Re: [osg-users] debug build of plugins and wrappers on linux

2008-02-12 Thread David Callu
Hi Manu,

This is normal. I don't know the reason but this is the correct behaviors.
Perhaps another could explain this choice.

HTH
David Callu

2008/2/12, Emmanuel Roche [EMAIL PROTECTED]:

 Hi everyone,

 I tryed a debug built of OSG 2.2.0 on linux (gcc4 + cmake)

 everything is already, no compilation issues, but still I end up with main
 libraries correctly named (ie with the final d standing for debug)
 whereas the plugins and wrappers don't have that final d... Is it normal ?
 if yes, well, why ? and if not, what did I miss in the configuration ?

 regards,
 Manu.


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Re: [osg-users] Complete darkness

2008-02-29 Thread David Callu
2008/2/29, David Callu [EMAIL PROTECTED]:

 Hi Necdet Can

 Have you try to use an osg::LightModel with ambient == black in your scene
 ?

 In OpenGL, lighting is controlled by glLight and glLightModel.


 HTH
 David Callu

 2008/2/29, Necdet Can Atesman [EMAIL PROTECTED]:
 
  Hi folks,
 
  I am unable to create complete darkness in osg. I'm setting the only
  light source to not emit anything, but the objects in my scene are still
  visible, although very faintly. Is there something wrong with the code,
  or is it just osg/opengl?
 
  osg::Light* light = new osg::Light();
  light-setAmbient(osg::Vec4d(0.0f, 0.0f, 0.0f, 1.0f));
  light-setDiffuse(osg::Vec4d(0.0f, 0.0f, 0.0f, 1.0f));
  light-setSpecular(osg::Vec4d(0.0f, 0.0f, 0.0f, 1.0f));
  osgView* view = new osg::View();
  osgView-setLightingMode(osg::View::HEADLIGHT);
  view-setLight(light);
 
  Thanks,
  Necdet Can
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[osg-users] [osg_users] Contractor search Client

2008-03-02 Thread David Callu
Hi all

   I have created my company named CGDS (Computer Graphics Development
Service) in September 2007.
   Since this date, I work for Robert Osfield on OpenSceneGraph and
VirtualPlaneteBuilder. Like a mentor,
   Robert help me to launch my professional activity and advise me in
several task that he give me.
   Among other things, I update Delta3D from OSG 1.2 to OSG 2.x (main task
is change Producer to osgViewer),
   integrated in OSG existing code to create 3D text, improve shapefile
loader in OSG, ...

   The time has come for me to found client without Robert's help.
   So, like is write in the subject of this mail, I look for contractor job.


   I am based on Paris, France.
   I am available now.
   You can contact me here : callu.david 'at' gmail 'dot' com

   Cheers
   David Callu
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Re: [osg-users] ANN: OSG training in Paris

2008-03-07 Thread David Callu
Hi Paul

Sorry no, I just have a little apartment.

Others ?

David Callu

2008/3/7, Paul Martz [EMAIL PROTECTED]:

  I'll look into using our classroom facility in the evening, but it would
 be good to consider alternative locations. Are there any OSG users in Paris
 who would be able to investigate possible locations for the evening session?

  Paul Martz
 *Skew Matrix Software LLC*
 http://www.skew-matrix.com
 303 859 9466

  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Paul Martz
 *Sent:* Monday, March 03, 2008 11:50 AM
 *To:* 'OpenSceneGraph Users'
 *Subject:* Re: [osg-users] ANN: OSG training in Paris

  We should _definitely_ plan an OSG Users Group meeting! I'll post here as
 plans progress.
-Paul


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Serge Lages
 *Sent:* Monday, March 03, 2008 10:28 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] ANN: OSG training in Paris

 Good news to have some OSG users meeting at Paris !
 Besides of the training, is there anything planned to go have a drink ? :)

 On Mon, Mar 3, 2008 at 5:52 PM, Paul Martz [EMAIL PROTECTED] wrote:

   Hi all -- I'm pleased to announce that registration is now open for our
  next public OSG training course, to be held in Paris, France, April 25-30,
  2008.
 
  To register online, please visit:
  http://www.skew-matrix.com/trainingparis.html
 
  The full press release/announcement follows.
 
  Paul Martz
  *Skew Matrix Software LLC*
  http://www.skew-matrix.com
  303 859 9466
 
 
  *OpenSceneGraph Training, Paris*
 
   *Ann Arbor, Michigan, and Louisville, Colorado, March 3, 2008*
 
 
 
  Bob Kuehne of Blue Newt Software and Paul Martz of Skew Matrix Software
  are pleased to announce that registration is now open for three
  OpenSceneGraph (OSG) training courses in Paris, France, April 25-30, 2008.
  These three courses will provide developers with a complete OSG education.
 
 
 
  This event marks the public premiere of Introduction to OpenSceneGraph,
  a 1-day quick-start course for developers new to OSG and scene graph
  technology. Two additional courses, Intermediate OpenSceneGraph and Terrain
  Databases in OpenSceneGraph, are again offered, but for the first time in
  Europe. The courses are scheduled sequentially so that attendees may attend
  all three courses, if desired. Bob Kuehne and Paul Martz co-instruct all
  courses and labs. Instruction and materials are provided in English.
 
 
 
  *Schedule (April 25-30, 2008)*
 
 
 
  ·April 25  Introduction to OpenSceneGraph
 
  ·April 28-29  Intermediate OpenSceneGraph
 
  ·April 30  Terrain Databases in OpenSceneGraph
 
 
 
  Courses meet from 9:00 am to 4:30 pm each day. Lunch and wireless
  internet access is provided for all attendees.
 
 
 
  *Location*
 
 
 
  All courses are held in Paris, France, 72 rue du Faubourg St. Honoré,
  Regus Office Suite. This is in the 8th and a few blocks away from
  numerous Métro stations.
 
 
 
  http://tinyurl.com/ynur7f
 
 
 
  *Registration*
 
 
 
  To register for the courses and view additional information, please
  visit:
 
 
 
  http://www.skew-matrix.com/trainingparis.html
 
 
 
  *About the Companies*
 
 
 
  Blue Newt Software LLC exists to help customers solve their toughest
  graphics problems. Blue Newt has assisted numerous clients achieve more
  realism, performance, and insight with their 3D graphics applications. Blue
  Newt was founded in 2003 to focus modern software development techniques,
  languages, and toolkits on improving 3D graphics applications.
 
 
 
  Skew Matrix Software LLC provides 3D graphics services such as software
  development, developer training, and technical writing and editing. Skew
  Matrix Software specializes in 3D graphics software development using OpenGL
  and OpenSceneGraph.
 
 
 
  For more information about Blue Newt Software LLC:
  http://www.blue-newt.com
 
  For more information about Skew Matrix Software LLC:
  http://www.skew-matrix.com/
 
 
 
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 --
 Serge Lages
 http://www.tharsis-software.com


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Re: [osg-users] osg-users Digest, Vol 9, Issue 71

2008-03-27 Thread David Callu
Hi Robert, Hi Scott,



2008/3/27, Robert Osfield [EMAIL PROTECTED]:

 Hi Scott,

 The best person to answer these questions will be David Callu as he
 implemented the shapefile support in VPB.   I'll wait to see if David
 replies as he'll be able to provide better answers.  I'd have to dig
 into the code to refresh myself to answer them, which.. well isn't
 much different from you doing it.


 Robert.


 On Thu, Mar 27, 2008 at 12:49 PM, Hulet, Scott S [EMAIL PROTECTED]
 wrote:
  Robert,
 
   Sorry for the overwhelming post!  Let's start out with these
   inter-related options.  I'd like to understand how to integrate feature
   data into the DB via osgdem.  It appears that the following options are
   involved.  Are there others?  Can you explain how these work?  Thanks!
 
 


When shapefile (.shp) is loaded by osgdb_shp plugin , if the
corresponding datafile (.dbf) is in the same directory, it is
loaded too and used to populate osgSim::ShapeAttribute class.
In the datafile .dbf, there are zero or many attributes by shape
define in the shapefile. Each attribut have a name and a value.
osg::Geometry create by osgdb_shp contain an
osgSim::ShapeAttributeList in UserData variable. This list contain
zero or many osgSim::ShapeAttribute. This attribute are used by VPB :



   --building filename   Specify building outlines using
   (How does this work; extrusion? Any controls?)

shape define in filename are extruded to create a volume (building)
there are any other control on this process

  shapefiles.
--forest filename Specify forest outlines using
   (How does this work; extrusion? Any controls?)

each vertices in shape define in filename are extrude to create a simple
line (tree)
same process as the --building option, so no control

  shapefiles
--height   Set the height to use for
   asscociated (Both buildings and/or forests?)

overload the height value used to extrude building or forest


   shapefiles.
--height-attribute Set the attribute name for
 height (Both buildings and/or forests?)
   attributes used in
 shapefile/dbase files.

set the name of the osgSim::ShapeAttribute which contain the height value
used to extrude the building or forest shapefile

there are any other shapefile option



During the osg DataBase creation process, in
vpb::DestinationTile::createScene() method,
each shapefile model are transformed and placed in the scene by a
vpb::ShapeFilePlacer.
This vpb::ObjectPlacer based class extrude and adjust position and elevation

of the model to match the terrain elevation. this is the place to add
shapefile feature.
Then modify vpb::CommandLine to insert your own command line option.


HTH
David Callu
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Re: [osg-users] Testing of OSG and VPB SVN in prep for nex dev releases and 2.4 stable release

2008-03-29 Thread David Callu
Hi Robert,

OSG and VPB build fine on Fedora 8, gcc 4.2


Cheers
David Callu


2008/3/28, Robert Osfield [EMAIL PROTECTED]:

 Hi All,

 There has been a number of changes and new introduction this week so
 I'd very much appreciate another round of build and run tests across
 various platforms.  if all goes well I'll make a OSG-2.3.7 and
 VPB-0.9.8 dev releases on Monday.  Feature wise OSG is now ready for
 2.4, so its just build and run testing now.

 If things looks really good OSG wise then perhaps we could even think
 about tagging 2.4 in the second half of next week.  If not next week
 then we'll need to wait till mid April as I have on-site training
 booked in for the 2nd week of April.  It'd be kinda nice to have 2.4
 done and dusted before I go, but not great sweat if it doesn't happen.

 VPB-1.0 won't be till the end of April though as I still have a couple
 more items to complete first, OSG-2.4 also needs to be out first as
 VPB-1.0 won't compile with OSG-2.2.

 Thanks in advance for you efforts,
 Robert.
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Re: [osg-users] Testing of OSG and VPB SVN in prep for nex devreleases and 2.4 stable release

2008-04-01 Thread David Callu
Hi all

I have the same problem (directory already exist ...)
but I have many copy of OSG SVN.
I have tested your solution Robert, and svn cleanup is required after all
command.

I have try an svn rm include/OpenThreads to keep subversion more aware of
the action but this not solved the problem.

BTW, the svn:externals property on my trunk directory is still here. It is
just an empty property.
I have removed it (svn pd svn:externals in OpenSceneGraph directory),
and do ''svn update to check if it come back, but nothing. I think end user
have to remove it manually.


So for end users :

  cd OpenSceneGraph
  rm include/OpenThreads
  rm src/OpenThreads
  svn update
  svn cleanup
  svn propdel svn:externals

Cheers
David Callu

2008/4/1, Robert Osfield [EMAIL PROTECTED]:

 Hi Paul,


 On Tue, Apr 1, 2008 at 12:22 PM, Paul Melis [EMAIL PROTECTED] wrote:
   Just curious: did you remove the svn:externals and add the OpenThreads
   files _in the same svn revision_? I would expect that a revision in
   which the svn:externals is removed followed by a revision in which the
   files are added to work correctly without needing the above manual
 stuff.


 The order of changes to my local OpenSceneGraph was:

   Removed old svn:external entries
   Manually removed the include/OpenThreads and src/OpenThreads directories
   svn copy from osg/OpenThreads/include/OpenThreads to
 osg/OpenSceneGraph/include/OpenThreads
   svn copy from osg/OpenThreads/src/OpenThreads to
 osg/OpenSceneGraph/src/OpenThreads
   svn commit

 So both the change the svn:externals properties and the addition of
 the include/src as local copies all happen
 in the same checkin and therefore revision.  Usually svn is great at
 handling directory changes etc, but it
 looks like removal of svn:externals directories is a weak point.
 When making my own local changes I removed
 the svn:external entries but SVN didn't remove the directories
 associated with them so perhaps it's not
 too surprising that it's done the same thing for end users too.

 So for end users I guess the best plan of action is:

   cd OpenSceneGraph
   rm include/OpenThreads
   rm src/OpenThreads
   svn update


 Robert.

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Re: [osg-users] Testing of OSG and VPB SVN in prep for nex devreleases and 2.4 stable release

2008-04-01 Thread David Callu
Hi Paul,

Oupps Well see, thanks

So for end users :

  cd OpenSceneGraph
  rm include/OpenThreads
  rm src/OpenThreads
  svn update
  svn cleanup


2008/4/1, Paul Melis [EMAIL PROTECTED]:

 David Callu wrote:

  BTW, the svn:externals property on my trunk directory is still here.
  It is just an empty property.
  I have removed it (svn pd svn:externals in OpenSceneGraph directory),
  and do ''svn update to check if it come back, but nothing. I think
  end user have to remove it manually.


 Well, I wouldn't expect the externals property to come back in this
 case, as it is just like making a local modification to a file. If you
 then do an svn update you wouldn't expect the file to be reverted to its
 previous state. You need to revert in order to get the property back:

 14:26|[EMAIL PROTECTED]:~ cd c/osg-svn/
 14:26|[EMAIL PROTECTED]:~/c/osg-svn svn proplist .
 Properties on '.':
   svn:externals
 14:27|[EMAIL PROTECTED]:~/c/osg-svn svn pd svn:externals .
 property 'svn:externals' deleted from '.'.
 14:27|[EMAIL PROTECTED]:~/c/osg-svn svn up
 At revision 8022.
 14:27|[EMAIL PROTECTED]:~/c/osg-svn svn proplist .
 14:27|[EMAIL PROTECTED]:~/c/osg-svn svn revert .
 Reverted '.'
 14:27|[EMAIL PROTECTED]:~/c/osg-svn svn proplist .
 Properties on '.':
   svn:externals

 Robert can do a delete on the property on his side and everybody will
 get it on the next update.

 Paul


 
 
  So for end users :
 
cd OpenSceneGraph
rm include/OpenThreads
rm src/OpenThreads
svn update
svn cleanup
svn propdel svn:externals
 
  Cheers
  David Callu
 
  2008/4/1, Robert Osfield [EMAIL PROTECTED]

  mailto:[EMAIL PROTECTED]:

 
  Hi Paul,
 
 
  On Tue, Apr 1, 2008 at 12:22 PM, Paul Melis [EMAIL PROTECTED]

  mailto:[EMAIL PROTECTED] wrote:
Just curious: did you remove the svn:externals and add the
  OpenThreads
files _in the same svn revision_? I would expect that a revision
 in
which the svn:externals is removed followed by a revision in
  which the
files are added to work correctly without needing the above
  manual stuff.
 
 
  The order of changes to my local OpenSceneGraph was:
 
Removed old svn:external entries
Manually removed the include/OpenThreads and src/OpenThreads
  directories
svn copy from osg/OpenThreads/include/OpenThreads to
  osg/OpenSceneGraph/include/OpenThreads
svn copy from osg/OpenThreads/src/OpenThreads to
  osg/OpenSceneGraph/src/OpenThreads
svn commit
 
  So both the change the svn:externals properties and the addition of
  the include/src as local copies all happen
  in the same checkin and therefore revision.  Usually svn is great at
  handling directory changes etc, but it
  looks like removal of svn:externals directories is a weak point.
  When making my own local changes I removed
  the svn:external entries but SVN didn't remove the directories
  associated with them so perhaps it's not
  too surprising that it's done the same thing for end users too.
 
  So for end users I guess the best plan of action is:
 
cd OpenSceneGraph
rm include/OpenThreads
rm src/OpenThreads
svn update
 
 
  Robert.
 
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Re: [osg-users] osg user meeting in Paris

2008-04-01 Thread David Callu
Hi Cedric,

Yes it is, I'm like you (I not follow the course and I live at Paris), and I
will come.

See you soon.
David Callu

2008/4/1, Cedric Pinson [EMAIL PROTECTED]:

 Hi everyone,
 Is it open to people who does not follow the course ? I live in Paris
 and i would like to meet osg users too, to have a drink or restaurant.
 It would be nice to have a meeting.

 Cedric



 Art Tevs wrote:
  Hi Serge,
 
  ok, thats sounds nice. I couldn't live without tasting
  the french beer ;-))
 
  I think if Paul is ok with that location, we should
  start some counting of users (and their companions)
  who want to attend the user-meeting.
 
  cheers,
  Art
 
 
 
  --- Serge Lages [EMAIL PROTECTED] schrieb:
 
 
  Hi Art,
 
  Don't worry, after the work meeting, we can off
  course go to a pub or
  anywhere to drink some beers. :) They are plenty of
  them next to our
  offices. We are really at the center of Paris and it
  should be easy to find
  a nice place.
 
  So we can first meet at the office to start talking
  and showing our work
  (from 6pm to 8pm for example), and then go to a pub
  or a restaurant to
  continue talking in a better atmosphere.
 
  On Tue, Apr 1, 2008 at 10:35 AM, Art Tevs
  [EMAIL PROTECTED] wrote:
 
 
  Hmm,.. I should also say anything in french now,
 
  but I
 
  cann't ;-)...
 
  I would suggest to have a user-meeting in some
 
  cafe or
 
  restaurant, or maybe bowling-bar or anything else
  where we could spend also the free time not only
 
  on
 
  showing our work each other, but also making more
  fun-like stuff, I think. In this way we could also
  create more social like contacts, I suppose ;-)
 
  Serge, do you know such a place. Or maybe just
 
  type in
 
  under google.fr something like location events
 
  paris
 
  meetings (of course in french) or something
 
  similar
 
  to find such a place.
 
