Re: [osg-users] reconstructing a decomposed matrix

2008-10-10 Thread David _

hi Andy

finally i did what i wanted to do in a different way and ignored the decompose 
method. 

as far as i know you can ignore the scale orientation quat if the original 
matrix is not scaled



From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 9 Oct 2008 14:55:34 -0400
Subject: Re: [osg-users] reconstructing a decomposed matrix






















Actually, looks like I can ignore scale
orientation and multiply scale, rotation, and translation, and get the
original.

 

I don't really understand scale
orientation.

 

andy

 









From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Andy Skinner

Sent: Thursday, October 09, 2008
2:33 PM

To: OpenSceneGraph
 Users

Subject: Re: [osg-users]
reconstructing a decomposed matrix



 

Hmmm.  Although I'd appreciate some
help, I see that this has been asked recently, with lots of jokes and no
answers.  :)

 

I'll fiddle with it some more.  But
if the David that asked before learned anything, I'd appreciate knowing, too.

 

Thanks,

andy

 









From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Andy Skinner

Sent: Thursday, October 09, 2008
2:27 PM

To: OpenSceneGraph
 Users

Subject: [osg-users]
reconstructing a decomposed matrix



 

I'd like to make sure I understand something I'm
doing.  I'm calling decompose() on a modelview matrix.  I get a
translation vector, rotation quaternion, scale vector, and scale orientation
quaternion.

 

How do I put them back together to get the original
matrix?  As I said, I'm trying to check my understanding of what it is
doing.

 

I have converted the translation vector to a translation
matrix, the scale vector to a scale matrix, and the two quaternions into
rotation matrices.  (Maybe they should be something else?)

 

Then I've tried multiplying matrices in various orders, and
I haven't gotten it right.  I don't see decompose used in the examples.

 

Thanks,

andy

 







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[osg-users] MultiContext rendering

2008-10-10 Thread Roman Grigoriev
Hi guys
I try realize simple clone rendering in two windows 
I render scenegraph once then write to texture and show it on 2 windows
so 1 have 2 windows created like this

osg::ArgumentParser arguments(argc,argv);
   osgViewer::CompositeViewer viewer_(arguments);
 viewer.setThreadingModel(osgViewer::CompositeViewer::ThreadPerContext);
 osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
 traits-x = 0;
 traits-y = 0;
 traits-width =  width;
 traits-height = height;
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 traits-screenNum = 0;
//Create first context and add first View to the composite viewer

   osg::ref_ptrosg::GraphicsContext gc1 =
osg::GraphicsContext::createGraphicsContext(traits.get());

   if(gc1.valid())
 {
 
   viewer_.addView(view);

   view-setSceneData(root);
   colorCamera1=view-getCamera();
   colorCamera1-setViewport(new osg::Viewport(0,0,
traits-width,traits-height));
   //view-getCamera()-setViewport(new osg::Viewport(0,0,
traits-width,traits-height));
  //
view-getCamera()-setProjectionMatrixAsPerspective(45,traits-width/traits-
height, 10, 100);
   colorCamera1-setGraphicsContext(gc1.get());
 //  view-getCamera()-setNearFarRatio(0.5/3.0);
 }
 

 traits-x = width;
 traits-y = 0;
 traits-sharedContext=gc1.get();
{
   osg::ref_ptrosg::GraphicsContext gc2 =
osg::GraphicsContext::createGraphicsContext(traits.get());
   //gc-createNewContextID();
   if(gc2.valid())
 {
   osgViewer::View* view2 = new osgViewer::View;
   viewer_.addView(view2);

  // view-addEventHandler(keyboardHandler_.get());
   view2-setSceneData(cam2node);
//   view-addEventHandler(MouseFly::Instance());
   view2-getCamera()-setViewport(new osg::Viewport(0,0, traits-width,
traits-height));
   view2-getCamera()-setProjectionMatrixAsPerspective(45,
traits-width/traits-height, 10, 100);
   view2-getCamera()-setGraphicsContext(gc2.get());
   view2-getCamera()-setNearFarRatio(0.5/3.0);
 }
 }

 viewer_.realize();


so when I set traits-sharedcontext=0 I have 2 separate windows but when I
set it to gc1.get() 
I have tons of opengl errors on vista osg SVN nvidia 179.13
Could someone please explain me how to use multicontext windows
Thanx in advance
Bye



