Gordon gtomlin...@overwatch.textron.com Look in the source YOU HAVE IT, do a simple search for files with the word 'Manipulator' in the name or used with in See the examples theres over 140 of them out the box with OSG in [OpenSceneGraph]\examples\ Look on the osg web site ( www.openscenegraph.org ) there are many more examples link and tutorials listed there Search email archives for previous answers 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 Alex Malhao Sent: Friday, August 28, 2009 10:28 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Rotate camera Hi, I am trying to move the camera using the osgviewer. The user robertosfield already gave me the tipo to change the CameraManipulator, but I am still trying to figure out how to do that, is there any tutorial or example that I can see to help me? Where (among the source files) can I find this CameraManipulator? Sorry, but I am quite a noob in osg. Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16826#16826 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] re Paul Martz in osgEphemeris
I have seen the several times in Outlook 1) If you use a reading opening the message up many times makes the text appear 2) Sometime is a color theme problem were the text becomes invisible selecting all and and the Format-Style-Normal show the text 3) Outlook or other reader has issues with the font and or encoding, so chaning font on all the text can help 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 Paul Martz Sent: Friday, August 28, 2009 10:05 AM To: OpenSceneGraph Users Subject: Re: [osg-users] re Paul Martz in osgEphemeris osghxl wrote: hi,Paul Martz Your reply is blank,I hope you can give me some advice. Thanks regards, houxl Interesting... In my 'sent' folder it appears fine. I've cut and pasted my reply below. This time sending as plain text. -Paul I have not compiled osgEphemeris, but based on my experience using VS, I believe the see previous definition message indicates you are #including some header files multiple times, and for some reason they are not wrapped with #pragma once (or an equivalent CPP trick). The inconsistent DLL linkage warning is an indication of either static versus dynamic confusion, or the wrong kind of C runtime library. Check to make sure the C runtime is set to Debug Multithreaded DLL (for debug builds) and Multithreaded DLL (for release). If osgEphemeris uses external dependencies, make sure they were built the same way. Finally, check to see what the build type of your osgEphemeris project file is, and make sure it is a DLL and not a static lib. The dllimport static error sounds like a declaration issue. Many projects (including OSG) use a CPP symbol as a prefix to class and function names to be exported from a DLL. It's defined as declspec( dllexport ) when building the DLL, and declspec( dllimport ) when building an external app that uses the DLL. You should look for such a symbol and verify it is being defined correctly. The symbol should be defined as nothing only for non VS builds (like OS X or Linux), or if specifically building a static lib. If you put all this together, then I'd guess you are #including a header twice, once using dllimport declarations and once again as dllexport. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with ortho2D viewport
Hello I'm trying to build a 2D scene with orthographic projection. My problem is that each time I execute the program, the viewport seems to be different. I mean each time the quad has different size in the screen. I'va always used the default viewer before and touching cameras and viewports is quite new to me. My not working code is below. Thank you. Xim. int main(int argc, char *argv[]) { osg::ArgumentParser arguments(argc, argv); osgViewer::Viewer viewer; osg::ref_ptrosg::Node root = simpleScene(); // quad with texture osg::Camera *camera = new osg::Camera; camera-setProjectionMatrix(osg::Matrix::ortho2D(-10, 10, -10, 10)); camera-setViewport(0, 0, 1280, 1024); camera-setViewMatrix(osg::Matrix::identity()); viewer.setCamera(camera); viewer.setSceneData(root.get()); while(!viewer.done()) { viewer.getCamera()-setViewMatrix(osg::Matrix::identity()); viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0, 0, -10), osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0)); viewer.frame(); } return 0; } osg::Node *simpleScene(void) { osg::Image *image = osgDB::readImageFile(tex1.jpg); osg::Geometry *geom = new osg::Geometry; osg::Texture2D *t2d = new osg::Texture2D; t2d-setImage(image); t2d-setUnRefImageDataAfterApply(true); osg::StateSet *ss = geom-getOrCreateStateSet(); ss-setTextureAttribute(0, t2d); ss-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); osg::Vec3Array *v = new osg::Vec3Array; osg::Vec3Array *n = new osg::Vec3Array; osg::Vec3Array *c = new osg::Vec3Array; osg::Vec2Array *t = new osg::Vec2Array; v-push_back(osg::Vec3(-1, -1, 0)); v-push_back(osg::Vec3(1,-1, 0)); v-push_back(osg::Vec3(1, 1, 0)); v-push_back(osg::Vec3(-1, 1, 0)); c-push_back(osg::Vec3(1, 1, 1)); c-push_back(osg::Vec3(1, 1, 1)); c-push_back(osg::Vec3(1, 1, 1)); c-push_back(osg::Vec3(1, 1, 1)); t-push_back(osg::Vec2(0, 0)); t-push_back(osg::Vec2(1, 0)); t-push_back(osg::Vec2(1, 1)); t-push_back(osg::Vec2(0, 1)); n-push_back(osg::Vec3(0, 0, -1)); geom-setVertexArray(v); geom-setColorArray(c); geom-setColorBinding(osg::Geometry::BIND_PER_VERTEX); geom-setNormalArray(n); geom-setNormalBinding(osg::Geometry::BIND_OVERALL); geom-setTexCoordArray(0, t); geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, v-size())); osg::Geode *geode = new osg::Geode; geode-addDrawable(geom); return geode; } _ Entérate de todas las noticias al instante ¡Suscríbete al servicio de Alertas MSN! http://especiales.es.msn.com/noticias/msninforma.aspx___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 26, Issue 64
What I did was make my own manipulator derived from MatrixManipulator, then add it to the switch manipulator in the view. Then set it to be the one I want. Then in the handle for the events (my event of interest is each FRAME) I set the matrix by grabbing computePosition from the original MatrixManipulator and modify it to do what I want (e.g., step close each FRAME or rotate each FRAME by .1 deg), to make a series of images for further analysis. I switch out the manipulators when the user clicks the go button, etc. switch it back when he cancels or it finishes. Hope this helps, Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of osg-users-requ...@lists.openscenegraph.org Sent: Friday, August 28, 2009 10:09 AM To: osg-users@lists.openscenegraph.org Subject: osg-users Digest, Vol 26, Issue 64 Send osg-users mailing list submissions to osg-users@lists.openscenegraph.org To subscribe or unsubscribe via the World Wide Web, visit http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org or, via email, send a message with subject or body 'help' to osg-users-requ...@lists.openscenegraph.org You can reach the person managing the list at osg-users-ow...@lists.openscenegraph.org When replying, please edit your Subject line so it is more specific than Re: Contents of osg-users digest... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with ortho2D viewport
ximo o + wrote: while(!viewer.done()) { viewer.getCamera()-setViewMatrix(osg::Matrix::identity()); viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0, 0, -10), osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0)); viewer.frame(); } Hi -- Try changing your main loop to this: while( !viewer.done()) { viewer.frame(); } Based on what you said you are trying to do, the two lines I removed just don't make sense, so I don't know why you have them there. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Qt] Zbuffer errors while rotation
Loic Cayou wrote: Yeah ! I found the solution :D I don't know why, but the coordinate system was created with vector's values like 3000 :/ Maybe to fix a problem in ortho mode. It's wokrs now :) And surfaces doesn't blinking anyway ;) Glad you figured it out. :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] re Paul Martz in osgEphemeris
Hi all, I believe you should use the last version from openscenegraph svn: http://www.openscenegraph.org/svn/osgEphemeris/ You have maybe tried the oldCVS from Don's AndesEnginnering version... Cheers, Pierre 2009/8/28 Tomlinson, Gordon gtomlin...@overwatch.textron.com I have seen the several times in Outlook 1) If you use a reading opening the message up many times makes the text appear 2) Sometime is a color theme problem were the text becomes invisible selecting all and and the Format-Style-Normal show the text 3) Outlook or other reader has issues with the font and or encoding, so chaning font on all the text can help 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 Paul Martz Sent: Friday, August 28, 2009 10:05 AM To: OpenSceneGraph Users Subject: Re: [osg-users] re Paul Martz in osgEphemeris osghxl wrote: hi,Paul Martz Your reply is blank,I hope you can give me some advice. Thanks regards, houxl Interesting... In my 'sent' folder it appears fine. I've cut and pasted my reply below. This