Re: [osg-users] ffmpeg synchronisation

2010-06-10 Thread Tanguy Fautre
Hi Michael, It's been a long time since I've touched the ffmpeg plugin, but here is how it was: 1/ when the video sound is being played, the video time is synchronized with the audio player (this tries to keep the video tightly synchronized with the audio track); 2/ when there is no video

Re: [osg-users] FFmpeg and sound

2010-01-14 Thread Tanguy Fautre
Hi Serge, Robert is right, SDL only provides a very low-level sound API. If you have several sounds, you need to write your own software mixer. SDL advantage is that it's very easy to use. Because it's so low level, it does not have obscure side effects, which is what you want when you develop

Re: [osg-users] TriStripVisitor issue

2009-11-25 Thread Tanguy Fautre
To: OpenSceneGraph Users Subject: Re: [osg-users] TriStripVisitor issue On Tue, Nov 24, 2009 at 4:59 PM, Tanguy Fautre tang...@aristechnologies.com wrote: I'll do these modifications and check them tonight when I'm back home. To speed things up (and because we're going to backport OSG changes

Re: [osg-users] TriStripVisitor issue

2009-11-25 Thread Tanguy Fautre
Subject: Re: [osg-users] TriStripVisitor issue Hi Tanguy, On Wed, Nov 25, 2009 at 12:27 PM, Tanguy Fautre tang...@aristechnologies.com wrote: I've sent it to you yesterday on your Gmail address. Can you confirm you've received it? Yes, I received it thanks. Just been juggling other tasks

Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Tanguy Fautre
so I'm not best placed to answer the low level questions, but... the original author of the cdoe Tanguy Fautre is now an OSG user and I believe still on the list so perhaps he'll be able to chip in ;-) Robert. On Mon, Nov 23, 2009 at 11:08 AM, Emmanuel Roche roche.emman...@gmail.com wrote

Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Tanguy Fautre
Hi Robert, http://users.telenet.be/tfautre/softdev/tristripper/ The latest revision is 1.10, Beta 5 (09/06/2005). Don't let the Beta name scare you, it's actually probably the most stable release due to several bug fixes. http://users.telenet.be/tfautre/softdev/tristripper/tristripper-1.1.0-be

Re: [osg-users] TriStripVisitor issue

2009-11-24 Thread Tanguy Fautre
PM, Tanguy Fautre tang...@aristechnologies.com wrote: http://users.telenet.be/tfautre/softdev/tristripper/ Thanks the link and explanation. After a quick look at the header, I've noticed protections against min/max macros that will cause a hard failure when those are detected (which you

[osg-users] Plane::intersect(BoundingBox box) buggy ?

2009-10-19 Thread Tanguy Fautre
Hi, I've used an osg::Polytope to test whether a given convex volume was colliding against a BoundingBox. Unfortunately it wouldn't work. I've tracked the problem down to Plane::intersect(). /** intersection test between plane and bounding sphere. return 1 if the bs is

Re: [osg-users] Plane::intersect(BoundingBox box) buggy ?

2009-10-19 Thread Tanguy Fautre
orientation. Depending on the plane orientation its possible to know before hand which corners of axis aligned bounding box will represent most extreme points of the box. Cheers, Wojtek - Original Message - From: Tanguy Fautre mailto:tang...@aristechnologies.com

[osg-users] Silouhette computation and osgShadow::OccluderGeometry

2009-10-12 Thread Tanguy Fautre
Hi, I need to check whether an object occludes another object behind it. To do so, I currently use a class derived from osgShadow::OccluderGeometry to compute the occlude silouhette from the camera point of view, and create an osg::Polytope from that silouhette. Going through

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-07 Thread Tanguy Fautre
] On Behalf Of Tanguy Fautre Sent: 06 August 2009 13:59 To: OpenSceneGraph Users Subject: Re: [osg-users] Deadlock when loading osg.dll, singletons are evil Hi Robert, We've got a custom build of OSG where we've commented out all the unsafe getenv (we do not use env variables in our application anyway

