[osg-users] LOD scale per node

2010-03-17 Thread Trajce (Nick) Nikolov
Hi Community,

I have a scene with different models that are built with different LOD
setup. I know I can tune the appearance with the LOD scale in the camera. Is
there a way, idea, how to set up an LOD scale per node? What I am trying to
achieve is to have different LOD scales per node in the scene. \

Thanks for any suggestions
-Nick
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Re: [osg-users] how to load a model without its textures ?

2010-03-17 Thread Frederic Marmond
Thanks Ulrich for the ReadFileCallback, I'll investigate that way :)

my need is really to NOT load the textures files for some objects,
it's not good for me to only unlink just loaded images. I hope your
suggestion will allow that !

cheers
Fred

2010/3/17 Ulrich Hertlein u.hertl...@sandbox.de:
 Hello Frederic,

 On 17/03/10 0:44 , Frederic Marmond wrote:
 I would like to know if it's possible (and how) to load only geometry
 data from a 3d model file, without any texture ?

 Two ideas:
 - run a visitor over the SG after loading and remove any Texture state
 or
 - use a ReadFileCallback that returns 'null' for all images, but I don't know 
 for sure if
 this also removes the Texture objects or just doesn't associate an Image with 
 them

 Cheers,
 /ulrich
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Re: [osg-users] bluring model edges

2010-03-17 Thread yann le paih
Hi,

Morphological Antialiasing maybe an other solution :
http://visual-computing.intel-research.net/publications/publications.htm
http://visual-computing.intel-research.net/publications/mlaa.pdf
http://visual-computing.intel-research.net/publications/testMLAA.zip

Yann






On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma harashsha...@yahoo.comwrote:

 Hi Julia, Allen,



 I have one solution that most probably seems to be wht you are looking
 for. I have been using OSG for doing some image processing. Thanks to Mr.
 Art Tevs' osgPPU.



 Render the scene to a texture T1, High pass filter this image using a
 shader to extract the edges (store to T2), followed by a Gaussian filtering
 of T2. Overlay this processed image over the original with a weight factor.



 Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] --
 T3-|

 |
 +-- T4 -- Output to Framebuffer

 ||

 Regards

 Harash
  --
 *From:* Allen Saucier allen.sauc...@itt.com
 *To:* osg-users@lists.openscenegraph.org
 *Sent:* Tue, March 16, 2010 8:27:51 PM
 *Subject:* Re: [osg-users] bluring model edges

 Hi,

 I am in need of this type of feature, too.  I need to be able to take a
 model  fuzz it's edges, though I must admit that I don't fully understand
 the code given, I'll try this.

 Thanks Guy for the ideas.

 Cheers,
 Allen

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=25726#25726





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Re: [osg-users] Texture Leak When Using Lots Of Different Texture Sizes

2010-03-17 Thread Robert Osfield
Hi Lillith,

Could you please create an small example that reproduces this issue,
or modified the code so that it solves the problem at your end.
Fixing this remotely will be rather awkward.

Thanks,
Robert.

On Tue, Mar 16, 2010 at 11:42 PM, Lilith Bryant dark...@gmail.com wrote:
 I have an app here that does the following:

 while (1)
 {
        create a texture of a size we haven't used before
        display it
        wait a bit
        delete it
 }

 Yes, essentially it's a fancy slide-show.

 This eventually causes OpenGL to grind into texture-swapping hell.
 DirectX's texture memory size calls confirm we're running out of GPU memory.
 Plus debugging breakpoints show no calls to glDeletedTextures.

 It seems that all my deleted textures are ending up stuck in the
 pending-orphan-lists, but are never making it into the actual orphan lists,
 where TextureObjectSet::flushDeletedTextureObjects() could clean them up.

 It seems currently the only calls to handlePendingOrphandedTextureObjects
 during normal operation are in the takeOrGenerate() call.   But that's of no
 help if you have lots of different texture sizes.   All the pending
 orphan lists for the other sizes are never processed.

 So, can someone mod:

 TextureObjectSet::flushDeletedTextureObjects() and
 TextureObjectSet::flushAllDeletedTextureObjects()

 to call handlePendingOrphandedTextureObjects() ?

 seen in 2.9.6, SVN not tested, but looks no better.