 
  Cheers,
  Art
 
 
 
  --- Serge Lages [EMAIL PROTECTED] schrieb:
 
 
  Bonjour à tous,
 
  As I've said early but without giving any news,
 
  It
 
  should be possible to
  make it at our offices in Paris. We are located
 
 
  here
 
 
 
 http://maps.google.fr/maps?f=qhl=frgeocode=q=5+rue+d%27uz%C3%A8s+parissll=47.15984,2.988281sspn=13.09218,33.09082ie=UTF8ll=48.871998,2.34498spn=0.012364,0.032315z=15iwloc=addr
 
  .
  We have a big assembly hall available, and we
 
  should
 
  be able to bring some
  food and drinks. :)
 
  But it depends on the number of people we are, I
  think that if we are less
  than 20 it's possible, more than that we should
 
  look
 
  for another place.
 
  On Mon, Mar 31, 2008 at 6:29 PM, Paul Martz
  [EMAIL PROTECTED] wrote:
 
 
  Bonjour, Art -- Oui, the OSG training is
 
  definitely on and will take place
 
  as scheduled.
 
  Regarding the users group meeting, I
 
  definitely
 
  want to have one. Ideally,
 
  it should be in a quiet and informal setting,
 
  so
 
  that we could have maybe
 
  some food and drinks while we discuss OSG and
 
  perhaps display our work
 
  using
  laptops. Monday 28 April, 6pm-9pm would be a
 
  good
 
  time.
 
  I admit I haven't had any time to research a
 
  location. I again call on any
 
  Paris locals to investigate possible
 
  locations. If
 
  there is something
 
  suitable, but it requires payment, then email
 
  me
 
  offline - perhaps I can
 
  cover the cost, if it isn't too much.
 
  Cordialement,
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  +1 303 859 9466
 
 
 
  -Original Message-
  From:
 
  [EMAIL PROTECTED]
 
  [mailto:[EMAIL PROTECTED]
 
  On Behalf
 
  Of Art Tevs
  Sent: Monday, March 31, 2008 9:00 AM
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] osg user meeting in
 
  Paris
 
  Hi folks,
 
  as far as we all already know there will be
 
  a
 
  training course
 
  in Paris from 25 to 30 April.
 
  However there were still no information if
 
  and
 
  where an
 
  official user meeting afterwards will take
 
  place.
 
  Hence couple of questions:
 
 
  1. Will there be an official
 
  osg-user-meeting?
 
  2. Which date and time?
 
  3. Which location?
 
 
  Paul, maybe you can clarify this ;-)
 
 
  Best regards,
  Art
 
 
 
 
Lesen Sie Ihre E-Mails jetzt einfach
 
  von
 
  unterwegs.
 
  www.yahoo.de/go
 
 
  ___
 
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  http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
 
  negraph.org
 
 
  ___
 
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
  --
  Serge Lages
  http://www.tharsis-software.com
 
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Lesen Sie Ihre E-Mails auf dem Handy.
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Re: [osg-users] Paris OSG Users Group directions

2008-04-28 Thread David Callu
Thanks Paul, see you soon.
David

2008/4/28 Paul Martz [EMAIL PROTECTED]:

  To all who will attend the Paris OSG Users Group tonight... This message
 from Serge tells you how to get there, and how to get in the door once
 you're there.

 See you tonight!
-Paul


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Serge Lages
 *Sent:* Wednesday, April 02, 2008 9:22 AM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OSG user meeting in Paris - Monday 28 April

 Hi all,

 About the place, here is the address :

 Tharsis Software - Paris Innovation
 5 Rue d'Uzès
 75002 Paris
 FRANCE

 The google map 
 herehttp://maps.google.fr/maps?f=qhl=frgeocode=q=5,+Rue+d%27Uz%C3%A8s,+75002+2%C3%A8me+Arrondissement,+Parissll=47.15984,2.988281sspn=13.09218,33.09082ie=UTF8ll=48.871998,2.34498spn=0.012364,0.032315z=15iwloc=addror
  :
 http://maps.google.fr/maps?f=qhl=frgeocode=q=5,+Rue+d'Uz%C3%A8s,+75002+2%C3%A8me+Arrondissement,+Parissll=47.15984,2.988281sspn=13.09218,33.09082ie=UTF8ll=48.871998,2.34498spn=0.012364,0.032315z=15iwloc=addrhttp://maps.google.fr/maps?f=qhl=frgeocode=q=5,+Rue+d%27Uz%C3%A8s,+75002+2%C3%A8me+Arrondissement,+Parissll=47.15984,2.988281sspn=13.09218,33.09082ie=UTF8ll=48.871998,2.34498spn=0.012364,0.032315z=15iwloc=addr
 It's next to the subway Grands Boulevards, or Bourse.

 When you'll be in front of the door, you'll have to press the button P
 on the digicode (is it the same word in English ?) to enter. Then in front
 of you, you'll have a new door with another digicode, here you'll have to
 push the button Accueil and the door will open. And finally, you'll just
 have to get up the stairs in front of you. Don't worry, it's easier than it
 seems... :)


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Re: [osg-users] osg::Viewer remove event handler

2008-04-29 Thread David Callu
Hi michele,

seem good, send it to Robert on osg-submissions mailing list.

Cheers
David


2008/4/28 Michele Bosi [EMAIL PROTECTED]:

 In case anyone is interested here's my implementation of the
 removeEventHandler(), it's a simple removal from the std::list used by
 OSG, don't know if there are other interactions that one should take
 care of though:

  void removeEventHandler(osgGA::GUIEventHandler* eventHandler)
  {
osgViewer::View::EventHandlers::iterator it =
 std::find(_eventHandlers.begin(), _eventHandlers.end(), eventHandler);
if ( it != _eventHandlers.end() )
  _eventHandlers.erase( it );
   }


 On Mon, Apr 28, 2008 at 2:08 PM, David Callu [EMAIL PROTECTED] wrote:
  Hi Michele
 
 
   Other correct me if i am wrong, but I don't found any method to remove
  EventHandler from an osgViewer::View.
   Fell free to implement one :-).
 
  HTH
  David Callu
 
   2008/4/28 Michele Bosi [EMAIL PROTECTED]:
  
  
  
   Hello,
   I need to remove an event handler added to a Viewer using
   addEventHandler (osgGA::GUIEventHandler *eventHandler)
   I expected to find something like remove/delete/eraseEventHandler
   but couldn't find anything, how can I remove then an event handler?
  
   Thanks,
   Michele
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Re: [osg-users] problems with a new geometry

2008-04-30 Thread David Callu
Hi Vincent,


2008/4/30 Vincent Bourdier [EMAIL PROTECTED]:

 Hi all,
 Trying for hours to create a new geode, I'am having a bug I can't fix

 Doing

  _root-addChild(createSun(config-Sunpath));
 
 the program crashes

 This is the code of createSun

 osg::Geode* createSun(std::string texturePath)
  {
  int nb_edge = 30;
  float radius = SUN_RADIUS/UNIT_METER/SUN_DIVIDER;
  osg::Vec3 center = osg::Vec3(SUN_CENTER);
  center.normalize();
  center *= SUN_DISTANCE/UNIT_METER/SUN_DIVIDER;
 
  osg::ref_ptrosg::Billboard billboard = new osg::Billboard();

 problem is here, you create a pointer in a osg::ref_ptr,
it will be unref and deleted when you exit of the current scope (osg::Geode*
createSun(std::string texturePath) scope)
so you return a deleted pointer, and  ARggg crach




  osg::Geometry* geometry = new osg::Geometry();
 
 
  osg::Vec3Array* vertices = new osg::Vec3Array();
  osg::Vec3Array* normals = new osg::Vec3Array();
  osg::Vec4Array* colors = new osg::Vec4Array();
 
  //1st point is the center of the triangle fan
  vertices-push_back(osg::Vec3(0,0,0));
 
  for(int i=1; inb_edge; ++i)
  {
  vertices-push_back(osg::Vec3(radius *
  cos(osg::DegreesToRadians(i/(float)(nb_edge/360.0f))),
  radius *
  sin(osg::DegreesToRadians(i/(float)(nb_edge/360.0f))),
  .0f ));
  }
 
  geometry-setVertexArray(vertices);
 
  normals-push_back(osg::Vec3(0,0,1));
  geometry-setNormalArray(normals);
  geometry-setNormalBinding(osg::Geometry::BIND_OVERALL);
 
  colors-push_back(osg::Vec4(1,1,0,1));
  geometry-setColorArray(colors);
  geometry-setColorBinding(osg::Geometry::BIND_OVERALL);
 
  osg::DrawElementsUShort* primitive = new
  osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLE_FAN);
  primitive-push_back(0);
  for(int i=1; inb_edge; ++i)
  primitive-push_back(i);
 
  geometry-addPrimitiveSet(primitive);
 
  billboard-addDrawable(geometry,center);
  billboard-setMode(osg::Billboard::POINT_ROT_EYE);
  center.normalize();
  billboard-setNormal(-center);
 
  return billboard.get();
 
  }



 On crash it return the error:

 Exception non gérée à 0x10028b41 (osg25-osgd.dll) dans 3DEM.exe :
  0xC005: Violation d'accès lors de la lecture de l'emplacement 0xfeeefeee
 

 Do you see any mistake ?

 Thanks a lot

 Regards,
   Vincent.

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Cheer
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Re: [osg-users] osgfx::bumpmapping example ?

2008-05-02 Thread David Callu
Hi Vincent,

Take a look to osgfxbrowser, there are an example of bump mapping use.
In fact, all is in osgfx::BumpMapping::setUpDemo()

HTH
David Callu

2008/5/2 Vincent Bourdier [EMAIL PROTECTED]:

 Hi all,

 I just want to set a bump mapping effect on a geode, but the only thing I
 obtain is the geode all colored in black.
 I didn't found any example of BumpMapping, and I didn't succed setting it
 on my geode doing :

 osgFX::BumpMapping* bump = new osgFX::BumpMapping();
  bump-addChild(geodeMoon);
  bump-setLightNumber(0);
  bump-setDiffuseTextureUnit(0);
  bump-setNormalMapTextureUnit(1);
  bump-prepareChildren();


 In my exemple, the texture1 and texture0 are the same, but I just want to
 test if I have a result

 How do you use it ?

 Thanks.

 Regards,
Vincent



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Re: [osg-users] MultiThreads in OSG

2008-05-07 Thread David Callu
Hi Renan

2008/5/6 Renan Mendes [EMAIL PROTECTED]:

 Hi, everyone.

I've tried creating another thread in my application using the
 windows API (CreateThread, etc), but it seems that this thread has become a
 main thread,

 here it's probably misuse of  multithreading.


 i.e, my program is not working as a multithreaded application. In my case,
 this means that I'm not even displaying the OSG default screen - all I have
 is the prompt display, printing some information I wanted. Does OSG have
 support for multithreading?

yes it is, but only to render the scene. When you have multi camera or multi
graphics context, you can render them in multithreaded operations.

HTH
David Callu
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Re: [osg-users] Set userdata in Plugins

2008-05-07 Thread David Callu
Hi Om


2008/5/6 Mike Weiblen [EMAIL PROTECTED]:

 You'll probably get the best and most exact answer by looking at the
 source code for the plugin.


Probably the first reflex to have ;-) for a simple thing like .shp plugin.

I have implemented this part of shp plugin. The only thing done by the .bdf
loader
is extracting shape attribut for each shape and store them in ShapeAttribut


HTH
David Callu


 -- mew



 On Mon, May 5, 2008 at 12:02 PM, om [EMAIL PROTECTED] wrote:
 
   Thanks for your reponse Paul,
   but I wanted to know what it does in the .dbf plugin, it would be great
 if
  somebody can tell what are the functionalities of .dbf plugin. What I
  understood is that it reads the dbf file and stores the data as
  ShapeAttribute, but is that all it does?
 
   Thanks
 
   Om
 
 
 
   Paul Martz wrote:
   It's like a void* in C. user data can be any pointer to a Referenced
  object.
  The data can be used any way your application wants.
   -Paul
 
 
 
 
   -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of om
  Sent: Monday, May 05, 2008 7:44 AM
  To: OpenSceneGraph Users
  Subject: [osg-users] Set userdata in Plugins
 
  Hi,
 
  I am having some problems with the .dbf plugin. Can sombody
  please tell what setUserData() method (in
  ESRIShapeReaderWriter.cpp)does? or where the data passed to
  the method is used?
 
  Thanks
 
  Om
 
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Re: [osg-users] fedora spec files

2008-05-16 Thread David Callu
Hi Eric, Hi Timo,


Fedora 8 repository already have OpenSceneGraph package for OSG 2.0.
You can take the source package and use its spec file.

HTH

David Callu


2008/5/15 Eric Sokolowsky [EMAIL PROTECTED]:

 Timo Penndorf wrote:

 Hello,

 i want to create rpm packages of osg for fedora. Are
 there spec files?



 I had a spec file for OSG 1.2, but it's woefully out of date. I intend to
 update it for OSG 2.4 at some point but I have to get my application working
 with 2.4 first. If you want to start with my spec file it's attached. I did
 remove glut support and introspection so if you want those pieces you'll
 have to add them yourself. It's possible that the original author (Ralf
 Corsepius) has maintained this file more thoroughly than I have.

 -Eric

 #
 # Copyright (c) 2005, 2006 Ralf Corsepius, Ulm, Germany.
 # This file and all modifications and additions to the pristine
 # package are under the same license as the package itself.
 #

 %define apivers 1.0
 %define osgvers 1.2
 %define otvers 1.5
 %define prodvers 1.1

 Name:   OpenSceneGraph
 Version:%{osgvers}
 Release:svs11.rh5%{?dist}
 Summary:High performance real-time graphics toolkit

 Group:  Applications/Multimedia
 License:OSGPL
 URL:http://www.openscenegraph.org/
 Source0 http://www.openscenegraph.org/Source0:
 http://www.openscenegraph.org/downloads/snapshots/OSG_OP_OT-%{osgvers}.ziphttp://www.openscenegraph.org/downloads/snapshots/OSG_OP_OT-%%7Bosgvers%7D.zip

 Patch0: OpenSceneGraph-%{osgvers}.diff

 BuildRoot:  %{_tmppath}/%{name}-%{version}-%{release}-root-%(%{__id_u}
 -n)

 BuildRequires:  flex bison
 #BuildRequires:  libGL-devel
 #BuildRequires: libGLU-devel
 #BuildRequires: libXmu-devel
 #BuildRequires: libX11-devel
 BuildRequires:  Inventor-devel
 #BuildRequires: freeglut-devel
 BuildRequires:  libjpeg-devel
 BuildRequires:  giflib-devel
 BuildRequires:  libtiff-devel
 BuildRequires:  libpng-devel
 BuildRequires:  doxygen
 Requires:   libstdc++ = 4.0.2

 %{?_with_gdal:BuildRequires:gdal-devel}
 %{?_with_demeter:BuildRequires: demeter-devel}

 %description
 The OpenSceneGraph is an OpenSource, cross platform graphics toolkit for
 the
 development of high performance graphics applications such as flight
 simulators, games, virtual reality and scientific visualization.
 Based around the concept of a SceneGraph, it provides an object oriented
 framework on top of OpenGL freeing the developer from implementing and
 optimizing low level graphics calls, and provides many additional utilities
 for rapid development of graphics applications.

 %prep
 %setup -q -n OSG_OP_OT-%{osgvers}
 %patch0 -p1

 # backup, we hack this file later
 cp OpenSceneGraph/Make/dependencies \
  OpenSceneGraph/Make/dependencies.bak

 # Propagate RPM_OPT_FLAGS
 for file in OpenSceneGraph/src/osgWrappers/*/GNUmakefile; do
  sed -i -e '/^OPTF.*$/d' $file
 done

 for dir in OpenThreads Producer OpenSceneGraph; do
 # Add DESTDIR
 # Remove bogus -lstdc++
 # Install examples to %%{_bindir}
  sed -i \
-e 's,^\(INST_LOCATION[ ]*?=\).*$,\1 $(DESTDIR)%{_prefix},g' \
-e 's,^\(INST_INCLUDE[ ]*=\).*$,\1 $(DESTDIR)%{_includedir},g' \
-e 's,^\(INST_SHARE[ ]*=\).*$,\1 $(DESTDIR)%{_datadir},g' \
-e 's,^\(INST_LIBS[ ]*=\).*$,\1 $(DESTDIR)%{_libdir},g' \
-e 's,^\(INST_EXAMPLES[ ]*=\).*$,\1 $(DESTDIR)%{_bindir},g' \
-e 's,\(^[ \t]*LIBS[ ]*=.*\) -lstdc++,\1,g' \
-e 's, -lXi,,g' \
-e 's,^\([ ]*LDFLAGS.*soname.*$\),# \1,g' \
$dir/Make/makedefs

 # Propagate RPM_OPT_FLAGS
  echo OPTF = $RPM_OPT_FLAGS  $dir/Make/makedefs

 # Fix quoting bug
  sed -i \
-e 's, DOF=$(OPTF) , DOF=$(OPTF) ,g' \
$dir/Make/makerules

 # Fix broken shell fragments
  sed -i \
-e 's,do\\,do \\,g' \
-e 's,else\\,else \\,g' \
-e 's,fi\\,fi;\\,g' \
-e 's,done\\,done;\\,g' \
-e 's,then\\,then \\,g' \
$dir/Make/*rules

  find $dir -name GNUmakefile -exec grep -l '^[ ]*LIB[ ]*=' {} \; | \
xargs sed -i \
  -e 's,\(^include.*makedefs\)[ ]*$,\1\ninclude
 \$(TOPDIR)/Make/libdefs,'

 # Fix libdir
  sed -i \
-e 's,^prefix=.*$,prefix = %{_prefix},' \
-e 's,^includedir=.*$,includedir = %{_includedir},' \
-e 's,^libdir=.*$,libdir = %{_libdir},' \
-e 's,^Version:.*$,Version: %{apivers},' \
-e '/^Conflicts:$/d' \
$dir/Make/$(echo $dir | tr [:upper:] [:lower:]).pc
 done

 %build
 rm -rf $RPM_BUILD_ROOT
 %ifarch x86_64
 export
 LD_LIBRARY_PATH=$PWD/Producer/lib/Linux64:$PWD/OpenThreads/lib/Linux64
 %else
 export
 LD_LIBRARY_PATH=$PWD/Producer/lib/Linux32:$PWD/OpenThreads/lib/Linux32
 %endif

 # configure
 echo # Fedora custom settings  OpenSceneGraph/Make/dependencies
 echo COMPILE_EXAMPLES = yes  OpenSceneGraph/Make/dependencies
 #echo COMPILE_INTROSPECTION = yes  OpenSceneGraph/Make/dependencies
 echo INVENTOR_INSTALLED = yes  OpenSceneGraph/Make/dependencies
 #echo GLUT_INSTALLED = yes  OpenSceneGraph/Make/dependencies
 %{?_with_gdal:echo

Re: [osg-users] (no subject)

2008-06-12 Thread David Callu
Hi Pecoraro

thank to spot the bug
please send your submissions on osg-submissions the next time.


after review the original code, at line Optimizer.cpp:1561

lod-getNumRanges() is used to know how many iteration will be done in the
for loop, and
getNumRanges have to be equal to getNumChild, so lod-getChild(i) at line
1563 is not the problem.