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-07 Thread Tanguy Fautre
Hi Robert, From our SVN log I've extracted a unified diff of the modifications I've had to make on our branch of OSG (i.e. a stabilized trunk snapshot taken around OSG 2.9.3). This should give a fair idea of the places where I found a potentially dangerous getenv(). See attached file. Be

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-06 Thread Tanguy Fautre
Hi Robert, You do have to understand that what is currently happening is an implicit init/destroyOsg through DllMain. The problem is that DllMain is full of limitations. Only a handful of kernel functions can be safely called in DllMain. Worse, Microsoft in all their wisdom does not provide the

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-06 Thread Tanguy Fautre
Hi Daniel, Your proposed solution looks like a variant of the Double Checked Locking. Unfortunately, this design pattern is very subtly broken and not thread safe. See http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf for more information. I've however shown this example just to

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-06 Thread Tanguy Fautre
Hi Robert, Unfortunately serializing the access to getenv() is not likely to solve the issue. The problem is not that OSG calls several getenv() in parallel, the problem is that getenv() should not be called *at all* in DllMain(). Serializing getenv() in OSG does not guarantee that another C

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-06 Thread Tanguy Fautre
Hi Robert, As you said, doing (2) const char * getSingletonGlExtensionDisable() { ScopedLock lock(s_mutex); static const char * env = getenv(OSG_GL_EXTENSION_DISABLE); return env; } instead of (1) static const char * env = getenv(OSG_GL_EXTENSION_DISABLE); Ensures that the

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-06 Thread Tanguy Fautre
Hi Robert, We've got a custom build of OSG where we've commented out all the unsafe getenv (we do not use env variables in our application anyway). I'm gonna give your patch a few runs. In theory, it should not deadlock (considering all the other unsafe getenv are already commented out).

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-05 Thread Tanguy Fautre
Hi Robert, It is indeed a Windows specific issue. If you get the chance to test the example on a Windows machine, it would really be appreciated. Aymeric and I have spent 3 days tracking, understanding and reproducing the problem. As a consequence, a fair amount of detailed technical

Re: [osg-users] osgText texture not reloading correctly the secondtime?

2009-08-05 Thread Tanguy Fautre
Hi guys, We're having the same problem here. Textures are corrupted or are showing the wrong image when the viewer is destroyed and re-created. I've been tracking it for a week now. Here is the simplified core logic of the application that shows the problem. For (;;) { {

Re: [osg-users] osgText texture not reloading correctly thesecondtime?

2009-08-05 Thread Tanguy Fautre
Hi Robert, Thanks for the explanation. It clears quite a lot of confusion. I've added the stopThreading(), and this build is going to go through a test cycle tonight, so I will know fairly soon if the problem still appears. Cheers, Tanguy -Original Message- From:

Re: [osg-users] [osgPlugins] ffmpeg plugin and transparency

2009-08-04 Thread Tanguy Fautre
Hi Gerwin, It's a bit of a tricky situation. The actual content of the alpha channel mainly depends on FFmpeg implementation (and not osg). If I remember correctly, the obsolete colour conversion routines set the alpha value to 1 when the video was only RGB, while the libswscale routines set it

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-08-03 Thread Tanguy Fautre
We've tried to temporarily fix the problem on our side by commenting out osg::DisplaySettings::readEnvironmentalVariables() implementation. But the deadlock was not gone, now it locks on the following line: Glextensions.cpp, line 42 (oh, the irony) static const char* envVar =

[osg-users] Deadlock when loading osg.dll, singletons are evil

2009-07-29 Thread Tanguy Fautre
Hi, We've encountered several times a random deadlock that would happen when starting our application. After some playing around, we've identified the problem to be quite a subtle one. Here is what's happening. When osg.dll (in our case the full name is osg59-osgd.dll) gets loaded, it

Re: [osg-users] Deadlock when loading osg.dll, singletons are evil

2009-07-29 Thread Tanguy Fautre
Hi J-S, Your questions are quite legitimate. I'll try to answer them to my best knowledge. 1. The DllMain problem is quite well documented (cf. the MSDN links from my previous post). The thing is that an illegal use of DllMain is quite similar to a race condition. Most of the time,

Re: [osg-users] osgText Chopping Letters

2009-07-21 Thread Tanguy Fautre
Hi all, I share the opinion that osgText appearance is suboptimal. We've also got several complains from our Creative department on the look of the text in our engine. I confirm that the cause of the problem is as described by Mark Having written my own text renderer using OpenGL and FreeType,

Re: [osg-users] ffmpeg stdint on Windows?