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Re: [osg-users] LOD scale per node

2010-03-17 Thread Robert Osfield
Hi Nick,

On Wed, Mar 17, 2010 at 6:52 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
 Hi Community,
 I have a scene with different models that are built with different LOD
 setup. I know I can tune the appearance with the LOD scale in the camera. Is
 there a way, idea, how to set up an LOD scale per node? What I am trying to
 achieve is to have different LOD scales per node in the scene. \
 Thanks for any suggestions

The LOD's have ranges that you could scale

Robert.
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Re: [osg-users] LOD scale per node

2010-03-17 Thread Trajce (Nick) Nikolov
ahh .. you mean like write a nodevisitor and apply the scale . ok :-) ..
thanks

-Nick


On Wed, Mar 17, 2010 at 11:10 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Wed, Mar 17, 2010 at 6:52 AM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi Community,
  I have a scene with different models that are built with different LOD
  setup. I know I can tune the appearance with the LOD scale in the camera.
 Is
  there a way, idea, how to set up an LOD scale per node? What I am trying
 to
  achieve is to have different LOD scales per node in the scene. \
  Thanks for any suggestions

 The LOD's have ranges that you could scale

 Robert.
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Re: [osg-users] how to load a model without its textures ?

2010-03-17 Thread Frederic Marmond
thanks Ulrich, it worked as expected :)
Fred

2010/3/17 Frederic Marmond fmarm...@gmail.com:
 Thanks Ulrich for the ReadFileCallback, I'll investigate that way :)

 my need is really to NOT load the textures files for some objects,
 it's not good for me to only unlink just loaded images. I hope your
 suggestion will allow that !

 cheers
 Fred

 2010/3/17 Ulrich Hertlein u.hertl...@sandbox.de:
 Hello Frederic,

 On 17/03/10 0:44 , Frederic Marmond wrote:
 I would like to know if it's possible (and how) to load only geometry
 data from a 3d model file, without any texture ?

 Two ideas:
 - run a visitor over the SG after loading and remove any Texture state
 or
 - use a ReadFileCallback that returns 'null' for all images, but I don't 
 know for sure if
 this also removes the Texture objects or just doesn't associate an Image 
 with them

 Cheers,
 /ulrich
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Re: [osg-users] MetaFlight loader

2010-03-17 Thread karl jones
Hi,

I would be very interested in a meta flight loader for OSG.
Have you made any progress so far?


... 

Cheers,
karl

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Re: [osg-users] MetaFlight loader

2010-03-17 Thread Trajce (Nick) Nikolov
I am on it these days. Expect to have something in a week or so

-Nick


On Wed, Mar 17, 2010 at 1:38 PM, karl jones karl...@yahoo.com wrote:

 Hi,

 I would be very interested in a meta flight loader for OSG.
 Have you made any progress so far?


 ...

 Cheers,
 karl

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Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread Jean-Sébastien Guay

Hi Masoug,


However, running a debug binary on a machine that does not have the
same version of Visual Studio installed won't work in general (there
are ways to get it to work, but it's pretty complicated).


Sorry, I did not phrase that correctly. That was what I meant. I was in
a ruch when I wrote that... :)


OK, no problem, but your comment was not precise enough. It really 
sounded like you were telling Chad to never run debug binaries... :-)


J-S
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Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread mas oug
How about:
It is okay to run binaries, but it is not used for release versions, so
don't use them to deploy your app;.

-Masoug
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Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread Jean-Sébastien Guay

Hi Masoug,


How about:
It is okay to run binaries, but it is not used for release versions, so
don't use them to deploy your app;.


Hehe, don't worry about it, I think the misunderstanding has been 
cleared up. :-)


J-S
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Re: [osg-users] bluring model edges

2010-03-17 Thread Allen Saucier
Hi Harash.  Well, I truly do not know what you're talking about but I kinda 
understand in principle.  Would your methodology work in a real time simulation 
- ie can this methodology be performed in milliseconds?

2nd question: where would I start?
I've no idea how to render a scene to a texture let alone where to even find a 
high pass filter.  Would you explain how to do this in osg?

Thanks Harash. :)


Harash Sharma wrote:
 Hi Julia, Allen,
 
 
 I have one solution that most probably seems to be wht you are looking for. I 
 have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' 
 osgPPU. 
 
