[osg-users] I am back

2011-04-18 Thread Trajce Nikolov Nick
hello community,

I am back :) ... this time from macedonia .. have you missed me??

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Re: [osg-users] I am back

2011-04-19 Thread Trajce Nikolov Nick
thanks J-S .. What has happened in the last couple of months ?

nick

On Mon, Apr 18, 2011 at 5:46 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Nick,


  I am back :) ... this time from macedonia .. have you missed me??


 Welcome back!

 J-S
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Re: [osg-users] I am back

2011-04-19 Thread Trajce Nikolov Nick
heh :) . ok

Nick

On Tue, Apr 19, 2011 at 4:35 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Nick,


  thanks J-S .. What has happened in the last couple of months ?


 Well, the usual, a few dev releases, lots of submissions, the project
 moving forward at a steady pace :-)

 I'll let you have a look at the archives for more details :-)


 J-S
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Re: [osg-users] I am back

2011-04-20 Thread Trajce Nikolov Nick
Hi dimi christop,

I mean Macedonia ... for sure for sure

http://maps.yahoo.com/#mvt=mlat=41.906056lon=21.817207zoom=8q1=macedonia


nick

On Wed, Apr 20, 2011 at 9:50 AM, dimi christop dimi_chris...@yahoo.comwrote:

 Macedonia is in Greece,
 you probably mean Former Yugoslav Republic of Macedonia..

 --
 *From:* Trajce Nikolov Nick trajce.nikolov...@gmail.com
 *To:* osg-users@lists.openscenegraph.org
 *Sent:* Mon, April 18, 2011 5:58:56 PM
 *Subject:* [osg-users] I am back

 hello community,

 I am back :) ... this time from macedonia .. have you missed me??

 --
 Nick

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Re: [osg-users] I am back

2011-04-20 Thread Trajce Nikolov Nick
cool

On Wed, Apr 20, 2011 at 11:08 PM, dimi christop dimi_chris...@yahoo.comwrote:

 Interestingly if you tyoe FYROM (Former Yugoslav Republic of Macedonia)
 in the Get Map Direction from field it shows the same place.
 http://maps.yahoo.com/#mvt=mlat=41.659997lon=21.685371zoom=8q1=FYROM

 Be careful what you hear there.  These people refer to them as ancestors of
 the Great Alexander  :)
 If you decide to hop over to Athens (its nearby) let me know and I will
 show you around on
 our Realtime OSG powered Dome.
 http://www.openscenegraph.org/projects/osg/wiki/Screenshots/FHW


 --
 *From:* Trajce Nikolov Nick trajce.nikolov...@gmail.com
 *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org
 *Sent:* Wed, April 20, 2011 5:33:16 PM
 *Subject:* Re: [osg-users] I am back

 Hi dimi christop,

 I mean Macedonia ... for sure for sure


 http://maps.yahoo.com/#mvt=mlat=41.906056lon=21.817207zoom=8q1=macedonia


 nick

 On Wed, Apr 20, 2011 at 9:50 AM, dimi christop dimi_chris...@yahoo.comwrote:

 Macedonia is in Greece,
 you probably mean Former Yugoslav Republic of Macedonia..

 --
 *From:* Trajce Nikolov Nick trajce.nikolov...@gmail.com
 *To:* osg-users@lists.openscenegraph.org
 *Sent:* Mon, April 18, 2011 5:58:56 PM
 *Subject:* [osg-users] I am back

 hello community,

 I am back :) ... this time from macedonia .. have you missed me??

 --
 Nick

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[osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-01 Thread Trajce Nikolov NICK
Hi Community,

I am working with txp database and using shaders per nodes in the scene so
I come with a need to inject a NodeVisitor when a portion of a database is
paged in. Any hints for this? Robert?

Thanks a bunch,

Cheers,

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Re: [osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-01 Thread Trajce Nikolov NICK
Thanks Robert. That is exactly what I was looking

Nick

On Fri, Mar 1, 2013 at 12:04 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On 1 March 2013 10:36, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  I am working with txp database and using shaders per nodes in the scene
 so I
  come with a need to inject a NodeVisitor when a portion of a database is
  paged in. Any hints for this? Robert?

 The easist way to manage doing special operations on the loading scene
 graph is to use an osgDB::Registry::ReadFileCallback that allows to
 you to interecept the read call do the read operation then post
 process the loaded scene graph before you pass it back.  This works
 for all read operations including the database pager.

 Robert.
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Re: [osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-07 Thread Trajce Nikolov NICK
Hi Robert,

I took a look at this. Here is the ReadFileCallback method I am interested
in:

virtual ReaderWriter::ReadResult readNode(const std::string filename,
const Options* options);

What I was expecting here was access the osg::Node that was loaded, so I
can apply a NodeVisitor prior to attaching it to the scene

Any hint?

Thanks


On Fri, Mar 1, 2013 at 12:04 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On 1 March 2013 10:36, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  I am working with txp database and using shaders per nodes in the scene
 so I
  come with a need to inject a NodeVisitor when a portion of a database is
  paged in. Any hints for this? Robert?

 The easist way to manage doing special operations on the loading scene
 graph is to use an osgDB::Registry::ReadFileCallback that allows to
 you to interecept the read call do the read operation then post
 process the loaded scene graph before you pass it back.  This works
 for all read operations including the database pager.

 Robert.
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Re: [osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-07 Thread Trajce Nikolov NICK
Hi Robert,

was thinking more about this. Is the responsibility to load the model on
the callback? If so, then I got the idea

Please let me know

Thanks

Nick

On Thu, Mar 7, 2013 at 11:39 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 I took a look at this. Here is the ReadFileCallback method I am interested
 in:

 virtual ReaderWriter::ReadResult readNode(const std::string filename,
 const Options* options);

 What I was expecting here was access the osg::Node that was loaded, so I
 can apply a NodeVisitor prior to attaching it to the scene

 Any hint?

 Thanks


 On Fri, Mar 1, 2013 at 12:04 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Nick,

 On 1 March 2013 10:36, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  I am working with txp database and using shaders per nodes in the scene
 so I
  come with a need to inject a NodeVisitor when a portion of a database is
  paged in. Any hints for this? Robert?

 The easist way to manage doing special operations on the loading scene
 graph is to use an osgDB::Registry::ReadFileCallback that allows to
 you to interecept the read call do the read operation then post
 process the loaded scene graph before you pass it back.  This works
 for all read operations including the database pager.

 Robert.
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Re: [osg-users] Custom NodeVistor injected in the DatabasePager

2013-03-07 Thread Trajce Nikolov NICK
Thanks !

Nick

On Fri, Mar 8, 2013 at 12:05 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 On 7 March 2013 22:56, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Robert,
 
  was thinking more about this. Is the responsibility to load the model on
 the
  callback? If so, then I got the idea
 
  Please let me know

 Yep, it's the responsibility of the ReadFileCallback to do the reading
 - typically you just call the underlying Registry read methods to load
 the file, have a look at the default implementation of the
 ReadFileCallback to see how it's done.

 Robert.
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[osg-users] disabling state

2013-03-08 Thread Trajce Nikolov NICK
Hi community,

I have a graph with some node where I have set a shader with override. What
is the way down in the subgraph to disable this shader?

Thanks

Nick

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Re: [osg-users] disabling state

2013-03-08 Thread Trajce Nikolov NICK
The answer is to set an empty osg::Program with
osg::StateAttribute::PROTECTED.

Thanks Wojtek

Nick

On Fri, Mar 8, 2013 at 12:36 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have a graph with some node where I have set a shader with override.
 What is the way down in the subgraph to disable this shader?

 Thanks

 Nick

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[osg-users] osgconv --compressed-dxt5

2013-03-08 Thread Trajce Nikolov NICK
hi community,

what has happened to osgconv? I remember it was working in the older
versions well. Now it says something like rgb plugin can not export
compressed images. osgconv was the way how to optimize openflight with huge
rgb textures into something like osg with dxt. Any hints?

Thanks

Nick

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Re: [osg-users] Problem with fullscreen hiding dialog window

2013-03-13 Thread Trajce Nikolov NICK
There should be a flag for your Dialog to set it always on top or
something like this

Nick

On Wed, Mar 13, 2013 at 11:19 AM, David Sellin davse...@student.liu.sewrote:

 Hi,

 I run my osg program in fullscreen mode by setting traits width height to
 the same as desktop, x and y position to 0 and disabling window decoration.
 This prevents my windows file input dialog to show (it opens behind the osg
 window and I need to alt+tab to it). It shows at top level when running in
 a smaller osg window that doesn't cover the the whole desktop.

 Can I set the osg window options to have full screen specifications
 without the program going into fullscreen mode? Just having the window
 floating on top.

 I use
 http://msdn.microsoft.com/en-us/library/windows/desktop/bb776913%28v=vs.85%29.aspxto
  open the file dialog on Windows 7 x64 and OSG version 3.1.3. Maybe there
 are better approaches to do this?

 Thank you!

 Cheers,
 David

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Re: [osg-users] Problem with fullscreen hiding dialog window

2013-03-13 Thread Trajce Nikolov NICK
What do you use for your Dialog code? Can you pass the code snippet of the
dialog creation?

On Wed, Mar 13, 2013 at 3:17 PM, David Sellin davse...@student.liu.sewrote:

 It doesn't seem to be a flag for that, not that I can see. But I don't
 have any experince of the windows api.

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[osg-users] Light lobes

2013-03-13 Thread Trajce Nikolov NICK
Hi Community,

I have done this before but it seams I forgot all of it now :-). Here is
the story:

I have GLSL code for pixel based lighting and my LightSource is attached to
a matrixtrasnform which has updatecallback to update the position  and
orientation based on  the camera view matrix (the pseudo code would look
like this):

osg::Matrixd mx = _camera-getInverseViewMatrix();
mxt (MatrixTransform is this)-setMatrix(mx)

however, it doesnt follow the orientation, only the translation

Any hints?

Thanks a bunch

Nick

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Re: [osg-users] Problem with fullscreen hiding dialog window

2013-03-13 Thread Trajce Nikolov NICK
();

   }

   }
 }
 }
 }
 }
 }
 // Unhook the event handler.
 pfd-Unadvise(dwCookie);
 }
 pfde-Release();
 }
 pfd-Release();
 }
 return hr;
 }



 Function call:

 Code:
 if (SUCCEEDED(basicFileOpen(foundPath, FILE_TYPE_MODELS))) {

 std::string path;
 for each(char x in foundPath)
 {
 path += x;
 }

 std::cout  File path:   path 
 std::endl;
 }

 [/code]

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Re: [osg-users] Light lobes

2013-03-13 Thread Trajce Nikolov NICK
nevermind. I looked up in the archove (years ago :-) ...) and I find it.
Ping me if you came across similar problem. I will provide hints

Nick

p.s. How useful is this list !!!

On Wed, Mar 13, 2013 at 3:44 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I have done this before but it seams I forgot all of it now :-). Here is
 the story:

 I have GLSL code for pixel based lighting and my LightSource is attached
 to a matrixtrasnform which has updatecallback to update the position  and
 orientation based on  the camera view matrix (the pseudo code would look
 like this):

 osg::Matrixd mx = _camera-getInverseViewMatrix();
 mxt (MatrixTransform is this)-setMatrix(mx)

 however, it doesnt follow the orientation, only the translation

 Any hints?

 Thanks a bunch

 Nick

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Re: [osg-users] Light lobes

2013-03-13 Thread Trajce Nikolov NICK
just for the record. with some code samples including light lobes
combination with shadow map (thanks to wojtek)

https://groups.google.com/forum/?fromgroups=#!topic/osg-users/M_sGi1Ayj68

Nick

On Wed, Mar 13, 2013 at 4:49 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 nevermind. I looked up in the archove (years ago :-) ...) and I find it.
 Ping me if you came across similar problem. I will provide hints

 Nick

 p.s. How useful is this list !!!


 On Wed, Mar 13, 2013 at 3:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I have done this before but it seams I forgot all of it now :-). Here is
 the story:

 I have GLSL code for pixel based lighting and my LightSource is attached
 to a matrixtrasnform which has updatecallback to update the position  and
 orientation based on  the camera view matrix (the pseudo code would look
 like this):

 osg::Matrixd mx = _camera-getInverseViewMatrix();
 mxt (MatrixTransform is this)-setMatrix(mx)

 however, it doesnt follow the orientation, only the translation

 Any hints?

 Thanks a bunch

 Nick

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Re: [osg-users] Custom mouse hanlder interferes with TrackballManipulator

2013-03-14 Thread Trajce Nikolov NICK
what is the problem?

Nick

On Thu, Mar 14, 2013 at 9:35 PM, Daniel Peraza danielper...@gmail.comwrote:

 I'd really appreciate somehelp on this because I'm working on my degree
 thesis and this is the last thing I need to solve.

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Re: [osg-users] Custom mouse hanlder interferes with TrackballManipulator

2013-03-14 Thread Trajce Nikolov NICK
yes, I am on the list. Do you have the link handy?

Recently I was into CameraManipulators so I might give some hints

Nick

On Thu, Mar 14, 2013 at 10:00 PM, Daniel Peraza danielper...@gmail.comwrote:

 I described the problem in a previous post under the same thread, maybe
 you are reading this through the email list system, please just locate the
 thread at the forums.

