Re: [osg-users] Meta-data in core OSG - project started

2011-04-28 Thread Torben Dannhauer
Hi all, this meta system looks very interesting. I started to implement such a system for osgVisual for data management, but it seems that your approach is much more sophisticated and finally allows me to plug in my use cases quite easy. I'm happy that such a framework is developed for OSG. I

Re: [osg-users] Windows users please test svn/trunk

2011-04-27 Thread Torben Dannhauer
Hi Robert, I will rebuild my OSG today or tomorrow evening. What testing procedure should I run? Is just using osgViewer in multithreading sufficient? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38838#38838

Re: [osg-users] [osgPlugins] osgParticle Cull Mechanism

2011-04-21 Thread Torben Dannhauer
Hi, hmm, thats an interesting question, I've never been so far to use particle systems. I'm very interested in your solution! Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38666#38666

Re: [osg-users] OSG-based excavator simulator

2011-04-19 Thread Torben Dannhauer
Hi, That looks great! What sky framework did you use? It looks a little bit like Simul trueSky... Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38617#38617 ___ osg-users mailing

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Torben Dannhauer
Hi, with framelock I meant some kiond of hard lock: the whole rendering cluster waits until all includes machines have rendered their image and the swap together. This way even in high dynamic scenes you can't see the blendzone between two channels. Otherwise you could the the blendzone, if

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-12 Thread Torben Dannhauer
Hi, Sythel wrote: I will share it when (and if) i can do some coding about the implementation. Thats great :) Well, somewhere in the OSG code the OpenGL swap command is executed I assume. At this place it would be correct to add some syncing code. (UDP signal on a dedicated sync

Re: [osg-users] [3rdparty] Cloud node kit

2011-04-11 Thread Torben Dannhauer
Hi Sythel, OSG can only provide functionalities someone programmed and contributed to OSG. Maybe you are the one providing a great cloud Nodekit :) I personally started with the same thoughts and approach to the cloud issue, but as I realized how difficult and time consuming a cloud rendering

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-11 Thread Torben Dannhauer
Hi, If your SceneGraph is identical on both machines, you can just serialize the camera matrix, send it via socket to your slaves, deserialize it over there and apply it on the slave camera matrix. Note: You don't have framelock, enable VSync and hope that transfering the camera matrix AND

Re: [osg-users] [3rdparty] Cloud node kit

2011-04-10 Thread Torben Dannhauer
Hi Sythel, regarding your cloud question: you can use a) Silverlining (supports OSG out of the box, for more sophisticated OSG integration take a look at osgVisual.) b) Simul TrueSky: looks fantastic, but afaik it soes not support geocentric maps out of the box. Provides a OSG integration, but

[osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Torben Dannhauer
Hi, you can use several aproaches for distrubuted rendering: a) If you use the same software and same input data (- identical scene graph), you could transfere the camera settings and scene grpah modifications via settings. b) You could use equalizer to distribute the GL rendering:

Re: [osg-users] Camera control in osgvisual

2011-03-30 Thread Torben Dannhauer
Hi Vijeesh, not the slot mechanism itself push the values into the visual_objects (I think the cigi name is entity), but every visual_object has an attached updater class. This updater class is executed during the OSG update traversal, and it pulls the values it requires from the slot

Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Torben Dannhauer
Hi Vijeesh, Your guess was right, I asked if the cigi event processor can be discarded after procession or if we have to store them. So what would be the next stept I have to do to help you? Best regards, Torben -- Read this topic online here:

Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Torben Dannhauer
Hi Vijeesh, here is some explanation how the SLOT mechanism works currently: it is a list of SLOT classes. A slot class contains the following members: * string name * double value * string sValue (string value) * enum direction: TO_OBJ | FROM_OBJ * enum type: STRING | DOUBLE If a software

Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-28 Thread Torben Dannhauer
Hi Chris, siome weeks ago you asked for some feedback of kinect users: I do have a Kinect since christmas, but besides some basic testing I didn't work with it. My finaly goal would be a Kinect based camera manipulator. Cheers, Torben -- Read this topic online here:

Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi Nan, which version of the 3rdParty package have you downloaded? The current version is V5. You have to added your 3rdparty/x86/bin folder to your PATH. It contains the dll dependencies and has to be part of your path to allow osgviewer to find it. The environment variable OSG_3RDPARTY_DIR