Perhaps you LOD is not synchronised (num of  children and num of range are
not equal)i don't know why or how is possible.
Anyway, in a case of a PagedLOD, only the code of LOD is used, so not
special case for a PagedLOD.

correct me if i'm wrong.

Cheers
David Callu

2008/6/6 Pecoraro, Alexander N [EMAIL PROTECTED]:


 I think there is a bug in the osgUtil::Optimizer::CombineLODVisitor - at
 line 1530 of Optimizer.cpp it does a dynamic_cast on and osg::Node* to
 osg::LOD* and then at line 1563 it calls getChild(i) (even if
 getNumChildren() == 0) on the dynamically casted LOD node. This works
 fine when the node is an LOD node, but when it is a PagedLOD node then
 it causes in invalid access to the _children vector. I attached a screen
 shot to show what I mean.

 This situation would only ocurr when a PagedLOD node was a sibling of an
 LOD node, which is probably why it hasn't been spotted before.

 Not sure if this is the accepted way to submit a fix, but anyway I made
 a fix to the Optimizer code (version 2.4) and attached it to the email.

 Alex

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Re: [osg-users] Shader Problem

2008-06-12 Thread David Callu
hi CG

when you remove a shader, osg::Program need to be relinked.
this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw
method.
So this seem can be done at runtime.

Which OSG version did you use ?
Did you use osgViewer ?

David Callu


2008/6/12 CG [EMAIL PROTECTED]:

 Hi all,

 Are there any ways to remove the shader during runtime? I've tried
 the removeShader function but the effect of the shader is still applied to
 my models (e.g tank) i.e. the appearance of the models do not go back to the
 state before shader is applied.

 Regards,
 Cg
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Re: [osg-users] BlueMarble example

2008-06-12 Thread David Callu
Hi Michael

osgDB::ImageOptions class is in the SVN trunk.
I can't found osgbluemarble in the SVN trunk so no idea what is wrong.
perhaps an include issue...

can you send an exact error message.

David Callu


2008/6/12 Michael W. Hall [EMAIL PROTECTED]:

 I was using some code from the osgbluemarble.cpp example.  I am getting
 an error stating that ImageOptions is not a member of osgDB.  I have
 been looking in the documentation on the website and have not found
 anything.  Can someone tell me what has replaced this or where it is
 now?

 Thanks.


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Re: [osg-users] Shader Problem

2008-06-12 Thread David Callu
Hi CG


When your remove a shader, void Program::dirtyProgram() is called to
request a relink in the next frame.
Program is relinked in the next frame in void Program::apply( osg::State
state ) const method.
Follow your code in a debugger to see if all is properly done.

Are you sure your shader is well removed from your program ?

HTH
David Callu

2008/6/12 CG [EMAIL PROTECTED]:


 Hi David,

 I'm using osg 2.4 and osgViewer.

 Regards,
 Cg

  --
 Date: Thu, 12 Jun 2008 11:09:49 +0200
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Shader Problem


 hi CG

 when you remove a shader, osg::Program need to be relinked.
 this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw
 method.
 So this seem can be done at runtime.

 Which OSG version did you use ?
 Did you use osgViewer ?

 David Callu


 2008/6/12 CG [EMAIL PROTECTED]:

 Hi all,

 Are there any ways to remove the shader during runtime? I've tried
 the removeShader function but the effect of the shader is still applied to
 my models (e.g tank) i.e. the appearance of the models do not go back to the
 state before shader is applied.

 Regards,
 Cg
 --
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 Messenger http://get.live.com/messenger/overview

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Re: [osg-users] Problem compiling OSG from 10 seconds ago

2008-06-12 Thread David Callu
Hi Mario

Same thing for me.
Seem Robert have forgetten to commit include/osgDB/DatabasePager.

just do this your trunk directory then all build fine.
# svn up -r8433


HTH
David Callu


2008/6/12 Mario Valle [EMAIL PROTECTED]:

 On Linux

 Scanning dependencies of target osgDB
 [  0%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/DatabasePager.o
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: 'class
 osgDB::DatabasePager::ReadQueue' has not been declared
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: ISO C++
 forbids declaration of 'ReadQueue' with no type
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp: In function 'int
 ReadQueue(osgDB::DatabasePager*, const std::string)':
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: only
 constructors take base initializers
 /local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:247: error: '_block'
 was not declared in this scope

 etc. etc.

 --
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 Data Analysis and Visualization Services |
 http://www.cscs.ch/~mvalle http://www.cscs.ch/%7Emvalle
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Re: [osg-users] [Not OSG related question] Virtual memory management on Windows

2008-06-25 Thread David Callu
power linux Serge ;-).

Regards
David Callu

2008/6/25 Serge Lages [EMAIL PROTECTED]:

 Hi all,

 I have a question not related to OSG but I can't find any answer, and this
 is something that some of you probably knows. That's why I try here to find
 some help.

 Here is my problem : I have a big image database with some images larger
 than 1.5Go uncompressed, and I fail to load them (Win XP SP2 32bits with
 Visual Studio 8). My computer has 3Go of virtual memory and the option /3GB
 is activated on the system. In this document (page 13) :

 http://actes.sstic.org/SSTIC05/Vulnerabilites_et_gestion_des_limites_memoire/SSTIC05-article-Delalleau-Vulnerabilites_et_gestion_des_limites_memoire.pdf
 It says it's not possible to allocate more than 1.3Go in one call, and it's
 actually the limit where it crashs. If I do 2 allocations of 1Go each, it
 works, but 1 allocation of 1.4Go crashs...

 Has someone any idea if it's possible to change this limit ? My only hope
 will be to make smaller images, or even to develop under Linux ? :)
 Thanks in advance !

 --
 Serge Lages
 http://www.tharsis-software.com
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Re: [osg-users] Please test svn/trunk in prep for 2.7.7 dev release

2008-12-12 Thread David Callu
Hi Robert, Hi all

OSG 2.7.7 already tagged but always good to know build report.



Fedora 8
GCC 4.1.2
OSG - SVN 9345 - except DCMTK, FOX, INVENTOR, ITK, OPENVRML, Performer

release and debug build fine
exemples run fine too.



Cheers
David Callu



2008/12/12 Robert Osfield robert.osfi...@gmail.com

 Hi Cedric,

 On Fri, Dec 12, 2008 at 6:31 PM, Cedric Pinson morni...@plopbyte.net
 wrote:
  did you merge osgWidget branch with ?

 No I haven't merged in recent changes from the osgWidget branch.   I'm
 inclined to get 2.7.7 out the door, then merge osgWidget.  My plan is
 to start making dev release more regularly now we are closing in on
 2.8.

  Because if yes we need to sync data, i
  updated
  osgAnimation, examples, bvh plugin, and data.
  I created a data repository here http://hg.plopbyte.net/osg-data that is
  sync with our branch.

 Robert.
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Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Frank,

This is a bug.
I take a look.

more in next episode.
Cheer

David Callu

2009/2/18 frankmil...@jhmi.edu

 Greetings,

 I am experiencing problems rendering osgText::Text and osgText::Text3D
 in the same scene. I have boiled it down to a nice bite-size chunk of
 code which I have attached. I am running version 2.8.

 Is this a bug?

 Frank


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Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Frank

Problem:
 osgText::Text and osgText::Text3D use the same font file.
 The first really load the file and obtain an osgText::Font object,
 the second use the cache created during the first load of the
 font file, and so obtain an osgText::Font object instead of
 osgText::Font3D object. To obtain an osgText::Font3D object,
 osgText::Text3D call osgDB::readObjectFile(...) with an option
 to specify the plugin we want an osgText::Font3D instead of
 osgText::Font.

Generalised Problem:
In osgDB::Registry, loaded file cache is referenced by the name
of this file, so if I load a file with some options, and the cache
already contain object for this filename, I obtain an object
potentially not loaded with my options.


Behaviours:
Cache management is delegate to osgDB::Registry, but cache
coherence (load a file with option then reuse it, deactivate the
cache when load a specific file or don't cached the loaded file)
is user's responsibility.


Text3D case:
Delegate the cache coherence of font file in osgText to the user
is not a good idea. So to fix this I think to 2 solution:
- never use the cache when load a font for a Text3D. Just because
  to load a Font3D, we use option in osgDB::readObjectFile()
- move osgText::Font3D implementation in osgText::Font,
  suffix ex-Font3D method with 3D in osgText::Font
  (so osgText::Font3D::getGlyph() become osgText::Font::getGlyph3D()
)
  And so Text and Text3D use the same osgText::Font object which
contain
  2D and 3D glyph.


Thought, Robert, Other ?

David Callu


2009/2/19 David Callu led...@gmail.com

 Hi Frank,

 This is a bug.
 I take a look.

 more in next episode.
 Cheer

 David Callu

 2009/2/18 frankmil...@jhmi.edu

 Greetings,

 I am experiencing problems rendering osgText::Text and osgText::Text3D
 in the same scene. I have boiled it down to a nice bite-size chunk of
 code which I have attached. I am running version 2.8.

 Is this a bug?

 Frank


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Re: [osg-users] Problem with 2D and 3D text in the same scene

2009-02-19 Thread David Callu
Hi Robert


I think merging the osgText::Font and Font3D implementations would be
 the cleanest approach.

I think too ... but ...



 Another, more hacky approach would be to postfix the font file name by
 .Text3D or something similar and then have the freetype plugin return
 Font3D when it detects this.


This solution is really smart, it not break the scalability of osgText.
I don't know which use can be done with a font except 2D or 3D glyph,
but this keep the door open to other thing.

osgText::Text3D have to ensure that name of font file is ended by .Text3D
and
font file cache coherence is not delegate to the user.

I have try this solution and work fine.

I prepare a submission if you prefer the second solution.
Or implement the first one otherwise.

As you want.

David



 Robert.

 Robert.
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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-03-03 Thread David Callu
Hi all

+1 for Paris ;-)

See you soon
David Callu

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Re: [osg-users] OpenThreads : which config for win32 VC7 ?

2009-03-04 Thread David Callu
Hi Fabien

_OPENTHREADS_ATOMIC_USE_MUTEX is the default configuration. It use a mutex
to lock osg::Referenced instance for multi threaded access.
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED is only use if compilator support
it. When you run cmake to configure the project, a test is done to determine
if _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED can be used.

It seem that VC7 didn't support it.

HTH
David Callu

2009/3/4 Fabien Dachicourt d...@spaceyes.fr

 Hi All,
 I noticed that on Win32 VC7, (OSG 2.8) Cmake auto shift OpenThread atomic
 config to _OPENTHREADS_ATOMIC_USE_MUTEX

 In which case can we use_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED, is it
 possible on VC7 Win32  ?

 Is it risky to use the config _OPENTHREADS_ATOMIC_USE_MUTEX ?

 Thanks in advance,

 --
 
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Re: [osg-users] Bug in RenderBin (?)

2009-03-12 Thread David Callu
Hi Paul, Hi Christof


What is smells fishy is the use of proto-className() to identify the
renderBin prototype to remove in removeRenderBinPrototype();

code

void RenderBin::removeRenderBinPrototype(RenderBin* proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list  proto)
{
// something wrong there
RenderBinPrototypeList::iterator itr =
list-find(proto-className());
if (itr != list-end()) list-erase(itr);
}
}

/code

proto-className() return always RenderBin because this is the name of the
class :).

Instead, in void RenderBin::removeRenderBinPrototype(RenderBin* proto) we
need something like this


code

void RenderBin::removeRenderBinPrototype(const std::string  binName,
RenderBin* proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list  proto)
{
RenderBinPrototypeList::iterator itr = list-find(binName);
if (itr != list-end()) list-erase(itr);
}
}

/code


Thought ?


David Callu

2009/3/12 Paul Melis p...@science.uva.nl

 Christof Krüger wrote:

 I'm using the current 2.8.0 stable release. I used the 'Browse Source' to
 check the current trunk version of RenderBin.cpp and I see no change since.

 The actual crash occurs later in static object destruction when
 s_renderBinPrototypeList is destructed itself. I don't understand enough of
 osg to know what's exactly wrong. However, the s_registerDepthSortedBinProxy
 doesn't release the object it created and this looks very suspicious to me.


 The fact that two different instances of RenderBin get registered under the
 same name indeed smells fishy :)

 Paul

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Re: [osg-users] Bug in RenderBin (?)

2009-03-12 Thread David Callu
Hi Robert


What about the case of register two prototype with the same name. There are
any warning message for the user.
I fix this like that


void RenderBin::addRenderBinPrototype(const std::string binName, RenderBin*
proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list  proto)
{
RenderBinPrototypeList::iterator itr = list-find(binName);
if (itr != list-end())
osg::notify(osg::WARN)  Warning: RenderBinPrototype named
\ binName \ already registered  std::endl;
else
(*list)[binName] = proto;
}
}

void RenderBin::removeRenderBinPrototype(const std::string  binName,
RenderBin* proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list  proto)
{
RenderBinPrototypeList::iterator itr = list-find(binName);
if (itr != list-end())
{
if (itr-second != proto)
osg::notify(osg::WARN)  Warning: Registered
RenderBinPrototype named \  binName  \ not match the instance  
proto  std::endl;
else
list-erase(itr);
}
}
}


thought ?

David

2009/3/12 Robert Osfield robert.osfi...@gmail.com

 HI David  Christof et. al,

 On Thu, Mar 12, 2009 at 10:13 AM, David Callu led...@gmail.com wrote:
  What is smells fishy is the use of proto-className() to identify the
  renderBin prototype to remove in removeRenderBinPrototype();

 Well spotted David, the addRenderBinPrototype() correctly uses
 binName, while the removeRenderBinProtoype() attempts to use the
 className() as it's binName.  The later is definitely a bug, and one
 that is easy to fix...


  Instead, in void RenderBin::removeRenderBinPrototype(RenderBin* proto)
 we
  need something like this
 
  code
 
  void RenderBin::removeRenderBinPrototype(const std::string  binName,
  RenderBin* proto)
  {
  RenderBinPrototypeList* list = renderBinPrototypeList();
  if (list  proto)
  {
  RenderBinPrototypeList::iterator itr = list-find(binName);
  if (itr != list-end()) list-erase(itr);
  }
  }
 
  /code
 
  Thought ?

 There is no need to use the binName, one just needs to search for the
 pointer in the map by hand, and remove it.

 I'm just tested the following code and it looks to be working properly :

 void RenderBin::removeRenderBinPrototype(RenderBin* proto)
 {
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list  proto)
{
 for(RenderBinPrototypeList::iterator itr = list-begin();
itr != list-end();
++itr)
{
if (itr-second == proto)
{
list-erase(itr);
return;
}
}
}
 }

 I've attached the modified file.  Christof could you test this and let
 me know how you get on.  If things look fine I'll check the changes
 into svn/trunk and OSG-2.8 branch.

 Robert.

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Re: [osg-users] Simple question: How to set the icon that willbe used when a viewer is realized?

2009-03-12 Thread David Callu
Hi Matt

Can you put your submissions in osg-submissions mailing list.
Take a look to submissions
protocolhttp://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocolfor
more detail.

Cheer
David Callu

2009/3/11 Matt McPheeters mmcpheet...@rscusa.com

 Hi Robert,

 These source files came from OpenSceneGraph-2.7.4, which I checked out
 first from subversion.

 Please find the only three modified files attached.

 Thanks


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
 Sent: Wednesday, March 11, 2009 2:06 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Simple question: How to set the icon that willbe
 used when a viewer is realized?


 Robert,
  I'm probably stating the obvious, but besides Matt changes I guess icon
 loading implementation for each of the platforms except windows will be
 required too.

 Guy.

 Hi Matt,

 Could you post the whole modified files, I can then review then with a
 view to merging them or something similar.

 Cheers,
 Robert.



 On Tue, Mar 10, 2009 at 6:43 PM, Matt McPheeters mmcpheet...@rscusa.com
 wrote:
  Awesome, it worked.  The icon I was talking about is the one in the
  upper left hand corner of the window.  But it also appears in the
  taskbar and the
  alt-tab popup menu.
 
  This is a Windows platform so the solution I came up with is not
  platform independent, but I believe I implemented it in the same generic
  way that
  GraphicsWindow::setWindowName() is done.
 