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Re: [osg-users] Retrieving Z-Near Far per-frame

2013-03-24 Thread Trajce Nikolov NICK
Hi Randal,

it is easy . somewhere in the loop, probably after the frame all you
have to do is to get the projection matrix like

while (!viewer.done())
{
viewer.frame();
viewer.getCamera()-getProjectionMatrixAsFrustum(arguments  )

On Sun, Mar 24, 2013 at 4:41 AM, Randall Hand randall.h...@gmail.comwrote:

 Is there (I'm sure there is) a way to retrieve the autocalculated ZNear 
 ZFar from the scene graph on a per-frame basis? I figure it's somewhere in
 a traversal structure, but I'm not exactly sure where or how to get to it.

 Can someone enlighten me?
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Re: [osg-users] BW or grayscale vision based on camera.

2013-03-25 Thread Trajce Nikolov NICK
Have a look at the osgprerender example . it is the slower path but
should work ... you can do it through an image as attachment to the camera
and then bind this image to a texture. This way you get control of the
texels .. so you can grey them out

Nick

On Mon, Mar 25, 2013 at 4:54 PM, Dario Minieri para...@cheapnet.it wrote:

 Hi,

 Robert, thanks for your reply. I'm following the shaders way and this
 works...unfortunatly, I've ocean plugin also to make bw and in this case
 is more difficult because I've no control over ocean shaders chain...I need
 to glow ocean shaders chain with mine...hummm

 Thank you!

 Cheers,
 Dario

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Re: [osg-users] lightmap generated from lightcone geometry

2013-04-04 Thread Trajce Nikolov NICK
You can also do it in shaders so you get real lighting but then you are
limited (ehm ... well, there are papers for this to have it done proper) to
8 lights I think. Ping me on email, I can send you some sample shaders for
cone lighting or how you call it

Nick


On Thu, Apr 4, 2013 at 2:04 PM, Sergey Polischuk pol...@yandex.ru wrote:

 Hi

 you can do this in a way similar to shadows
 for this you can use prebaked texture of light cone shape in section
 perpendicular to axis
 knowing cone angle and position you can set up transformation matrix to
 calculate texture coords to mentioned prebaked light spot texture (kind of
 projective texturing) when drawing geometry

 i dont know if it is doable with osg::TexMat, osg::TexGen and fixed
 pipeline blending, but surely doable with shaders and uniforms

 Cheers.

 02.04.2013, 09:59, Daniel Schmid daniel.sch...@swiss-simtec.ch:
  Hi all
 
  I have a number of modeled lightcones that simulate the illumination
 area of spotlights in my scene. These lightcones allow me to render
 lightshafts very nicely.
 
  Now I want to render the impact of the light on the lit geometry, known
 as lightmap. imagine a street lamp and the floor area beeing lit.
 
  I couldn't find any good documentation about rendering lightmaps. An
 important note, some lights may move, so rendering is on a per frame basis,
 no pre-baked lightmap.
 
  Anybody has some more experience?
 
  Thank you!
 
  Cheers,
  Daniel
 
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Re: [osg-users] Save optimized scene (Big loading time, openflight)

2013-04-05 Thread Trajce Nikolov NICK
Hi Sergey,

I found the ive format to perform the best with combination of using S3TC
textures. Try using this:

osgconv --compressed-dxt5 master.flt master.ive ... You will see big
difference in loading and rendering time

Cheers,
Nick






On Fri, Apr 5, 2013 at 10:44 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

 Hello Sergey,

 Can you elaborate what you mean by fixed to flt? Does this mean that you
 need OpenFlight as target format?
 I found OpenFlight terribly slow to load and rolled my own converter to
 make it paged, optimized etc., but you'll need to stick to osgb for this,
 as the flt-format simply does not support all features.
 Also I guess the OpenFlight exporter is not fully fledged, so it is more
 aiming to translate as much information from the scenegraph as possible,
 instead of being optimized towards writing a performance-optimzed flt.
 Another hint that I can give you, is to look which options are supported
 by the importer/exporter, there might be some room for optimization/faster
 loading.

 In general: If you have structured databases (e.g. more the one flight, a
 master, possibly some externals) optimizing per element can give you some
 advantages.

 cheers
 Sebastian

  2 robertosfield.

 No, release build.


 robertosfield wrote:

 HI Sergey,

 Are you doing your tests with a debug build?

 Robert.




 2 ledocc (David Callu)

 Thanks, will try but i am kinda fixed with OpenFlight.

  Hi Sergey

 I'm not familiarized with OpenFlight loader,

 But you could use osgconv to convert your model from flt to osgb.
 Then use the osgb version in your application. This way, you use an
 optimized
 scene and read the native osg format when you load the model that will
 speed up the read process.

 HTH
 David


 Can anybody, please, give me some advice on optimizing AND saving
 scenegraphs? I found out that different options of optimizations are only
 usefull with some others. Also I'm starting to think that some sorts of
 optimizations cannot be saved. Is it true? What should I read on using
 osgUtil::Optimizer or maybe somebody can explain it to me? :)

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[osg-users] osgAndroidExample

2013-04-10 Thread Trajce Nikolov NICK
Hi community,

I have succeeded building and installing the sample GL ES1/2 samples on
android and when I try to run it, it starts, it shows the buttons and
immediately it goes away (close without complaining). I went thru the code
and I am not seeing where the models are loaded (or is it interactive via
menu or such).

Please note I know OSG to some point but new to mobile device development
so please talk to me as to a child on this. Shell I copy the models
somewhere so they are loaded? What is the assets folder for? I am running
Ubuntu 64 with Eclipse and the Android NDK/SDK.

Thanks for any hints that will help

Cheers,

Nick

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan, Jorge,

first of all, thanks for the support in timely fashion ! Jan, also, thanks
for the details in your email, you really talk as to a child - yes I am
doing these baby steps in Android development now so it is highly
appreciated.

Let me answer Jorge first:
- I am working with the trunk (as always)
- HTC Wildfire S
- The options from here
http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
 - I have tried both, same behavior

Jan, here are more questions:

...Either compile for the version 5 ABI (armeabi - which doesn't use
Neon) or disable the Neon instruction set according to the instructions in
the doc.

how? Do you have the link from the documentation handy? I tried to google
it for some short time and no luck.

Starting mobile app development with OSG as your first project is a really
terrible idea due to the complexity - try some of the SDK examples first,
then the examples from the NDK so that you understand how things fit
together.

I know. This is really good advice but no time frame for it since my focus
in osg on android, I do not care about the other ( I should not actually,
at least at the moment based on the spec ). So I really rely on available
documentation and support from the community which is great btw, having
people like you :).

Thanks again

Cheers,
Nick

On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:

 If you don't see the blue screeen of OSG then it's exiting abnormally.

 First: What version of OSG are you compiling? 3.1... trunk?
 Second: What device are you using?
 Third: What options did you use in Cmake?
 Fourth: GLES1 or 2?



 2013/4/10 Jan Ciger jan.ci...@gmail.com

 Hello,


 On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples on
 android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


 Have a look at the part of the OSG documentation about the Neon
 instruction support. If you are running the code on a device with a Tegra 2
 chipset (maybe some others), then it will cause this type of crash because
 that instruction set isn't supported on Tegra 2. Either compile for the
 version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon
 instruction set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded (or
 is it interactive via menu or such).


 It is interactive, in the menu you have load model, then you type the
 path to the model file into a popup window (.ive) there, e.g.
 /mnt/sdcard/cube.ive. If everything goes well, the model will load and
 display.


 Please note I know OSG to some point but new to mobile device
 development so please talk to me as to a child on this. Shell I copy the
 models somewhere so they are loaded?


 For the demos you should likely put the models somewhere on the sdcard
 because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


 That folder contains additional files (assets), such as models, sounds,
 icons, etc. that get packaged into the application APK and installed with
 it when you install the application. Then you can access them from the Java
 code using handles. Don't put your models there, it isn't possible to
 directly load files from C++ code using that folder. Well, strictly
 speaking it is possible, but it requires some major hacking to discover
 the Linux filesystem path of the folder before you can access files there.

 Have a look at the Android SDK documentation, it explains what are these
 various folders for and how an Android application works. Starting mobile
 app development with OSG as your first project is a really terrible idea
 due to the complexity - try some of the SDK examples first, then the
 examples from the NDK so that you understand how things fit together.

  Regards,

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
HI all,

just for the sake of documenting for future readers. I had a look at Ogre3D
some config files (which builds and runs ok btw) and I found this CMake
option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have
built the ogre3d sample with the armeabi-v6 with VFP and it runs well in
the emulator and the device

Also, by googling about disabling neon I found it was discussed by Jorge
and other folks here
http://forum.openscenegraph.org/viewtopic.php?t=8959start=15

You can clarify

Thanks again

Cheers,
Nick


On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,

 first of all, thanks for the support in timely fashion ! Jan, also, thanks
 for the details in your email, you really talk as to a child - yes I am
 doing these baby steps in Android development now so it is highly
 appreciated.

 Let me answer Jorge first:
 - I am working with the trunk (as always)
 - HTC Wildfire S
 - The options from here
 http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
  - I have tried both, same behavior

 Jan, here are more questions:

 ...Either compile for the version 5 ABI (armeabi - which doesn't use
 Neon) or disable the Neon instruction set according to the instructions in
 the doc.

 how? Do you have the link from the documentation handy? I tried to google
 it for some short time and no luck.

 Starting mobile app development with OSG as your first project is a really
 terrible idea due to the complexity - try some of the SDK examples first,
 then the examples from the NDK so that you understand how things fit
 together.

 I know. This is really good advice but no time frame for it since my focus
 in osg on android, I do not care about the other ( I should not actually,
 at least at the moment based on the spec ). So I really rely on available
 documentation and support from the community which is great btw, having
 people like you :).

 Thanks again

 Cheers,
 Nick

 On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 If you don't see the blue screeen of OSG then it's exiting abnormally.

 First: What version of OSG are you compiling? 3.1... trunk?
 Second: What device are you using?
 Third: What options did you use in Cmake?
 Fourth: GLES1 or 2?



 2013/4/10 Jan Ciger jan.ci...@gmail.com

 Hello,


 On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples on
 android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


 Have a look at the part of the OSG documentation about the Neon
 instruction support. If you are running the code on a device with a Tegra 2
 chipset (maybe some others), then it will cause this type of crash because
 that instruction set isn't supported on Tegra 2. Either compile for the
 version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon
 instruction set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded
 (or is it interactive via menu or such).


 It is interactive, in the menu you have load model, then you type the
 path to the model file into a popup window (.ive) there, e.g.
 /mnt/sdcard/cube.ive. If everything goes well, the model will load and
 display.


 Please note I know OSG to some point but new to mobile device
 development so please talk to me as to a child on this. Shell I copy the
 models somewhere so they are loaded?


 For the demos you should likely put the models somewhere on the sdcard
 because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


 That folder contains additional files (assets), such as models, sounds,
 icons, etc. that get packaged into the application APK and installed with
 it when you install the application. Then you can access them from the Java
 code using handles. Don't put your models there, it isn't possible to
 directly load files from C++ code using that folder. Well, strictly
 speaking it is possible, but it requires some major hacking to discover
 the Linux filesystem path of the folder before you can access files there.

 Have a look at the Android SDK documentation, it explains what are these
 various folders for and how an Android application works. Starting mobile
 app development with OSG as your first project is a really terrible idea
 due to the complexity - try some of the SDK examples first, then the
 examples from the NDK so that you understand how things fit together.

  Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
HI me again,

this is for Jan. I have built everything with armeabi-v7a and I am seeing
another armeabi-v7a with NEON which lead me to think that my build is
actually without neon. Is this correct?

Nick


On Thu, Apr 11, 2013 at 10:54 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 HI all,

 just for the sake of documenting for future readers. I had a look at
 Ogre3D some config files (which builds and runs ok btw) and I found this
 CMake option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I
 have built the ogre3d sample with the armeabi-v6 with VFP and it runs
 well in the emulator and the device

 Also, by googling about disabling neon I found it was discussed by Jorge
 and other folks here
 http://forum.openscenegraph.org/viewtopic.php?t=8959start=15

 You can clarify

 Thanks again

 Cheers,
 Nick


 On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,

 first of all, thanks for the support in timely fashion ! Jan, also,
 thanks for the details in your email, you really talk as to a child - yes
 I am doing these baby steps in Android development now so it is highly
 appreciated.

 Let me answer Jorge first:
 - I am working with the trunk (as always)
 - HTC Wildfire S
 - The options from here
 http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
  - I have tried both, same behavior

 Jan, here are more questions:

 ...Either compile for the version 5 ABI (armeabi - which doesn't use
 Neon) or disable the Neon instruction set according to the instructions in
 the doc.

 how? Do you have the link from the documentation handy? I tried to google
 it for some short time and no luck.

 Starting mobile app development with OSG as your first project is a
 really terrible idea due to the complexity - try some of the SDK examples
 first, then the examples from the NDK so that you understand how things fit
 together.