time sending as plain text. -Paul I have not compiled osgEphemeris, but based on my experience using VS, I believe the see previous definition message indicates you are #including some header files multiple times, and for some reason they are not wrapped with #pragma once (or an equivalent CPP trick). The inconsistent DLL linkage warning is an indication of either static versus dynamic confusion, or the wrong kind of C runtime library. Check to make sure the C runtime is set to Debug Multithreaded DLL (for debug builds) and Multithreaded DLL (for release). If osgEphemeris uses external dependencies, make sure they were built the same way. Finally, check to see what the build type of your osgEphemeris project file is, and make sure it is a DLL and not a static lib. The dllimport static error sounds like a declaration issue. Many projects (including OSG) use a CPP symbol as a prefix to class and function names to be exported from a DLL. It's defined as declspec( dllexport ) when building the DLL, and declspec( dllimport ) when building an external app that uses the DLL. You should look for such a symbol and verify it is being defined correctly. The symbol should be defined as nothing only for non VS builds (like OS X or Linux), or if specifically building a static lib. If you put all this together, then I'd guess you are #including a header twice, once using dllimport declarations and once again as dllexport. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improvement of QT and OSG compatibility
Hi Tom, this solution won't let us use signal/slot stuff ( 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com Hi Maxim, What was the result of adding -DQT_NO_EMIT to the compilation flags that Antonin Linares suggested? http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html Tom Jolley -- *From:* Maxim Gammer [mailto:maxgam...@gmail.com] *Sent:* Friday, August 28, 2009 6:02 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] Improvement of QT and OSG compatibility Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Semi-OT: Linux OpenGL driver job opening
Someone contacted me (off-list) about a job doing Linux OpenGL driver development, full-time, location: flexible/work at home. If anybody is interested in this job, contact me privately and I'll put you in touch. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improvement of QT and OSG compatibility
Hi, Maxim, Qt can be built and used with a no_keywords flag so that Qt does not redefine the names emit, signal, or slot. One uses Q_EMIT, Q_SIGNAL, and Q_SLOT instead. The no_keywords flag exists so that Qt doesn't cause interference with 3rd party signal/slot mechanisms, but I think it applies here in principle (that being, Qt and OSG are conflicting). Check out the Qt documentation and headers for how this works in practice. no_keywords may be more viable than forcing the change on OSG (or other packages). I hope this helps. D.J. On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com wrote: Hi Tom, this solution won't let us use signal/slot stuff ( 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com Hi Maxim, What was the result of adding -DQT_NO_EMIT to the compilation flags that Antonin Linares suggested? http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html Tom Jolley From: Maxim Gammer [mailto:maxgam...@gmail.com] Sent: Friday, August 28, 2009 6:02 AM To: OpenSceneGraph Users Subject: [osg-users] Improvement of QT and OSG compatibility Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improvement of QT and OSG compatibility
Hi, everyone. I'm sorry, no_keywords may be more than some people bargin for. What I mentioned is true, but there are other side effects. Specifically, Qt may redefine foreach and forever unless no_keywords is used (they provide Q_FOREACH and Q_FOREVER as alternatives). I'm not trying to confuse the issue here (emit and signals/slots), but I didn't want anyone caught off guard by unexpected side effects. As always, I recommend reading the documentation and headers for best results (which is fairly useful in this case). D.J. On Fri, Aug 28, 2009 at 2:42 PM, D.J. Caldwelldlcaldwel...