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Re: [osg-users] Problemwith OpenThreads::Atomic when buildingapplication with OSG2.6.0 on SUSE 10.2

2008-10-10 Thread Björn Blissing
 

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] För Björn Blissing
 Skickat: den 10 oktober 2008 13:40
 Till: OpenSceneGraph Users
 Ämne: Re: [osg-users] Problemwith OpenThreads::Atomic when 
 buildingapplication with OSG2.6.0 on SUSE 10.2
 
  Line 4:
   U OpenThreads::Atomic::operator--()display.cpp:0
  
  Tells that the symbol is referenced from dispay.cpp.
  This is one of the offending symbols. Find out why this 
 display.cpp is 
  compiled with this code non inline?
 
 There seems to be some problem during the preprocessor step 
 when compiling.
 The following change in include/OpenThreads/Atomic makes my 
 code compile and link:
 
 Changing:
 #if defined(_OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES)
 #define _OPENTHREADS_ATOMIC_INLINE
 #else
 #define _OPENTHREADS_ATOMIC_INLINE inline #endif
 
 Into:
 #ifndef _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES
 #define _OPENTHREADS_ATOMIC_INLINE inline #else #define 
 _OPENTHREADS_ATOMIC_INLINE #endif
 

Ok.. Forget the above solution. It do not work when doing a complete recompile.

Instead I was forced to manually replace all _OPENTHREADS_ATOMIC_INLINE with 
inline.
And remove line 92: #if !defined(_OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES)

Which is a really quick and ugly fix to the preprocessor problem...

/Björn

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Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-10 Thread Björn Blissing
 Line 4:
  U OpenThreads::Atomic::operator--()  display.cpp:0
 
 Tells that the symbol is referenced from dispay.cpp.
 This is one of the offending symbols. Find out why this 
 display.cpp is compiled with this code non inline?

There seems to be some problem during the preprocessor step when compiling.
The following change in include/OpenThreads/Atomic makes my code compile and 
link:

Changing:
#if defined(_OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES)
#define _OPENTHREADS_ATOMIC_INLINE
#else
#define _OPENTHREADS_ATOMIC_INLINE inline
#endif

Into:
#ifndef _OPENTHREADS_ATOMIC_USE_LIBRARY_ROUTINES
#define _OPENTHREADS_ATOMIC_INLINE inline
#else
#define _OPENTHREADS_ATOMIC_INLINE
#endif


/Björn


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Re: [osg-users] Using different textures for the same geometry

2008-10-10 Thread Tomlinson, Gordon
The normal way to do this, is that you need to break the model in to component 
pieces and have a geode for each piece you want to apply a different texture to 
using the standard OSG state mechanism and you also have ensure you have the 
correct texture coordinates etc.

Trying to have one lump of geometry and then trying to figure out how to apply 
a different texture to a certain pixel say in a shader is not the way I would 
go about it,



Gordon

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Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of GMD 
GammerMaxyandex.ru
Sent: Friday, October 10, 2008 6:53 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Using different textures for the same geometry

Shaders...

 
 Hi Robert,
 
 Thank you very much for your reply.
 
 I have a single geometry and I want to apply different textures for 
 it. That is, imagine a figure of a woman which is a single geometry. 
 However, I have a texture for the head, another one for the body, 
 another one for the shirt, etc... Do you understand? Sorry if I 
 explained it badly, but I am not good explaining things and even worse 
 in english :)
 
 Thanks a lot for your reply Robert,
 
 Regards,
 
 Aitor


Яндекс.Почта. Поищите спам где-нибудь еще http://mail.yandex.ru/nospam 
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Re: [osg-users] Using different textures for the same geometry

2008-10-10 Thread Robert Osfield
Hi Aitor,

The most efficient way to render such a character is to use a texture
atlas and have the texcoords on the geometry pick out the appropriate
parts of the character.