 I know. This is really good advice but no time frame for it since my
 focus in osg on android, I do not care about the other ( I should not
 actually, at least at the moment based on the spec ). So I really rely on
 available documentation and support from the community which is great btw,
 having people like you :).

 Thanks again

 Cheers,
 Nick

 On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 If you don't see the blue screeen of OSG then it's exiting abnormally.

 First: What version of OSG are you compiling? 3.1... trunk?
 Second: What device are you using?
 Third: What options did you use in Cmake?
 Fourth: GLES1 or 2?



 2013/4/10 Jan Ciger jan.ci...@gmail.com

 Hello,


 On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 I have succeeded building and installing the sample GL ES1/2 samples
 on android and when I try to run it, it starts, it shows the buttons and
 immediately it goes away (close without complaining).


 Have a look at the part of the OSG documentation about the Neon
 instruction support. If you are running the code on a device with a Tegra 2
 chipset (maybe some others), then it will cause this type of crash because
 that instruction set isn't supported on Tegra 2. Either compile for the
 version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon
 instruction set according to the instructions in the doc.



 I went thru the code and I am not seeing where the models are loaded
 (or is it interactive via menu or such).


 It is interactive, in the menu you have load model, then you type the
 path to the model file into a popup window (.ive) there, e.g.
 /mnt/sdcard/cube.ive. If everything goes well, the model will load and
 display.


 Please note I know OSG to some point but new to mobile device
 development so please talk to me as to a child on this. Shell I copy the
 models somewhere so they are loaded?


 For the demos you should likely put the models somewhere on the sdcard
 because you will have to enter that path in the file loading dialog.


 What is the assets folder for?


 That folder contains additional files (assets), such as models, sounds,
 icons, etc. that get packaged into the application APK and installed with
 it when you install the application. Then you can access them from the Java
 code using handles. Don't put your models there, it isn't possible to
 directly load files from C++ code using that folder. Well, strictly
 speaking it is possible, but it requires some major hacking to discover
 the Linux filesystem path of the folder before you can access files there.

 Have a look at the Android SDK documentation, it explains what are
 these various folders for and how an Android application works. Starting
 mobile app development with OSG as your first project is a really terrible
 idea due to the complexity - try some of the SDK examples first, then the
 examples from the NDK so that you

Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

Well, I don't want to sound too harsh, but if *you* don't have time to
actually read the documentation and go through the tutorials, why do you
think people on the list should have time to support you? Especially as the
question above is really a FAQ issue that was addressed on the list in the
past. Also basic things like actually checking why it crashed in the log
and finding the stack trace are well documented in the Android SDK/NDK
documentation. We have our own jobs to do as well, you know.

Good question. That is the purpose of the community I guess. While back
when while I was more active with this list I used to support people just
because. Also, I work as freelance so I know that all the knowledge gained
here or there is valuable and is worth of money. It is based on the
supportive attitude I believe people from this list have.

So far you get me by only two emails insights into area which is new to me
and I am thankful. And I am willing to share it with all the new comers
since there are some undocumented stuff or it is not clear where the specs
and docs are located and this knowledge is spread among the highlanders
from the community who have spent the time ( which I don't have at the
moment and that was the reason for me to address the community ) and money
and again, it has some commercal value as well. I think as a freelance
contractor I have the understanding for all you wanned to address.

Thanks again for the time you spent and the know how you shared with me -
actually you helped me a lot. And I promise I will read the specs ;-)

Cheers,

Nick


On Thu, Apr 11, 2013 at 11:38 AM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,


 On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,
 ...
 Jan, here are more questions:

 ...Either compile for the version 5 ABI (armeabi - which doesn't use
 Neon) or disable the Neon instruction set according to the instructions in
 the doc.

 how? Do you have the link from the documentation handy? I tried to google
 it for some short time and no luck.



 http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
  (the
 doc you are using already)

 in -DANDROID_ABI select only armeabi (remove the other ABI)

 Make sure to disable the optimizations:
 -DANDROID_OPTIM_NEON
 -DANDROID_OPTIM_ARM32

 These things are an optional part of the ARM spec and not every chip
 manufacturer decides to include them in their CPUs. If you try to run code
 using these instructions on a CPU that doesn't support it, Linux kernel
 will kill your process with an invalid instruction signal - typically
 either SIGBUS or SIGILL = app crashes without any messages. You should
 check the log viewer in Eclipse (don't forget to disable any filters!) and
 look for a crash there.




 Starting mobile app development with OSG as your first project is a
 really terrible idea due to the complexity - try some of the SDK examples
 first, then the examples from the NDK so that you understand how things fit
 together.

 I know. This is really good advice but no time frame for it since my
 focus in osg on android, I do not care about the other ( I should not
 actually, at least at the moment based on the spec ). So I really rely on
 available documentation and support from the community which is great btw,
 having people like you :).



 Well, I don't want to sound too harsh, but if *you* don't have time to
 actually read the documentation and go through the tutorials, why do you
 think people on the list should have time to support you? Especially as the
 question above is really a FAQ issue that was addressed on the list in the
 past. Also basic things like actually checking why it crashed in the log
 and finding the stack trace are well documented in the Android SDK/NDK
 documentation. We have our own jobs to do as well, you know.

 Best regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
HI,

I have built all from scratch with the suggested armeabi only, and the
same results. Interesting what I am seeing is when I do

$ANDROID_SDK/tools/android list targets

I see only two targets and both for armeabi-v7a . can this be an issue?

Nick


On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


 Thanks again for the time you spent and the know how you shared with me -
 actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
It is compiled. There are no issues with the build. The compiled osg is
under
[cmake_install_prefix]/obj/local/armeabi
Available Android targets:
--
id: 1 or android-17
 Name: Android 4.2.2
 Type: Platform
 API level: 17
 Revision: 2
 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
WXGA800-7in, WXGA800, WVGA854, WSVGA
 ABIs : armeabi-v7a
--
id: 2 or Google Inc.:Google APIs:17
 Name: Google APIs
 Type: Add-On
 Vendor: Google Inc.
 Revision: 2
 Description: Android + Google APIs
 Based on Android 4.2.2 (API level 17)
 Libraries:
  * com.google.android.media.effects (effects.jar)
  Collection of video effects
  * com.android.future.usb.accessory (usb.jar)
  API for USB Accessories
  * com.google.android.maps (maps.jar)
  API for Google Maps
 Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432,
QVGA, WVGA800 (default), WXGA800
 ABIs : armeabi-v7a

So it is build with this abi. However, the targets supported by the sdk
are these:




On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

good to know. thanks for clearing some of my confusions.

But, I have tried to run it on few Samsung Galaxy models and the same
behavior .. Starts for a while, I can even press the Light On/OFF button
but no blusih osg screen :/  I got this development machine somewhat
setup so I am doing now all the setup based on specs, docs (as Jan
suggested :) ...) just to make sure all is proper installed and I
understand each of the steps correctly. Interesting is that an Ogre3D
application is running with  armeabi-v7a. and that was my first build based
on your page ..

ehm ... long way to go I guess :/

Nick


On Thu, Apr 11, 2013 at 3:36 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 BTW every NDK has every ABI


 2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com

 ¿Orly?

 I think we are lossing the topic...

 One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
 x86,mirps...
 Other thing are the targets... FROM the SDK that are Virtual machines
 that you have created...

 That info seems to be info from the targets of your SDK nothing more...
 heck i don't know how you have printed them xD




 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 It is compiled. There are no issues with the build. The compiled osg is
 under
 [cmake_install_prefix]/obj/local/armeabi
 Available Android targets:
 --
 id: 1 or android-17
  Name: Android 4.2.2
  Type: Platform
  API level: 17
  Revision: 2
  Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
 WXGA800-7in, WXGA800, WVGA854, WSVGA
  ABIs : armeabi-v7a
 --
 id: 2 or Google Inc.:Google APIs:17
  Name: Google APIs
  Type: Add-On
  Vendor: Google Inc.
  Revision: 2
  Description: Android + Google APIs
  Based on Android 4.2.2 (API level 17)
  Libraries:
   * com.google.android.media.effects (effects.jar)
   Collection of video effects
   * com.android.future.usb.accessory (usb.jar)
   API for USB Accessories
   * com.google.android.maps (maps.jar)
   API for Google Maps
  Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA,
 WQVGA432, QVGA, WVGA800 (default), WXGA800
  ABIs : armeabi-v7a

 So it is build with this abi. However, the targets supported by the
 sdk are these:




 On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and
 the same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While
 back when while I was more active with this list I used to support 
 people
 just because. Also, I work as freelance so I know that all the knowledge
 gained here or there is valuable and is worth of money. It is based on 
 the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me
 too when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching 
 list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help 
 you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared
 with me - actually you helped me a lot. And I promise I will read the 
 specs
 ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

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 osg-users@lists.openscenegraph.org

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 osg-users@lists.openscenegraph.org

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

I am setting up properly now everything from scratch, reading all over web
... I want to be sure and to learn how to setup the dev env first. Eclipse
is something new to me (Visual Studio and vi guy till now :) ..), as well
android as you already know. How to set up the build to use v5? I assume
the NDK have all the platforms (as Jorge mentioned somewhere in the
conversation). Any hints on this?

Thanks again a bunch

Nick


On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Just a question. Can the 3rd party libs be compiled with some switches? Are
you using the one pre-built available on wiki?

Nick


On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 I am setting up properly now everything from scratch, reading all over web
 ... I want to be sure and to learn how to setup the dev env first. Eclipse
 is something new to me (Visual Studio and vi guy till now :) ..), as well
 android as you already know. How to set up the build to use v5? I assume
 the NDK have all the platforms (as Jorge mentioned somewhere in the
 conversation). Any hints on this?

 Thanks again a bunch

 Nick


 On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

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 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
It varies from the NDK that things are build and Eclipse version (? I am
sure something behind it).

With the latest NDK r8e when I build the sample it says:
Fatal error: invalid -march= option: `armv5te'

any clue?

Nick


On Thu, Apr 11, 2013 at 6:50 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?

 Nick


 On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 I am setting up properly now everything from scratch, reading all over
 web ... I want to be sure and to learn how to setup the dev env first.
 Eclipse is something new to me (Visual Studio and vi guy till now :) ..),
 as well android as you already know. How to set up the build to use v5? I
 assume the NDK have all the platforms (as Jorge mentioned somewhere in the
 conversation). Any hints on this?

 Thanks again a bunch

 Nick


 On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge, Jan,

I can not build it now with the ndk I downloaded - my dev machine is setup
based on the wiki page by Jorge with the latest ndk. It says: Fatal error:
invalid -march= option: `armv5te'

Any clue? osg built just ok


On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

ok, I will stick with d then

Nick


On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 --
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

this is with clean build with d ndk and Juno Eclipse for android-7 (that
is the default in the example)

01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
tid=10
01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired
tid=10
01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
01-01 12:29:25.421: D/libEGL(2034): loaded
/system/lib/egl/libEGL_POWERVR_SGX540_120.so
01-01 12:29:25.421: D/libEGL(2034): loaded
/system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
01-01 12:29:25.425: D/libEGL(2034): loaded
/system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
01-01 12:29:25.519: W/EglHelper(2034): createContext
com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
notification tid=10
01-01 12:29:25.519: W/GLThread(2034): egl createSurface
01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion
= 131072
mMultipleGLESContextsAllowed = true
01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
/data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
/data/anr/traces.txt (-1 of 2978): Math result not representable

Hope this help to figure out something

Nick


On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
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 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
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 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
also, when I build nativeLib, and donot remove -Werror it failed to build ..

Nick


On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7 (that
 is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired
 tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion
 = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting in 
 the
 dark. The problem could be something entirely different from the ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

after some reading from web I managed to set the build (and understand some
of the background and terminology) to use armeabi version 5 for all the
builds. So the build should be ok, just to see why is still crashing.
Progress for this day :-). And thanks to you and Jorge.

Cheers,

Nick


On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to build
 ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion
 mGLESVersion = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's
 happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting in 
 the
 dark. The problem could be something entirely different from the 
 ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




-- 
trajce nikolov nick
___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

here I found how to use add2line (just for the sake of documenting):
http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

This is from logcat:
01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
tid=10
01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired
tid=10
01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
01-02 00:30:07.085: D/libEGL(4081): loaded
/system/lib/egl/libEGL_POWERVR_SGX540_120.so
01-02 00:30:07.089: D/libEGL(4081): loaded
/system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
01-02 00:30:07.101: D/libEGL(4081): loaded
/system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
01-02 00:30:07.160: W/EglHelper(4081): createContext
com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
notification tid=10
01-02 00:30:07.167: W/GLThread(4081): egl createSurface
01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion
= 131072 mMultipleGLESContextsAllowed = true
01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
/data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
'/data/anr/traces.txt'

when I do:
arm-linux-androideabi-addr2line -C -f -e
obj/local/armeabi/libosgNativeLib.so 0x40516288
??
??:0

Here is what I get. Sorry for my novice questions. Is this the correct
thing to do? Am I missing something?