2009-07-13 Thread Tanguy Fautre
Hi Garrett, A bit OT, but which part of the C standard says that all uninitialized variables shall default to 0? The only zero initialization guarantee of the C standard I know of is related to static variables (which MSVC supports). If what you say about FFmpeg expected C behaviour is

Re: [osg-users] ffmpeg stdint on Windows?

2009-07-13 Thread Tanguy Fautre
This is similar to C++03, ISO/IEC 14882-2003 Section 8.5 Initializers ... if no initializer is specified for a nonstatic object, the object and its subobjects, if any, have an indeterminate initial value T -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] ffmpeg stdint on Windows?

2009-07-13 Thread Tanguy Fautre
Hi Paul, The thing is that MSVC supports most of the C99 features indirectly, as they are backported from C++ (e.g. one-line comments, relaxed variable declaration requirements, etc). Most people have been using these on MSVC (and GCC) for C code well before the C99 standard was put in place.

Re: [osg-users] FFmpeg questions

2009-06-23 Thread Tanguy Fautre
... :) Any idea on how difficult it should be to implement the pause feature ? On Tue, Jun 23, 2009 at 12:26 PM, Tanguy Fautre tang...@aristechnologies.com wrote: Hi, When the ffmpeg plugin was integrated into osg, the pause feature was not implemented. I'm not sure anyone has implemented it since

Re: [osg-users] OSG 2.8.1

2009-05-05 Thread Tanguy Fautre
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday 05 May 2009 16:52 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG 2.8.1 Hi Tanguy, On Tue, May 5, 2009 at 4:22 PM, Tanguy Fautre tang...@aristechnologies.com wrote

Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Tanguy Fautre
I have to admit my experience backs up Michael claims. Checked Iterators (in release) can have a significant impact on performance depending on how you use iterators. Most STL calls have been optimized by MS to have almost a 0% overhead with checked iterators enabled. Code directly using

Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Tanguy Fautre
Hi J-S, We've been disabling checked iterators in our products, so I know the burden of maintaining third party libraries that are correctly compiled with the correct options. In fact, it's sometimes so subtle that it took us about 2 months to find all the issues on what should be a trivial

Re: [osg-users] Public ffmpeg plugin testing streams

2009-04-23 Thread Tanguy Fautre
Hi J-S, FFmpegDecoder.cpp : - bool FFmpegDecoder::readNextPacketNormal() [Line 246 to 308] - bool FFmpegDecoder::readNextPacketEndOfStream() [Line 312 to 320] More precisely, I wonder about the API validity of the following code in the case of a streaming video. FFmpeg documentation is quite

Re: [osg-users] Public ffmpeg plugin testing streams

2009-04-22 Thread Tanguy Fautre
Hi Jean-Sebastien, The osgFFmpeg plugin was written with a file source in mind. By default when it encounters an EOF, it will either loop the video or stop playing (depending on the ImageStream settings). This behaviour may probably be incorrect with streaming sources. As you said, one needs

Re: [osg-users] Windows users - VS2008 comments

2009-04-06 Thread Tanguy Fautre
Hi Sherman, VS2008 has been slowly adopted by C++ developers, because when compared to VS2005 it does not features anything new that is easily visible. My experience is that if you get the choice between VS2005 and VS2008, go for VS2008. It's more stable in general (the C++ compiler and the C++

[osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
Hi, When doing GUI elements in OpenGL, it's particularly useful to exactly control the rendering order. Usually, this goes like this: glDepthMask(0); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glEnable(GL_BLEND); /* Render GUI back to front */

Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
can create own bins, set the overall render order. Within a single geometry the order is drawn in the order that the primitives are placed in the geometry, so perhaps this is sufficient for your purposes. Robert. On Thu, Apr 2, 2009 at 11:02 AM, Tanguy Fautre tang...@aristechnologies.com wrote

Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
-users-boun...@lists.openscenegraph.org] בשם Tanguy Fautre נשלח: Thursday, April 02, 2009 2:27 PM אל: OpenSceneGraph Users נושא: Re: [osg-users] Controlling the rendering order Hi Robert, Do you suggest I create an additional bin type (e.g. GUI_ELEMENT_BIN) in addition to OPAQUE_BIN

Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday 02 April 2009 12:46 To: OpenSceneGraph Users Subject: Re: [osg-users] Controlling the rendering order HI Tanguy, 2009/4/2 Tanguy Fautre tang...@aristechnologies.com Do you suggest

[osg-users] Viewer::frame() thread-safety

2009-04-02 Thread Tanguy Fautre
Hi Robert, Chasing a set of bugs, I'm very sceptical about the update logic of our application. In a nutshell, here is currently what we are doing: while (! done) { const double time = elapsedTime(); updateScene(time);

Re: [osg-users] FFmpeg plugin

2009-03-20 Thread Tanguy Fautre
Hi guys, inflateInit_ sounds very much like an API entry point in zlib. Tanguy From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday 20 March 2009 08:55 To: OpenSceneGraph Users Subject: Re: [osg-users]

Re: [osg-users] FFmpeg has a stable release!! 0.5 is now out the door

2009-03-10 Thread Tanguy Fautre
Wow! That was unexpected! T -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday 10 March 2009 16:09 To: OpenSceneGraph Users Subject: Spam: [osg-users] FFmpeg has a stable

[osg-users] ImageStream and texture updates synch

2009-03-02 Thread Tanguy Fautre
Hi, From what I understand, an ImageStream indicates that the image as been changed by calling the dirty() method. From there, a texture will update its content with the new image when the scenegraph is traversed. The problem is that I've not found any way to synchronize the point where

Re: [osg-users] ImageStream and texture updates synch

2009-03-02 Thread Tanguy Fautre
Hi Robert, It's then probably a good idea to update the ffmpeg plugin to also use a pointer swap. The current implementation of the ffmpeg plugin is not optimal. Internally there are already two buffers (a private and a public one), because of the colour conversion routines, synch issues, and

Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-27 Thread Tanguy Fautre
Hi all, Some dll are actually not needed in this package. Basically, they're just failed symbolic links (on Windows, the build system copy the files). You can safely delete the following files from the ffmpeg package. avcodec-51.71.0.dll avcodec.dll avdevice-52.1.0.dll avdevice.dll

Re: [osg-users] Spam: Re: New ffmpeg plugin checked into svn/trunk

2009-02-26 Thread Tanguy Fautre
Hi J-S, I'd be very surprised if the ffmpeg plugin supports streaming out of the box (although you never know). We've surely never tested it with streamed videos. FFmpeg decoding streamed videos should not be a problem. The networking/protocol part of streaming is another matter. I think it's

Re: [osg-users] Loading movie

2009-02-25 Thread Tanguy Fautre
-Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Tuesday 24 February 2009 06:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Loading movie Hi Tanguy, Robert, Tanguy Fautre wrote: Hi

Re: [osg-users] Spam: Re: Loading movie

2009-02-23 Thread Tanguy Fautre
Hi Robert, J.P., I'm checking with my boss whether we can opensource our FFmpeg plugin. We still haven't implemented the pause() method (and related behaviour), but the rest is pretty stable. T -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] Loading movie

2009-02-23 Thread Tanguy Fautre
Hi Robert, J.P, That's one of the tutorials I've used to implement our plugin; probably the best I could find. It's a good start, but I found their video/audio synchronization to be pretty bad in pratice. I actually rewrote that part from scratch. T -Original Message- From:

Re: [osg-users] Loading movie

2009-02-23 Thread Tanguy Fautre
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tanguy Fautre Sent: Monday 23 February 2009 14:52 To: OpenSceneGraph Users Subject: Spam: Re: [osg-users] Spam: Re: Loading movie Hi Robert, J.P., I'm checking with my boss whether we can opensource our FFmpeg plugin