Re: [osg-users] Camera control in osgvisual

2011-03-28 Thread Torben Dannhauer
Hi Vijeesh, sorry for my late reply, I was on a trip the last days. You explanation helped me to understand Cigi better. I have some additional questions: do we need to store the transfered SIGI contains in the IG to store the transfered value, or are the cigi classes only a incoming event

Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi, 3rdParty package V5 uses zlib not as static build, therefore the viewer requires now the zlib dll. In older 3rdParty packages I used the static zlib and it worked without the dll. I had to change to dynamic zLib because I updated libpng and the new version caused some trouble with static

Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi, every application which uses zlib hast du use zlib.dll. yes, add the direcotry which contains zlib .dll to your path, and every aplication will be fine. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37938#37938

Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi, Can you give me the link to the page? I'll update it.. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37941#37941 ___ osg-users mailing list

Re: [osg-users] why zlib.dll is miising when execute .exe file

2011-03-28 Thread Torben Dannhauer
Hi ALJI, I'll add it, thanks for the hint! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37944#37944 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Camera control in osgvisual

2011-03-23 Thread Torben Dannhauer
Hi Vijeesh, these are great news! Your are right with subclassing extLink. Your are also right with your comments regarding extLinkVCL: It simple stores the values in the according dataSlots to make it available in the IG. I think my current solution of a central and IG wide list of dataslots

Re: [osg-users] osgviewer.exe has stopped working

2011-03-17 Thread Torben Dannhauer
Hi, If I understood right, you can compile and use OSG on the pure Nvidia system, and it crashes an the mixed Nvidia/ATI system? aticfx32.dll is the library which failed, so it seems to have some kind of problem related the ATI driver. Several people here in the forum use ATI, so I assume it

Re: [osg-users] osgviewer.exe has stopped working

2011-03-16 Thread Torben Dannhauer
Hi John, basically your setup should work, I do the same on my cpomputers. I have a big Xeon computer and a usual laptop (NV 310M). I compile OSG in 32 and 64 bit on the xeon machine and transfer the compiled result to my laptop. I do not know your setup in detail, but I can give you my

Re: [osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-15 Thread Torben Dannhauer
Hi J-S, Yesterday I look again at the source package of NVTT2. You are right, this source package compiles against prebuild dependencies (zlib, jepg, png, tiff), which are included in teh source package. Currently in the 3rdParty-V4 package only the nvtt.lib /.dll work. The nv*.exe binaries

Re: [osg-users] [build] View.obj : error LNK2001: unresolved external symbol public: virtual void __thiscall osg::View::Slave::updateSlaveImplementation(class osg::View ) (?updateSlaveImplementatio

2011-03-15 Thread Torben Dannhauer
Hi Fred, you can read the svn log of this file, there are all modifications listed. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37620#37620 ___ osg-users mailing list

Re: [osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-15 Thread Torben Dannhauer
Hi J-S, I tested my yesterday compilation and discovered, that on one hand with static zLib and static libPng NVTT compiles and works fine, but the other hand the OSG compile process fails. So in the packge V5, zLib and libPNg are shared, only the NVTT tools are compiled with static zLib and

Re: [osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-14 Thread Torben Dannhauer
Hi J-S, thanks for your feedback. If have to confess that yesterday evening I only compiled and added, I have not yet tested all new functions. At least the compile process with OSG works well in 32 and 64 bit. Regarding the 32 / 64 bit issue with libjpeg and libpng: I can't understand why

[osg-users] [ANN] 3rdParty Package for VS 2008 SP1 updated

2011-03-13 Thread Torben Dannhauer
Hello dear OSG-community, I have updated the 3rdPartyPackage for Visual Studio 2008 Sp1 for 32 and 64 bit. The current Version is now V4. Changes: I added Nvidias Texture Tools 2.0.8 with CUDA support (Cuda SDK 3.2) (also 32bit and 64bit). I updated also the source package with build

Re: [osg-users] Weird problem with osgText::Text3D

2011-03-08 Thread Torben Dannhauer
Hi Johannes, have you also tested with the newest Osg (trunk) ? Maybe you can look forthe last change in the text3D files in the SVN history,so you can determine if the bug could be fixed in a newer release than you use. Thank you! Cheers, Torben -- Read this topic online