A decent modelling problem should be able to do the texture
atalas/geometry generation for you.  Doing it as a post process is
possible but is rather awkward.

Robert.

On Fri, Oct 10, 2008 at 11:35 AM, Aitor Arrieta [EMAIL PROTECTED] wrote:
 Hi Robert,

 Thank you very much for your reply.

 I have a single geometry and I want to apply different textures for it. That
 is, imagine a figure of a woman which is a single geometry. However, I have
 a texture for the head, another one for the body, another one for the shirt,
 etc... Do you understand? Sorry if I explained it badly, but I am not good
 explaining things and even worse in english :)

 Thanks a lot for your reply Robert,

 Regards,

 Aitor

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[osg-users] Thread infinite waiting problem

2008-10-10 Thread Vincent Bourdier
Hi all,

Randomly my application freeze. I can have the stack state during the
freeze, and it seems to be in win32thread.cpp line 645 on

// Wait for the timer.
if (WaitForSingleObject(sleepTimer.get(), INFINITE) != WAIT_OBJECT_0)
{
return -1;
}

If I am good, the wait() do not stop waiting, and the application stop
rendering...

This is due to a call at
microsleep(1)
in a class which inherit from Switch and OpenThreads::Thread

In the run of this class : it build children (same class) and launch them
(start() ) or it delete its children, waiting for their thread to be stop
before deleting themself, if not builting or deleting, it is waiting with a
simple call to microsleep.

Do you see anything that can make the application wait infinitely ?

thanks.

Regards,

   Vincent.
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Re: [osg-users] Thread infinite waiting problem

2008-10-10 Thread Simon Hammett
That's not nearly enough information to enable anyone to help.
Multi threaded apps can hang for any number of reasons.
You'll need to show callstack for each thread and give an other view of you
app design.

2008/10/10 Vincent Bourdier [EMAIL PROTECTED]

 Hi all,

 Randomly my application freeze. I can have the stack state during the
 freeze, and it seems to be in win32thread.cpp line 645 on

 // Wait for the timer.
 if (WaitForSingleObject(sleepTimer.get(), INFINITE) != WAIT_OBJECT_0)
 {
 return -1;
 }

 If I am good, the wait() do not stop waiting, and the application stop
 rendering...

 This is due to a call at
 microsleep(1)
 in a class which inherit from Switch and OpenThreads::Thread

 In the run of this class : it build children (same class) and launch them
 (start() ) or it delete its children, waiting for their thread to be stop
 before deleting themself, if not builting or deleting, it is waiting with a
 simple call to microsleep.

 Do you see anything that can make the application wait infinitely ?

 thanks.

 Regards,

Vincent.

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The truth is out there. Usually in header files.
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Re: [osg-users] osgViewer::Viewer question

2008-10-10 Thread Robert Osfield
Hi Geoff,

osgViewer::Viewer has a default constructor and will work just fine
without the command line arguments.  In fact most of the OSG examples
don't use ArgumentParser at all.  So just remove the ArgumentParser
bits and you'll get on just fine.

If all your need to do is geometry queries then you don't even need a
Viewer at all, you only use the Viewer if you actually need one.

Robert.

On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, forgive me if this is a basic question, as I am just starting out with 
 OSG.

 I have a project that I was given that runs via the commandline,
 creates a osgViewer::Viewer based on the arguments passed via the
 command line and then retrieves all Z values at a given x,y location.
 Right now I have an osg::ArgumentParser that handles the incoming
 arguments, but then that gets passed to the viewer.

 What I am looking to do is remove the commandline arguments as I am
 trying to make this project into a DLL library to use with another
 application. Is there a way to create the viewer without passing in
 the osg::ArgumentParser object, and if so, could someone point me to
 the documentation on it, or an example?

 Thanks again.