Re: [osg-users] Loading movie

2009-02-23 Thread Tanguy Fautre
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday 23 February 2009 15:20 To: OpenSceneGraph Users Subject: Spam: Re: [osg-users] Loading movie Hi Tanguy, On Mon, Feb 23, 2009 at 3:01 PM, Tanguy Fautre tang...@aristechnologies.com wrote

Re: [osg-users] VS 2008 packages + 3rdParty_Win32Binaries_vc90 inftp

2009-02-19 Thread Tanguy Fautre
Hi Mattias, About the 3rdParty VC9 SP1 binaries... Release build seems fine (no warning nor errors). Debug build still shows some warnings: - osgdb_tiffd.dll: warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library - osgdb_jpegd.dll: warning LNK4099:

Re: [osg-users] [C++/dll] Osg export model ?

2009-02-17 Thread Tanguy Fautre
Hi Vincent, Be careful that you respect the ODR (One Definition Rule). Check that you're not compiling your application with different settings. If I had to do a wild guess, I might say you're using mixing Debug/Release builds or that debug/checked iterators are also mixed up. Cheers,

Re: [osg-users] [C++/dll] Osg export model ?

2009-02-17 Thread Tanguy Fautre
application launch correctly. It appears that my std::string problem is solved too \o/ But I know (I hope) it is possible to debug an application based on DLL (release) ... isn't it ? Thanks, I will continue going deeply in this problem. Vincent. 2009/2/17 Tanguy Fautre tang...@aristechnologies.com Hi

[osg-users] Crash in PerContextProgram destructor

2009-02-13 Thread Tanguy Fautre
Hi, I'm encountering a segfault in several applications that use osgShadow when the application is closing. I've reduced the problem to a very simple example using osgShadow (see attachment). I'm using OSG 2.8.0 with VC9. The example program only crashes for me in Debug mode (the failure is just

Re: [osg-users] memory leak false positives on Windows

2009-02-12 Thread Tanguy Fautre
, it just introduces new ones. Robert. On Thu, Feb 12, 2009 at 12:00 PM, Tanguy Fautre tang...@aristechnologies.com wrote: Hi, I know this is a bit OT, but talking about OSG design... What about dropping the singleton pattern entirely? The more I use it or the more I encounter it, the more I

Re: [osg-users] memory leak false positives on Windows

2009-02-12 Thread Tanguy Fautre
. On Thu, Feb 12, 2009 at 4:26 PM, Tanguy Fautre tang...@aristechnologies.com wrote: It seems to me that OSG often uses singletons as a user convenience. For example, because the osgDB registry is a singleton, one can simply write: osgDB::readNodeFile(file_path); Instead of having to have

Re: [osg-users] MSVC v9

2009-02-04 Thread Tanguy Fautre
-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday 04 February 2009 12:40 To: OpenSceneGraph Users Subject: Spam: Re: [osg-users] MSVC v9 Hi Tanguy, On Wed, Feb 4, 2009 at 12:22 PM, Tanguy Fautre tang...@aristechnologies.com wrote: Robert, do you thing

Re: [osg-users] MSVC v9

2009-02-04 Thread Tanguy Fautre
to the VS compile options in OpenSceneGraph/CMakeLists.txt. One could make these extra build options, optionally so that you can toggle them on/off from with ccmake/CMakeSetup. Robert. On Wed, Feb 4, 2009 at 2:37 PM, Tanguy Fautre tang...@aristechnologies.com wrote: Hi Robert, It's not a small

Re: [osg-users] Spam: Re: MSVC v9

2009-02-04 Thread Tanguy Fautre
Hi J-S, The bug is apparently triggered by a very specific set of conditions. Most common programming patterns will actually result in the compiler generating the correct code. If you search the thread, you'll find more detailed explanations as well as an example program. I do not expect

Re: [osg-users] MSVC v9

2009-02-04 Thread Tanguy Fautre
I’ve submitted the bug to Microsoft. Hopefully they will be able to further enlighten us on the issue. Robert, do you thing the problem may be serious enough to possibly motivate a code change for all operators of Vec3f and co as a workaround?