  In GraphicsWindow (header file, line 121):
 
 /** Set the icons the window uses */
 virtual void setWindowIcons(const std::string /*iconPath*/) {
  osg::notify(osg::NOTICE)GraphicsWindow::setWindowIcons(..) not
  implemented.std::endl; }
 
 /** Set the name of the window */
 virtual void setWindowName(const std::string /*name*/) {
  osg::notify(osg::NOTICE)GraphicsWindow::setWindowName(..) not
  implemented.std::endl; }
 
 
  In GraphicsWindowWin32 (header file, line 85):
 
 /** Set the icons for the window */
 virtual void setWindowIcons(const std::string /*iconPath*/);
 
 /** Set the name of the window */
 virtual void setWindowName(const std::string /*name*/);
 
  (and on line 151, the member variables):
 
 HWND_hwnd;
 HDC _hdc;
 HGLRC   _hglrc;
 HCURSOR _currentCursor;
 HICON   _currentIcon;
 
 
  In GraphicsWindowWin32.cpp (source file, line 959, the constructor):
 
  GraphicsWindowWin32::GraphicsWindowWin32( osg::GraphicsContext::Traits*
  traits )
  : _hwnd(0),
   _hdc(0),
   _hglrc(0),
   _currentCursor(0),
   _currentIcon(0),
 
  (and on line 1006, the destructor):
 
  GraphicsWindowWin32::~GraphicsWindowWin32()
  {
 if (_currentIcon != NULL)
 {
 DestroyIcon(_currentIcon);
 }
 
 close();
 destroyWindow();
  }
 
  (and on line 1878, the Windows implementation of the new function):
 
  void GraphicsWindowWin32::setWindowIcons( const std::string  iconPath )
  {
 HINSTANCE hinst = ::GetModuleHandle(NULL);
 _currentIcon = ExtractIcon(hinst, iconPath.c_str(), 0 );
 
 if (_currentIcon != NULL)
 {
 SendMessage(_hwnd, WM_SETICON, ICON_SMALL, (LPARAM)_currentIcon
  );
 SendMessage(_hwnd, WM_SETICON, ICON_BIG, (LPARAM)_currentIcon );
 }
  }
 
  void GraphicsWindowWin32::setWindowName( const std::string  name )
  {
 _traits-windowName = name;
 SetWindowText(_hwnd, name.c_str());
  }
 
 
 
  Here is the code from my ::osgViewer application.  Names have been
  changed
  to protect the innocent (haha):
 
 viewer.realize();
 
 osgViewer::Viewer::Windows windows;
 viewer.getWindows( windows );
 std::string windowName;
 windowName.assign( fooViewer );
 windows[0]-setWindowName( windowName );
 windows[0]-setWindowIcons( barney.ico );
 
  All that is required is that barney.ico exists in the same directory
  that
  the executable is run from and contains a valid icon.  However, I
  verified that this code works even if the iconPath parameter contains
  full path information.  I did a test:
 
 windows[0]-( C:\\WINDOWS\\nvidia icons\\Portal_32x32.ico );
 
  And it worked like a charm.  If the file doesn't exist or exists but
  doesn't actually contain a valid icon, the viewer doesn't crash.  You
  just get the same default icon from before.
 
  Thanks for the great hints,
  -Matt
 
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
  Sent: Monday, March 09, 2009 11:24 PM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Simple question: How to set the icon that will
  beused when a viewer is realized?
 
  Hi,
   I guess it depends on your platform. I haven't seen generic
  implementation for it but I guess it could be added to display settings
  or something like that (maybe

Re: [osg-users] Qt4.5 problem

2009-03-12 Thread David Callu
Hi Martin

With the last version of Virtual Box 2.1, you can enable 3D acceleration.
HTH for your test with -graphicssytem opengl.

Cheer
David

2009/3/12 Martin Beckett osgfo...@tevs.eu

 Installed Qt4.5/Osg2.8.0 on Ubuntu in a VM and tested on that.
 with --QOSGWidget the osgviewerQT runs but doesn't redraw at all, there is
 no mouse movement.
 With adaptor widget the model displays correctly.
 It doesn't seem possible to run -graphicssytem opengl in a VM (at least
 in Virtualbox)

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Re: [osg-users] [build] Building from CMAKE on Windows - missing PNG_PNG_INCLUDE_DIR

2009-03-12 Thread David Callu
Hi Andrew

Just check the 'Show Advanced Values' check box on the top right of cmake
window.

HTH
David

2009/3/12 Andrew osgfo...@tevs.eu

 I am building the 2.8.0 Windows VS 2005 projects using CMAKE 2.6 and I get
 these (expected) messages in the CMAKE GUI log Window

 Could NOT find CURL  (missing:  CURL_LIBRARY CURL_INCLUDE_DIR)
 Could NOT find JPEG  (missing:  JPEG_LIBRARY JPEG_INCLUDE_DIR)
 Could NOT find PNG  (missing:  PNG_LIBRARY PNG_PNG_INCLUDE_DIR)
 Could NOT find TIFF  (missing:  TIFF_LIBRARY TIFF_INCLUDE_DIR)

 Unfortunately, the PNG_PNG_INCLUDE_DIR or  PNG_LIBRARY are missing in the
 list of settable CMAKE variables - unlike the others.

 I noticed this in 2.6.1 as well.

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Re: [osg-users] Bug in RenderBin (?)

2009-03-13 Thread David Callu
Hi Christof


Robert prefer search the RenderBin instance that you want to remove instead
of search the name of a render bin.
like this :

void RenderBin::removeRenderBinPrototype(RenderBin* proto)
{
   RenderBinPrototypeList* list = renderBinPrototypeList();
   if (list  proto)
   {
for(RenderBinPrototypeList::iterator itr = list-begin();
   itr != list-end();
   ++itr)
   {
   if (itr-second.get() == proto)
   {
   list-erase(itr);
   return;
   }
   }
   }
}

Can you test this solution ?

David

2009/3/13 Christof Krüger osgfo...@tevs.eu

 Changing the removeRenderBinPrototype to use the binName instead of the
 classname fixes the crash. For this, you need to also add a member string
 variable to the Proxy object in order to remember the binName.

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[osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi all

osgviewer crash when i try to load any data which require osgdb_osgparticle,
in release and debug mode
- osgviewer cessnafire.osg
- osgviewer spaceship.osg
- osgviewer fountain.osg
- osgviewer osgcool.osg
- osgviewer SmoxeBox.osg
- osgblendequation (it use cessnafire.osg)

Crash occure when osgdb_osgparticle is loaded and used.
If i do
# osgviewer my_osg_path/osgdb_osgparticle.so cow.osg
all work fine.

I use the last OSG SVN version
Linux Fedora 10
GCC 4.3.2
glibc 2.9

backtrace :

*** glibc detected *** osgviewer: corrupted double-linked list: 0x09d89930
***
=== Backtrace: =
/lib/libc.so.6[0xa84e1f]
/lib/libc.so.6[0xa8692d]
/lib/libc.so.6(__libc_calloc+0xef)[0xa8848f]
/lib/libc.so.6[0xa43ae1]
/lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940]
/lib/ld-linux.so.2[0x4521ed]
/lib/ld-linux.so.2[0x4568d2]
/lib/ld-linux.so.2[0x451db6]
/lib/ld-linux.so.2[0x455f5e]
/lib/libdl.so.2[0x43897c]
/lib/ld-linux.so.2[0x451db6]
/lib/libdl.so.2[0x43805c]
/lib/libdl.so.2(dlopen+0x4f)[0x4389ff]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2]
/home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f]
...
...
...



This bug seem to be really tricky so if anyone could test this commande line
# osgviewer cessnafire.osg
and report the result and the OSG version / platform, this could be a nice
help for track this bug.

Or if anyone have a solution, i am be happy to know it ;-)


David
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Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi J-S

Thanks for report
I will try some old SVN version and test again.

Cheer
David

2009/3/13 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi David,

  This bug seem to be really tricky so if anyone could test this commande
 line
 # osgviewer cessnafire.osg
 and report the result and the OSG version / platform, this could be a nice
 help for track this bug.


 Using OSG SVN (as of midnight Eastern time), Windows Vista 32-bit,
 cessnafire.osg runs ok.

 I wonder if Robert's fix for the possible divide by zero has something to
 do with this? I don't know when that was checked in, but perhaps my OSG was
 compiled before it went in. Then again, perhaps it has nothing to do with
 your crash.

 J-S
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Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin

2009-03-13 Thread David Callu
Hi Robert




2009/3/13 Robert Osfield robert.osfi...@gmail.com

 Hi David,

 Just tried various .osg files with particles systems and they all work
 fine with svn/trunk + 2.9.1.  My guess is that you have an out of sync
 set of libs/plugins, try a clean build and make sure that you don't
 have older but the same so version number libs hanging around.


I do a complet rebuild and the problem is always there.
I try some old version of OSG, and the problem is different but still there
... g

This seem to be a glibc/std-c++/gcc/other-thing issue.
So I search ..

Thanks for your report.
We can close this thread

David



 Robert.

 On Fri, Mar 13, 2009 at 2:22 PM, David Callu led...@gmail.com wrote:
  Hi all
 
  osgviewer crash when i try to load any data which require
 osgdb_osgparticle,
  in release and debug mode
  - osgviewer cessnafire.osg
  - osgviewer spaceship.osg
  - osgviewer fountain.osg
  - osgviewer osgcool.osg
  - osgviewer SmoxeBox.osg
  - osgblendequation (it use cessnafire.osg)
 
  Crash occure when osgdb_osgparticle is loaded and used.
  If i do
  # osgviewer my_osg_path/osgdb_osgparticle.so cow.osg
  all work fine.
 
  I use the last OSG SVN version
  Linux Fedora 10
  GCC 4.3.2
  glibc 2.9
 
  backtrace :
 
  *** glibc detected *** osgviewer: corrupted double-linked list:
 0x09d89930
  ***
  === Backtrace: =
  /lib/libc.so.6[0xa84e1f]
  /lib/libc.so.6[0xa8692d]
  /lib/libc.so.6(__libc_calloc+0xef)[0xa8848f]
  /lib/libc.so.6[0xa43ae1]
  /lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940]
  /lib/ld-linux.so.2[0x4521ed]
  /lib/ld-linux.so.2[0x4568d2]
  /lib/ld-linux.so.2[0x451db6]
  /lib/ld-linux.so.2[0x455f5e]
  /lib/libdl.so.2[0x43897c]
  /lib/ld-linux.so.2[0x451db6]
  /lib/libdl.so.2[0x43805c]
  /lib/libdl.so.2(dlopen+0x4f)[0x4389ff]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2]
 
 /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f]
  ...
  ...
  ...
 
 
 
  This bug seem to be really tricky so if anyone could test this commande
 line
  # osgviewer cessnafire.osg
  and report the result and the OSG version / platform, this could be a
 nice
  help for track this bug.
 
  Or if anyone have a solution, i am be happy to know it ;-)
 
 
  David
 
 
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Re: [osg-users] Bug in RenderBin (?)

2009-03-23 Thread David Callu
Hi Christof, Hi Robert


Christof talk about the thread Bug in RenerBin (?) in date of 13 march
2009 - 
herehttp://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/41482
for the last message
herehttp://article.gmane.org/gmane.comp.graphics.openscenegraph.user/41604

Robert, Your code seem to work fine.

Cheer
David

2009/3/23 Christof Krüger o...@christof-krueger.de


  I'm afraid your new email has started a new thread... so one will have to
 do manual searches to know exactly what you might be on about... could you
 give us some more clues I did merge some changes to the destruction of
 RenderBin's, is this the code?
 


 Sorry abut this, I'm using the forum and have no clue what went wrong.
 What I meant was the code posted by ledocc (David Callu) on Marth, 13th
 in the Bug in RenderBin (?) thread. He asked me to test the code and it
 worked fine.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=9008#9008





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Re: [osg-users] osgText - size is half of font resolution

2008-08-25 Thread David Callu
Hi Sherman,


I download the FontForge http://fontforge.sourceforge.net/ editor on
sourceforge.
When I examine a Glyph of arial.ttf font with a size of 12 :
   - A, there are 9 line for the glyph and 3 blank line under.
   - a, there are 2 blank line on the top, 7 line for the glyph and 3
blank line under.
   - q, there are 2 blank line on the top, 10 line for the glyph.

My conclusion is when you specify a size for a font,
this ensure that all glyph of the font have a height lesser to the specified
size.
But the place of the glyph is for someone largely over the base line ( for
example `),
and for other under the base line, _. So all the height is used by the
font.

Other source:
In Qt documentation, for a given Font, height is equal to ascend of this
Font
(space over the base line) + descend of this Font (space under the base
line)
+ 1 ( for the base line) pixels.






try attached example,

I take your code and adapt it in a main function.
I print text with height equal to the screen height
(1024 for me, modify the SCREEN_SIZE in file
osgtext_sherman2 : l.11 if you need). When the text is
display in fullscreen, you are sure that all text have
a height less or equal to the screen height,
many time the glyph height is half of the screen
height, but for some glyph ( for example the | or $ glyph)
 the height is 3/4 of the screen height.



HTH
David Callu










2008/8/22 sherman wilcox [EMAIL PROTECTED]

 Can someone explain why the code below consistently produces text that
 is half the height specified? If I render this text, take a screenshot
 and measure the height of the text ABC in a paint program it will
 measure up as approximately 64 pixels tall for a character size /
 resolution of 128. I change the 128 to 256, the text will then
 measures 128 and so on. Always measures half of what I specify. Should
 this not render text that is approximately 128 pixels in height? I
 understand that the characters won't be exactly the width/height I
 specify, but half? Is this a bug or what?

 {
osg::Vec3d pos(osg::DegreesToRadians(someLat),
 osg::DegreesToRadians(someLon), 0);
ellipsoidModel-convertLatLongHeightToXYZ(pos[0], pos[1], pos[2],
 pos[0], pos[1], pos[2]);
osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform();
mt-setMatrix(osg::Matrix::identity());
mt-setMatrix(osg::Matrix::translate(pos));

osg::ref_ptrosgText::Text text = new osgText::Text;
text-setFont(Arial.ttf);
osgText::Text::BackdropType type = osgText::Text::OUTLINE;
text-setBackdropType(type);
text-setColor(osg::Vec4(1,1,1,1));
text-setBackdropColor(osg::Vec4(0,0,0,1));
text-setAlignment(osgText::TextBase::CENTER_CENTER);
text-setAutoRotateToScreen(true);
text-setText(ABC);
text-setCharacterSizeMode( osgText::TextBase::SCREEN_COORDS );
text-setCharacterSize(128);
text-setFontResolution(128, 128);


osg::ref_ptrosg::Geode geode = new osg::Geode();
geode-addDrawable(text.get());

mt-addChild(geode.get());
mt-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,
 osg::StateAttribute::OFF);
root-addChild(mt.get());
  }
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#include osg/Geode
#include osg/MatrixTransform
#include osgText/Text
#include osgGA/TrackballManipulator
#include osgGA/StateSetManipulator
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

//#include 

#define SCREEN_SIZE 1024

int main()
{
osgViewer::Viewer viewer;
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()-getOrCreateStateSet()) );
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.addEventHandler(new osgViewer::StatsHandler);


 

osg::ref_ptrosgText::Text text = new osgText::Text;
text-setFont(arial.ttf);
text-setBackdropType(osgText::Text::OUTLINE);
text-setColor(osg::Vec4(1, 1, 1, 1));
text-setBackdropColor(osg::Vec4(0, 0, 0, 1));
text-setAlignment(osgText::TextBase::CENTER_CENTER);
text-setAutoRotateToScreen(true);
text-setText(!\#$%'()*+,-./123456789:;=[EMAIL PROTECTED]|}~);
text-setCharacterSizeMode(osgText::TextBase::SCREEN_COORDS);
text-setCharacterSize(SCREEN_SIZE);
text-setFontResolution(SCREEN_SIZE, SCREEN_SIZE);

osg::ref_ptrosg::Geode geode(new osg::Geode());
geode-addDrawable(text.get());

osg::ref_ptrosg::Group root = new osg::Group();
root-addChild(geode.get());
root-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);

viewer.setSceneData(root.get() );
viewer.setThreadSafeReferenceCounting(true);
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

viewer.realize();

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

return 0

Re: [osg-users] Example osgtexture1d

2008-09-29 Thread David Callu
oups .. forgotten

OSG svn rev 8956


David Callu



2008/9/29 David Callu [EMAIL PROTECTED]

 Hi Mathieu

 Same thing for me.


 Fedora 8, kernel 2.6.26
 gcc 4.1.3
 driver NVidia 173.14.12


 David Callu

 2008/9/29 Mathieu MARACHE [EMAIL PROTECTED]

 Hi,
 While playing with the example osgtexture1d, I wasn't able to see the
 changes from object linear to eye linear mode. I've run the example both on
 linux and windows with latest svn version. I would have expected to see
 bands of colours linked to the object in OBJECT_LINEAR and eye linked bands
 of colours in EYE_LINEAR mode. But it seems to me that only the
 OBJECT_LINEAR mode is working...

 Could someone please test it and see if the dumptruck changes it's texture
 every other second to eliminate a possible driver issue ?

 Thanks in advance

 --
 Mathieu

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Re: [osg-users] avoid writing some node on osgDB::writeNodeFile

2008-10-15 Thread David Callu
Hi Alexandre

You can just copy the Scene Graph structure (osg::Node, osg::Group, ...)
and share every other thing (StateSet, Drawable, texture, ...)
You can specify which object to share and which to clone with the
osg::CopyOp class.


HTH
David Callu

2008/10/6 amalric alexandre [EMAIL PROTECTED]

 Hi osg-users,

 I would have know if it was possible to avoid to write some node in a scene
 when calling osgDB::writeNodeFile on the current scene.

 Let's assume I got a group of nodes and I wand to save this group on disk
 without saving some chosen nodes from the group. But I don't want to modify
 the group because I need it to stay the same.

 My first choice was to make a copy from the group, modifying the copy
 keeping the original and writing the copy. But I think it's a bad choice
 because I got very big nodes (300Mo and more) and making a copy use more
 memory.

 If someone has a great idea, please let me know

 Thank you,

 --
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 ===
 PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
 http://www.pixxim.fr

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[osg-users] Please buil test OpenSceneGraph SVN

2007-08-23 Thread David Callu
Hi

   All build on Linux , GCC 4.1.2, in 32 min with
icecreamhttp://en.opensuse.org/Icecreamdistributed C/C++ compiler
and 4 dual core :-)


warning during compilation :

 OpenSceneGraph/src/osgUtil/SceneView.cpp:878: warning: unused variable
'state'
 OpenSceneGraph/include/osgTerrain/ValidDataOperator:27: warning: unused
parameter 'value'
 OpenSceneGraph/include/osgTerrain/Layer:55: warning: unused parameter
'offset'
 OpenSceneGraph/include/osgTerrain/Layer:55: warning: unused parameter
'scale'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:198: warning: unused parameter 'i'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:198: warning: unused parameter 'j'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:198: warning: unused parameter
'value'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:204: warning: unused parameter 'i'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:204: warning: unused parameter 'j'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:204: warning: unused parameter
'value'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:210: warning: unused parameter 'i'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:210: warning: unused parameter 'j'
 OpenSceneGraph/src/osgTerrain/Layer.cpp:210: warning: unused parameter
'value'
 OpenSceneGraph/src/osgTerrain/GeometryTechnique.cpp:376: warning: unused
variable 'optimizeOrientations'


example execution :

 all seem good


Cheers
David Callu
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Re: [osg-users] Please buil test OpenSceneGraph SVN

2007-08-23 Thread David Callu
arggg, sorry, I forgot some warning


OpenSceneGraph/include/osgManipulator/Dragger: In copy constructor
'osgManipulator::PointerInfo::PointerInfo(const
osgManipulator::PointerInfo)':
 OpenSceneGraph/include/osgManipulator/Dragger:128: warning:
'osgManipulator::PointerInfo::_eyeDir' will be initialized after
 OpenSceneGraph/include/osgManipulator/Dragger:122: warning:
'std::liststd::pairstd::vectorosg::Node*, std::allocatorosg::Node* ,
osg::Vec3f, std::allocatorstd::pairstd::vectorosg::Node*,
std::allocatorosg::Node* , osg::Vec3f  
osgManipulator::PointerInfo::_hitList'
 OpenSceneGraph/include/osgManipulator/Dragger:38: warning:   when
initialized here
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Re: [osg-users] Serialization of draw dispatch on multi GPU systems

2007-08-24 Thread David Callu
Hi

  I use eclipse under Linux.