@gmail.com wrote: Hi, Maxim, Qt can be built and used with a no_keywords flag so that Qt does not redefine the names emit, signal, or slot. One uses Q_EMIT, Q_SIGNAL, and Q_SLOT instead. The no_keywords flag exists so that Qt doesn't cause interference with 3rd party signal/slot mechanisms, but I think it applies here in principle (that being, Qt and OSG are conflicting). Check out the Qt documentation and headers for how this works in practice. no_keywords may be more viable than forcing the change on OSG (or other packages). I hope this helps. D.J. On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com wrote: Hi Tom, this solution won't let us use signal/slot stuff ( 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com Hi Maxim, What was the result of adding -DQT_NO_EMIT to the compilation flags that Antonin Linares suggested? http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html Tom Jolley From: Maxim Gammer [mailto:maxgam...@gmail.com] Sent: Friday, August 28, 2009 6:02 AM To: OpenSceneGraph Users Subject: [osg-users] Improvement of QT and OSG compatibility Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improvement of QT and OSG compatibility
thanks! config += no_keywords all works fine! 2009/8/29 D.J. Caldwell dlcaldwel...@gmail.com Hi, everyone. I'm sorry, no_keywords may be more than some people bargin for. What I mentioned is true, but there are other side effects. Specifically, Qt may redefine foreach and forever unless no_keywords is used (they provide Q_FOREACH and Q_FOREVER as alternatives). I'm not trying to confuse the issue here (emit and signals/slots), but I didn't want anyone caught off guard by unexpected side effects. As always, I recommend reading the documentation and headers for best results (which is fairly useful in this case). D.J. On Fri, Aug 28, 2009 at 2:42 PM, D.J. Caldwelldlcaldwel...@gmail.com wrote: Hi, Maxim, Qt can be built and used with a no_keywords flag so that Qt does not redefine the names emit, signal, or slot. One uses Q_EMIT, Q_SIGNAL, and Q_SLOT instead. The no_keywords flag exists so that Qt doesn't cause interference with 3rd party signal/slot mechanisms, but I think it applies here in principle (that being, Qt and OSG are conflicting). Check out the Qt documentation and headers for how this works in practice. no_keywords may be more viable than forcing the change on OSG (or other packages). I hope this helps. D.J. On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com wrote: Hi Tom, this solution won't let us use signal/slot stuff ( 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com Hi Maxim, What was the result of adding -DQT_NO_EMIT to the compilation flags that Antonin Linares suggested? http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html Tom Jolley From: Maxim Gammer [mailto:maxgam...@gmail.com] Sent: Friday, August 28, 2009 6:02 AM To: OpenSceneGraph Users Subject: [osg-users] Improvement of QT and OSG compatibility Hello, I've got a proposal to make changes in OSG for better compatibility with QT. Method's name emit needs to be replaced in namespace osgParticle. The thing is that emit is a name of the macros in QT. Of course, we can redefine emit like that: #ifdef emit #define MACRO1_SAVE emit #endif #undef emit .#include osg #ifdef MACRO1_SAVE #define emit MACRO1_SAVE #undef MACRO1_SAVE #endif , but this solution won't let us use signal/slot stuff. It seems that QT preprocessor replaces emit in program listing. The simpliest way to solve that - change method name from emit to something else. This will let us using signal/slot things in QT. -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Find starting index of drawarray primitive set
Hi, I have been working with osg for a bit. For my project, I am loading a file and then going through the nodes and reading the vertex information in order to render the model for a game plugin. I know, killing a cricket with a nuke. I have it working well, but have hit a stumbling block and would like some help. Example: my file I am loading contains this: Geometry{ DataVariance STATIC useDisplayList TRUE useVertexBufferObjects FALSE PrimitiveSets 6 { DrawElementsUByte TRIANGLE_FAN 4 { 2 3 0 1 } DrawElementsUByte TRIANGLE_FAN 4 { 5 6 7 4 } DrawElementsUByte TRIANGLE_FAN 4 { 8 9 10 11 } DrawElementsUByte TRIANGLE_FAN 4 { 12 13 14 15 } DrawArrays TRIANGLES 16 27153 DrawArrays QUADS 27169 10624 } For my project to work, I need to be able to access the values 16 and 27169 of the DrawArrays lines. I've found how to access all other values and I am using them with success. Up until now, i've just hard coded the values to render the model. Any ideas how to get these values? I don't see a get method in Geometry or PrimitiveSet that returns what I am looking for. I'm stuck. ... Thank you! Cheers, Stephen[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16841#16841 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rethinking 3rd party dependencies?