 Geoff
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Re: [osg-users] osgViewer::Viewer question

2008-10-10 Thread Geoff
Ok, how would I do the geometry queries without it? The only reason I
am using the Viewer is because I was given this project that does what
I need, just on the commandline for a single X,Y, whereas I need to do
it for a bunch of X,Y's in the same database.

Basically, for my project, I need to create a DLL that loads a
specified OpenFlight database file, then allows me to query ZValues
based on given X,Y coordinates repeatedly. I have the DLL outline
created, and am now just working on moving the code from the
commandline project over into it. If there is a better way to go about
getting the information out of it, I am all ears and eager to learn.

Thanks for all the help so far. I am trying to read all the messages I
can, and wish I had figured out this message list sooner.

Geoff

On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Geoff,

 osgViewer::Viewer has a default constructor and will work just fine
 without the command line arguments.  In fact most of the OSG examples
 don't use ArgumentParser at all.  So just remove the ArgumentParser
 bits and you'll get on just fine.

 If all your need to do is geometry queries then you don't even need a
 Viewer at all, you only use the Viewer if you actually need one.

 Robert.

 On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, forgive me if this is a basic question, as I am just starting out with 
 OSG.

 I have a project that I was given that runs via the commandline,
 creates a osgViewer::Viewer based on the arguments passed via the
 command line and then retrieves all Z values at a given x,y location.
 Right now I have an osg::ArgumentParser that handles the incoming
 arguments, but then that gets passed to the viewer.

 What I am looking to do is remove the commandline arguments as I am
 trying to make this project into a DLL library to use with another
 application. Is there a way to create the viewer without passing in
 the osg::ArgumentParser object, and if so, could someone point me to
 the documentation on it, or an example?

 Thanks again.

 Geoff
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Re: [osg-users] osgViewer::Viewer question

2008-10-10 Thread Robert Osfield
Hi Geoff,

Have a look at the osgintersection example for the range of utils for
doing intersections.

Robert.

On Fri, Oct 10, 2008 at 2:55 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, how would I do the geometry queries without it? The only reason I
 am using the Viewer is because I was given this project that does what
 I need, just on the commandline for a single X,Y, whereas I need to do
 it for a bunch of X,Y's in the same database.

 Basically, for my project, I need to create a DLL that loads a
 specified OpenFlight database file, then allows me to query ZValues
 based on given X,Y coordinates repeatedly. I have the DLL outline
 created, and am now just working on moving the code from the
 commandline project over into it. If there is a better way to go about
 getting the information out of it, I am all ears and eager to learn.

 Thanks for all the help so far. I am trying to read all the messages I
 can, and wish I had figured out this message list sooner.

 Geoff

 On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield
 [EMAIL PROTECTED] wrote:
 Hi Geoff,

 osgViewer::Viewer has a default constructor and will work just fine
 without the command line arguments.  In fact most of the OSG examples
 don't use ArgumentParser at all.  So just remove the ArgumentParser
 bits and you'll get on just fine.

 If all your need to do is geometry queries then you don't even need a
 Viewer at all, you only use the Viewer if you actually need one.

 Robert.

 On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, forgive me if this is a basic question, as I am just starting out with 
 OSG.

 I have a project that I was given that runs via the commandline,
 creates a osgViewer::Viewer based on the arguments passed via the
 command line and then retrieves all Z values at a given x,y location.
 Right now I have an osg::ArgumentParser that handles the incoming
 arguments, but then that gets passed to the viewer.

 What I am looking to do is remove the commandline arguments as I am
 trying to make this project into a DLL library to use with another
 application. Is there a way to create the viewer without passing in
 the osg::ArgumentParser object, and if so, could someone point me to
 the documentation on it, or an example?

 Thanks again.