  First you have the cmakeed http://www.cthing.com/CMakeEd.asp plugin to
write your CMakeLists.txt.
  Then execute cmake ./path/of/your/project
  Then Menu - Project - C/C++ Make Project, set your path, target ...

   Then Control + B and Build !!!


Cheers
David Callu
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Re: [osg-users] Tutorials

2007-08-25 Thread David Callu
better to keep examples into the OpenSceneGraph/examples to keep sync with
OSG core isn't it ??


2007/8/25, Robert Osfield [EMAIL PROTECTED]:

 Where to host the example source...

 1) I see three options - zip files attached to the wiki

 2) A svn repository for tutorial examples

 3) Putting tutorial examples into the OpenSceneGraph/examples as part
 of the core OSG.

 Keeping the tutorials separate from the core OSG will require a
 maintainer for it, any volunteers?  Keeping it separate does have an
 advantage of show how one builds applications outwith the standard OSG
 distribution.

 Putting tutorials into the core OSG has the advantage is that the code
 will be as easily any of the core OSG examples.

 Thoughts?
 Robert.
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Re: [osg-users] Max 9 Crashing

2007-08-28 Thread David Callu
Hi all

osgDesigner is temporally suspended due to my end-study internship.
But it finishs at the end of august. (in 3 day)
The project is out of date and I am starting a new design
(osgIntrospection is immoderately used and interface is not really
intuitive).
So this will take a while before having a new release.

But I will be proud if osgDesigner was to be host on osgforge.

I could use it to develop the next release and to find contributors ...
:-)

Thoughts?

David Callu
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Re: [osg-users] Friend functions

2007-09-01 Thread David Callu
try it

2007/9/1, Renan Mendes [EMAIL PROTECTED]:

 Hello,

 I've got a small question that I've not been able to answer looking at c++
 tutorials:
 - Can friend functions call other methods from the classes they are
 friends with?

 Example

 class First
 {
  public:
   void function1();
 };

 class Second
 {
  public:
   void function2();

  friend void First::function1();
 };

 First::function1()
 {  function2();  }


 Thanks.

 Renan M Z Mendes

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[osg-users] Eclipse and OSG

2007-09-04 Thread David Callu
Hi osg-users, Hi Felix

  This is not a real OSG topic but more an eclipse topic.

   Felix have problem to launch osg application with eclipse so i will try
to do a small tutorial to
  HOWTO use OSG with eclipse.

  Felix i need to finish the osg compilation to finish the tutorial and test
it.
  wait a couple of hours and stop to mail in all thread :-), I speed up.

Cheers
David Callu
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Re: [osg-users] Eclipse and OSG

2007-09-05 Thread David Callu
Hi all,


#  = console command line
E# = action in Eclipse



I take for project example OSG.


1) - Prepare the build system
   Eclipse don't know how work CMake so we need to prime the pump

# svn checkout 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunkOpenSceneGraph
# cd OpenSceneGraph
# mkdir release  cd release
# cmake ..

you are now ready to only use eclipse. So launch Eclipse.


1) - Eclipse use

E# Menu - File -Switch workspace : choose the directory where
OpenSceneGraph directory is.
E# Menu - File - New - Project - General - Project :
give the same name to the project that the directory where is the code.
So OpenSceneGraph
In the Project Explorer window, you have OpenSceneGraph
[OpenSceneGraph/trunk] but this not yet a C++ Project

E# Right click on this line - New - Convert to a C/C++ Make Project :
Now this is a C/C++ project. Eclipse scan the project directory, index
the code, found binaries, ...

E# Menu - Project - Properties - C/C++ Build : change the build location
and select OpenSceneGraph/release
for me this look like this : ${workspace_loc:/OpenSceneGraph/release}

E# Control + B : launch the build

E# Menu - Project - Properties - Run/Debug Setting.
Press the New button and select C/C++ Local Application.
Set the Name (for example the name of the program)
Set the C/C++ Application
In the Environment Tab, define the OSG_LIBRARY_PATH
 if not already done in the Eclipse processus Environment
Click the OK button

E# Run - Open Run Dialog ...
Choose your application and click the Run button.
All work fine and you win.



Hope help someone.

Cheers
David Callu
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Re: [osg-users] Eclipse and OSG

2007-09-05 Thread David Callu
Hi felix,

  This mean you try to run a Java application. Are you sure that :

  - your project is know by eclipse like a C/C++ project ?
  - your do
 E# Menu - Run - Open Run Dialog - Select C/C++ Application and
click the New button ?

David

2007/9/5, Felix Bwire [EMAIL PROTECTED]:

 Hi David,
 Thanks very much. The only problem am now having is that when I run, I
 get the error message:
 Error launching OpenSceneGraph. Reason:
 Java.lang.NullPointerException. Have you got the same error before or
 could you please guide me on how to go about it.

 Thanks alot.
 Felix

 On 9/5/07, David Callu [EMAIL PROTECTED] wrote:
  Hi all,
 
 
  #  = console command line
  E# = action in Eclipse
 
 
 
  I take for project example OSG.
 
 
  1) - Prepare the build system
 Eclipse don't know how work CMake so we need to prime the pump
 
  # svn checkout
  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunkOpenSceneGraph
  # cd OpenSceneGraph
  # mkdir release  cd release
  # cmake ..
 
  you are now ready to only use eclipse. So launch Eclipse.
 
 
  1) - Eclipse use
 
  E# Menu - File -Switch workspace : choose the directory where
  OpenSceneGraph directory is.
  E# Menu - File - New - Project - General - Project :
  give the same name to the project that the directory where is the
 code.
  So OpenSceneGraph
  In the Project Explorer window, you have OpenSceneGraph
  [OpenSceneGraph/trunk] but this not yet a C++ Project
 
  E# Right click on this line - New - Convert to a C/C++ Make Project :
  Now this is a C/C++ project. Eclipse scan the project directory,
 index
  the code, found binaries, ...
 
  E# Menu - Project - Properties - C/C++ Build : change the build
 location
  and select OpenSceneGraph/release
  for me this look like this :
 ${workspace_loc:/OpenSceneGraph/release}
 
  E# Control + B : launch the build
 
  E# Menu - Project - Properties - Run/Debug Setting.
  Press the New button and select C/C++ Local Application.
  Set the Name (for example the name of the program)
  Set the C/C++ Application
  In the Environment Tab, define the OSG_LIBRARY_PATH
   if not already done in the Eclipse processus Environment
  Click the OK button
 
  E# Run - Open Run Dialog ...
  Choose your application and click the Run button.
  All work fine and you win.
 
 
 
  Hope help someone.
 
  Cheers
  David Callu
 
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Re: [osg-users] Eclipse and OSG

2007-09-05 Thread David Callu
Hi Felix,

now I am able to run the osg applications such as osgviewer, osgconv,
 osgarchive and osgversion.


Great.

My question is, if I am to create a program, do I do so under the same
 OpenSceneGraph directory or it has to be a different one. And



   Understand that Eclipse is just a front-end for your development
tool-chain (emacs, gcc, gdb).
   If your application could be launch in a console without eclipse, your
environment is well defined.
I mean to say your 3rdparty library directory or everything need by your
program is accessible.
   Else you need to adjust your environment.

  It's the same thing for eclipse, but you can define specific Environment
variable
  for each application
  E# Menu - Run - Open Run Dialog ... - choose your application -
Envirnment Tab -New

  To have completion in case you use different workspace.
  E# Menu - Project - Properties - C/C++ General - Path and Symbols -
Includes Tab
add header directory of the library you need.

thereafter, what do I do.


 I am not sure to understand the question.
 Coding your project perhaps :-)

HTH

Cheers
David
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Re: [osg-users] Link error

2007-09-06 Thread David Callu
ok

2007/9/6, Robert Osfield [EMAIL PROTECTED]:

 On 9/6/07, David Callu [EMAIL PROTECTED] wrote:
  Hi Anders, Hi Robert,
 
 I introduce the getOsgVertion in osgIntrospection and forgotten to
 link
  with osg, Sorry for that.
 But osgIntrospection is totally independant to osg. Could be
 interesting
  to reimplement the
 getOsgVersion function in osgIntrospection to keep this independence.

 In theory one could use osgIntrospection separately from the OSG, but
 in practice its role is in support of the OSG so I don't see a big
 problem in have a link in there.  If we need to refactor things in the
 future to get the full independence then we can cross the bridge of
 making the version number independent as well, its pretty trivial, but
 right now its certainly more practical to keep the versioning based on
 the core OSG one.

 Robert.
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Re: [osg-users] Error in Image.cpp

2007-09-07 Thread David Callu
oups sorry

   Default flags with gcc have not -W or -Wall or other warning flag
   You can enable it with set ON the OSG_USE_AGGRESSIVE_WARNINGS cmake
variable
   or add -W -Wall in the CMAKE_CXX_FLAGS cmake variable

Cheers
Davi Callu

2007/9/7, David Callu [EMAIL PROTECTED]:

 Hi Art

   Default flags with gcc h

 2007/9/7, Jean-Sébastien Guay [EMAIL PROTECTED]:
 
  Hello Art,
 
   I suspect the else should be
  
binding2DArray = GL_FALSE;
  
   it should be binding2DArray = GL_FALSE;
  
   Hmm, strange why does compiler do not see that this is
   a non-sense instruction...
   Are the -Wall Flags activated, Robert?
 
  On my side (Visual C++ 2005) I only get a warning:
 
  2..\..\..\src\osg\Image.cpp(541) : warning C4552: '-' : operator has
  no effect; expected operator with side-effect
 
  g++ would probably give something similar, which has perhaps not been
  spotted when compiling such a large number of files...
 
  J-S
  --
  __
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Re: [osg-users] Error in Image.cpp

2007-09-07 Thread David Callu
-W -Wall is the default flags with the old build system and disappear with
the CMake build system

Involuntary or not, I don't know. But with the OSG_USE_AGGRESSIVE_WARNINGS
available,
I never submit patch to fix this lack.

Robert, Luigi , what do you think about this ?

David

2007/9/7, Art Tevs [EMAIL PROTECTED]:

 Aha, I see , thanks.

 Is there a reason why do not to use the -Wall flag for the osg compilation
 per default?

 Art

 *David Callu [EMAIL PROTECTED]* schrieb:

 oups sorry

Default flags with gcc have not -W or -Wall or other warning flag
You can enable it with set ON the OSG_USE_AGGRESSIVE_WARNINGS cmake
 variable
or add -W -Wall in the CMAKE_CXX_FLAGS cmake variable

 Cheers
 Davi Callu

 2007/9/7, David Callu [EMAIL PROTECTED]:
 
  Hi Art
 
Default flags with gcc h
 
  2007/9/7, Jean-Sébastien Guay  [EMAIL PROTECTED]:
  
   Hello Art,
  
I suspect the else should be
   
 binding2DArray = GL_FALSE;
   
it should be binding2DArray = GL_FALSE;
   
Hmm, strange why does compiler do not see that this is
a non-sense instruction...
Are the -Wall Flags activated, Robert?
  
   On my side (Visual C++ 2005) I only get a warning:
  
   2..\..\..\src\osg\Image.cpp(541) : warning C4552: '-' : operator has
   no effect; expected operator with side-effect
  
   g++ would probably give something similar, which has perhaps not been
   spotted when compiling such a large number of files...
  
   J-S
   --
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Re: [osg-users] osgmanipulator example questions

2007-09-10 Thread David Callu
Hi,


Can you send the osgmanipulator.cpp modified and your scene to test?

David Callu

2007/9/10, hesicong2006 [EMAIL PROTECTED]:

 I know why. root should add an Child include the scene.

 But another question. I can drag the Teapot01, but the whole scene now
 has two Teapot. Then how can I fix it?

 hesicong2006 wrote:
  Hi, Robert
  Someday before I asked a question about drag object in OSG and you told
  me to see osgmanipulator example. It's great.
  I tried to modify it as I want to move one object in the scene but the
  whole scene. I tried to do this in addDraggerToScene function:
 
  osg::Node* addDraggerToScene(osg::Node* scene,
  osgManipulator::CommandManager* cmdMgr, const std::string name)
  {
 scene-getOrCreateStateSet()-setMode(GL_NORMALIZE,
  osg::StateAttribute::ON);
 
 osg::Node* selectedObject=FindByName(Teapot01);
 
 osgManipulator::Selection* selection = new osgManipulator::Selection;
 selection-addChild(selectedObject);
 
 osgManipulator::Dragger* dragger = createDragger(name);
 
 osg::Group* root = new osg::Group;
 root-addChild(dragger);
 root-addChild(selection);
 root-addChild(createHUD());
 
 float scale = selectedObject-getBound().radius() * 1.6;
 dragger-setMatrix(osg::Matrix::scale(scale, scale, scale) *
 
  osg::Matrix::translate(selectedObject-getBound().center()));
 cmdMgr-connect(*dragger, *selection);
 
 return root;
  }
 
 
  And here my scene has two objects, one teapot, one box. But when I run
  the program, I see only the Teapot01 which really can drag and move,
  but the box is lost!
  I don't know how to only move one object in the scene. Please give me
  some ideas. Thanks.
 
 

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Re: [osg-users] put a uniform array in my GLSL shader ?

2007-09-11 Thread David Callu
Hi mael

  never try but probably with osg::Uniform::setArray(FloatArray * array);

David Callu

2007/9/11, Mael Blanchard [EMAIL PROTECTED]:

 Hi all,
 I would like to put in my GLSL shader a uniform array variable,
 I know how to put a simple float or int value with osg::Uniform, but for
 an array I don't know
 Is anyone can help me?

 thanks

 Mael.

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Re: [osg-users] Reading models from encrypted compressed file

2007-09-11 Thread David Callu
Hi Ivan

   You need to found or write a Read/Write plugin for your encrypted
compressed file format.

David Callu

2007/9/11, Ivan Bolčina [EMAIL PROTECTED]:

 I know that similar question has been asked before, but I was wondering,
 if anyone has a solution to this. Or at lease steps I need to implement.

 Thanks

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Re: [osg-users] Job request

2007-09-11 Thread David Callu
Hi cedric

http://www.openscenegraph.org/projects/osg/wiki/Community/WikiLogIn


David Callu
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Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-11 Thread David Callu
Hi All

Fedora 7, gcc 4.2.1, all build fine !!

2007/9/11, Art Tevs [EMAIL PROTECTED]:

 yes, it seems that math.h does not define the log2
 function on some systems.

 Sorry, for this.

 My proposition is to patch the osg's Math file to
 support for log2 method. I attached the patched file,
 which contains log2 function.

 Best regards, Art



 --- sicong he [EMAIL PROTECTED] schrieb:

  It seems that VS2005 c++ library do not have log2()
  function defined. So I
  change log2() function to log()/log(2.0), I don't
  know if it is slower than
  log2() but it really works.
 
  2007/9/11, sicong he [EMAIL PROTECTED]:
  
   I fixed this by change all log2(x) to:
   log((double)maximum(...))/log(2.0)
   Then I successfully built under VS2005.
   Attachment is my patch for this problem. Please
  test it.
  
   2007/9/11, Shue, John [EMAIL PROTECTED]:
   
 I'm getting same compiler error on FreeBSD:
Texture1D.cpp:417: error: `log2' was not
  declared in this scope
   
I did:
# svn update
# ./configure
# make
   
-john
   
 --
*From:*
  [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On
  Behalf Of *sicong he
*Sent:* Tuesday, September 11, 2007 10:21 AM
*To:* Public OpenSceneGraph Users discussion
  list.
*Subject:* Re: [osg-users] Please test SVN
  version of OpenSceneGraph
   
   
 I get latest version and build under VS2005.
But in these line:
TextureRectangle.cpp Line 561,
  TextureCubeMap.cpp Line 387,
Texture3D.cpp Line 459, Texture2DArray.cpp Line
  467, Texture2D.cpp Line
411,
Texture1D.cpp Line 417
These lines VS2005 reports:
error C3861: log2 can't find symbol
Is there some header lost?
   
   
   
2007/9/11, Robert Osfield
  [EMAIL PROTECTED]:

 Hi All,

 I have merged quite a few changes to the OSG
  over the last few days,
 these could break the build, so I'd like some
  feedback on how the OSG
 is build and running on various platforms
  before I go ahead the weekly
 dev release (2.1.10).

 Thanks in advance,
 Robert.

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Re: [osg-users] fails compilation on linux (Ubuntu Feisty Fawn)

2007-09-11 Thread David Callu
Hi Rafa,

   I had the same problem 1 week ago.
   I use Linux Fedora 7.
   When compiling, the default glext.h used is the glext.h provide by the
mesa package.
   I have a Nvidia graphic card and the nvidia package for fedora provide an
up to date glext.h.
   But this header is in the /usr/include/nvidia/GL/ directory
   I just do a symbolic link from /usr/include/nvidia/GL/glext.h to
/usr/include/GL/glext.h
   All build fine now.