 Render the scene to a texture T1, High pass filter this image using a shader 
 to extract the edges (store to T2), followed by a Gaussian filtering of T2. 
 Overlay this processed image over the original with a weight factor.  
 
 Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-|   
 | +-- T4 -- Output to Framebuffer
 ||
 
 
 Regards
 
 Harash
 
 From: Allen Saucier 
 To: 
 Sent: Tue, March 16, 2010 8:27:51 PM
 Subject: Re:  bluring model edges
 
 Hi,
 
 I am in need of this type of feature, too. I need to be able to take a model 
  fuzz it's edges, though I must admit that I don't fully understand the 
 code given, I'll try this.
 
 Thanks Guy for the ideas.
 
 Cheers,
 Allen
 
 --
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 http://forum.openscenegraph.org/viewtopic.php?p=25726#25726
 
 
 
 
 
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Re: [osg-users] bluring model edges

2010-03-17 Thread Allen Saucier
Yann, can this be perfomed in OSG?


yann le paih wrote:
 Hi,
 
 Morphological Antialiasing maybe an other solution :
 http://visual-computing.intel-research.net/publications/publications.htm 
 (http://visual-computing.intel-research.net/publications/publications.htm)
 http://visual-computing.intel-research.net/publications/mlaa.pdf 
 (http://visual-computing.intel-research.net/publications/mlaa.pdf)
 http://visual-computing.intel-research.net/publications/testMLAA.zip 
 (http://visual-computing.intel-research.net/publications/testMLAA.zip)
 
 Yann
 
 
 
 
 
 
 On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma  () wrote:
 
   Hi Julia, Allen,
  
    
      I have one solution that most probably seems to be wht you are looking 
  for. I have been using OSG for doing some image processing. Thanks to Mr. 
  Art Tevs' osgPPU. 
    
      Render the scene to a texture T1, High pass filter this image using a 
  shader to extract the edges (store to T2), followed by a Gaussian filtering 
  of T2. Overlay this processed image over the original with a weight factor. 
   
       
      Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- 
  T3-|       
  |   
   +-- T4 -- Output to Framebuffer
      
  ||
  
   
  Regards
   
  Harash
  
  From: Allen Saucier  ()
  To:  ()
  Sent: Tue, March 16, 2010 8:27:51 PM
  Subject: Re:  bluring model edges
  
  
  Hi,
  
  I am in need of this type of feature, too.  I need to be able to take a 
  model  fuzz it's edges, though I must admit that I don't fully 
  understand the code given, I'll try this.
  
  Thanks Guy for the ideas.
  
  Cheers,
  Allen
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 
  (http://forum.openscenegraph.org/viewtopic.php?p=25726#25726)
  
  
  
  
  
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[osg-users] about node mask

2010-03-17 Thread Gianluca Natale
Hi All.

I'm setting node masks so that I can use different node visitors with
different traversal masks
to exclude some node from traversal.


But I'm a bit confusing for the description of the tutorial NodeMaskDemo
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDe
mo

and the real implementation.

 

I mean that in the tutorial I read this:

During the pre-render traversal of the scene graph a logical OR comparison
of the current node mask and camera's node mask is made.

If the comparison is non-zero, the traversal will continue and if there is
geometry associated with the node it will be sent to the render graph for
rendering.

If the logical OR is zero, traversal will not continue further down the
scene. Any associated geometry will not be rendered.

 

While in the implementation of the nodeVisitor I see:

 

inline bool validNodeMask(const osg::Node node) const

{

return (getTraversalMask()  (getNodeMaskOverride() |
node.getNodeMask()))!=0;

}

 

So, I guess that the tutorial meant AND comparison and not OR comparison.

Am I wrong?

 

Thanks in advance

Gianluca

 

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Re: [osg-users] about node mask

2010-03-17 Thread Jason Daly

Gianluca Natale wrote:


So, I guess that the tutorial meant AND comparison and not OR comparison.

Am I wrong?



No, you're correct  :-)

It's actually doubly wrong, it should say bitwise AND, not logical OR

--J

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Re: [osg-users] bluring model edges

2010-03-17 Thread Harash Sharma
Hi Allen,

    Yes, This principle does work in real time. I do a more intense computation 
and am still able to get 60+ fps. For this you need to use osgPPU in your 
project. This library allows you to define your Post Processing pipeline. Mr. 
Art Tevs has provided some very good examples with the library. 