[osg-users] How to modify terrain at runtime? (via pseudo loader works already)

2011-03-07 Thread Torben Dannhauer
Hi, I implemented a pseudo loader, which modifies terrain heightdata in a specified region of interest (delta lat, delta lon) at load time. This works great and has no noticeable performance impact. Now I would like to implement these modifications to be performed at runtime. For example,

Re: [osg-users] [build] x64 library Dependencies for VC9sp1

2011-03-03 Thread Torben Dannhauer
Hi, Don't Care :) Great that it is working now! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37317#37317 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [build] x64 library Dependencies for VC9sp1

2011-03-02 Thread Torben Dannhauer
Hi Craig, Today I build OSG x64 bit with the fresh downloaded 3rdParty package V3, and everything worked as expected. Therefor I assume that your download is somehow corrupted or that your decrompress tools are broken. If anyone else have similar problems, please contact me. Otherwise I

Re: [osg-users] [build] x64 library Dependencies for VC9sp1

2011-03-01 Thread Torben Dannhauer
Hi Craig, Hmm, at a short firtst glance the server and its raid seems to be ok... I'm not shure if I have the V3 package oin my laptop, so today evening I'll do a testbuild with a fresh downloaded 3rdParty Package. That will explain if you have a problem with you tools or if the packages are

Re: [osg-users] ive file format

2011-03-01 Thread Torben Dannhauer
Hi, .ive is deprecated. The new formats are .osgt, .osgb and .osgx. These youe the serializer function, whhich should make it possible to parse it because you can learn on .osgt or .osgx files and then use it also for your binary (.osgb) file. If you have your model/database only in .ive

Re: [osg-users] [build] x64 library Dependencies for VC9sp1

2011-02-28 Thread Torben Dannhauer
Hi Craig, I created the VC9sp1 Package and host it on my server. I did a quick comparison to my local 3rdParty folder, and you seem right, the size of the downloaded and of my local folder is different. I'll do a check of my server, corrupted files usually means trouble :/ I'll gibe a notice

Re: [osg-users] Dynamic Terrain

2011-02-21 Thread Torben Dannhauer
Hi Chris, thanks to Rui's OpenSceneGRaph 3.0 book I do now understand how the Plugins work and implemented a pseudo loader as you recommended. It works like a charm and now I can do the modification on load time but outside of my rendering loop. My next step will be to go on learning how to

Re: [osg-users] Camera control in osgvisual

2011-02-16 Thread Torben Dannhauer
Hi Shane, Today I spent a lot of time in reading CIGI documentation and playing with the MPV and HE. Am I right that CIGI is a framework to organize and standardize date formats and query formats, but it does not provide the final network communication functions? Thank you! Cheers, Torben

Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Torben Dannhauer
Hi Shayne, I totally agree to you, but as I said I have to take care on my regular job (medical research and doctorate student in medical science), so it will take a littel bit to accomplish it. Today eent I plan to tag osgVisual 0.6 and i hope to finish the documentation/wiki to the new

Re: [osg-users] Camera control in osgvisual

2011-02-13 Thread Torben Dannhauer
Hi Tedzini, I'm not very familiar with CIGI, but it seem to be a communication library for communication with the sim-host. I'm quite sure you can use CIGI not only for managing the camera but also for managing objects you want to display. Currently osgVisuals cluster module is used to

Re: [osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.

2011-02-13 Thread Torben Dannhauer
Hi Robert, your changes are working as expected. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36590#36590 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [3rdparty] NodeTrackerManipulator for a globe Earth (Geocentric coordinate system)

2011-02-13 Thread Torben Dannhauer
Hi Lv (is that your realname?), what in detail does not work with the manipulator together with a round earh database? Do you mean the up-vector of the camera, which is not updated and lead to an misalligned orientation relativ to the tracked node? Cheers, Torben -- Read

Re: [osg-users] Camera control in osgvisual

2011-02-13 Thread Torben Dannhauer
Hi Philip, MPV ist OSG based? very interesting! That pushes CIGI a little bit closer to the top of my stack :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36603#36603

[osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.