Cheers
David Callu
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[osg-users] OpenGL Extension definition in OSG Headers

2007-09-11 Thread David Callu
Hi Robert,

   After seen and changed the patch provide by Art Tevs on the
GL_EXT_gpu_shader4 extension.
   I have remarked that the extension guard
 #ifndef GL_EXT_gpu_shader4
   don't do
 #define GL_EXT_gpu_shader4


   I go through the glext.h and I see that it is define with the extension
functions definition.



ex of the Nvidia glext.h:

#ifndef __glext_h_
#define __glext_h_

#ifdef __cplusplus
extern C {
#endif

/* blablabla */

... lot of define ...


#ifndef GL_EXT_gpu_shader4
#define GL_SAMPLER_1D_ARRAY_EXT   0x8DC0
#define ...
#endif

... lot of define ...

#ifndef GL_EXT_gpu_shader4
#define GL_EXT_gpu_shader4 1
#ifdef GL_GLEXT_PROTOTYPES
extern void APIENTRY glGetUniformuivEXT (GLuint program, GLint location,
GLuint *params);
extern void APIENTRY glBindFragDataLocationEXT (GLuint program, GLuint
color, const GLchar *name);
extern GLint APIENTRY glGetFragDataLocationEXT (GLuint program, const GLchar
*name);
extern void APIENTRY glUniform1uiEXT (GLint location, GLuint v0);
...


So, to keep OSG consistent, we need to add
   #define GL_EXT... 1
after each
   #ifndef GL_EXT...

concerned file are FragmentProgram, VertexProgram, GL2Extensions,
PointSprite,



Thought ?

David
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Re: [osg-users] fails compilation on linux (Ubuntu Feisty Fawn)

2007-09-11 Thread David Callu
Define values are always the same on all platform so why.
Moreover this seem clean and prevent redefine warning like I would
fix in my other post.

I am agree with this solution.

Cheers
David
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Re: [osg-users] unsubscribe

2007-09-12 Thread David Callu
you can do it yourself :
http://lists.openscenegraph.ohttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
rg/listinfo.cgi/osg-users-openshttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
cenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
login then unsubscribe

David
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Re: [osg-users] Addition and Subtraction

2007-09-17 Thread David Callu
Hi Renan

   If it just for display your CSG operation, there are
openCSGhttp://www.opencsg.org/
   If it is for building a eometrey then display it, there are effectively
BRL CAD, or OpenCascade http://www.opencascade.org/.
   The best I found is CGAL http://www.cgal.org/ but it have a double
licence like Qt, depending if you do opensource or close source application.

HTH
David

2007/9/16, Renan Mendes [EMAIL PROTECTED]:

 I'll check into that. Thanks, both of you.

 Renan M Z Mendes

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Re: [osg-users] window restored to center of screen

2007-09-19 Thread David Callu
Hi Johan,


This done by the osgViewer::WindowSizeHandler::toggleFullScreen()
method. You can reimplement your own Handler to do what you want like you
want :-)

Cheers
David



2007/9/17, Johan Johnsson [EMAIL PROTECTED]:

 as i press f in fullscreenmode the windowmode arrives, the window appears
 in the center of the screen.
 is there anyway to control this position ?

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Re: [osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-19 Thread David Callu
Hi arnaud

I can't reproduce your problem. I have 4 osg window in the mainWindow and
all have the same frame rate.
Can you describe you plateform driver vertion OSG, Qt
OSG_OPTIMIZE and OSG_CAMERA_THREAD env var
...


another think is thit is preferable to use osgViewer::CompositeViewer and
osgViewer::View
instead of osgViewer::Viewer when you have many scene and so many view.
With this, all update/cull/draw/ operations are done with the Thread  Model
choose in the osgViewer::CompositeViewer, and so do the best management of
all
 update/cull/draw/ operation of each View. This include to swapping OpenGL
buffer all together.
 I never could notice this but a thread on the ML talk about this. according
to this thread,
swapping all OpenGL buffer together give best performance.

Thank

David

Joint the modified

2007/9/19, arnaud houegbelo [EMAIL PROTECTED]:

 Hi Robert,

 Please find in attached file the source code of a small
 project based on osgViewerQT. This project create a QApplication
 with a mdi. You can open many OsgWidget (inherits of osgViewerQT)
 via the menu (File - Open). If you open many viewers you will
 see that the last viewers opened are very slow and if you close some
 previous viewers they delete some objects in the others viewers.
 I hope that this exemple will be useful to you to find the problem.

 many thanks and
 best Regards

 Arnaud




 
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Re: [osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-19 Thread David Callu
Oups forgotten

I use Linux Fedore 7
Gcc 4.2.1

AMD Athlon(tm) XP 3200+
NVidia GForce 7600 GT

OSG_THREADING = SingleThreaded
OSG_OPTIMIZER = DEFAULT

2007/9/19, David Callu [EMAIL PROTECTED]:

 Hi arnaud

 I can't reproduce your problem. I have 4 osg window in the mainWindow and
 all have the same frame rate.
 Can you describe you plateform driver vertion OSG, Qt
 OSG_OPTIMIZE and OSG_CAMERA_THREAD env var
 ...


 another think is thit is preferable to use osgViewer::CompositeViewer and
 osgViewer::View
 instead of osgViewer::Viewer when you have many scene and so many view.
 With this, all update/cull/draw/ operations are done with the Thread
 Model
 choose in the osgViewer::CompositeViewer, and so do the best management of
 all
  update/cull/draw/ operation of each View. This include to swapping OpenGL
 buffer all together.
  I never could notice this but a thread on the ML talk about this.
 according to this thread,
 swapping all OpenGL buffer together give best performance.

 Thank

 David

 Joint the modified

 2007/9/19, arnaud houegbelo [EMAIL PROTECTED]:
 
   Hi Robert,
 
  Please find in attached file the source code of a small
  project based on osgViewerQT. This project create a QApplication
  with a mdi. You can open many OsgWidget (inherits of osgViewerQT)
  via the menu (File - Open). If you open many viewers you will
  see that the last viewers opened are very slow and if you close some
  previous viewers they delete some objects in the others viewers.
  I hope that this exemple will be useful to you to find the problem.
 
  many thanks and
  best Regards
 
  Arnaud
 
 
 
 
  
  Boardwalk for $500? In 2007? Ha! Play Monopoly Here and Now (it's
  updated for today's economy) at Yahoo! Games.
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Re: [osg-users] Displaying stats

2007-09-20 Thread David Callu
Hi Marcus


 just a simple question. How can I use the stats?



Do you want use the state os stats ?
state if toggleUseTexture (key t), ToggleWireFrame (key w), ToggleLight (key
l), ...
stats is a grap draw on the top of the scene and displaying performance of
the application (key s)


I have added
 viewer.addEventHandler( new osgGA::StateSetManipulator(
 viewer.getCamera()-getOrCreateStateSet() ) );

to my program, but I think this is not enough. I am using the new OSG 2.0.



osg-users correct me if I am wrong
but just add Handler to the view is require.

look the osgviewer example



David
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Re: [osg-users] Displaying stats

2007-09-20 Thread David Callu
sorry, this is in the old one Provide by Producer.

2007/9/20, Marcus Fritzen [EMAIL PROTECTED]:

 Thank you both.
 Like Robert said, atm there is no automatically count of the triangles
 in the StatsHandler. I am not sure what you mean with the display in
 the stats graph, David? I have taken a look at the osgViewer examples,
 but they all use the StatsHandler, which I am using right now, too.

 David Callu wrote:
  lol synchronized
 
  That is all, but another question. Is there also a possibility to
  count
  the triangles in the scene?
 
 
 
  this is display in the Stats graph
  David
  
 
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Re: [osg-users] (no subject)

2007-09-25 Thread David Callu
Hi Jan

Take a look to the ShapeDrawable::accept(const HeightField field) to see
how osg
render a height field.

Take a look to the osgtexture2d example to know how to enable and render
texture.

HTH
David
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Re: [osg-users] Still problems turning off the light

2007-09-28 Thread David Callu
Hi philipp



try to do
 getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF |
osg::StateAttribute::OVERRIDE);


2007/9/28, Philipp Siemoleit [EMAIL PROTECTED]:

 Hi,

 i try to turn off the light on my scene - without success :(

 Here is the example code:

 int main(int argc, char* argv[])
 {
   osgViewer::Viewer v;

   osg::ref_ptrosg::Node node =
 osgDB::readNodeFile(bau_Bauernhaus.flt);
   node-getOrCreateStateSet()-setMode(GL_LIGHTING,
 osg::StateAttribute::OFF);
   v.setSceneData(node.get());
   v.setLightingMode(osg::View::NO_LIGHT);
   v.getCamera()-getOrCreateStateSet()-setMode(GL_LIGHTING,
 osg::StateAttribute::OFF);
   return v.run();
 }



 What's wrong?

 Thanks for answers!

 Philipp

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Re: [osg-users] Call for feedback : glu.h does it contain _GLUfuncptr?

2007-10-01 Thread David Callu
2007/10/1, Andy Skinner [EMAIL PROTECTED]:

 Although I sent stuff that started this, let me be specific.  Here are
 maci with the glu.h we use, and a bit about glu.h we don't use.  Here
 are also linux 32 bit and solaris 64 information.  I get the info from
 building Tessellator.i.


 On our Intel Mac build using CMake, we are getting
 /System/Library/Frameworks/OpenGL.framework/Headers/glu.h

 gluTessCallback is declared as:
 extern void gluTessCallback (GLUtesselator* tess, GLenum which, GLvoid
 (*CallBackFunc)());

 The line that doesn't compile is:
 gluTessCallback(_tobj, 100107, (GLvoid (*)(...)) vertexCallback);

 I think ... comes from the bit in GLU.


 


 There is another glu.h in /usr/include/X11R6/GL, but we aren't using it.
 It defines gluTessCallback as:
 extern void gluTessCallback (GLUtesselator* tess, GLenum which,
 _GLUfuncptr CallBackFunc);

 and _GLUfuncptr as:
 /* Internal convenience typedefs */
 #ifdef __cplusplus
 typedef GLvoid (*_GLUfuncptr)();
 #else
 typedef GLvoid (*_GLUfuncptr)(GLvoid);
 #endif


 


 Our 32-bit linux uses /usr/include/GL/glu.h.
 It declares gluTessCallback as:
 extern void gluTessCallback (GLUtesselator* tess, GLenum which,
 _GLUfuncptr CallBackFunc);

 and _GLUfuncptr as:
 typedef void ( * _GLUfuncptr)();

 The line that is failing is:
 gluTessCallback(_tobj, 100107, (GLvoid (*)()) vertexCallback);


 


 And on Solaris I get /usr/include/GL/glu.h.
 gluTessCallback is:
 extern void gluTessCallback ( GLUtesselator * tess , GLenum which ,
 GLvoid ( * CallBackFunc ) ( ) ) ;

 The failing line is:
 gluTessCallback ( _tobj , 100107 , ( GLvoid ( * ) ( ) ) vertexCallback
 ) ;


 andy

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same as Robert and Leif,
Fedora 7
come from Package mesa-libGLU-devel-6.5.2-13.fc7

David
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Re: [osg-users] GUI Events and Available Tutorial

2007-10-02 Thread David Callu
Hi Renan

 Have you take a look to OSG example?
 osgkeyboard and osgcamera could interest you.

 After this, you can also take a look to the source code ... ;-)
 The best source of information.

David

2007/10/2, Renan Mendes [EMAIL PROTECTED]:

 Hello, everyone.

   Newbie speaking again.
   I've got the new version of OSG (2.0), but I've had access only to
 the old version's tutorial, found in
 http://www.nps.navy.mil/cs/sullivan/osgtutorials/. As I went through the
 Keyboard Handler Class and tried to implement some of the code available,
 I found out that some of the methods mentioned in the tutorial do not belong
 to a certain class they used to (others I couldn't even find in the
 reference guide anymore). So, my question is: where can I read more on GUI
 Events, Keyboard Handler and Mouse Selection in an up to date version of
 OSG. (I have the OSG Quick Start Guide and it's been helping me, but I just
 wanted some more sources to refer to when I don't understand the book
 entirely).

 Thanks again,

   Renan M Z Mendes

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Re: [osg-users] camera config file?

2007-10-04 Thread David Callu
Hi mike

update your OpenSceneGraph-Data svn, there are osgViewer configuration file
into.

David

2007/10/4, Mike Wozniewski [EMAIL PROTECTED]:

 Hi all,

 I can't seem to find any documentation about the configuration files
 that can be used with osgViewer to manage cameras.

 I have various CAVE-like configurations that I need to switch between,
 and think that the config files are the way to go.

 Does anyone have an example?

 Thanks,
 -Mike
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Re: [osg-users] .obj, 3DI import

2007-10-04 Thread David Callu
Hi andrej

   osg load automatically the plugin require to read the file.
   This  is based on extension of the file that you want read.
   OSG have a plugin to read .obj file but I don't know the .3DI
   format and I don't know if OSG can read this format.
   You can force OSG to use a specific loader by adding -l library
or -e extension in commande line.

HTH
David


2007/10/4, andrej spilak [EMAIL PROTECTED]:

 Hello!
 As I'm pretty new to OSG, could anyone help me with reading .obj file
 extension? How should i import SolidWorks .3DI object then, which is pretty
 much similiar to the .obj?

 thanks in advance, andrej

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Re: [osg-users] OpenSceneGraph-2.2 stable released

2007-10-05 Thread David Callu
Hi all

There still are 1 Spanish site and 2 German site where need to post the OSG
2.2 release news.
Need to be traduced in them respective language.

Spanish and German osg-user, can you do this please.

Thanks
David

2007/10/4, Robert Osfield [EMAIL PROTECTED]:

 No that 2.2 has been tagged its time to tell the word about it, so I'd
 appreciate your efforts in passing on the word to various news
 websites etc.   Usual websites we post to can be found on the
 SpreadingTheNews page:


 http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews

 If you contact one of the sites please just change the (todo) to (done).

 Cheers,
 Robert.
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Re: [osg-users] Problems when rendering to a FBO texture and using that as a texture.

2007-10-08 Thread David Callu
Hi Alberto,

  The strange thing is OpenGL FrameBufferObject extension don't use the
windowing-api
  so the wglBindTextureImageARB have not to be called.


  your code seem to be good.

  take a look to osgprerender example.
  osgprerender --fbo use frame buffer object.

HTH
David

2007/10/8, Alberto Nortes [EMAIL PROTECTED]:

 Hi!,

 We have migrated all the code to the new osgViewer and everything is
 working marvelously, but:
 In OSG-2.2, with an Nvidia 7800 GT, I create an FBO to render the scene to
 a texture, this works correctly, but later if I want to use that texture as
 an input I get the following error:

 PixelBufferWin32::wglBindTexImageARB(), failed

 This used to work while working with osgProducer, but right now I dont
 know what can be wrong. Here is some code:

 //Render the current scene to a texture.
 camera-setRenderOrder(osg::CameraNode::PRE_RENDER);
 camera-setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);

 camera-attach(osg::CameraNode::COLOR_BUFFER, _texture_fbo);
 camera-addChild(*_total_root*);

 _root_camera_fbo-addChild(camera);
 _root_camera_fbo-addChild(nested_quad_from_camera);
 viewer.setSceneData(_root_camera_fbo);

 //Then in another part of the code I do:
 osg::Texture2D* _imagen_fbo = getTextureFbo();
 *_total_root*-addChild(group);
 group-getOrCreateStateset()-setTextureAttributeAndModes(0,
 _imagen_fbo,osg::StateAttribute::ON); //This last line provokes the warning.


 I belive I am doing something really really wrong like accesing the
 texture inside the same camera that renders it each frame... Please any
 comment would be very helpful.
 Thanks!
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Re: [osg-users] Multisample problem

2007-10-09 Thread David Callu
Hi Panagiotis

2007/10/6, Panagiotis Papadakos [EMAIL PROTECTED]:

 Hi.

 I want to add an option of using multisampling for my app. So I have setup
 DisplaySettings with setNumMultiSamples(4). The user is able to
 enable/disable multisampling as he feels in the app, by enabling/disabling

 the GL_MULTISAMPLE_ARB in the root stateset. My problem now is that
 initially I want to have multisampling disabled, which I can't figure out
 how to do. I have tried setting GL_MULTISAMPLE_ARB OFF in the root
 stateset, but this doesn't seem to help. Any ideas?


This seem to be the good method.
you can try

1) do root-getOrCreateStateSet()-setMode(GLL_MULTISAMPLE_ARB,
osg::StateAttribut::OFF | osg::StateAttribut::OVERRIDE)

2) I think that number of sample is define when the OpenGL context is
created
so recreate a context on each switch of the number os sample you want.

How did you know that multisample is enabling/disabling.
Did you look the render ?
Did you do a request to OpenGL about multisample ?


David


Thanks
  Panagiotis Papadakos
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Re: [osg-users] osgViewer::Viewer and getSceneView

2007-10-10 Thread David Callu
Hi Pasquale

  now you need to use the osgViewer::Viewer
   which derive from osgViewer::View
   which derive from osg::View

 You have access to
   - the scene graph by osgViewer::View::GetScene()
   - the camera by osgViewer::View::GetCamera()
   ...

 osgUtil::SceneView is use internally  by osgViewer in osgViewer::Renderer.
And inherited its setting form the camera that osgViewer::Renderer render.
this is done in osgViewer::Renderer::updateSceneView.

 HTH
David

2007/10/11, Pasquale Tricarico [EMAIL PROTECTED]:

 Hi,

 I'm updating a project to OSG-2.2, after several months (~6) of
 interrupted development, and I'm facing a problem. Before I based my
 code on the QT viewer example, with:

 class ViewerQT : public osgViewer::Viewer, public GraphicsWindowQT {...}

 and I could do:

 ViewerQT * viewerWindow = new ViewerQT;
 viewerWindow-getSceneView()-...;

 Now, I've updated my code using the latest osgviewerQT example, where:

 class AdapterWidget : public QGLWidget {...}

 class ViewerQT : public osgViewer::Viewer, public AdapterWidget {...}

 but now ViewerQT doesn't provide the getSceneView() method. How can I
 recover it? I needed it mainly to modify the near/far ratio:

 ...-getSceneView()-setNearFarRatio(1.0e-8); // big scene, with many
 tiny important details that need to be rendered

 and for debugging/verbose output such as:

 ...-getSceneView()-getProjectionMatrixAsPerspective(fovy,
 aspectRatio, zNear, zFar);

 Maybe now OSG 2.2 offers better ways to perform these two tasks?