    Your Processing pipeline consists of a bypass unit (to bring the rendered 
frame into the pipeline), followed by an arrangement of I/O units where the 
processing of each unit can be defined by means of shader programs (like in 
your case the filters will have to be implemented as shaders) and finally an 
Out unit to display the result. 

    I will suggest that you kindly download and go thru osgPPU examples 
(especially osgPPUGlow) as this more or less works in the way you require.


Regards

Harash. 





From: Allen Saucier allen.sauc...@itt.com
To: osg-users@lists.openscenegraph.org
Sent: Wed, March 17, 2010 8:46:50 PM
Subject: Re: [osg-users] bluring model edges

Hi Harash.  Well, I truly do not know what you're talking about but I kinda 
understand in principle.  Would your methodology work in a real time simulation 
- ie can this methodology be performed in milliseconds?

2nd question: where would I start?
I've no idea how to render a scene to a texture let alone where to even find a 
high pass filter.  Would you explain how to do this in osg?

Thanks Harash. :)


Harash Sharma wrote:
 Hi Julia, Allen,
 
 
 I have one solution that most probably seems to be wht you are looking for. I 
 have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' 
 osgPPU. 
 
 Render the scene to a texture T1, High pass filter this image using a shader 
 to extract the edges (store to T2), followed by a Gaussian filtering of T2. 
 Overlay this processed image over the original with a weight factor.  
 
 Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-|  
 | +-- T4 -- Output to Framebuffer
 ||
 
 
 Regards
 
 Harash
 
 From: Allen Saucier 
 To: 
 Sent: Tue, March 16, 2010 8:27:51 PM
 Subject: Re:  bluring model edges
 
 Hi,
 
 I am in need of this type of feature, too. I need to be able to take a model 
  fuzz it's edges, though I must admit that I don't fully understand the 
 code given, I'll try this.
 
 Thanks Guy for the ideas.
 
 Cheers,
 Allen
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=25726#25726
 
 
 
 
 
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Re: [osg-users] 2.8.3 release: Last call for changes

2010-03-17 Thread Paul Martz

Brett
 wrote:

Paul,

Were there any database pager fixes that could be backported to 2.8.3? I 
believe there were some serious bugs concerning the release of paged tiles.


Hi Brett -- Thanks. Do you have an svn revision number? Was it the same 
one requested by Stephan, r10520?

   -Paul


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Re: [osg-users] 2.8.3 release: Last call for changes

2010-03-17 Thread Paul Martz

Brett Wiesner wrote:

Paul,

One more... There are a feature added to PagedLOD that lets users 
specify options similar to the osgDB options. This lets users say 
something like use dds_flip for node under this PagedLOD which is 
useful if you have a paged terrain that has backwards dds textures.


Thanks. It'd be glad to look at it, and add it to 2.8.3 if it merges 
easily. Do you have a revision number?

   -Paul


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[osg-users] Scalar bar warning message

2010-03-17 Thread Yanling Liu
Hello,

When using the osgSim::ScalarBar on a linux machine, I keep getting warning
messages like Warning: font file fonts/arial.ttf not found. Is there a
way to turn off such warning message? After all fonts/arial.ttf may only
be valid on windows.

Yanling
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Re: [osg-users] Scalar bar warning message

2010-03-17 Thread Jean-Sébastien Guay

Hi Yanling,


After all
fonts/arial.ttf may only be valid on windows.


Why do you say that? OSG comes with a freetype plugin that loads .ttf 
fonts on any platform, including Linux. In the OpenSceneGraph-Data 
distribution we even include a few such font files.


http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/fonts/

That being said, if you don't want to see the messages you can either
a) turn the OSG notification level down (osg::setNotifyLevel)
b) make sure it can find arial.ttf
c) make a ReadFileCallback that returns some internal font for all font 
load requests
d) modify the concerned classes so they have an option whether to try to 
load fonts or not


Those are just examples, there are other options or variations on them, 
but only you can decide what you want to do in your case...


Hope this helps,

J-S
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[osg-users] Mac Serializer Compile Error

2010-03-17 Thread Martins Innus

Hello,

I get the following 2 errors when trying to compile the latest svn on a 
Mac running 10.6 but using the 10.4 SDK.  This compiles fine using the 
10.6 SDK with gcc-4.2, but since the 10.4 SDK requires gcc-4.0, I assume 
its a compiler quirk.  Any suggestions on how to get around it?