Thanks a bunch

Nick


On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files for
 platform Android-8

 Short explanation... in Android you have two platform versions, Native and
 Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK already
 has every platform up to date... the SDK no... why? because they are heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for the
 code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so

 If it is what i think then those lines will correspond to a setName/getName 
 from the Uniforms.


 Please confirm it (you need to look it with your binary).



 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to
 build ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion
 mGLESVersion = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

is 3.1.3 working? I will give it a try as well since reading from the posts
it suppose to work and there are issues with osg from trunk probably

NIck


On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):
 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files
 for platform Android-8

 Short explanation... in Android you have two platform versions, Native
 and Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK already
 has every platform up to date... the SDK no... why? because they are heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for
 the code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so

 If it is what i think then those lines will correspond to a setName/getName 
 from the Uniforms.


 Please confirm it (you need to look it with your binary).



 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to
 build ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface
 lost tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

here is what I am getting when I try to build 3.1.3

Android NDK:   APP_PIE is
/home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
second argument to `wordlist' function: ''.  Stop.

and this is my cmake command:





On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files
 for platform Android-8

 Short explanation... in Android you have two platform versions, Native
 and Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK already
 has every platform up to date... the SDK no... why? because they are heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for
 the code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so

 If it is what i think then those lines will correspond to a 
 setName/getName from the Uniforms.


 Please confirm it (you need to look it with your binary).



 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to
 build ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface
 lost tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
wops .. the cmake command:

cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
-DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
-DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
-DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
-DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
-DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
-DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
-DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
-DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
-DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
-DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
-DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
-DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
-DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files
 for platform Android-8

 Short explanation... in Android you have two platform versions, Native
 and Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK 
 already
 has every platform up to date... the SDK no... why? because they are 
 heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for
 the code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi all,

just again for documentation, the following link solves the ndk build error.
http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see if
it works since many people advice to use this version. WIll post the
results. And thanks for the help so far

Nick


On Fri, Apr 12, 2013 at 11:10 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Tracje,

 I would recommend to update to the svn-trunk and catch up with the last
 submissions. This bug is already fixed and commited, but you need to add
 the last submission not merged yet to get the things worknig.

 Cheers.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 wops .. the cmake command:

 cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
 -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
 -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
 -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
 -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
 -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
 -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
 -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
 -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
 -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
 -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
 -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
 -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
 Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
 -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


 On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface
 lost tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the
 correct thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK
 files for platform Android-8

 Short explanation... in Android you

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi all,

good progress. OSG 3.1.3 works out of the box !!! So I will stick with it
till all the issues from the trunk got resolved.

Jan, Jorgi, Jorgi. Thanks a bunch for this mail help. As a beginner in this
area it is very helpful - to make it run in two days. Without your hints I
would not be able to make it run. I was dropping here on the list just
about everything with my progress so other beginners can take advantage of
this communication and details as well.

Thanks a bunch, again

Cheers,
Nick


On Fri, Apr 12, 2013 at 11:24 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Nick

 If you were trying to build the trunk without merging the last submission
 from Jorge about static initalization it won't work failing when trying to
 load libosgNativeLib.so. You should use the version detailed in the
 documentation  or update to the svn trunk and merge lasts submissions.

 Hope this helps.




 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi all,

 just again for documentation, the following link solves the ndk build
 error.

 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see
 if it works since many people advice to use this version. WIll post the
 results. And thanks for the help so far

 Nick


 On Fri, Apr 12, 2013 at 11:10 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Tracje,

 I would recommend to update to the svn-trunk and catch up with the last
 submissions. This bug is already fixed and commited, but you need to add
 the last submission not merged yet to get the things worknig.

 Cheers.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 wops .. the cmake command:

 cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
 -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
 -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
 -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
 -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
 -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
 -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
 -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
 -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
 -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
 -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
 -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
 -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
 Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
 -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


 On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk 
 probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile
 in armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface
 lost tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
One last question, a silly one. Now I want to load the model. I pressed the
menu button (SAMSUNG Galaxy some version) and a dialog asking me for the
file address. What is the format? I guess the loading should be done from a
SD card? Is this correct?

Thanks

Nick


On Fri, Apr 12, 2013 at 11:48 AM, Jan Ciger jan.ci...@gmail.com wrote:


 Hello,

 On Fri, Apr 12, 2013 at 11:14 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi all,

 just again for documentation, the following link solves the ndk build
 error.

 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see
 if it works since many people advice to use this version. WIll post the
 results. And thanks for the help so far


 I think it is better to add these links to the wiki. I believe anyone can
 do that. That is the canonical place to look for these things.

 Regards,

 Jan


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
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___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Thanks Jan

Nick


On Fri, Apr 12, 2013 at 12:05 PM, Jan Ciger jan.ci...@gmail.com wrote:




 On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 One last question, a silly one. Now I want to load the model. I pressed
 the menu button (SAMSUNG Galaxy some version) and a dialog asking me for
 the file address. What is the format? I guess the loading should be done
 from a SD card? Is this correct?

 Thanks

 Nick


 It should be a Unix pathname, something like /mnt/sdcard/myfile.ive  if
 you have put the file in the root directory of your sdcard. The exact path
 may differ slightly - some devices use just /sdcard or even something else
 for the mount point. Get an app like ES Explorer or Solid Explorer, there
 you can usually see the path for the file you are interested in.

 Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

I got used to it till now. Thanks. I have a question though. Is there any
magic to be done in order to see textured models? I tried different models
and all are displayed without textures (GLES2 sample). Most of the models
are .ive (should have the texture embedded). Any clue?

Nick


On Fri, Apr 12, 2013 at 3:21 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 use adb shell to look for the file and know the exact path, it changes
 from device


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Thanks Jan

 Nick


 On Fri, Apr 12, 2013 at 12:05 PM, Jan Ciger jan.ci...@gmail.com wrote:




 On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 One last question, a silly one. Now I want to load the model. I pressed
 the menu button (SAMSUNG Galaxy some version) and a dialog asking me for
 the file address. What is the format? I guess the loading should be done
 from a SD card? Is this correct?

 Thanks

 Nick


 It should be a Unix pathname, something like /mnt/sdcard/myfile.ive  if
 you have put the file in the root directory of your sdcard. The exact path
 may differ slightly - some devices use just /sdcard or even something else
 for the mount point. Get an app like ES Explorer or Solid Explorer, there
 you can usually see the path for the file you are interested in.

 Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jan,

yes, the model load correctly (UV mapped from 3ds converted into ive),
nothing fancy. I am going to try it on another device as well the GLES1
sample. WIll post the findings

Thanks again

Nick


On Fri, Apr 12, 2013 at 3:37 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 3:25 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 I got used to it till now. Thanks. I have a question though. Is there any
 magic to be done in order to see textured models? I tried different models
 and all are displayed without textures (GLES2 sample). Most of the models
 are .ive (should have the texture embedded). Any clue?


 First, does the model load correctly (with textures) using normal, desktop
 OSG?

 Also, make sure that the model doesn't use anything fancy - e.g. the OSG
 cow won't load correctly, because it uses some features (cube mapping) not
 available on Android. It is best to make a simple textured cube or
 something in Blender and export that, to make sure that there aren't any
 special things that the Android version doesn't support.

 Otherwise it should work - however, if you are using GLES2, your device
 may have buggy OpenGL drivers. As it is a low end device, it may not
 support everything. For GLES2 the code must use custom shaders and perhaps
 something isn't working right - many devices still have a very poor OpenGL
 ES 2.0 support. However, the log should be able to tell you about any
 OpenGL issues.

 Other than that, try GLES1 demo, that one has better chance to work and is
 closer to the normal, old school OpenGL (i.e. no shaders are required
 for basic things).

 Regards,

 Jan

 ___
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
The progress. The GLES1 sample does not render the model at all (it is
loaded with warning: Material::apply(State) - not supported .. Maybe it is
because of the model. Anyone have some simple textured model handy to share?

Thanks

Nick


On Fri, Apr 12, 2013 at 4:05 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 yes, the model load correctly (UV mapped from 3ds converted into ive),
 nothing fancy. I am going to try it on another device as well the GLES1
 sample. WIll post the findings

 Thanks again

 Nick


 On Fri, Apr 12, 2013 at 3:37 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 3:25 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 I got used to it till now. Thanks. I have a question though. Is there
 any magic to be done in order to see textured models? I tried different
 models and all are displayed without textures (GLES2 sample). Most of the
 models are .ive (should have the texture embedded). Any clue?


 First, does the model load correctly (with textures) using normal,
 desktop OSG?

 Also, make sure that the model doesn't use anything fancy - e.g. the OSG
 cow won't load correctly, because it uses some features (cube mapping) not
 available on Android. It is best to make a simple textured cube or
 something in Blender and export that, to make sure that there aren't any
 special things that the Android version doesn't support.

 Otherwise it should work - however, if you are using GLES2, your device
 may have buggy OpenGL drivers. As it is a low end device, it may not
 support everything. For GLES2 the code must use custom shaders and perhaps
 something isn't working right - many devices still have a very poor OpenGL
 ES 2.0 support. However, the log should be able to tell you about any
 OpenGL issues.

 Other than that, try GLES1 demo, that one has better chance to work and
 is closer to the normal, old school OpenGL (i.e. no shaders are
 required for basic things).

 Regards,

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Thanks Jan.

Nick


On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 The progress. The GLES1 sample does not render the model at all (it is
 loaded with warning: Material::apply(State) - not supported .. Maybe it is
 because of the model. Anyone have some simple textured model handy to share?


 Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive

 It is a simple cube with the axes marked on the sides.

 The error about the Material::apply() .. not supported means that the
 model is using some feature that doesn't work/isn't supported on
 Android/your OpenGL ES version. There are some significant differences
 between OpenGL ES and normal OpenGL - e.g. single vertex array can have
 only up to 64k triangles, quads are not supported, non-power of two
 textures are likely not supported on most devices, etc.

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-15 Thread Trajce Nikolov NICK
Hi Jan,

no textures on the cube in android. I can see it on my pc. :/ ... Any clue?

Nick


On Fri, Apr 12, 2013 at 4:47 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Here is the model I tried to load. Just for documenting

 Nick


 On Fri, Apr 12, 2013 at 4:40 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Thanks Jan.

 Nick


 On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 The progress. The GLES1 sample does not render the model at all (it is
 loaded with warning: Material::apply(State) - not supported .. Maybe it is
 because of the model. Anyone have some simple textured model handy to 
 share?


 Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive

 It is a simple cube with the axes marked on the sides.

 The error about the Material::apply() .. not supported means that the
 model is using some feature that doesn't work/isn't supported on
 Android/your OpenGL ES version. There are some significant differences
 between OpenGL ES and normal OpenGL - e.g. single vertex array can have
 only up to 64k triangles, quads are not supported, non-power of two
 textures are likely not supported on most devices, etc.

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-15 Thread Trajce Nikolov NICK
Ofcourse it will not render textures based on the provided shader :/ (had
to read the code more carefuly). All works now after triggering the GLSL
shaders. Also, got rid of the Warning: Material not supported (thanks to
Raymond !).

For new readers having this default problems:
- remove any Texture2D and TexEnv state from the statesets after you read
the model (with a visitor)
- change the fragment shader to read from textures.

Nick


On Mon, Apr 15, 2013 at 8:54 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 no textures on the cube in android. I can see it on my pc. :/ ... Any clue?

 Nick


 On Fri, Apr 12, 2013 at 4:47 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Here is the model I tried to load. Just for documenting

 Nick


 On Fri, Apr 12, 2013 at 4:40 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Thanks Jan.

 Nick


 On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 The progress. The GLES1 sample does not render the model at all (it is
 loaded with warning: Material::apply(State) - not supported .. Maybe it 
 is
 because of the model. Anyone have some simple textured model handy to 
 share?


 Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive

 It is a simple cube with the axes marked on the sides.

 The error about the Material::apply() .. not supported means that the
 model is using some feature that doesn't work/isn't supported on
 Android/your OpenGL ES version. There are some significant differences
 between OpenGL ES and normal OpenGL - e.g. single vertex array can have
 only up to 64k triangles, quads are not supported, non-power of two
 textures are likely not supported on most devices, etc.

 Jan

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[osg-users] Blender exporter

2013-04-15 Thread Trajce Nikolov NICK
Hi community,

seams like the blender exporter can not be downloaded from their website.
Anyone has it handy to share it over email?

Thanks a lot !

Nick

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Re: [osg-users] Blender exporter

2013-04-15 Thread Trajce Nikolov NICK
Thanks Jan

Nick


On Mon, Apr 15, 2013 at 3:36 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Mon, Apr 15, 2013 at 3:11 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 seams like the blender exporter can not be downloaded from their website.
 Anyone has it handy to share it over email?


 I guess you are trying to download the version linked from the Blender
 website. That one is obsolete, use this one:
 https://github.com/cedricpinson/osgexport

 Regards,

 Jan

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[osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Community,

I have done the first steps with the android development (thanks to you as
well). Now I am facing problem with animations. I have exported animated
model from Blender and for some reason (as obvious :) ...) the model is not
displayed on the android, it works ok with osganimationviewer though on pc.
Is there any magic to be done to make the model appear? Only this, I know
how to manage animations later

Thanks a bunch!