2011-02-11 Thread Torben Dannhauer
Hi, My osgGa::NodeTrackerManipulator crashes if it is activated before setTrackNode(..) is called. Do I make a mistake or is the NodeTrackerManipulator not secured against activation prior to a well defined node to track? Thank you! Cheers, Torben -- Read this topic online

Re: [osg-users] NodetrackerManipulator crashes on activation if no Node is tracked.

2011-02-11 Thread Torben Dannhauer
Hi Robert, The stack trace is: Code: osg71-osgGAd.dll!std::_Vector_const_iteratorosg::Node *,std::allocatorosg::Node * ::operator+=(int _Off=-1) Zeile 161 + 0x60 Bytes C++ osg71-osgGAd.dll!std::_Vector_iteratorosg::Node *,std::allocatorosg::Node * ::operator+=(int _Off=-1)

Re: [osg-users] Camera control in osgvisual

2011-02-03 Thread Torben Dannhauer
Hi, Thats quite easy: You can manipulate the camera with so called camera manipulators :) Please ask google or this forum for details One reference could be: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials Section : control camera Thank you! Cheers, Torben

Re: [osg-users] Camera control in osgvisual

2011-02-03 Thread Torben Dannhauer
Hi S2LR, Yes, there were plans to create a CIGI implementation of extLink. Unfortunately for more than one year the project is not funded so all developments are competetive to my job. Therefore I can't spend as many hours as I would like to and CIGI support ist not on top of my todo stack..

Re: [osg-users] Camera control in osgvisual

2011-02-02 Thread Torben Dannhauer
Hi Vijeesh, If you just want to view your terrain you can also use the plain osgviewer. The benefit of osgVisual is that it allows to attach visible objects to external datasources and that you can use it across multiple rendering channels. To your problem: In your start command, do you

Re: [osg-users] Camera control in osgvisual

2011-02-02 Thread Torben Dannhauer
Hi vijeesh, I personally use the animationpath ( I recorded it for 1 second while hovering on the destination location) so it immediately strts at that position and as soon as I want to use another camera manipulator, I use that. So I use th animationpath not for playing a real animation but

Re: [osg-users] How to setup osg with c++

2011-02-02 Thread Torben Dannhauer
Hi shyuan, I wrote a detailed OSG setup guide for linux and windows. The windows one is designed for VS 2008 Standard you can finde them here: General instructions: http://www.osgvisual.org/projects/osgvisual/wiki/BuildEnvironment Windows step-by-step Guide:

Re: [osg-users] Addressing warnings in OSG in prep for 3.0

2011-01-25 Thread Torben Dannhauer
Hi Robert, As I built the 3rdParty Package for VS2008 last year, I did a mistake and removed the debug databases from the compile output, so in debug mode there are lots of warnings due to missed .pdb files. Should I rebuild the package content (would consume a lot of time I think), Or are

Re: [osg-users] Please test svn/trunk in prep for 2.9.11 dev release

2011-01-21 Thread Torben Dannhauer
Hi Robert, it compiled without error on Win7 with VS2008+SP1, OSG and VPB with NVTT in both, 32 and 64 bit. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35880#35880

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Torben Dannhauer
Hi Robert, ah, thanks for your feedback. I tried to get it working on my kubuntu machine, but i failed. I originally planned to investigate it and solve the issue, but yesterday my computer crashed (probably board..) and it will take some days (or weeks ;) ) to get it working again and try

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Torben Dannhauer
Hi Robert, 2.0.8 - on windows it works, on linux it failed, but I assume that I made an error on installing cuda and nvtt on my kubuntu. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35685#35685

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-17 Thread Torben Dannhauer
Hi Robert, ah, than the CUDA thing may be the point. I'll test it in 32 and 64 bit with and without cuda, but as I said, than will be in some days/weeks due to my computer. Cheers, Torben -- Read this topic online here:

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-14 Thread Torben Dannhauer
Hi Robert, thanks, I'll do - weekend is coming :) It's the backside of doing all that OSG stuff just as a hobby that I always have to wait till weekend for larger work-batches. Thank you! Cheers, Torben -- Read this topic online here:

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-14 Thread Torben Dannhauer
Hi Robert and Wang, Compiling OSG with NVTT works. In OSG and VPB , I specified the 2 NVTT entries. I found that NVCore, NVMath and NVImage was available in OSG, too. Do I need it? Where is it used? In VPB, I found additional CMake entries for libsquish. Wherefore do I need it? Thank you for