/util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp: In 
function 'void wrapper_propfunc_LineStipple(osgDB::ObjectWrapper*)':
/util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp:11: 
error: no matching function for call to 
'osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const 
char [7], int, GLint (osg::LineStipple::*)()const, void 
(osg::LineStipple::*)(GLint))'
/util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: 
osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P 
(C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int]
/util/src/osgsvn/include/osgDB/Serializer:199: note: 
osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const 
osgDB::PropByValSerializerMyClass, int)


/util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp: In 
function 'void wrapper_propfunc_Texture(osgDB::ObjectWrapper*)':
/util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp:89: error: 
no matching function for call to 'osgDB::PropByValSerializerMyClass, 
int::PropByValSerializer(const char [12], int, GLint 
(osg::Texture::*)()const, void (osg::Texture::*)(GLint))'
/util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: 
osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P 
(C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int]
/util/src/osgsvn/include/osgDB/Serializer:199: note: 
osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const 
osgDB::PropByValSerializerMyClass, int)



Thanks

Martins
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Re: [osg-users] osgText quality issue

2010-03-17 Thread Jean-Sébastien Guay

Hello Farshid,


Does anybody else notice these artifacts? Is there a downside to
changing the sizeAdjustment value back to 0? Any insight is appreciated.


Yes, it has been discussed in the past on the list, check the archives. 
It was even stated by Jeremy Moles as the major reason why he developed 
the osgPango nodekit :-)


I can't answer your other question, I'll have to defer to others who 
know osgText better. But it's good that a real solution to this problem 
(other than switching to an external nodekit to do text rendering) is in 
sight. Good work.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] 2.8.3 release: Last call for changes

2010-03-17 Thread Paul Martz

Stephan Huber wrote:

Hi Paul,

I think changeset 10520
http://www.openscenegraph.org/projects/osg/changeset/10520/OpenSceneGraph/trunk/
should be part of 2.8.x, as this fixes a memory leak with the object
cache when not using the database pager.

I added a workaround to all my 2.8-based apps, so the object cache gets
cleaned after a while, as I am loading a lot of data dynamically and
experienced out-of-memory-situations.


OK, this was kind of a bumpy merge, but I'm fairly confident that I 
added (to the 2.8 branch) the same changes that 10520 added to trunk, so 
hopefully this gets the desired results.


Could you possibly svn update a 2.8 branch and do some testing to ensure 
that this change is functioning as expected?


Thanks,
   -Paul


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Re: [osg-users] Collision Detection

2010-03-17 Thread ted morris
yeah, looked through that one a while ago. I was hoping there will be an
osgpolytopeintersection demo out there with
some of these ideas.

thanks,
ted


On Mon, Mar 15, 2010 at 11:12 AM, Jason Daly jd...@ist.ucf.edu wrote:

 ted morris wrote:


 I have been looking for an example of using this utility
 PolytopeIntersector to intersect say, a bounding box, of a more complex
 object,
 with another set of objects in the scene. Are there any example snippets
 out there how to go about this?

 An example might be wanting to know if a moving car (surrounded by
 bounding box) hit a cone or channelizer drum (e.g., cylinder).


 Closest thing would be the osgintersection example.  It doesn't use the
 PolytopeIntersector, but it might get you started.


 --J

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[osg-users] Weird Problems trying to build with Fedora 12.

2010-03-17 Thread Joe Gaudet
Hi,

I am trying to use OSG, but cannot get a project that builds fine on a windows 
box to build.

In eclipse, I get a weird external build error (inside the OSG include files), 
claiming that all manners of members weren't declared in some scope. 

I installed OSG using the package manager (YUM), anyway this is very annoying. 
Any thoughts?


Thank you!

Cheers,
Joe

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[osg-users] DatabasePager::updateSceneGraph() notices

2010-03-17 Thread Farshid Lashkari
Hi,

Does anybody have any objections to changing the notification
in DatabasePager::updateSceneGraph() from NOTICE to INFO? I'm getting these
notices pretty frequently and I don't really understand its importance. I'm
getting these notices on scenes with no PagedLODs and can foresee this
causing confusion for customers.