Nick

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Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jan,

I found the conversation in the archive. I do have support for
osgAnimation. Here is the listing. Also, you have mentioned use of osg2.
What is this plugin for?

//Static plugins Macro
USE_OSGPLUGIN(ive)
USE_OSGPLUGIN(osg)
USE_OSGPLUGIN(osg2)
USE_OSGPLUGIN(terrain)
USE_OSGPLUGIN(rgb)
USE_OSGPLUGIN(OpenFlight)
USE_OSGPLUGIN(dds)
USE_OSGPLUGIN(glsl)
//Static DOTOSG
USE_DOTOSGWRAPPER_LIBRARY(osg)
USE_DOTOSGWRAPPER_LIBRARY(osgFX)
USE_DOTOSGWRAPPER_LIBRARY(osgParticle)
USE_DOTOSGWRAPPER_LIBRARY(osgTerrain)
USE_DOTOSGWRAPPER_LIBRARY(osgText)
USE_DOTOSGWRAPPER_LIBRARY(osgViewer)
USE_DOTOSGWRAPPER_LIBRARY(osgVolume)
//Static serializer
USE_SERIALIZER_WRAPPER_LIBRARY(osg)
USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
USE_SERIALIZER_WRAPPER_LIBRARY(osgFX)
USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator)
USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle)
USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain)
USE_SERIALIZER_WRAPPER_LIBRARY(osgText)
USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume)


On Tue, Apr 16, 2013 at 11:23 AM, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Apr 16, 2013 at 9:52 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I have done the first steps with the android development (thanks to you
 as well). Now I am facing problem with animations. I have exported animated
 model from Blender and for some reason (as obvious :) ...) the model is not
 displayed on the android, it works ok with osganimationviewer though on pc.
 Is there any magic to be done to make the model appear? Only this, I know
 how to manage animations later

 Thanks a bunch!


 I haven't had particular problems with animations on Android, but make
 sure you actually link in support for osgAnimation - otherwise the
 osgAnimation-related parts are going to be ignored while loading the model.
 There are some macros to put in your code - search the archive, it has been
 discussed about a month ago.

 Regards,

 Jan



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Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jan,

what version of osg are you using? I am finding the later versions are not
that 'user friendly' to android? All the time with some issues. And seam
you went far with osg on android based on your emails

Thanks

Nick


On Tue, Apr 16, 2013 at 11:57 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 I found the conversation in the archive. I do have support for
 osgAnimation. Here is the listing. Also, you have mentioned use of osg2.
 What is this plugin for?

 //Static plugins Macro
 USE_OSGPLUGIN(ive)
 USE_OSGPLUGIN(osg)
 USE_OSGPLUGIN(osg2)
 USE_OSGPLUGIN(terrain)
 USE_OSGPLUGIN(rgb)
 USE_OSGPLUGIN(OpenFlight)
 USE_OSGPLUGIN(dds)
 USE_OSGPLUGIN(glsl)
 //Static DOTOSG
 USE_DOTOSGWRAPPER_LIBRARY(osg)
 USE_DOTOSGWRAPPER_LIBRARY(osgFX)
 USE_DOTOSGWRAPPER_LIBRARY(osgParticle)
 USE_DOTOSGWRAPPER_LIBRARY(osgTerrain)
 USE_DOTOSGWRAPPER_LIBRARY(osgText)
 USE_DOTOSGWRAPPER_LIBRARY(osgViewer)
 USE_DOTOSGWRAPPER_LIBRARY(osgVolume)
 //Static serializer
 USE_SERIALIZER_WRAPPER_LIBRARY(osg)
 USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
 USE_SERIALIZER_WRAPPER_LIBRARY(osgFX)
 USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator)
 USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle)
 USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain)
 USE_SERIALIZER_WRAPPER_LIBRARY(osgText)
 USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume)


 On Tue, Apr 16, 2013 at 11:23 AM, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Apr 16, 2013 at 9:52 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I have done the first steps with the android development (thanks to you
 as well). Now I am facing problem with animations. I have exported animated
 model from Blender and for some reason (as obvious :) ...) the model is not
 displayed on the android, it works ok with osganimationviewer though on pc.
 Is there any magic to be done to make the model appear? Only this, I know
 how to manage animations later

 Thanks a bunch!


 I haven't had particular problems with animations on Android, but make
 sure you actually link in support for osgAnimation - otherwise the
 osgAnimation-related parts are going to be ignored while loading the model.
 There are some macros to put in your code - search the archive, it has been
 discussed about a month ago.

 Regards,

 Jan



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Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Robert,

I am up to date with the trunk but stucked with 3.1.3. I was experiencing
crashes on android, was not able to run it, no bluish screen, no nothing :/

Thanks

Nick


On Tue, Apr 16, 2013 at 12:26 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 On 16 April 2013 11:11, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
  wrote:

 what version of osg are you using? I am finding the later versions are
 not that 'user friendly' to android? All the time with some issues. And
 seam you went far with osg on android based on your emails


 svn/trunk has several fixes for Android support so should be a safer bet
 than the last few dev releases.

 Robert.

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Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jan,

that's nice you have it working. Well, with your help I have a demo running
on the phone as well :)  But, the requirements just grow and I am to
stress and test other features (like animation, picking etc ...) due to the
project scope. That's where the benefits from the community come from.
Might be a good idea to update wiki with findings so far. The one at
present is very basic and brief for a very basic run. For other, we
beginners have to struggle and rely on you with more experience if you
are willing to share.

I will wait for Jordi to submit the patch then I will try again with the
trunk. And thanks for the hints so far !

Cheers,
Nick


On Tue, Apr 16, 2013 at 1:18 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 what version of osg are you using? I am finding the later versions are
 not that 'user friendly' to android? All the time with some issues. And
 seam you went far with osg on android based on your emails


 I have several working demos with OSG on a tablet and phone. The version I
 have is trunk from 7.2.2013. The issues are unfortunately the way it is -
 the Android support is very young still and with the complexity of the
 framework, some bugs will creep in. However, with more people working on it
 and testing it, the faster they get solved. However, I have found that most
 problems I had were caused by the Android SDK/NDK issues, not really by OSG.

 Jan

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Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jordi,

thanks for the offers :) .. But at the moment I still don't feel confident
to publish it officially :/  What I did I wrote just about every
finding so far in my email conversation with Jan and you. Let wait then for
the merge, I don't think I can do it - the mergal.

I might come up with something and will email it to you and Jan for review
before publishing. Also, fyi, I rather write code then doc :)  but
anyway, for help of very beginners in the android and osg world would be
nice from me. Thanks again

Nick


On Tue, Apr 16, 2013 at 1:39 PM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Nick,

 2013/4/16 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 that's nice you have it working. Well, with your help I have a demo
 running on the phone as well :)  But, the requirements just grow and I
 am to stress and test other features (like animation, picking etc ...) due
 to the project scope. That's where the benefits from the community come
 from. Might be a good idea to update wiki with findings so far. The one at
 present is very basic and brief for a very basic run. For other, we
 beginners have to struggle and rely on you with more experience if you
 are willing to share.


 It would be nice if you can update the Android documentation section, or
 write another article for beginners as you said. Just register yourself
 in the joomla site at openscenegraph.com and write to me (with copy to
 Robert) a private mail with your username, I'll give you publisher rights
 to update the documentation.



 I will wait for Jordi to submit the patch then I will try again with the
 trunk. And thanks for the hints so far !


 The code is submitted already by Jorge, but still not merged. Anyway you
 can merge the code yourself and write to the thread of this submission[1]
 and confirm if the patch is working for you. It would be nice too ;).

 Thank you :).

 [1]http://forum.openscenegraph.org/viewtopic.php?t=11939


 Cheers,
 Nick


 On Tue, Apr 16, 2013 at 1:18 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 what version of osg are you using? I am finding the later versions are
 not that 'user friendly' to android? All the time with some issues. And
 seam you went far with osg on android based on your emails


 I have several working demos with OSG on a tablet and phone. The version
 I have is trunk from 7.2.2013. The issues are unfortunately the way it is -
 the Android support is very young still and with the complexity of the
 framework, some bugs will creep in. However, with more people working on it
 and testing it, the faster they get solved. However, I have found that most
 problems I had were caused by the Android SDK/NDK issues, not really by OSG.

 Jan

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 gvSIG 3D blog
 http://gvsig3d.blogspot.com


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Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
lol ..:) ... Let first wait then for something stable where I can run with
models, animations, with picking. Then I will share my findings in a public
document.

Nick


On Tue, Apr 16, 2013 at 1:57 PM, Jordi Torres jtorresfa...@gmail.comwrote:




 2013/4/16 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jordi,

 thanks for the offers :) .. But at the moment I still don't feel
 confident to publish it officially :/  What I did I wrote just about
 every finding so far in my email conversation with Jan and you. Let wait
 then for the merge, I don't think I can do it - the mergal.


 I might come up with something and will email it to you and Jan for
 review before publishing. Also, fyi, I rather write code then doc :) 
 but anyway, for help of very beginners in the android and osg world would
 be nice from me.


 Umm...Weird! You are the first developer in the world to prefer coding
 rather than documenting ;) hehehe

 Cheers


 Thanks again






 Nick


 On Tue, Apr 16, 2013 at 1:39 PM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Nick,

 2013/4/16 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 that's nice you have it working. Well, with your help I have a demo
 running on the phone as well :)  But, the requirements just grow and I
 am to stress and test other features (like animation, picking etc ...) due
 to the project scope. That's where the benefits from the community come
 from. Might be a good idea to update wiki with findings so far. The one at
 present is very basic and brief for a very basic run. For other, we
 beginners have to struggle and rely on you with more experience if you
 are willing to share.


 It would be nice if you can update the Android documentation section, or
 write another article for beginners as you said. Just register yourself
 in the joomla site at openscenegraph.com and write to me (with copy to
 Robert) a private mail with your username, I'll give you publisher rights
 to update the documentation.



 I will wait for Jordi to submit the patch then I will try again with
 the trunk. And thanks for the hints so far !


 The code is submitted already by Jorge, but still not merged. Anyway you
 can merge the code yourself and write to the thread of this submission[1]
 and confirm if the patch is working for you. It would be nice too ;).

 Thank you :).

 [1]http://forum.openscenegraph.org/viewtopic.php?t=11939


 Cheers,
 Nick


 On Tue, Apr 16, 2013 at 1:18 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 what version of osg are you using? I am finding the later versions
 are not that 'user friendly' to android? All the time with some issues. 
 And
 seam you went far with osg on android based on your emails


 I have several working demos with OSG on a tablet and phone. The
 version I have is trunk from 7.2.2013. The issues are unfortunately the 
 way
 it is - the Android support is very young still and with the complexity of
 the framework, some bugs will creep in. However, with more people working
 on it and testing it, the faster they get solved. However, I have found
 that most problems I had were caused by the Android SDK/NDK issues, not
 really by OSG.

 Jan

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-18 Thread Trajce Nikolov NICK
Hi Francesco,

this top was discussed heavely last week (look for osgAndroidExample in the
archive). Here is a fix for that error - you have to edit a file

http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653


Cheers,
Nick


On Thu, Apr 18, 2013 at 12:14 PM, Francesco Argese kekk...@gmail.comwrote:


 S2LR wrote:
 
  [...]
   I'm getting the following error when I run the make...
 
  Android NDK: Parsing Application.mk
  Android NDK:   APP_PIE is
  C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: ***
 non-numeric second argument to `wordlist' function: ''.  Stop.
  make[2]: *** [Android-OpenSceneGraph] Error 2
  make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
  make: *** [all] Error 2
 
  Any idea on what this error is referring to?
  [...]
 
 


 With r8c the procedure gives the same error while with
 android-ndk-r8b-windows.zip compilation starts. That ndk can be found at
 the following link:
 https://dl.google.com/android/ndk/android-ndk-r8b-windows.zip

 Francesco

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Re: [osg-users] [ANN] GullsEye

2013-04-18 Thread Trajce Nikolov NICK
Very cool ! You might want to think of integrating Triton for your app for
the ocean

Nick


On Thu, Apr 18, 2013 at 12:39 PM, Can T. Oguz cto...@gmail.com wrote:

 Hello Dear OSG-community,

 Happy to announce GullsEye - our 3D Port Visualization System built on
 OpenSceneGraph.

 Intro video at:

 http://youtu.be/y1ANByGUNqc (HD required)

 Best regards,

 Can Oguz
 Systems Analyst / SoftTech

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Re: [osg-users] Need help with switching between manual and automatic camera movement

2013-04-18 Thread Trajce Nikolov NICK
Hi Martin,

what are you experiencing, where you see the problems? It is sort of not
stated in your email. in your first code snipped in the update I would do
this to have the matrices in the world space:

Matrixd oldMatrix = cam-getInverseViewMatrix();

.
.
 cam-setViewMatrix(osg::Matrixd::inverse(newMatrix));


This should setup your matrices correctly. Also once the matrixes are in
world space then you can easelly transition from automatic to manual state
by setting the camera manipulator by matrix. I think when you add and
remove camera manipulators, it goes to your home position of the
manipulator (see CameraManipulator::setHomePosition), so you have to take
into account this as well. If you want to spin it around between two
rotations try using quaternions (from the matrix, it is getRotate()) and
slerp (quaternion method) between two different orientation. These above is
just guessing since you havn't stated your problem. Maybe the best would be
if you put your whole code into sample and post it here, someone might have
time to look and help

Nick


On Thu, Apr 18, 2013 at 6:53 PM, Martin Záleta zal...@atlas.sk wrote:

 Hi,

 In my OSG application, I am trying to implement a functionality, that
 would allow me to switch between usual manual movement and an automatic one
 (such as spinning on spot), but I haven't had any success yet.