 Thanks a lot,
 Pasquale

 (BTW, the first line of osgviewerQT.cpp says OpenSceneGraph example,
 osganimate., got to love cut'n'paste ;)
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Re: [osg-users] osg2.2 and TemplateIndexArray

2007-10-12 Thread David Callu
Hi Guillaume

This look like a use of library with different version
Have you rebuild and reinstall OSG before run your test.

David


2007/10/11, Poirier, Guillaume [EMAIL PROTECTED]:


 Hello !

 I just downloaded version 2.2 and switched. The only modification I've
 made
 to my code that was working was to upgrade from SimpleViewerQT to
 ViewerQT, following the
 example. Since I upgraded I keep getting run-time errors in
 0x2b78c03ff596 in osg::TemplateIndexArrayunsigned int,
 (osg::Array::Type)6, 1, 5125::index () from
 /usr/local/lib64/libosgUtil.so.25

 Anyone has an idea ?


 cheers,


 bill

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Re: [osg-users] Texture Memory supposed leak

2007-10-12 Thread David Callu
2007/10/12, Argentieri, John-P63223 [EMAIL PROTECTED]:

  To clarify,
 I create OpenGL contexts, not osg::GraphicsContexts, and use a sceneview
 per window. If switching to osg::GraphicsContext would fix my texture memory
 issues, I would do it. If that is the case, is there a good example of using
 a osgUtil::SceneView with a osg::GraphicsContext that someone can refer me
 to?

 John

  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Argentieri,
 John-P63223
 *Sent:* Friday, October 12, 2007 10:21 AM
 *To:* osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] Texture Memory supposed leak

  Hello,

 I read a message concerning texture memory cleanup. Robert asked the user
 if he was opening and closing contexts. I am also having texture memory
 issues, and I AM opening and closing contexts. How are these two things
 related?

 Thanks for your help.

 Sincerely,
 John

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Re: [osg-users] Window resize

2007-10-15 Thread David Callu
Hi Johan, HI Adrian

Can you give more info on your platform?

Can you develop why now the dimension is locked?
Which method did you use ?

David

2007/10/15, Johan Johnsson  [EMAIL PROTECTED]:

 On Mon, 15 Oct 2007 11:40:53 +0200, Adrian Egli  [EMAIL PROTECTED] wrote:

 think you got me wrong , i dont want to change the dimensions that the
 window initializes to,
 i want to make the window to be resizeable during the exekvation, because
 now the dimension is locked, i cant rezise it.



  Look into the source code, who it's done there.
 
  2007/10/15, Adrian Egli [EMAIL PROTECTED] :
 
  UNIX/OSX/LINUX
  export OSG_WINDOW=50 50 200 50
 
  Windows
  set OSG_WINDOW=100 100 512 512
 
  2007/10/15, Johan Johnsson  [EMAIL PROTECTED] :
  
   When the process runs in windowed mode, it is not possible to modify
  the
   size of the window.
   It should be possible to resize the window by standard MS Windows
   conventions.
  
   why does this occur and how can i fix this irritating problem?
   has it something to do with the traits struct?
  
   --
   Mr. Johan Johnsson
   AutoSim AS, Strandveien 106, 9006 Tromsø
   Visit us at http://www.autosim.no
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  --
  
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 --
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Re: [osg-users] Multisample problem

2007-10-17 Thread David Callu
Hi Panagiotis

I attach a osgviewer based example of use of multisample

You can switch on/off multisample with the key 'm'

Cheers
David

2007/10/14, Panagiotis Papadakos [EMAIL PROTECTED]:

 Hi David

 On Tue, 9 Oct 2007, David Callu wrote:

  Hi Panagiotis
 
  2007/10/6, Panagiotis Papadakos [EMAIL PROTECTED]:
 
  Hi.
 
  I want to add an option of using multisampling for my app. So I have
 setup
  DisplaySettings with setNumMultiSamples(4). The user is able to
  enable/disable multisampling as he feels in the app, by
 enabling/disabling
 
  the GL_MULTISAMPLE_ARB in the root stateset. My problem now is that
  initially I want to have multisampling disabled, which I can't figure
 out
  how to do. I have tried setting GL_MULTISAMPLE_ARB OFF in the root
  stateset, but this doesn't seem to help. Any ideas?
 
 

  This seem to be the good method.
  you can try
 
  1) do root-getOrCreateStateSet()-setMode(GLL_MULTISAMPLE_ARB,
  osg::StateAttribut::OFF | osg::StateAttribut::OVERRIDE)

 This is what I've been trying. More specifically
 root-getOrCreateStateSet()-setMode(GL_MULTISAMPLE_ARB,
 osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED |
   osg::StateAttribute::OVERRIDE);

 after the viewer has been realized.

  2) I think that number of sample is define when the OpenGL context is
  created
 so recreate a context on each switch of the number os sample you
 want.
 
 Why should I recreate a context? I think I should be able to
 enable/disable Multisampling with setting the state mode ON/OFF.

  How did you know that multisample is enabling/disabling.
  Did you look the render ?
 Yep, that is the case. I saw the render.

  Did you do a request to OpenGL about multisample ?
 
 
  David
 
 
  Thanks
   Panagiotis Papadakos
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This application is open source and may be redistributed and/or modified   
 * freely and without restriction, both in commericial and non commericial applications,
 * as long as this copyright notice is maintained.
 * 
 * This application is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode
#include osg/Multisample

#include osg/Switch
#include osgText/Text

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/StateSetManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator

#include iostream

class SwitchMultisampleHandler : public osgGA::GUIEventHandler
{
public:

SwitchMultisampleHandler(osg::StateSet * ss) :
_useMultisample(false), _ss(ss)
{
_ss-setAttributeAndModes(new osg::Multisample, osg::StateAttribute::ON);
_ss-setMode(GL_MULTISAMPLE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);

}

bool handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter )
{
if (ea.getHandled())
return false;

switch (ea.getEventType())
{
case (osgGA::GUIEventAdapter::KEYUP):
{
if (ea.getKey() == 'm')
{
if (_useMultisample == false)
{
_ss-setMode(GL_MULTISAMPLE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_useMultisample = true;
}
else
{
_ss-setMode(GL_MULTISAMPLE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
_useMultisample = false;
}

return true;
}
break;
}
default:
break;
}
return false;
}

private:

bool _useMultisample;
osg::ref_ptrosg::StateSet _ss;
};

int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

arguments.getApplicationUsage()-setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()-setDescription(arguments.getApplicationName()+ is the standard OpenSceneGraph example which loads and visualises 3d models.);
arguments.getApplicationUsage()-setCommandLineUsage

Re: [osg-users] Multisample problem

2007-10-17 Thread David Callu
Ok I have a not really clean fix but this work.

I will investigate more on this issue.
Keep you informed

David


2007/10/17, Panagiotis Papadakos [EMAIL PROTECTED]:

 Hi David. Thanks for your time and the example.

 I have the same problem with your example as I have with my own code.
 Running ./a.out --samples 4 saved_model.osg, uses anti-aliasing when the
 application starts although SwitchMultisampleHandler disables it in
 constructor. Pressing 2 times 'm' disables it, as it also happens with my
 app.

 Panagiotis Papadakos

 On Wed, 17 Oct 2007, David Callu wrote:

  Hi Panagiotis
 
  I attach a osgviewer based example of use of multisample
 
  You can switch on/off multisample with the key 'm'
 
  Cheers
  David
 
  2007/10/14, Panagiotis Papadakos [EMAIL PROTECTED]:
 
  Hi David
 
  On Tue, 9 Oct 2007, David Callu wrote:
 
  Hi Panagiotis
 
  2007/10/6, Panagiotis Papadakos [EMAIL PROTECTED]:
 
  Hi.
 
  I want to add an option of using multisampling for my app. So I have
  setup
  DisplaySettings with setNumMultiSamples(4). The user is able to
  enable/disable multisampling as he feels in the app, by
  enabling/disabling
 
  the GL_MULTISAMPLE_ARB in the root stateset. My problem now is that
  initially I want to have multisampling disabled, which I can't figure
  out
  how to do. I have tried setting GL_MULTISAMPLE_ARB OFF in the root
  stateset, but this doesn't seem to help. Any ideas?
 
 
 
  This seem to be the good method.
  you can try
 
  1) do root-getOrCreateStateSet()-setMode(GLL_MULTISAMPLE_ARB,
  osg::StateAttribut::OFF | osg::StateAttribut::OVERRIDE)
 
  This is what I've been trying. More specifically
  root-getOrCreateStateSet()-setMode(GL_MULTISAMPLE_ARB,
  osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED |
osg::StateAttribute::OVERRIDE);
 
  after the viewer has been realized.
 
  2) I think that number of sample is define when the OpenGL context is
  created
 so recreate a context on each switch of the number os sample you
  want.
 
  Why should I recreate a context? I think I should be able to
  enable/disable Multisampling with setting the state mode ON/OFF.
 
  How did you know that multisample is enabling/disabling.
  Did you look the render ?
  Yep, that is the case. I saw the render.
 
  Did you do a request to OpenGL about multisample ?
 
 
  David
 
 
  Thanks
   Panagiotis Papadakos
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Re: [osg-users] Multisample problem

2007-10-17 Thread David Callu
oups forget the file ...

2007/10/17, David Callu [EMAIL PROTECTED]:

 Ok I have a not really clean fix but this work.

 I will investigate more on this issue.
 Keep you informed

 David


 2007/10/17, Panagiotis Papadakos  [EMAIL PROTECTED]:
 
  Hi David. Thanks for your time and the example.
 
  I have the same problem with your example as I have with my own code.
  Running ./a.out --samples 4 saved_model.osg, uses anti-aliasing when
  the
  application starts although SwitchMultisampleHandler disables it in
  constructor. Pressing 2 times 'm' disables it, as it also happens with
  my
  app.
 
  Panagiotis Papadakos
 
  On Wed, 17 Oct 2007, David Callu wrote:
 
   Hi Panagiotis
  
   I attach a osgviewer based example of use of multisample
  
   You can switch on/off multisample with the key 'm'
  
   Cheers
   David
  
   2007/10/14, Panagiotis Papadakos [EMAIL PROTECTED]:
  
   Hi David
  
   On Tue, 9 Oct 2007, David Callu wrote:
  
   Hi Panagiotis
  
   2007/10/6, Panagiotis Papadakos [EMAIL PROTECTED]:
  
   Hi.
  
   I want to add an option of using multisampling for my app. So I
  have
   setup
   DisplaySettings with setNumMultiSamples(4). The user is able to
   enable/disable multisampling as he feels in the app, by
   enabling/disabling
  
   the GL_MULTISAMPLE_ARB in the root stateset. My problem now is that
   initially I want to have multisampling disabled, which I can't
  figure
   out
   how to do. I have tried setting GL_MULTISAMPLE_ARB OFF in the root
   stateset, but this doesn't seem to help. Any ideas?
  
  
  
   This seem to be the good method.
   you can try
  
   1) do root-getOrCreateStateSet()-setMode(GLL_MULTISAMPLE_ARB,
   osg::StateAttribut::OFF | osg::StateAttribut::OVERRIDE)
  
   This is what I've been trying. More specifically
   root-getOrCreateStateSet()-setMode(GL_MULTISAMPLE_ARB,
   osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED |
 osg::StateAttribute::OVERRIDE);
  
   after the viewer has been realized.
  
   2) I think that number of sample is define when the OpenGL context
  is
   created
  so recreate a context on each switch of the number os sample you
   want.
  
   Why should I recreate a context? I think I should be able to
   enable/disable Multisampling with setting the state mode ON/OFF.
  
   How did you know that multisample is enabling/disabling.
   Did you look the render ?
   Yep, that is the case. I saw the render.
  
   Did you do a request to OpenGL about multisample ?
  
  
   David
  
  
   Thanks
Panagiotis Papadakos
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This application is open source and may be redistributed and/or modified   
 * freely and without restriction, both in commericial and non commericial applications,
 * as long as this copyright notice is maintained.
 * 
 * This application is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode
#include osg/Multisample

#include osg/Switch
#include osgText/Text

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/StateSetManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator

#include iostream

class SwitchMultisampleHandler : public osgGA::GUIEventHandler
{
public:

SwitchMultisampleHandler(osg::StateSet * ss) :
_useMultisample(false), _ss(ss)
{
_ss-setAttributeAndModes(new osg::Multisample, osg::StateAttribute::ON);
_ss-setMode(GL_MULTISAMPLE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);

}

bool handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter )
{
if (ea.getHandled())
return false;

switch (ea.getEventType())
{
case (osgGA::GUIEventAdapter::KEYUP):
{
if (ea.getKey() == 'm')
{
if (_useMultisample == false)
{
_ss-setMode(GL_MULTISAMPLE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_useMultisample = true;
}
else

Re: [osg-users] Outputting Movies in OpenSceneGraph

2007-10-19 Thread David Callu
Hi Garrett

  A xine/Quicktime plugin is provide to read movie in OSG scene
 Take a look to osgmovie examples.

 But don't know any plugin to make a movie from an OSG Scene


David

2007/10/19, Garrett Potts [EMAIL PROTECTED]:

 Hello All:

 I have been perusing the source and examples and I was wondering if
 there was a way to output movies in an OSG Scene.  I know there are
 pbuffers and you can probably latch on to pbuffer generation after
 each framing and then couple to a movie generation library but I see
 that the osgDB has a nice plugin architecture for reading and writing
 and was wondering with the Movie based plugins if there was a way to
 feed a plugin (if one exists for movie writing) to output frames at
 given rate.  So basically init the plugin with some setup parameters
 and then start writing.  Has anyone ever researched this through a
 raw OSG implementation and not coupled to like a GUI or anything like
 that?

 Thank you all in advance for any help and time.

 Take care

 Garrett

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Re: [osg-users] specular highlight with SEPARATE_SPECULAR_COLOR

2007-10-23 Thread David Callu
Hi Riccardo

Linux Fedora 7
OSG 2.2
NVidia GeForce 8800


All work fine for me.
I just do osglight_modified cow.osg

I join the osglight_modified.cpp simplified and updated to OSG2.2.

Many bug has be fix and feature added since the OSG 1.2 Version.
Perhaps an update to OSG 2.2 will be a good choice for you.

HTH
David



2007/10/23, Riccardo Corsi [EMAIL PROTECTED]:

 Hi all,

 I'm try to get a specular highlights effect by using the
 osg::LightModel::SEPARATE_SPECULAR_COLOR mode.

 If I got it straight, this should compute a second color for the
 specular component to be added after lighting and texturing.
 So for instance, by using a light with white specular component and on a
 material with white specular color, I'd expect a white highlight in the
 final result. Instead what I get is the highlight modulated by the
 texture, as if I were using osg::LightModel::SINGLE_COLOR mode.

 Any suggestion on where I might be wrong?

 Find attached a modified osgLight example to reproduce the problem with
 a sample model.
 I basically removed the model animation, set a white specular on the
 light number 2, and added these lines of code:

 osg::StateSet* pSS = rootnode-getOrCreateStateSet();
 // set separate specular color
 osg::LightModel* pLightModel =new osg::LightModel;
 pLightModel-setLocalViewer(true);
 pLightModel-setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
 pSS-setAttributeAndModes(pLightModel, osg::StateAttribute::ON
 |osg::StateAttribute::OVERRIDE);

 I'm on
 osg 1.2
 WinXP
 nVidia 7900 GTX (tried both older and latest drivers)

 Thank you
 Ricky



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Re: [osg-users] specular highlight with SEPARATE_SPECULAR_COLOR

2007-10-23 Thread David Callu
oups forget the file :-)

2007/10/23, David Callu [EMAIL PROTECTED]:

 Hi Riccardo

 Linux Fedora 7
 OSG 2.2
 NVidia GeForce 8800


 All work fine for me.
 I just do osglight_modified cow.osg

 I join the osglight_modified.cpp simplified and updated to OSG2.2 .

 Many bug has be fix and feature added since the OSG 1.2 Version.
 Perhaps an update to OSG 2.2 will be a good choice for you.

 HTH
 David



 2007/10/23, Riccardo Corsi  [EMAIL PROTECTED]:
 
  Hi all,
 
  I'm try to get a specular highlights effect by using the
  osg::LightModel::SEPARATE_SPECULAR_COLOR mode.
 
  If I got it straight, this should compute a second color for the
  specular component to be added after lighting and texturing.
  So for instance, by using a light with white specular component and on a
  material with white specular color, I'd expect a white highlight in the
  final result. Instead what I get is the highlight modulated by the
  texture, as if I were using osg::LightModel::SINGLE_COLOR mode.
 
  Any suggestion on where I might be wrong?
 