Cheers,
Farshid
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Re: [osg-users] Multi screen display issue

2010-03-17 Thread Hartwig Wiesmann
Hi,

I would also like to know it because on the Mac there is a bug. If I have two 
monitors connected next to each other (left and right) the right part of the 
picture is displayed on the left and vice versa!

Cheers,
Hartwig

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Re: [osg-users] Weird Problems trying to build with Fedora 12.

2010-03-17 Thread Ulrich Hertlein
On 17/03/10 16:53 , Joe Gaudet wrote:
 I am trying to use OSG, but cannot get a project that builds fine on a 
 windows box to
 build.
 
 In eclipse, I get a weird external build error (inside the OSG include 
 files), claiming
 that all manners of members weren't declared in some scope.
 
 I installed OSG using the package manager (YUM), anyway this is very 
 annoying. Any
 thoughts?

Annoying indeed: how about giving a bit of additional information?  Like the 
error
messages?  What version of OSG?  Where is OSG installed?  Is the installation 
location
properly referenced in the project?

http://catb.org/~esr/faqs/smart-questions.html

/ulrich
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Re: [osg-users] osgText quality issue

2010-03-17 Thread Terry Welsh
This is a good suggestion.  I've been using osgText a lot lately, and
this change definitely improves the quality in my apps.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com


 Message: 3
 Date: Wed, 17 Mar 2010 13:29:43 -0700
 From: Farshid Lashkari fla...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: [osg-users] osgText quality issue
 Message-ID:
978d1eac1003171329l4f526d49q78495dbc1f958...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi,

 I'm in the process of porting our application from OSG 1.2 to 2.9. One major
 issue that immediately stood out was the quality of osgText. All the letters
 seem to be cut off by one pixel along the edges. There has been a lot of
 changes since 1.2, but I did find one setting that seemed to fix the issue
 for me.

 On line 539 of Font.cpp there is a hard-coded variable called sizeAdjustment
 that is set to 1. In OSG 1.2 this value was set to 0. Changing this value
 back to 0 pretty much resolves the quality issue for me. I've attached a
 screenshot comparing the result of changing the value.

 Does anybody else notice these artifacts? Is there a downside to changing
 the sizeAdjustment value back to 0? Any insight is appreciated.

 Cheers,
 Farshid
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Re: [osg-users] Mac Serializer Compile Error

2010-03-17 Thread Wang Rui
Hi Martins,

I have no experience in Mac. But it seems that type definition of
GLint changes to some other types in your system. In most other cases,
we have:

typedef int GLint;

in the gl.h header. And an ADD_INT_SERIALIZER is workable with it.

Maybe we should have more tests on 64bit systems and try to find out
if an independent ADD_GLINT_SERIALIZER was required to keep compatible
on different platforms.

Wang Rui


2010/3/18 Martins Innus min...@ccr.buffalo.edu:
 Hello,

 I get the following 2 errors when trying to compile the latest svn on a Mac
 running 10.6 but using the 10.4 SDK.  This compiles fine using the 10.6 SDK
 with gcc-4.2, but since the 10.4 SDK requires gcc-4.0, I assume its a
 compiler quirk.  Any suggestions on how to get around it?

 /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp: In
 function 'void wrapper_propfunc_LineStipple(osgDB::ObjectWrapper*)':
 /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp:11: error:
 no matching function for call to 'osgDB::PropByValSerializerMyClass,
 int::PropByValSerializer(const char [7], int, GLint
 (osg::LineStipple::*)()const, void (osg::LineStipple::*)(GLint))'
 /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are:
 osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P
 (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int]
 /util/src/osgsvn/include/osgDB/Serializer:199: note:
 osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const
 osgDB::PropByValSerializerMyClass, int)

 /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp: In function
 'void wrapper_propfunc_Texture(osgDB::ObjectWrapper*)':
 /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp:89: error: no
 matching function for call to 'osgDB::PropByValSerializerMyClass,
 int::PropByValSerializer(const char [12], int, GLint
 (osg::Texture::*)()const, void (osg::Texture::*)(GLint))'
 /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are:
 osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P
 (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int]
 /util/src/osgsvn/include/osgDB/Serializer:199: note:
 osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const
 osgDB::PropByValSerializerMyClass, int)


 Thanks

 Martins
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