 My last attempt was to set an update callback to the camera, that would
 spin it around, such as this:


 Code:
 void CameraCallback::operator()(Node* node, NodeVisitor* nv)
 {
 Camera * cam = static_castCamera *(node);

 if(cam  Settings::Instantiate()-getCameraMode() ==
 CAMERA_ROTATE)
 {
 Matrixd oldMatrix = cam-getViewMatrix();

 Matrixd cameraRotation;
 cameraRotation.makeRotate(oldMatrix.getRotate());
 cameraRotation.rotate(DegreesToRadians(5.0), 0, 0, 1);

 Matrixd cameraTrans;
 cameraTrans.makeTranslate(oldMatrix.getTrans());

 Matrixd newMatrix = cameraRotation * cameraTrans;
 cam-setViewMatrix(newMatrix);
 }

 traverse(node, nv);
 }



 ... and then I had the viewer object registered by the class that handles
 keyboard events and tried to update it accordingly:


 Code:
 void registerViewer(Viewer* v)  { viewer = v; man =
 viewer-getCameraManipulator(); }

 bool KeyboardEventHandler::handle(const GUIEventAdapter ea,
 GUIActionAdapter aa)
 {
 ...
 case 'n':
 case 'N':
 Settings::Instantiate()-ToggleCamera();

 if(Settings::Instantiate()-getCameraMode() == CAMERA_MANUAL)
 {
 viewer-setCameraManipulator(man);
 viewer-getCamera()-setAllowEventFocus(true);
 }
 else
 {
 viewer-setCameraManipulator(NULL);
 viewer-getCamera()-setAllowEventFocus(false);
 }

 break;
 ...
 }



 Hopefully these snippets are enough for someone to explain me, what I am
 doing wrong and how to do it the right way.

 Thank you!

 Cheers,
 Martin

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-19 Thread Trajce Nikolov NICK
Hi Francesco,

no idea. Others have to answer this one. I was adviced to use r8d. After
that small fix it should work ok

Nick


On Fri, Apr 19, 2013 at 9:10 AM, Francesco Argese kekk...@gmail.com wrote:

 Hi Nick,

 is there any problem working with ndk r8b? It seems that Android example
 has been done using r8b version.

 Thank you very much,
 Francesco


 Trajce Nikolov NICK wrote:
  Hi Francesco,
 
  this top was discussed heavely last week (look for osgAndroidExample in
 the archive). Here is a fix for that error - you have to edit a file
 
 
 
 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653(
 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653
 )
 


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Re: [osg-users] txp lod problem: switching in cycles

2013-04-22 Thread Trajce Nikolov NICK
Hi Daniel,

I am running large terrain (txp) on my laptop with no problems with the
latest code from the trunk (although I don't think the txp loader was
touched lately). What is the version of your archive? It seam that the code
in the repository works the best with 2.1 archives. Also, good practice is
to use s3 texture compression (dxt3 and dxt5) when building the archive in
TerraVista. If you can build a block and post it I can take a look what is
happening

Let me know
Nick


On Mon, Apr 22, 2013 at 9:02 AM, Daniel Krikun krikun.dan...@gmail.comwrote:

 Hello,

 I have a heavy application which uses osg viewer and a TXP terrain.
 After some time the application is running, LOD level of the terrain
 starts being switched higher and lower all the time in cycles, so one
 second I have trees and building being displayed and one second later -
 they disappear.
 Interesting, if I run just 2 instances of osgviewer.exe with a large TXP
 terrain, after some time, I achieve the same effect.

 I suspect, TXP loader detects low memory available and switches LOD down,
 then when some memory is freed due to this LOD switching, the loader
 switches the LOD up, the memory gets low and it continues in cycles.

 Any ideas?

 I'm running Windows XP, 32-bit, GTX 670. Both osg-2.9.8 and 3.0.1 exhibit
 this behaviour.

 Thanks,

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Re: [osg-users] (no subject)

2013-04-25 Thread Trajce Nikolov NICK
Hi Daniel,

somewhere in the header of the txp archive should be something like
GetVersion or such. Look in the trpage_* headers

Nick


On Thu, Apr 25, 2013 at 1:10 PM, Daniel Krikun krikun.dan...@gmail.comwrote:

 Hello Nick,

 How can I check what version of the txp is the format of the terrain?

 Mess ag e: 2 Date: Mon, 22 Ap r 20 13 09 :4 4: 5 5 +0 20 0 From : Tr ajc e
 Nik olov NIC K  traj ce .n iko lov. ni ck @g m ail .c om  To : Ope nS c
 eneG rap h Us ers  osg - use rs@ lis ts . open sc ene gr aph .or g  Su
 bj ect : Re: [osg - use rs] txp lod prob lem : sw itc hi ng in cyc l es
 Mess ag e - ID:  CA O - +zi kU 6a UW pV C g uT 8M S 0qb y3 - + NkU D_ C 60
 zKg sK tDZ0 G3 iS w @m ai l. gm ai l. c om  Con tent - Ty pe: text/ p lai
 n; ch ars et= is o - 88 59 - 1

 Hi Dani el,

 I am run nin g larg e terr ain (txp ) on my lapt op wi th no prob lem s wi
 th the lates t cod e fr om the trun k (alt houg h I don' t thin k the txp
 load er was touc hed latel y). Wha t is the vers ion of your arc hi ve ? It
 seam that the cod e in the repo sit ory wor ks the bes t wi th 2. 1 arc hi
 ves. Al so, goo d prac ti ce is to use s3 textu re com pr es sio n (dx t3
 and dxt5 ) wh en bui ldi ng the arc hi ve in Te rra Vi sta . If you can bui
 ld a bloc k and post it I can take a look wh at is happ eni ng

 Let me know Nic k

 On Mon, Ap r 22 , 20 13 at 9: 02 AM , Dani el Krik un  kri ku n. dani el@g 
 mai l. c om  wr ote:

  Hel lo,   I have a he avy appl ic ati on wh ic h use s osg view er
 and a TX P terr ain .  Af te r som e tim e the appl ic ati on is run nin g
 , LOD level of the terr ain  star ts bein g sw itc he d hig h er and low
 er all the tim e in cyc l es, so one  sec ond I have trees and bui ldi ng
 bein g dis pla yed and one sec ond later - they dis appe ar.  Inter est
 ing , if I run jus t 2 ins tanc es of osg vie we r. exe wi th a larg e TX P
  terr ain , af ter som e tim e, I ach ieve the sam e ef f ec t.   I sus
 pec t, TX P load er detec ts low me mor y avail abl e and sw itc he s LOD
 dow n,  then wh en som e me mor y is fr eed due to this LOD sw itc hi ng ,
 the load er  sw itc he s the LOD up, the me mor y ge ts low and it con tin
 ues in cyc l es.   An y idea s ?   I'm run nin g Win dow s XP, 32 -
 bit, GT X 67 0. Both osg - 2. 9. 8 and 3. 0. 1 exh ibi t  this beha viou
 r.   Th ank s,   - - Dani el Krik un   __ __ _ __ _ __ __ _ __ _ __
 _ __ __ _ __ _ __ _ __ __ _ __ _ __ __ _ __ _ _  osg - use rs mai li ng
 lis t  osg - use rs@ lis ts . open sc ene gr aph .or g  http: / / li
 sts .op ens ce neg r aph. org / li sti nf o. cg i /

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[osg-users] osgSim::LighPoint radius

2013-04-28 Thread Trajce Nikolov NICK
Hi Community,

I have faced a problem with the _radius from LighPoint. The showcase is to
control all of the LightPoint attributes in run tim (dynamiclly change
intensity, color ...these work just fine). However the radius can be
changed on LightPoint re-creation,only and its can not be changed in
run-time. Some hints?

Thanks a bunch.

Nick

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Re: [osg-users] Exporting HeightFields in OSG

2013-04-28 Thread Trajce Nikolov NICK
Hi Martin,

try exporting to OpenFlight (there are various 3d content creation tools
like LightWave, 3D Max, Creator ) that support this format. I am not sure
the obj plugin has exporting function although I think I have seen some
submissions (from Cedric I think) for the obj format. The extension is flt

Hope this helps,

Nick


On Sat, Apr 27, 2013 at 6:33 PM, Martin Záleta zal...@atlas.sk wrote:

 Hi,

 I was hoping I could export a terrain geometry represented by a
 procedurally generated HeightField into an .obj file or similar, so I could
 open it as a polygonal mesh in some modelling program or whatever, but
 sadly, it doesn't seem to work that way. This line

 Code:
 writeNodeFile(*terrainTileGeode,
 ..\\res\\export\\terrain_groundtile.obj);


 just returns me a rather empty object file, while other geometry I use
 seems to be exporting just fine.

 So, is there any way to export HeightFields as polygonal meshes in OSG? My
 aim is to import these procedural terrains in other rendering engines
 afterwards, so it would be rather convenient for me.

 Thank you!

 Cheers,
 Martin

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Re: [osg-users] Exporting HeightFields in OSG

2013-04-29 Thread Trajce Nikolov NICK
Hi Martin,

these are just hints. Have a look at
/** Accept a PrimitiveFunctor and call its methods to tell it about the
internal primitives that this Drawable has.*/
virtual void accept(PrimitiveFunctor pf) const;
in ShapeDrawable

Maybe there is a way to traverse all the primitives, and then create
Geometry from it and export the created Geometries instead of the whole
HeightFiled. Just a hint that might help

Nick


On Sun, Apr 28, 2013 at 9:56 PM, Martin Záleta zal...@atlas.sk wrote:

 Hi,

 Sadly, exporting a HeightField geometry into .flt likewise produces just
 an almost empty file. I kinda suppose it's because the geometry in
 HeightFields isn't represented by polygonal meshes, so OSG can't really do
 anything to export this data straight away other that maybe except save
 those values into an image file like a heightmap. Still, it's just a guess
 though, so if there's any other way, just let me know.

 Thanks anyway!

 Cheers,
 Martin

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Re: [osg-users] osgSim::LighPoint radius

2013-04-30 Thread Trajce Nikolov NICK
I know :) 

Nick


On Tue, Apr 30, 2013 at 1:05 AM, Brad Colbert bcolb...@rscusa.com wrote:

 Nick,

 ** **

 A shader would allow you to change most of those.

 ** **

 -B

 ** **

 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce Nikolov
 NICK
 *Sent:* Sunday, April 28, 2013 7:48 AM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] osgSim::LighPoint radius

 ** **

 Hi Community,

 ** **

 I have faced a problem with the _radius from LighPoint. The showcase is to
 control all of the LightPoint attributes in run tim (dynamiclly change
 intensity, color ...these work just fine). However the radius can be
 changed on LightPoint re-creation,only and its can not be changed in
 run-time. Some hints?

 ** **

 Thanks a bunch.

 ** **

 Nick
 

 ** **

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Re: [osg-users] OSG : Animated Maya Models on Windows

2013-05-01 Thread Trajce Nikolov NICK
Try Blender. There is exporter for Blender directly into OSG including
animations

Nick


On Wed, May 1, 2013 at 9:58 PM, Randall Hand randall.h...@gmail.com wrote:

 So, it seems Collada2.2 on Windows with Visual Studio 2012 is just a
 no-go.. Autodesk doesn't have an FBX that works with VS2012 yet, and the
 beta they have doesn't work with OSG.  what's the current way of getting
 animated models from a tool like Maya into OpenSceneGraph?


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Re: [osg-users] OSG : Animated Maya Models on Windows

2013-05-01 Thread Trajce Nikolov NICK
Try this one

https://github.com/cedricpinson/osgexport

The ones on the Blender website are obsolete indeed

Nick




On Thu, May 2, 2013 at 5:31 AM, Randall Hand randall.h...@gmail.com wrote:

 Hi,

 Well, I can only find an OSG exporter for an older version of Blender,
 which I can't find any good way to import from Maya (Collada seems the
 usual way, but Maya does 1.5 and this older Blender only reads 1.4).

 ...

 Thank you!