While poring over thread after thread dealing with build dependencies on Windows I had a weird thought a while back: computers are fast these days, why not just build everything (including 3rd party dependencies) from source? The way I see it, issues on Windows are going to get worse far before they get any better. Issues like: 1. Differing compiler versions (MSVC 7.1/8/9, MinGW 3.4/4.4) 2. The need for Debug libraries with certain compilers 3. The need for 32 and/or 64-bit libraries 4. The occasional need for a complete static build 5. The need/desire for some people to compile with /MT or _SECURE_SCL=0 on MSVC ...are likely not to be going away anytime soon and they can create a confusing ecosystem. Also, security issues library bugfixes tend to get ignored once someone has that prebuilt library sitting off in CM somewhere. So I cmakeified libpng, zlib, and libjpeg (building on some work previously done by Luigi Calori and others) and wrapped them in ZIP files called CMakeports. The three put together take about 5 seconds total to build on my 3 year old core2 duo. They are available at the website below. http://code.google.com/p/cmakeports/ I've integrated and tested* the 3 ports with OSG using osgviewer --image, and things seem to be working fine. I'd like to submit this to osg-submissions assuming there is enough interest in the idea. I'm doubtful this could satisfy 100% of the dependencies people might want to use with the OSG, but I'm optimistic it could cover the major ones (png, jpg, zlib, tiff, freetype seem like no-brainers to me). * I have tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=ON (Debug Release) MinGW 3.4. * I have partially tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=OFF (code compiles but haven't tried building/linking a custom viewer) * I have not tested: MSVC8 MSVC9 64-bit MinGW 4.4.0 -- Philip Lowman cmakeports_osg.patch Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Find starting index of drawarray primitive set
Stephen Nelson wrote: Hi, I have been working with osg for a bit. For my project, I am loading a file and then going through the nodes and reading the vertex information in order to render the model for a game plugin. I know, killing a cricket with a nuke. I have it working well, but have hit a stumbling block and would like some help. Example: my file I am loading contains this: Geometry{ DataVariance STATIC useDisplayList TRUE useVertexBufferObjects FALSE PrimitiveSets 6 { DrawElementsUByte TRIANGLE_FAN 4 { 2 3 0 1 } DrawElementsUByte TRIANGLE_FAN 4 { 5 6 7 4 } DrawElementsUByte TRIANGLE_FAN 4 { 8 9 10 11 } DrawElementsUByte TRIANGLE_FAN 4 { 12 13 14 15 } DrawArrays TRIANGLES 16 27153 DrawArrays QUADS 27169 10624 } For my project to work, I need to be able to access the values 16 and 27169 of the DrawArrays lines. Hi, Stephen, I'm not sure exactly where you got stuck, so I'll explain it from the beginning and you can ignore the stuff you already know :-) PrimitiveSet is an abstract class, and there are several subclasses of it. As you've seen, one of them is DrawArrays (the others being DrawArrayLengths, and the three DrawElements* classes). Once you get the PrimitiveSet in question from the Geometry, you'll have to cast it to the appropriate concrete subclass, and then you can get the values you want. Like this: drawArrays = dynamic_castosg::DrawArrays(primSet); if (drawArrays != NULL) { primitiveMode = drawArrays-getMode() firstVertex = drawArrays-getFirst(); vertexCount = drawArrays-getCount(); } --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rethinking 3rd party dependencies?