  Find attached a modified osgLight example to reproduce the problem with
  a sample model.
  I basically removed the model animation, set a white specular on the
  light number 2, and added these lines of code:
 
  osg::StateSet* pSS = rootnode-getOrCreateStateSet();
  // set separate specular color
  osg::LightModel* pLightModel =new osg::LightModel;
  pLightModel-setLocalViewer(true);
  pLightModel-setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
  pSS-setAttributeAndModes(pLightModel, osg::StateAttribute::ON
  |osg::StateAttribute::OVERRIDE);
 
  I'm on
  osg 1.2
  WinXP
  nVidia 7900 GTX (tried both older and latest drivers)
 
  Thank you
  Ricky
 
 
 
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#include osgViewer/Viewer

#include osg/Group
#include osg/Node

#include osg/Material
#include osg/Light
#include osg/LightSource
#include osg/StateAttribute
#include osg/Geometry
#include osg/Point

#include osg/MatrixTransform
#include osg/PositionAttitudeTransform

#include osgDB/Registry
#include osgDB/ReadFile

#include osgUtil/Optimizer
#include osgUtil/SmoothingVisitor

#include osgViewer/ViewerEventHandlers

#include osgGA/TrackballManipulator
#include osgGA/StateSetManipulator


#include iostream

// rigky
#include osg/LightModel






osg::Node* createLights(osg::StateSet* rootStateSet)
{
osg::Group* lightGroup = new osg::Group;


// create a spot light.
osg::Light* myLight1 = new osg::Light;
myLight1-setLightNum(0);
myLight1-setPosition(osg::Vec4(10.0f, 10.0f, 10.0f, 1.0f));
myLight1-setAmbient(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1-setDiffuse(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1-setSpecular(osg::Vec4(1.0f,1.0f,1.0f,1.0f));

//myLight1-setSpotCutoff(20.0f);
//myLight1-setSpotExponent(50.0f);
myLight1-setDirection(osg::Vec3(-1.0f,-1.0f,-1.0f));

osg::LightSource* lightS1 = new osg::LightSource;
lightS1-setLight(myLight1);
lightS1-setLocalStateSetModes(osg::StateAttribute::ON); 
lightS1-setStateSetModes(*rootStateSet,osg::StateAttribute::ON);

lightGroup-addChild(lightS1);


// create marker for point light.
osg::Geometry* marker = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices-push_back(osg::Vec3(0.0,0.0,0.0));
marker-setVertexArray(vertices);
marker-addPrimitiveSet(new osg::DrawArrays(GL_POINTS,0,1));

osg::StateSet* stateset = new osg::StateSet;
osg::Point* point = new osg::Point;
point-setSize(4.0f);
stateset-setAttribute(point);

marker-setStateSet(stateset);

osg::Geode* markerGeode = new osg::Geode;
markerGeode-addDrawable(marker);

//lightGroup-addChild(markerGeode);

return lightGroup;
}


int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()-setDescription(arguments.getApplicationName()+ is the example which demonstrates use of OpenGL vertex lighting.);
arguments.getApplicationUsage()-setCommandLineUsage(arguments.getApplicationName()+ [options] filename ...);
arguments.getApplicationUsage()-addCommandLineOption(-h or --help,Display this information);

// construct the viewer.
osgViewer::Viewer viewer(arguments);

// set up the value with sensible default event handlers.
//viewer.setUpViewer(osgViewer::Viewer::STANDARD_SETTINGS);

// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());

// if user request help write it out to cout.
if (arguments.read(-h) || arguments.read(--help

Re: [osg-users] using osgIntrospection for own library

2007-12-06 Thread David Callu
Hi Manu

2007/12/5, Emmanuel Roche [EMAIL PROTECTED]:

 Helle there !!

 I'm currently testing the osg reflection framework, so I got GenWrapper,
 an now I'm using it to try to build wrappers for my own libraries... Here is
 the situation:

 I've got a file typedefs.h containing something like:

 #include osg/Node
 #include osg/ref_ptr

 typedef osg::ref_ptrosg::Node RefNode;

 And when I use genwrapper with such a file, just before the output * INFO:
 creating file `gen/src/osgWrappers/ogl/Typedefs.cpp'

 I get: * WARNING: could not write a reflector for undefined type
 `osg::ref_ptr osg::Node '

 I'm quite new to the introspection, so please correct me if I'm wrong:

 1) Am I right to assume that this warning is not important and everything
 will be all right as long as I load the osg wrapper library as this one
 would provide everything needed to access the reflector for this type ?

You right




2) And, if it's really the case, is this assumption dangerous because
 osg::ref_ptr osg::Node  is a particularly common type and the same
 assumption would not work for something more exotic (like using osg:ref_ptr
 MyObjectType  where MyObjectType is introspected in a first library
 (lib1) and this referenced type defined only in a second library... If
 someone sees what I mean...) ?

I am not sure to see what you mean.
can you explain this please

 David
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Re: [osg-users] Still on osgintrospection...

2007-12-06 Thread David Callu
Hi Manu

2007/12/5, Emmanuel Roche [EMAIL PROTECTED]:

 Suppose I have a class MyClass introspected

 I also some kind of template class MyTemplaceclass T, which can be built
 with the type T=MyClass, BUT this construction is done nowhere in our base
 library... I guess if I try to generate wrappers, the type
 MyTemplateMyClass will not be defined (ie reflected). What is best way to
 solve this problem ?


Template reflection is not supported in osgIntrospection. You have to
reflect each class create with a template.
Done automatically by genWrapper when it found a template instantiation.
Take a look to src/osgWrapper/osg/Array, each osg::Vec2, osg::Vec2s,
osg::Vec3 ... are reflected.


And by the way, I noticed that (with the SVN version of the genwrapper at
 least) it is not possible to use the option -p to generate VisualStudio
 project files. The option simply doesn't appear anywhere in the source code
 in fact, it that normal ?

Well. really few person use genWrapper. I use it on Linux, Robert too. Never
try on Windows.
So perhaps this feature is firstly intended but never implemented.
You can do it if you want :-)



Manu.

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Re: [osg-users] osgIntrospection and operators ?

2007-12-06 Thread David Callu
Hi Manu

2007/12/5, Emmanuel Roche [EMAIL PROTECTED]:

 It's me again, sorry to ask so much, but I keep being surprised with this
 introspection stuff:

 Correct me if I'm missing something but since the operators of a class are
 not reflected (why ?),

Well, you right again. Operator are not supported in osgIntrospection.


how can you expect to do something as simple as the addition of two
 osg::Vec3 introspectively ???

Good question. OSG is bind in many other language than C++ with
osgIntrospection and I don't know how this bind does to use operator.
Perhaps simply not use operator at all.
After look in OsgDotNet TODO list, a see that operator have to be
implemented. So no solution for now.
Again, feel free to do it :-).

David
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Re: [osg-users] using osgIntrospection for own library

2007-12-06 Thread David Callu
2007/12/6, Emmanuel Roche [EMAIL PROTECTED]:

 Hi David,

 What I mean in my ponit 2 is:

 - Suppose I have a library lib1 where I define my class Class1
 - Suppose I build a wrapper for this library: lib1_wrapper

 Now, I build another library, lib2 where I define a templated class
 Class2T
 In this second library, I define the typedef :
 typedef Class2Class1 MyTypedef;

 - And now I try to build a wrapper for this lib2, lib2_wrapper.

 As Class1 is not in lib2, I guess the genwrapper will complain about no
 reflector being built for Class2 Class1 ,



GenWrapper work on one Header at time. So if your  typedef Class2Class1
MyTypedef;
is define in the same file of the template definition Class2T, It will
create the Class2Class1 reflector.




I also have a similar question on the same issue, more generally speaking:

 Suppose in my lib1, I define Class1 and the template Class2T, but never
 instantiating Class4Class1... Would there be a way to instanciate this
 type with through the wrapper then ?


If you think to add  typedef Class4Class1 myClass; in the wrapper source
with the optional genWrapper.conf file, this is theoretically possible (from
the compiler and linker view). But genWrapper don't support this kind of
operation.

A solution is to create a template reflector for your template Class2 and
instanciate this template reflector in the wrapper source.
Alre


Manu.


 2007/12/6, David Callu [EMAIL PROTECTED]:
 
  Hi Manu
 
  2007/12/5, Emmanuel Roche [EMAIL PROTECTED] :
  
   Helle there !!
  
   I'm currently testing the osg reflection framework, so I got
   GenWrapper, an now I'm using it to try to build wrappers for my own
   libraries... Here is the situation:
  
   I've got a file typedefs.h containing something like:
  
   #include osg/Node
   #include osg/ref_ptr
  
   typedef osg::ref_ptrosg::Node RefNode;
  
   And when I use genwrapper with such a file, just before the output *
   INFO: creating file `gen/src/osgWrappers/ogl/Typedefs.cpp'
  
   I get: * WARNING: could not write a reflector for undefined type
   `osg::ref_ptr osg::Node '
  
   I'm quite new to the introspection, so please correct me if I'm wrong:
  
  
   1) Am I right to assume that this warning is not important and
   everything will be all right as long as I load the osg wrapper library as
   this one would provide everything needed to access the reflector for this
   type ?
 
  You right
 
 
 
 
  2) And, if it's really the case, is this assumption dangerous because
   osg::ref_ptr osg::Node  is a particularly common type and the same
   assumption would not work for something more exotic (like using 
   osg:ref_ptr
   MyObjectType  where MyObjectType is introspected in a first library
   (lib1) and this referenced type defined only in a second library... If
   someone sees what I mean...) ?
 
  I am not sure to see what you mean.
  can you explain this please
 
   David
 
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Re: [osg-users] osgIntrospection: areArgumentsCompatible() issue

2007-12-14 Thread David Callu
Hi Manu,

You right :-).

I think in the introspection concept implemented by Marco Jez, If you use a
getCompatibleConstructor(...) or other low-level method in osgIntrospection,
you have to know the API as same as you write your code without
introspection.

David

2007/12/13, Emmanuel Roche  [EMAIL PROTECTED]:

 Hi there !

 in the osgIntropsection framework, we use getCompatibleConstructor(...) or
 getCompatibleMethod(...), etc... to get a function considering the
 parameters offered. But it this process do the framework take into account
 the possible implicit parameter constructions ?

 I tried to check the sources, and as far as I understand, everything would
 happen in the function if it was the case (for example for the implicit
 convertion of a const char* object to std::string):

 bool Reflection::accum_conv_path(const Type source, const Type dest,
 ConverterList conv, std::vectorconst Type*  chain, CastType castType)
 {
 // break unwanted loops
 if (std::find( chain.begin(), chain.end(), source) != chain.end())
 return false;

 // store the type being processed to avoid loops
 chain.push_back(source);

 // search a converter from source
 StaticData::ConverterMapMap::const_iterator i =
 getOrCreateStaticData().convmap.find(source);
 if (i == getOrCreateStaticData().convmap.end())
 return false;

 // search a converter to dest
 const StaticData::ConverterMap cmap = i-second;
 StaticData::ConverterMap::const_iterator j = cmap.find(dest);
 if (j != cmap.end()  (j-second-getCastType() == castType))
 {
 conv.push_back(j-second);
 return true;
 }

 // search a undirect converter from source to ... to dest
 for (j=cmap.begin(); j!=cmap.end(); ++j)
 {
 if ((j-second-getCastType() == castType) 
 accum_conv_path(*j-first, dest, conv, chain, castType))
 {
 conv.push_front(j-second);
 return true;
 }
 }

 return false;
 }

 ... but I can't see anything concerning the type constructors here, so I
 guess that to call a function you need to pass the exact type of parameter
 needed (with an exception for the derived classes, and inheritance system),
 for example:

 with the function void myfunc(std::string arg1, osg::Node* obj)

 the reflection framework would find a compatible method with the arguments
 : { std::string(test) , and osg::Group* myGroup } but it won't find
 anything  with the pair { test, osg::Node* myNode }... Am I wrong ??

 regards,

 Manu.


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Re: [osg-users] Big fonts in current SVN

2007-12-18 Thread David Callu
Hi All,

After a long search in OSG SVN revision, I found this is a fonts file
issue.

I downdate  my SVN and rebuild OSG for the revision
7648, just before integration of Text3D
7500,
7300,
7000,
6900,
6500, ~ here begin dependancy with external OpenThreads
6400, ~ here begin dependancy with external Producer
6200,
6000

problem is always present

I downdate my freetype version to
2.2
2.1.10
2.1.9
2.0.9

problem is always present g


finally ..
I try to my own arial.ttf file provide by the package mstcorefonts-2.0.1.
This package is created with a script provided by mstcorefont project.
This script download font on Microsoft site and make a rpm with them.

To conclude, this is a font file problem.
I submit  the file on osg-submissions now.

Cheers
David




2007/12/17, Robert Osfield [EMAIL PROTECTED]:

 Hi Paul,

 On Dec 16, 2007 7:53 PM, Paul Martz [EMAIL PROTECTED] wrote:
  Thanks, Robert -- Unfortunately, this change had no effect.
 
  Maybe another avenue of attack might be to add DEBUG_INFO messages to
  osgText to display components that contribute to the final size of
  SCREEN-aligned glyphs? Then we could compare my DEBUG_INFO output
 against
  yours to see if that sheds any light?

 Today is going to be a very busy day for me so I won't be able to go
 chase this up right now.

 A close review of the changes that David made might reveal some
 possibilities.  Adding more debugging as you suggest might also
 provide more time.  Something for later in the week, unless others can
 jump in and help.

 Robert.
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Re: [osg-users] Big fonts in current SVN

2007-12-18 Thread David Callu
Hi Jeremy

I submit patch to Robert.
So coming soon If all work fine.
David

David

2007/12/18, Jeremy Moles [EMAIL PROTECTED]:


 On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
  Hi Jeremy,
 
  The alignment problem is a known problem that David (the author of the
  recent changes to osgText) knows about and will be looking into.

 Should this be fixed in 2.3? If so, I'm still seeing it in SVN. Just
 wondering if it's me, or still an unresolved issue...

  The texture based fonts themselves haven't actually changed apart from
  the internals being reworked in terms of the new TexBase class, the
  actual rendering process should be the same.
 
  Robert.
 
  On Dec 14, 2007 5:53 PM, Jeremy Moles  [EMAIL PROTECTED] wrote:
   I would just like to jump in here and say I'm also having font
 problems
   w/ SVN as of either yesterday or the day before. My problems aren't
 like
   the ones Paul is seeing, but they're definitely new differences that
   weren't there Tuesday...
  
   Attached is a picture of the osghudlabel example from osgHUD. In the

   past, the text rendered has been nice and reasonably compact, but now
   there is almost an entire row of blank space between real row of text.
   This is the case for both my own fonts and the Times font provided w/
   OSG.
  
   HOWEVER, this could just be my imagination, but was the font clarity
   improved with the recent changes to osgText? Even the spacing is
 wonky,
   I can swear they actually look a little crisper... not
 subpixel-aligned
   (as that would take a minimum of 3 passes so I hear), but still good.
 :)
  
  
   On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
Current SVN head seems to have extra-large screen oriented fonts.
 See
the attached screen shots. This is on Windows VS8; don't know about
other platforms? I get the same for screen oriented fonts in the
osgtext example.
   
While my failing eyesight certainly appreciates the increased font
size, I can't help but think this is a bug. :-)
   
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
   
  
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Re: [osg-users] VPB in SVN

2008-01-09 Thread David Callu
Hi Robert,


Have you put -W -Wall in CMAKE_CXX_FLAGS.
I have a lot of warning too, but I know that your code work fine with
this warning.
So I never take the time to fix them.

Cheers
David

2008/1/9, Robert Osfield [EMAIL PROTECTED]:

 On Jan 9, 2008 3:45 PM, Jean-Sébastien Guay
 [EMAIL PROTECTED] wrote:
  OK, I'll probably be able to help there in the coming weeks.

 Great, much appreciated.

  I didn't mean warnings, there are some errors that should show up on
  any compiler, such as a method declared as bool someMethod() not
  returning a value... For example, in include/vpb/FileCache :
 
   bool sync() { if (_requiresWrite) write(_filename); }
 
  should be
 
   bool sync() { if (_requiresWrite) return write(_filename); return
 false; }
 
  or something to that effect. I would have thought gcc would give an
  error there... MSVC certainly does.

 I've just done a clean build and g++ isn't reporting any warnings
 whatsoever.

 The above is an error of course, I'll fix this.


  BTW, to correct the methods, I would like to know what is your
  standard for methods returning error? 0/false = no error and 1/true =
  error? Or 0/false = failed and 1/true = succeeded?

 Typically true for succeeded/did operation.

 Robert.
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Re: [osg-users] VBP installation: missing headers

2008-01-23 Thread David Callu
Hi Jc

Sorry :-).

2008/1/23, Jean-Christophe Lombardo [EMAIL PROTECTED]:

 I was trying to use the vpb::HeightFieldMapper in own application...
 By the way, I also have a corrected version of the vpbheightfieldmapping
 application. I mean one which does not load files on ledocc's computer
 (David tu es incorrigible !) but take filenames from command lines.
 If you are interested, just met me now...

 jcl







 
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 PineApp Mail-SeCure for the presence of malicious code, vandals  computer
 viruses.

 



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Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-26 Thread David Callu
Hi Roland


BTW, I see my job request is still on JobRequests wiki
pagehttp://www.openscenegraph.org/projects/osg/wiki/Community/JobRequests

I create an account on the trac and login to remove it,
but I haven't WIKI_MODIFY permission (don't know why).

Can you remove my job request please ?
Or fix my permission if you can ?
Or anyone can help me ?


David Callu


2009/10/26 Chris 'Xenon' Hanson xe...@alphapixel.com

 Roland Smeenk wrote:
  Done.
  I added the some of the rules for the jobs page in the past. Typically
 companies don't take the effort to remove jobs when filled so I don't take
 the effort to contact them and remove the jobs when they are old enough. If
 it's not OK they can always restore the data from the page history.

   Thanks Roland!

  Roland

 --
 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
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Re: [osg-users] Cleaning out Community/JobOffers -- osg

2009-10-26 Thread David Callu
ok

Thanks Roland

David

2009/10/26 Roland Smeenk roland.sme...@tno.nl

 Please, contact Jose Luis Hidalgo to let him update your Wiki permissions.

 --
 Roland

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 http://forum.openscenegraph.org/viewtopic.php?p=18701#18701





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Re: [osg-users] crash with setTextureAttributeAndModes

2009-10-27 Thread David Callu
Hi Otto


We don't have enough information to solve you problem.
Have you try to debug you application ?
Have you an available callstack to found where you application crash ?
Have you a simple program test which isolate the problem ?
but more simply, is your datasetList array store texture pointer in
osg::ref_ptr ?

Nobody can help you with this too little description.
This probably a misusing of osg code more than a bug in OSG.

HTH
David Callu



2009/10/27 Otto Cologne schur...@gmx.de

 Hi,

 I'm having a crash with setTextureAttributeAndModes I don't know how to
 fix.

 To explain the issue. I have a list of data sets which hold a pointer to a
 osg::Texture3D. The texture mixing is done in a shader and my texture update
 function containing the following loop is called from an update  callback.
 Since the order of the textures can/must change i loop over the textures and
 do this


 Code:

 osg::StateSet* sliceState = m_sliceNode-getOrCreateStateSet();
 for ( size_t i = 0; i  datasetList.size(); ++i)
 {
  osg::Texture3D* texture3D = datasetList[i] )-getTexture3D();
  sliceState-setTextureAttributeAndModes( i, texture3D,
 osg::StateAttribute::ON );
 }




 This works just find when adding one texture after another. However when
 the order changes, thus overwriting a different order it crashes. So
 apparently I'm doing it wrong.

 Any help would be greatly appreciated.
 ...

 Thank you!

 Cheers,
 Otto

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 http://forum.openscenegraph.org/viewtopic.php?p=18753#18753





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