 Cheers,
 Randall

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Re: [osg-users] switch off mouse press events

2013-05-08 Thread Trajce Nikolov NICK
Hi Sujan,

what you are describing is the normal behavior of the Trackball
CameraManipulator. There are many ways how you can change processing of
mouse events. Either remove the CameraManipulator
(view-getCamera()-setCameraManipulator(0)) or inherit from the one
CameraMainpulator that most suit your needs and override the processing of
the events (handle method). If you have some specifics about how to handle
mouse and keyboard events then go for the later, I would guess

Nick


On Wed, May 8, 2013 at 10:05 AM, Sujan Dasmahapatra 
sujan.dasmahapa...@gmail.com wrote:

 In every example I see in the viewer that left mouse press and move cause
 it to rotate 3d, middle mouse press move cause it to pan, and left mouse
 press and move forward backward cause it zoom in and zoom out. How can I
 override this events. For example I dont want anything to happen on my left
 mouse. How can I achieve this?. Any help is highly appreciated. Thanks Sujan

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Re: [osg-users] Translate problem

2013-05-09 Thread Trajce Nikolov NICK
-samples = ds-getNumMultiSamples();

 osg::ref_ptrosg::Camera camera = new osg::Camera;
 camera-setGraphicsContext( new
 osgQt::GraphicsWindowQt(traits.get()) );

 camera-setClearColor( osg::Vec4(0.2, 0.2, 0.6, 1.0) );
 camera-setViewport( new osg::Viewport(0, 0, traits-width,
 traits-height) );
 camera-setProjectionMatrixAsPerspective(
 30.0f,
 static_castdouble(traits-width)/static_castdouble(traits-height),
 1.0f, 1.0f );
 return camera.release();
  }



 void ViewerWidget::paintEvent( QPaintEvent* event )
 {
 frame();
 }


 osgViewer::View* ViewerWidget::getView()
 {
 return view;
 }


 [/code]


 Please tell me why is it not moving ??.I want to implement a rotate
 functionality on right mouse press button, a pan function on middle mouse
 press function and a zoom function on wheel event.   Any help is highly
 appreciated. Thanks Sujan







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Re: [osg-users] for PAN problem

2013-05-09 Thread Trajce Nikolov NICK
Hi Sujan,

what are you trying to do with your 'pan'? To move an object, or to move
the camera (view) ?

Nick


On Thu, May 9, 2013 at 1:03 PM, Sujan Dasmahapatra 
sujan.dasmahapa...@gmail.com wrote:

 I am trying to pan my model pls check the code snippet below.
 viewer = composite view.
 getTransform() will return a osg::PositionAttitudeTransform list.

 But my object is moving in z direction as well inwards outwards. What am I
 doing wrong please help. Thanks Sujan
  void CSGraphicsView::pan( float dx, float dy )
 {
 osg::Vec3 transform =
 viewer-getTransform()-getTrans().first()-getPosition();
  transform += osg::Vec3(dx,dy,0.0f);
 viewer-getTransform()-getTrans().first()-setPosition(transform);
 }

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Re: [osg-users] for PAN problem

2013-05-09 Thread Trajce Nikolov NICK
Hi Sujan,

here is how I would do it:

//Let load the model:
osg::Node* model = osgDB:: readFile();

// Create MatrixTransform on top of it
osg::MatrixTransform* mxt = new osg::MatrixTransform;

// create the scene
mxt-addChild(model);
viewer-setSceneData(mxt);


Now, having it like this, by modifying the matrix in the MatrixTransofrm,
you can move the loaded object in the scene as you are doing with
onPan(double dx, double dy), and don;t touch the view matrix

something like:
void onPan(double dx, double dy)
{
   osg::MatrixTransform* mxt =
dynamic_castosg::MatrixTransform*(viewer-getSceneData());
   mxt-setMatrix(osg::Matrix::translate(1000+dx, 0, 0))
}

you get the idea? Hope it helps

Nick


On Thu, May 9, 2013 at 3:15 PM, Sujan Dasmahapatra 
sujan.dasmahapa...@gmail.com wrote:

 Nick I want to move the object a simple pan with mouse.


 On Thu, May 9, 2013 at 5:32 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Sujan,

 what are you trying to do with your 'pan'? To move an object, or to move
 the camera (view) ?

 Nick


 On Thu, May 9, 2013 at 1:03 PM, Sujan Dasmahapatra 
 sujan.dasmahapa...@gmail.com wrote:

 I am trying to pan my model pls check the code snippet below.
 viewer = composite view.
 getTransform() will return a osg::PositionAttitudeTransform list.

 But my object is moving in z direction as well inwards outwards. What am
 I doing wrong please help. Thanks Sujan
  void CSGraphicsView::pan( float dx, float dy )
 {
 osg::Vec3 transform =
 viewer-getTransform()-getTrans().first()-getPosition();
  transform += osg::Vec3(dx,dy,0.0f);
 viewer-getTransform()-getTrans().first()-setPosition(transform);
 }

 --
 Thanks  Regards
 Sujan

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Re: [osg-users] [build] Building OpenThreads on Windows

2013-05-17 Thread Trajce Nikolov NICK
Hi,

OpenThreads is also part of the OpenSceneGraph trunk, you can download it
and it builds for many known platforms including Windows without problems

Nick


On Fri, May 17, 2013 at 7:49 AM, Nav Joseph nk...@tatapowersed.com wrote:

 How does one build OpenThreads library standalone on Windows?

 Downloaded OpenThreads (http://openthreads.sourceforge.net/) and it built
 fine with make on Linux, but when I try using make with Gnu Make for
 Windows, it shows this error:
 F:\ProgramFiles\OpenThreadsmake
 process_begin: CreateProcess(NULL, uname, ...) failed.
 f was unexpected at this time.
 make: *** [default] Error 255

 and when I tried with MinGW, it gave errors I've attached as an image with
 this message (couldn't copy text in the Mingw prompt).

 Help please...

 
 Nav or Joseph? You can call me Nav :-)

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Re: [osg-users] [build] Building OpenThreads on Windows

2013-05-17 Thread Trajce Nikolov NICK
 But still, I would like to know how to get it built on Windows without
having to build the whole of OSG

It is CMake driven. Generate solution and projects and work only with the
OpenThreads project


On Fri, May 17, 2013 at 12:39 PM, Nav Joseph nk...@tatapowersed.com wrote:

 Ok thanks, using the lib that was with the osg build worked, but initially
 I was getting some error that it couldn't find
 OpenThreads_somethingwin32.lib. Now that error is no longer there.
 But still, I would like to know how to get it built on Windows without
 having to build the whole of OSG.

 
 Nav or Joseph? You can call me Nav :-)

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Re: [osg-users] How to apply textures to a model in openscenegraph?

2013-05-24 Thread Trajce Nikolov NICK
You don't even need to use the openflight api (is it freelebly available?).
Go download the OpenFlight spec from the Presagis website (it is free) and
write something that will change the texture name in the openflight texture
palette. If you are after using dds instead of rgb you change only the
extension in the palette. I have done this several times.

Nick


On Fri, May 24, 2013 at 4:59 PM, Cary, Karl A. karl.a.c...@saic.com wrote:

 If you have a need to actually change the flt file itself to change it
 to use dds textures, you can write something using the openFLT API. I
 actually just very recently did this myself. We had several hundred
 models we were converting to use dds instead of rgb files. The samples
 given with the API and the documentation should be good enough if you go
 that route. Look at the egwalk example to figure out how to drill down
 the structure. To actually change the name you will need to use the
 mgGetFirstTexture, mgGetTextureSaveName, and mgGetNextTexture. That took
 me a while to figure out..

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lokesh
 kumar
 Sent: Thursday, May 23, 2013 6:02 AM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] How to apply textures to a model in
 openscenegraph?

 Robert Osfield robert.osfield@... writes:

 
  Hi Lokesh,
 
  The easist thing to do would be to use osgconv to convert the files to

  native OSG binary format .osgb and have osgconv do the compression for

  you.  Use osgconv --help for the options.  The other alternative to to

  write your own osgDB::Registry::ReadFile callback that intercepts the
  readImage calls and changes the filename to the .dds equivalent.
 
  Robert.
 


 Thank you Robert!!

 I'm interested in your 2nd alternative :-

 using osgDB::Registry::ReadFile


 but, i'm Newbie in openscenegraph.
 can you give a short example.

 Regards
 -Lokesh



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Re: [osg-users] Experiments on Textures and Images, strange behavior.

2013-06-09 Thread Trajce Nikolov NICK
Hi,

initialize the texture and then reference it, in that order
osg::ref_ptrosg::Texture2D lm = new osg::Texture2D;
stateset-setTextureAttributeAndModes( 0,map);

Nick


On Sun, Jun 9, 2013 at 3:02 PM, Gaëtan André gaetan.an...@gmail.com wrote:

 Hi,

 I am trying to understand how texture ande Image are working

 //some initialized texture with contents
 osg::ref_ptrosg::Texture2D map

 //displays correctly the texture
 osg::StateSet* stateset = HUD_camera-getOrCreateStateSet();
 stateset-setTextureAttributeAndModes( 0,map);

 //does not display the texture
 osg::ref_ptrosg::Texture2D lm = new osg::Texture2D;
 lm-setImage(map-getImage());
 stateset-setTextureAttributeAndModes( 0,lm);

 Why ?

 Thank you!

 Cheers,
 Gaëtan

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Re: [osg-users] Experiments on Textures and Images, strange behavior.

2013-06-09 Thread Trajce Nikolov NICK
ah, I missread it. from your original post the map texture was not
initialized and was used later in the statest. I had to write something
like:

osg::ref_ptrosg::Texture2D map = new osg::Texture2D;
stateset-setTextureAttributeAndModes( 0,map);

if you post your code in whole then the chance to get help if higher

Nick




On Sun, Jun 9, 2013 at 10:29 PM, Gaëtan André gaetan.an...@gmail.comwrote:

 Hi,
 Thank you for the reply.

 I am not quite sure to understand your answer.

 Do you mean I should do this :

 //does not display the texture
 osg::StateSet* stateset = HUD_camera-getOrCreateStateSet();
 osg::ref_ptrosg::Texture2D lm = new osg::Texture2D;
 stateset-setTextureAttributeAndModes( 0,map);
 lm-setImage(map-getImage());
 stateset-setTextureAttributeAndModes( 0,lm);


 Seems quite odd to me.

 Cheers,

 Gaëtan[/quote]

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Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...

2013-06-15 Thread Trajce Nikolov NICK
Hi Dario,

it should work with the latest from trunk I think. It's been a while since
I used osgOcean but somehow it worked for me. Just fyi

Nick


On Fri, Jun 14, 2013 at 5:43 PM, Dario Minieri para...@cheapnet.it wrote:

 Hi,

 I'm using still now OsgOcean rev 208. I'm update to the last rev 258.
 Refraction seems don't work. I have a scene with refraction enabled, withe
 rev208 I can see the refraction, not with the rev258.

 Someone has reported this issue?  I'm looking now around the refracition
 code, but is a bit expansive...

 Thank you!

 Cheers,
 Dario

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Re: [osg-users] [osgOcean] Refraction Map issue: isn't visible...

2013-06-15 Thread Trajce Nikolov NICK
maybe you post a code snippet of your settings if someone can look at

Nick


On Sat, Jun 15, 2013 at 7:19 PM, Dario Minieri para...@cheapnet.it wrote:

 Hi,

 Hummmmaybe is my fault in somewhat, but I make two snapshot of
 oceanExample and the refraction seems to me don't works. I've tested others
 my scenes and the result is the same.

 snap_no_refraction1.jpg shows the example scene without refraction and, in
 effect, apart the rev208 artifacts, the refraction is not visible.

 snap_with_refraction1.jpg shows the example scene with refraction, and,
 the rev 258 is the same as above (no refraction in any cases), rev 208
 shows the refraction of the island above water dynamic line.

 There are some parameters or others changes to make which are changed and
 I forgot?

 Thank you!

 Cheers,
 Dario

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[osg-users] screen 0 does not appear to be DRI2 capable

2013-06-25 Thread Trajce Nikolov NICK
Hi Community,

I just started after a while again on Linux, installed Ubuntu 13.04 (fresh
install), installed the latest NVIDIA driver did trunk co and here is what
I am getting with osgviewer cow.osg. Any clue?

Thanks !

libGL: screen 0 does not appear to be DRI2 capable
libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/tls/swrast_dri.so
libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/swrast_dri.so
libGL error: failed to load driver: swrast
Warning: detected OpenGL error 'invalid enumerant' at after
RenderBin::draw(..)

Nick

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Re: [osg-users] screen 0 does not appear to be DRI2 capable

2013-06-25 Thread Trajce Nikolov NICK
Hi Robert,

yes, I installed the driver manually. On the web in the forums now :) ...
But thanks for the hints!

Nick


On Tue, Jun 25, 2013 at 6:28 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 I'm using Kubuntu 13.04 with Geforce 560Ti without any problems.  I
 haven't installed the NVidia driver manually, rather just let Kubuntu
 pull it in when I installed.  Do you manually install NVidia drivers?

 From the errors I'd suspect that software GL driver is being invoked.
 Which suggest something is amiss with picking up the NVidia driver.
 NVidia or Ubuntu forums would likely be the best place to chase up a
 solution.

 Robert.

 On 25 June 2013 17:08, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Community,
 
  I just started after a while again on Linux, installed Ubuntu 13.04
 (fresh
  install), installed the latest NVIDIA driver did trunk co and here is
 what I
  am getting with osgviewer cow.osg. Any clue?
 