Re: [osg-users] libtiff update

2011-01-13 Thread Torben Dannhauer
Hi Sukender I haven't tried it, but if a new libtiff version is available, I'll update the MSVC9 3rdparty package. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35606#35606 ___

Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-13 Thread Torben Dannhauer
Hi Robert, does it work with Nvidia texture tools 2 (newest release) ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35634#35634 ___ osg-users mailing list

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Torben Dannhauer
Hi Wang, I recieved your book yesterday from Amazon. I had only time to for a brief scan, but it looks very good. I understood after reading only 10 minutes how I could write my own plugin, that was amazing! Thanks for that great work, It will fill lots of my OSG knowledge gaps :) Best

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Torben Dannhauer
Hi Wang, was it printed in U.K.? I waited for more than 3 weeks after publication - seems to be a long way from UK to Germany ;) Anyway, thanks for your great work :) Best regards, Torben -- Read this topic online here:

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Torben Dannhauer
Hi Paul, hihi, quite funny that all these digital natives here (including me ;) ) are buying old style books instead using the digital version as you did :) @Wang: THAT thought regarding your delivery delay I suppressed in my last post.. Best regards, Torben -- Read this

Re: [osg-users] Field OF Viewww

2011-01-10 Thread Torben Dannhauer
Hi, I assume you are rendering your scene in a perspective (i.e. obejcts become smaller with increasing distance - many people use perspective). In the above assumed situation, your rendering volume ist defined by the frustum (google: openGL frustum). The frustum is limited in front (facing to

Re: [osg-users] Website

2011-01-08 Thread Torben Dannhauer
Hi, If I'm right, the OSG website is hosted in spain. Thursday was a christian holiday, so maybe the have closed from thurstag to sunday. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35431#35431

[osg-users] Adding alpha value to terrianTile to clip framgments via AlphaFunc.

2010-12-31 Thread Torben Dannhauer
Hi, I would like to create wholes in terrian patches. My current approach is to clip fragments inside the whole instead using a custom terrain technique. I have some questions to this approach: Would a line intersection (Height of terrain) return elevation values at a hole, or does i

Re: [osg-users] [build] Cannot load models

2010-12-28 Thread Torben Dannhauer
Hi, you can't use the PAT for loading. You could instantiate a PAT node, then use the static load function of osgDB to load the model and add the loaded model than as a child to the PAT. Add finally the PAT to the viewer. Now you should be able to display the model and influence its PAT.

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-22 Thread Torben Dannhauer
Hi Wang, Congratulations! I ordered it in amazon.de but in Germany it is announced to be delivered in 2 -5 weeks - I will see :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35075#35075

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-18 Thread Torben Dannhauer
Hi Jan, I agree. Here is the journal article I talkes about http://www.heise.de/open/meldung/Offizielle-Open-Source-Treiber-fuer-Kinect-1152510.html This is the article translated by google:

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-16 Thread Torben Dannhauer
Hi Christian, thanks for this report, I ordered my Kinect some hours ago :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34919#34919 ___ osg-users mailing list

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-16 Thread Torben Dannhauer
Hello Dimi, the driver ist NOT provided by Microsoft, but by Primesense, the producer In my opinion Microsofts attitude towards the Kinect drivers is just a good face to the matters. Kinect was hacked, and they had to decide whether they pursue the modifications or to allow them and open

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-15 Thread Torben Dannhauer
Hi Paul, Hi J-S, the CMAKE modification works. All other compile errors in a lot of files are cause on ambiguous symbols caused by wingdi.h. THis file is included in windows.h, which is in cluded in the gl3.h. To test if it is the reason, I modified gl3.h and disabled the include of

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-15 Thread Torben Dannhauer
Hi Paul, J-S I applied 2 modifications, and it nearly works: Mod 1: your suggested CMAKE modification Mod 2: I extended the osg/GL includefile to define some windows constants before including GL3/gl3.h to aviod the name confilcts in the same way like it is done prior to the GL2 include:

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-15 Thread Torben Dannhauer
Hi dimi, Primesense produces the MS Kincect product. In germany there is a very famous publisher of IT journals (Publisher 'Heise' www.heise.de, journals IX, CT) They reported a lot regarding MS Kinect and the open source drivers. They also reported the release of the openni drivers. I haven't