I build *everything* from source. I use Python scripts to automate the process too. It's relatively straightforward to setup and is very reliable. Fully automated. I can call one Python script that will check out all source code, compile all OSG and project specific dependencies, compile OSG, compile my application(s) and issue a release. Python is awesome. Could do the same thing with Perl but once I started to use Python I never looked back. Using CMake from the command line is easy as well - very straightforward. I highly recommend compiling all from source. On Fri, Aug 28, 2009 at 5:46 PM, Philip Lowmanphi...@yhbt.com wrote: While poring over thread after thread dealing with build dependencies on Windows I had a weird thought a while back: computers are fast these days, why not just build everything (including 3rd party dependencies) from source? The way I see it, issues on Windows are going to get worse far before they get any better. Issues like: 1. Differing compiler versions (MSVC 7.1/8/9, MinGW 3.4/4.4) 2. The need for Debug libraries with certain compilers 3. The need for 32 and/or 64-bit libraries 4. The occasional need for a complete static build 5. The need/desire for some people to compile with /MT or _SECURE_SCL=0 on MSVC ...are likely not to be going away anytime soon and they can create a confusing ecosystem. Also, security issues library bugfixes tend to get ignored once someone has that prebuilt library sitting off in CM somewhere. So I cmakeified libpng, zlib, and libjpeg (building on some work previously done by Luigi Calori and others) and wrapped them in ZIP files called CMakeports. The three put together take about 5 seconds total to build on my 3 year old core2 duo. They are available at the website below. http://code.google.com/p/cmakeports/ I've integrated and tested* the 3 ports with OSG using osgviewer --image, and things seem to be working fine. I'd like to submit this to osg-submissions assuming there is enough interest in the idea. I'm doubtful this could satisfy 100% of the dependencies people might want to use with the OSG, but I'm optimistic it could cover the major ones (png, jpg, zlib, tiff, freetype seem like no-brainers to me). * I have tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=ON (Debug Release) MinGW 3.4. * I have partially tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=OFF (code compiles but haven't tried building/linking a custom viewer) * I have not tested: MSVC8 MSVC9 64-bit MinGW 4.4.0 -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rethinking 3rd party dependencies?
We also build every thing including all third party and all their dependenacies from source both 32 bit and 64 bit. in the end it simply makes life easier From: osg-users-boun...@lists.openscenegraph.org on behalf of sherman wilcox Sent: Sat 8/29/2009 12:49 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Rethinking 3rd party dependencies? I build *everything* from source. I use Python scripts to automate the process too. It's relatively straightforward to setup and is very reliable. Fully automated. I can call one Python script that will check out all source code, compile all OSG and project specific dependencies, compile OSG, compile my application(s) and issue a release. Python is awesome. Could do the same thing with Perl but once I started to use Python I never looked back. Using CMake from the command line is easy as well - very straightforward. I highly recommend compiling all from source. On Fri, Aug 28, 2009 at 5:46 PM, Philip Lowmanphi...@yhbt.com wrote: While poring over thread after thread dealing with build dependencies on Windows I had a weird thought a while back: computers are fast these days, why not just build everything (including 3rd party dependencies) from source? The way I see it, issues on Windows are going to get worse far before they get any better. Issues like: 1. Differing compiler versions (MSVC 7.1/8/9, MinGW 3.4/4.4) 2. The need for Debug libraries with certain compilers 3. The need for 32 and/or 64-bit libraries 4. The occasional need for a complete static build 5. The need/desire for some people to compile with /MT or _SECURE_SCL=0 on MSVC ...are likely not to be going away anytime soon and they can create a confusing ecosystem. Also, security issues library bugfixes tend to get ignored once someone has that prebuilt library sitting off in CM somewhere. So I cmakeified libpng, zlib, and libjpeg (building on some work previously done by Luigi Calori and others) and wrapped them in ZIP files called CMakeports. The three put together take about 5 seconds total to build on my 3 year old core2 duo. They are available at the website below. http://code.google.com/p/cmakeports/ I've integrated and tested* the 3 ports with OSG using osgviewer --image, and things seem to be working fine. I'd like to submit this to osg-submissions assuming there is enough interest in the idea. I'm doubtful this could satisfy 100% of the dependencies people might want to use with the OSG, but I'm optimistic it could cover the major ones (png, jpg, zlib, tiff, freetype seem like no-brainers to me). * I have tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=ON (Debug Release) MinGW 3.4. * I have partially tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=OFF (code compiles but haven't tried building/linking a custom viewer) * I have not tested: MSVC8 MSVC9 64-bit MinGW 4.4.0 -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org