  Thanks !
 
  libGL: screen 0 does not appear to be DRI2 capable
  libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/tls/swrast_dri.so
  libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/swrast_dri.so
  libGL error: failed to load driver: swrast
  Warning: detected OpenGL error 'invalid enumerant' at after
  RenderBin::draw(..)
 
  Nick
 
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Re: [osg-users] screen 0 does not appear to be DRI2 capable

2013-06-25 Thread Trajce Nikolov NICK
Doing update and reinstalling the driver helped. Just for log

Nick


On Tue, Jun 25, 2013 at 6:31 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 yes, I installed the driver manually. On the web in the forums now :) ...
 But thanks for the hints!

 Nick


 On Tue, Jun 25, 2013 at 6:28 PM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Nick,

 I'm using Kubuntu 13.04 with Geforce 560Ti without any problems.  I
 haven't installed the NVidia driver manually, rather just let Kubuntu
 pull it in when I installed.  Do you manually install NVidia drivers?

 From the errors I'd suspect that software GL driver is being invoked.
 Which suggest something is amiss with picking up the NVidia driver.
 NVidia or Ubuntu forums would likely be the best place to chase up a
 solution.

 Robert.

 On 25 June 2013 17:08, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Community,
 
  I just started after a while again on Linux, installed Ubuntu 13.04
 (fresh
  install), installed the latest NVIDIA driver did trunk co and here is
 what I
  am getting with osgviewer cow.osg. Any clue?
 
  Thanks !
 
  libGL: screen 0 does not appear to be DRI2 capable
  libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/tls/swrast_dri.so
  libGL: OpenDriver: trying /usr/lib/i386-linux-gnu/dri/swrast_dri.so
  libGL error: failed to load driver: swrast
  Warning: detected OpenGL error 'invalid enumerant' at after
  RenderBin::draw(..)
 
  Nick
 
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Re: [osg-users] Passing location-based data to a fragment shader

2013-06-26 Thread Trajce Nikolov NICK
Hi Shahar,

I read this post and found it interesting. Just out of curiosity :

Each texel in the new texture, should be set based on the world location of
the corresponding texel in the current geometry texture

Are you trying to overlay a texture on top of txp archive and it should be
georeferenced? If so, there might be a different approach

Nick


On Tue, Jun 25, 2013 at 3:50 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

 Hi Shahar,

 answers below.

  Sebastian Messerschmidt wrote:

 Hi Shahar Kosti:
 As you don't provide any exact numbers I can only guess. But usually I'd
 bind one or more textures per tile of paged set.
 Depending on your hardware bind of 8192x8192 textures is no problem.
 Can you be a bit more specific on how big the set is?

 Also for the hidden textures - I don't really get what you mean. My best
 guess is, that you mean not displayed.
 Therefore write a custom fragment shader and bind the data-textures
 along with you diffuse or whatever textures to the stateset of the tile.

 As the fragment shader is fully programmable, it is your choice what is
 done with the data.

 cheers
 Sebastian


 Hi Sebastian,

 Sorry for my late reply, it took me some time to get the data.
 One TXP I'm currently looking at, represents a 3000 km² area with texture
 resolution of 5m/pixel. Some areas have better resolution, up to 10
 cm/pixel. The additional metadata has similar resolution. So obviously
 wouldn't fit on a single texture.

 Okay, so the single TXP file represents the whole area? That's kinda hard,
 I thought you have multiple tiles representing parts of your complete data
 set.
 Anyways, First of all, your data sets need to be aligned somehow.



 Regarding your suggestions, could you elaborate on the bind one or more
 textures per tile of paged set approach?

 My current approach (which doesn't work), is to intercept paged nodes
 using a custom ReadFileCallback, which runs a NodeVisitor. The visitor
 finds all Geode objects and then the underlying geometries. I can bind a
 new texture to these geometries, but I'm not sure how to set the values
 correctly.

 You don't really need to bind at a level this deep. Usually if the
 terrain tile is loaded and represent a LOD you want to work with, you can
 simple add your data texture(s) as uniform to the stateset of the tile.
 Given you have a texture with the data-image called texture you can do
 it this way in your callback:

 osg::StateSet* state_set = node-getOrCreateStateSet();
 osg::Uniform* sampler = new osg::Uniform(MyDataSamper,  2 /*texture
 unit*/);

 state_set-**setTextureAttribute(unit, texture
 ,osg::StateAttribute::ON);
 state_set-addUniform(sampler)**;

 With this you bind the texture to a sampler for your shader, at the
 texture unit 2. Depending on how many textures are already bound you might
 need to modify the unit.
 In the fragment shader you can now access the texture via:

 uniform sampler2D MyDataSampler
 ..
 ..

 main()
 {
 vec2 tex_coord = gl_TexCoord[0].st;
 vec4 data = texture2D(MyDataSampler, tex_coord);

 }


  Each texel in the new texture, should be set based on the world location
 of the corresponding texel in the current geometry texture. I'm not sure
 how to do that using the geometry vertex and texture coordinate indices.
 I hope this is clear enough.

 This is a different question. If your terrain-data already contains a base
 texture (like a satellite photo), the gl_TexCoord[0] might be matching
 already.
 If not you might want to use texture coordinate generation in the vertex
 shader to get world-space texture coordinates.
 It totally depends on your data.
 For a first try, I'd load a dummy texture for each tile and pass it to the
 gl_FragColor in the fragment shader to see how your coordinates are.

 cheers
 Sebastian


 Thanks for the help,
 Shahar

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[osg-users] osgDB::ReentrantMutex ?

2013-06-28 Thread Trajce Nikolov NICK
Hi Community,

I am upgrading the txp plugin from the latest code drop from Presagis and
it seam it is really out of date (1.somthing is the osg used). Anyone can
recall osgDB::ReentrantMutex and why it is not available anymore?

Thanks for any hint

Nick

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Re: [osg-users] osgDB::ReentrantMutex ?

2013-06-28 Thread Trajce Nikolov NICK
Found it, it was moved to OpenThreads

Nick


On Fri, Jun 28, 2013 at 1:22 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I am upgrading the txp plugin from the latest code drop from Presagis and
 it seam it is really out of date (1.somthing is the osg used). Anyone can
 recall osgDB::ReentrantMutex and why it is not available anymore?

 Thanks for any hint

 Nick

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[osg-users] OPENSCENEGRAPH_MAJOR_VERSION and OSG_MAJOR_VERSION

2013-06-29 Thread Trajce Nikolov NICK
Hi Robert,

seam like this preprocessor define was renamed over the ages. I am
revisiting the txp loader and found code that is compatible with older
versions of the loader (osg 1.2 from the comment from while back when). The
code is comming from Presagis and suppose to be the latest updates (which I
don;'t agree since work was done after to support whole earth geocentric
archives which is not present in the drop :/ )., Anyway, from my experience
with vis-sim some companies know to stuck with acient versions of libraries
and my intention here is to keep it compatible. I dont see this check in
the trunk. It is for TXPNode::traverse method, there is something like:

// In the time of this change Robert mentioned the next

// version will be 2.0. If not then change the condition to

// mach the right versions. Up to 1.2 the following statment

// needs to compile. Nick

#if OSG_VERSION_MAJOR = 1

tileMapper-pushModelViewMatrix(cv-getModelViewMatrix());

#else


tileMapper-pushReferenceViewPoint(cv-getReferenceViewPoint());

tileMapper-pushModelViewMatrix(cv-getModelViewMatrix(),
osg::Transform::RELATIVE_RF);

#endif


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Re: [osg-users] OPENSCENEGRAPH_MAJOR_VERSION and OSG_MAJOR_VERSION

2013-06-29 Thread Trajce Nikolov NICK
wops, chrome sent the email too early.

to continue. Any suggestions what to do with this check? OSG_MAJOR_VERSION
become OPENSCENEGRAPH_MAJOR_VERSION and even it may sound stupid to support
a decade old versions, one might find it useful ... Any hints?

Thanks

Nick


On Sun, Jun 30, 2013 at 12:58 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 seam like this preprocessor define was renamed over the ages. I am
 revisiting the txp loader and found code that is compatible with older
 versions of the loader (osg 1.2 from the comment from while back when). The
 code is comming from Presagis and suppose to be the latest updates (which I
 don;'t agree since work was done after to support whole earth geocentric
 archives which is not present in the drop :/ )., Anyway, from my experience
 with vis-sim some companies know to stuck with acient versions of libraries
 and my intention here is to keep it compatible. I dont see this check in
 the trunk. It is for TXPNode::traverse method, there is something like:

 // In the time of this change Robert mentioned the next

 // version will be 2.0. If not then change the condition to

 // mach the right versions. Up to 1.2 the following statment

 // needs to compile. Nick

 #if OSG_VERSION_MAJOR = 1

 tileMapper-pushModelViewMatrix(cv-getModelViewMatrix());

 #else

   
 tileMapper-pushReferenceViewPoint(cv-getReferenceViewPoint());

 tileMapper-pushModelViewMatrix(cv-getModelViewMatrix(), 
 osg::Transform::RELATIVE_RF);

 #endif


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Re: [osg-users] OPENSCENEGRAPH_MAJOR_VERSION and OSG_MAJOR_VERSION

2013-06-30 Thread Trajce Nikolov NICK
I did simply

#ifnderf OSG_MAJOR_VERSION
#define OSG_MAJOR_VERSION OPENSCENEGRAPH_MAJOR_VERSION
#endif

Builds ok now and should support the ancient osg releases as well

Nick


On Sun, Jun 30, 2013 at 1:04 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 wops, chrome sent the email too early.

 to continue. Any suggestions what to do with this check? OSG_MAJOR_VERSION
 become OPENSCENEGRAPH_MAJOR_VERSION and even it may sound stupid to support
 a decade old versions, one might find it useful ... Any hints?

 Thanks

 Nick


 On Sun, Jun 30, 2013 at 12:58 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 seam like this preprocessor define was renamed over the ages. I am
 revisiting the txp loader and found code that is compatible with older
 versions of the loader (osg 1.2 from the comment from while back when). The
 code is comming from Presagis and suppose to be the latest updates (which I
 don;'t agree since work was done after to support whole earth geocentric
 archives which is not present in the drop :/ )., Anyway, from my experience
 with vis-sim some companies know to stuck with acient versions of libraries
 and my intention here is to keep it compatible. I dont see this check in
 the trunk. It is for TXPNode::traverse method, there is something like:

 // In the time of this change Robert mentioned the next

 // version will be 2.0. If not then change the condition to

 // mach the right versions. Up to 1.2 the following statment

 // needs to compile. Nick

 #if OSG_VERSION_MAJOR = 1

 tileMapper-pushModelViewMatrix(cv-getModelViewMatrix());

 #else

  
 tileMapper-pushReferenceViewPoint(cv-getReferenceViewPoint());

 tileMapper-pushModelViewMatrix(cv-getModelViewMatrix(), 
 osg::Transform::RELATIVE_RF);

 #endif


 --
 trajce nikolov nick




 --
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[osg-users] Tracking a node (loaded/unloaded) - counter part of ReadFileCallback

2013-07-19 Thread Trajce Nikolov NICK
Hi Community,

I am facing a problem maybe you give some hints.

in pageable model (like TerraPage for example) I need to track a model when
it is loaded (paged in) and unloaded (paged out). For the first I can make
a NodeVisitor and run it in ReadFileCallback so I know when my external
referenced model was paged in. How to know when it gets out? The goal is to
keep a valid pointer over the lifetime of a part of the scene.

Thanks for any hint or trick

Nick

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Re: [osg-users] Tracking a node (loaded/unloaded) - counter part of ReadFileCallback

2013-07-19 Thread Trajce Nikolov NICK
Hi Robert,

exactly what I need ! Thanks a bunch!

Nick


On Fri, Jul 19, 2013 at 6:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,


 On 19 July 2013 17:11, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.comwrote:

 I am facing a problem maybe you give some hints.

 in pageable model (like TerraPage for example) I need to track a model
 when it is loaded (paged in) and unloaded (paged out). For the first I can
 make a NodeVisitor and run it in ReadFileCallback so I know when my
 external referenced model was paged in. How to know when it gets out? The
 goal is to keep a valid pointer over the lifetime of a part of the scene.

 Thanks for any hint or trick


 I'd look at recreate a osg::Observer subclass that you attach to the root
 of the subgraph that has been loaded via node-addObserver(), this observer
 will then get called via it's Observer::objectDeleted(void*) method.

 Robert.

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[osg-users] deferred shading in osg

2013-08-04 Thread Trajce Nikolov NICK
Hi Community,

has anyone has done some work on this and willing to share hints, snippets ?

Thanks a lot!

Nick

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Re: [osg-users] deferred shading in osg

2013-08-05 Thread Trajce Nikolov NICK
Wang, thanks for the pointers!

Nick


On Mon, Aug 5, 2013 at 3:41 AM, Wang Rui wangra...@gmail.com wrote:

 Hi Nick,

 You may want to have a look at the osgeffectcompositor example in the
 osgRecipes project, which is an initial deferred shading framework for OSG.
 Also there is the osgPPU project that can do the same work for you, I think.

 Wang Rui



 2013/8/5 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Community,

 has anyone has done some work on this and willing to share hints,
 snippets ?

 Thanks a lot!

 Nick

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