[osg-users] [ANN] MS Kinect - official drivers available

2010-12-14 Thread Torben Dannhauer
Hiho, I thought this might be interesting for some of you: The manufacturer of Microsofts Kinect Sensor released a official driver package for linux and windows! you can download and read the spects on http://www.openni.org I think it would be great to swim through osgOceans underwater scene

Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-14 Thread Torben Dannhauer
Hi, was it dificult to use? Maybe it is possible for me to use my free christmas days to work an a osg Kinect manipulator - asounds interesting :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34822#34822

Re: [osg-users] Tiling osg files

2010-12-14 Thread Torben Dannhauer
Hi, VPB/osgdem files do strt from a single osg file, it is the root file which then includes all other files. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34843#34843

[osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Torben Dannhauer
Hi, I tried to compile OSG withGL3 on windows and VS 2008 fo testing purposes. I disabled the other GL options as describte in an other thread. VS failed to compile in Matrix_implementation.cpp: Code: if (fabs(length2) = std::numeric_limitsdouble::min()) ... The error output is about

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Torben Dannhauer
Hi J-S, you are right using NOMINMAX avoids the problem. I tracked it down to osg/GL and the inclusion of gl3.h: Code: #elif defined(OSG_GL3_AVAILABLE) #define GL3_PROTOTYPES 1 #include GL3/gl3.h #ifndef GL_APIENTRY #define GL_APIENTRY APIENTRY #endif // GL_APIENTRY

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Torben Dannhauer
Hi Paul, Hi J-S yes you are right, I meant #ifndef, sorry for the typo :) Yes I'll move it to the cmake file as it does not touch the cource files, but I have no clue about bugs my changes could introduce on other build systems the MSVC, so I decided to ask :) Todayevening I'll move it to

Re: [osg-users] osg-users Digest, Vol 42, Issue 19

2010-12-10 Thread Torben Dannhauer
Hi delta, Would it be possible to sign with your real name so everyone can address you correctly? :) What kind of task would you like to solve with TBB? OSG uses Openthreads for all multithreading issues. Thank you! Cheers, Torben -- Read this topic online here:

Re: [osg-users] How do I get the most accurate heightfield reading out of an OsgTerrain paged database

2010-12-07 Thread Torben Dannhauer
Hi, osgTDS is a little bit outdated, it works only with polygonal field, not with osg TERRAIN format. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34579#34579 ___

Re: [osg-users] Postrendering Effects only with RTT?

2010-12-03 Thread Torben Dannhauer
Hi, osgPPU provides rendering effects you are searching for. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34472#34472 ___ osg-users mailing list

Re: [osg-users] ModelView and projection matrices in cull callback different from camera's view and projection matrices

2010-12-02 Thread Torben Dannhauer
Hi, *harrumph* emmm, what is the difference? :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34391#34391 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Application crash

2010-12-02 Thread Torben Dannhauer
Hi Werner, additionally to the solutions to your rendering purpose, you can pimp up 32bit windows to support 3GB Adressspace per process ( in reality it is alittle bit less) via the /3GB switch in the boot.ini: http://msdn.microsoft.com/en-us/library/bb613473%28VS.85%29.aspx Cheers, Torben

Re: [osg-users] Length unit

2010-12-02 Thread Torben Dannhauer
Hi Axel, As far as I know is OSG as well as OpenGL unit less. You can render your model in cm as well as in km. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34427#34427 ___

Re: [osg-users] Length unit

2010-12-02 Thread Torben Dannhauer
Hi Axel, for each Model/Obejct in the scene you have to use the same unit, otherwise the models/obejts won't fit together as expected. If this is not the case, you could use a transform node (scene-transform-cow) and use its scale function to scale the object fitting in your screen. Cheers,

Re: [osg-users] Plans for OpenSceneGraph-3.0 release

2010-12-01 Thread Torben Dannhauer
Hi Robert, I think introducing a defined feature merge window and a defined bugfix window as you did is a good idea to establish tight roadmaps/release dates. Maybe you could introduce this windows generally, not only regarding the rollout of 3.0. Thank you! Cheers, Torben

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Torben Dannhauer
Hi, Win7 + VS2008 SP1 works well in 32 and 64 bit. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34322#34322 ___ osg-users mailing list

Re: [osg-users] osgTerrain: How to modify heightfield of a tile [solved]