Re: [osg-users] MSVC v9

2009-01-30 Thread Tanguy Fautre
I've already posted it: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-January/022302.html I've changed the subject line to be more explicit given the recent findings. Maybe this was a mistake. ;-) Cheers, T -Original Message- From:

Re: [osg-users] MSVC v9

2009-01-29 Thread Tanguy Fautre
Hi Guy, I was able to reproduce the problem on my computer too. You got my colleagues and I quite puzzled. At this point it's very tempting to say it's a compiler bug. I'll do some more investigation. If you don't mind, I'll submit this bug to Microsoft if we cannot fix it. Tanguy

Re: [osg-users] MSVC v9

2009-01-29 Thread Tanguy Fautre
Apparently, it's also broken on VC8. I've reduced the size of the example program, removed the OSG dependency, and getting ready to submit to MS. T From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tanguy Fautre Sent

Re: [osg-users] invalid code generation with osg::Vec3f and MSVC

2009-01-29 Thread Tanguy Fautre
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tanguy Fautre Sent: Thursday 29 January 2009 12:23 To: OpenSceneGraph Users Subject: Re: [osg-users] MSVC v9 Apparently, it's also broken on VC8. I've reduced the size

Re: [osg-users] invalid code generation with osg::Vec3f and MSVC

2009-01-29 Thread Tanguy Fautre
for the previous empty email. Hit the send button a bit too quickly. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tanguy Fautre Sent: Thursday 29 January 2009 12:23 To: OpenSceneGraph Users Subject: Re: [osg-users] MSVC v9

Re: [osg-users] MSVC v9

2009-01-26 Thread Tanguy Fautre
Hi Guy, AFAIK this should work. Could you reduce that problem to a small example program so we could actually review the code? Cheers, Tanguy From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Wallis Sent:

[osg-users] msvc90 3rd party library problems

2009-01-26 Thread Tanguy Fautre
Hi, I've been using VC90 with OSG 2.7.8 for several weeks now, and I've noticed several warnings at compile time using these 3rd Party libraries (http://www.openscenegraph.org/projects/osg/wiki/Community/People/Mattia sHelsing). Libtiff.lib seems to be incorrectly linked with the debug CRT.

Re: [osg-users] texture limit?

2009-01-12 Thread Tanguy Fautre
This might shed some light on the matter: http://developer.nvidia.com/object/General_FAQ.html#t6 T From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rosario Leonardi Sent: Monday 12 January 2009 14:34 To: OpenSceneGraph Users

Re: [osg-users] computeIntersections Bug + Fix (was View::computeIntersections with a node path)

2008-12-05 Thread Tanguy Fautre
you please send the complete file to osg-submissions. See here http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions Protocol jp Tanguy Fautre wrote: Hi, I think I found the bug. Fixed implementation attached. If you look at the implementation of the function osgViewer

[osg-users] computeIntersections Bug + Fix (was View::computeIntersections with a node path)

2008-12-04 Thread Tanguy Fautre
with these modifications, what should I do for them to be integrated back into the trunk? Cheers, Tanguy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tanguy Fautre Sent: Friday 28 November 2008 15:21 To: osg-users@lists.openscenegraph.org Cc: Neil Groves Subject: Spam

Re: [osg-users] Spam: Re: msvc90 dependencies

2008-12-02 Thread Tanguy Fautre
Hi Brian, Are you sure about Boost 1.36 defining _SCL_SECURE=0 and _HAS_ITERATOR_DEBUGGING=0? I just made a search with _SCL_SECURE on Boost 1.36 sources and came up with nothing. Our experience with Visual Studio 2005 and higher is the following. By default, in Debug, VC defines:

[osg-users] View::computeIntersections with a node path

2008-11-28 Thread Tanguy Fautre
Hi, Has anyone been able to successfully use osgViewer::View::computeIntersections() taking a node path argument on a non-trivial scenegraph? I currently have a fairly complex scenegraph, but I only want a small part of it to collide with computeIntersections. When I use computeIntersections