2010-12-01 Thread Torben Dannhauer
Hi all, I solved this problem. To help others I'll explain my ideas here, so other can use this information as well. The wrong part in my structure was the function were I modified the height values. To explain my optionion of the right way, it is required to understand how the tiles are

Re: [osg-users] Dynamic Terrain

2010-11-26 Thread Torben Dannhauer
Hi Robert, ah, that might be the point: I have to ensure it is not rendered while updating it. I forgot it's multithreaded at that point :) Due to the type of error, and when it happens, I think it is a multithreading issue. Thank you! Cheers, Torben -- Read this topic

Re: [osg-users] Dynamic Terrain

2010-11-25 Thread Torben Dannhauer
Hi Robert, I think I know why the TerrainTechnique Prototype is not loaded: The ive loader loads the the tile and its terrainTechnique via TerrainTile::readTerrainTechnique(DataInputStream* in) in \OpenSceneGraph-2.9.10_x86\src\osgPlugins\ive\TerrainTile.cpp and ignores the terrainTechnique

Re: [osg-users] Dynamic Terrain

2010-11-25 Thread Torben Dannhauer
Hi Robert, For pre-built databases future changes to VPB will not help Thats right, but does it make sense to correct VPB anyway for future DB builds? Some kind of option to tell VPB whether it should note a use geometryTechnique or use terrainTechniquePrototype after loading... In

Re: [osg-users] Dynamic Terrain

2010-11-25 Thread Torben Dannhauer
Hi Robert, I've removed the assignment of GeometryTechnique from VPB, but unfortunately osgTerrain is adding back in the GeometryTechnique automatically on the first traversal through the scene graph. Is this removal already available in svn of VPB? I assume,with the re-adding of

Re: [osg-users] Dynamic Terrain

2010-11-25 Thread Torben Dannhauer
Hi Robert, absolutely great! I'll finish work quite early today so I can go home and try VPB :) with the invoked custom terrainTechnique I can dive into it and learn how to use the terrainTechnique to fullfil my modification tasks :) [quote] I have also fixed VPB so that it writes out the

Re: [osg-users] Dynamic Terrain

2010-11-25 Thread Torben Dannhauer
Hi Robert, This evening I played with the tileLoadcallback and it worked, it is called for every loaded tile as desired. I can apply custom terrain technique for every tile ( it's more performance consuming than I expected) I subclassed my customTerrainTechnique from geometryTechnique and

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Robert, Am I right that this is not possible with VPB build databases? As soon as I load the root terrain file it loads the first tile so I can't assign the prototype prior loading the tiles. Or can I create a osgTerrainNode and then add the VPB database to this node? The workaround would

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Chris, yes, you wrote about it in an other thread, but because I don't know what you are doing in your loader or what the difference is to a usual loader (the file extension of an VPB created database is not differnet I think - how do you detect VPB created databases to load it via the

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Robert, Hi Chris I have used the META_Object Macro, and using the copy constructor manually works. I set the TerrainTechnique via this code: Code: osg::Node* rootnode = osgDB::readNodeFiles(arguments); osgTerrain::Terrain* terrain =

Re: [osg-users] Dynamic Terrain

2010-11-24 Thread Torben Dannhauer
Hi Robert, I did exactly this. I used osg terrain and added this two lines: Code: osg::ref_ptrosgTerrain::TerrainTechnique myT = new osgTerrain::myTerrainTechnique(); terrain-setTerrainTechniquePrototype( myT ); The example works, the database is displayed. Just the

Re: [osg-users] Dynamic Terrain

2010-11-23 Thread Torben Dannhauer
Hi, I tried to test my terrainTechnique, but I don't know how to apply it. I tried to apply it to my VPB terrain via Code: osg::ref_ptrmyTerrainTechnique myT = new myTerrainTechnique(); terrain-setTerrainTechniquePrototype( myT ); but it does not work, my update(..) funktion is not

Re: [osg-users] Dynamic Terrain

2010-11-22 Thread Torben Dannhauer
Hi Robert, your explanation regarding the TerrainTechnique was the missing piece, after diving in the code I think now I unterstand the basic architecture of Terrain/TerrainTechnique and I'll try to realize it via runtime processing. Thank you for explanation! :) Cheers, Torben

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