 Geoff
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[osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Mike Greene
I have an OSG application where I am using osg::Shapedrawable(new 
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes 
and locations) for targets on a terrain. Prior to their introduction 
into the scene, I am getting around 40 frames per second. After 
introducing 1000 of them, my frame rate goes down to 4-5 frames per 
second. I am using osg::Optimizer on my root node. Exactly how many 
polygons are drawn by default for osg::Sphere? Is there a way to reduce 
this? Is there a better way to draw thousands of these (noting that I 
have to apply a Position/Attitude/Size transform to each one)? I am 
using a Nvidia Quadro FX 570 in an Intel 3.0Ghz Duo Core processor 
runing Windows XP Pro.


My viewer is set up in an overhead view, so I see them all every frame 
(i.e., I don't think culling will help here). And also, their PATs have 
to occassionally be updated (i.e., not static size, orientation, position).


Mike Greene


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Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Jean-Sébastien Guay

Hi Mike,

I have an OSG application where I am using osg::Shapedrawable(new 
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes 
and locations) for targets on a terrain. Prior to their introduction 
into the scene, I am getting around 40 frames per second. After 
introducing 1000 of them, my frame rate goes down to 4-5 frames per 
second.


[...]

My viewer is set up in an overhead view, so I see them all every frame 
(i.e., I don't think culling will help here). And also, their PATs have 
to occassionally be updated (i.e., not static size, orientation, position).


If you see 1000 spheres in the window at the same time, I'm guessing 
that even if they don't look like spheres up close it won't make much 
difference from afar. So you could look into the osg::TessellationHints 
class which you pass to osg::ShapeDrawable when constructing your 
spheres. Setting the detail ratio to 0.5 for example would reduce the 
number of polygons. See how low you can go before it becomes 
unacceptable. Perhaps you can even set up an LOD structure where close 
up you would have a sphere with detail ratio 1.0, but further away it 
would have 0.5, then 0.2, then 0.1...


As a general note, osg::ShapeDrawable is intended for quick prototyping, 
not for heavy use. If you want some more optimal geometry, you could for 
example create a sphere in any 3D modeling program, run that through the 
Optimizer with the TRISTRIP_GEOMETRY option (which is not enabled by 
default) and you would have better-performing geometry, and it would be 
more customizable to what you need (detail level).


If you want to know more about how osg::ShapeDrawable constructs the 
geometry from osg::Shapes, have a look at src/osg/ShapeDrawable.cpp.


Hope this helps,

J-S
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Re: [osg-users] Using different textures for the same geometry

2008-10-10 Thread GMD GammerMaxyandex.ru
Shaders...

 
 Hi Robert,
 
 Thank you very much for your reply.
 
 I have a single geometry and I want to apply different textures for it. That 
 is, imagine a figure of a woman which is a single geometry. However, I have a 
 texture for the head, another one for the body, another one for the shirt, 
 etc... Do you understand? Sorry if I explained it badly, but I am not good 
 explaining things and even worse in english :)
 
 Thanks a lot for your reply Robert,
 
 Regards,
 
 Aitor


Яндекс.Почта. Поищите спам где-нибудь еще http://mail.yandex.ru/nospam 
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Re: [osg-users] Using different textures for the same geometry

2008-10-10 Thread Aitor Arrieta
Hi Robert,

Thank you very much for your reply.

I have a single geometry and I want to apply different textures for it. That
is, imagine a figure of a woman which is a single geometry. However, I have
a texture for the head, another one for the body, another one for the shirt,
etc... Do you understand? Sorry if I explained it badly, but I am not good
explaining things and even worse in english :)

Thanks a lot for your reply Robert,

Regards,

Aitor
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Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Rahul Jain
HiMike,
First of all you should analyze the bottleneck in your application,
osgViewer::StatsHandler will give you the time spent in each traversal.
From the problem you are facing it seems you are draw limited(rendering
a lot number of triangles).  One option will be to create LOD(level of 
detail) node for each sphere, in that case  the amount of geometry 
rendered will be  less and hence you will have  high performance  :)
best regards
RJ

Mike Greene wrote:
 I have an OSG application where I am using osg::Shapedrawable(new
 osg::Sphere(...)) to represent errors ellipsoids (all have various
 sizes and locations) for targets on a terrain. Prior to their
 introduction into the scene, I am getting around 40 frames per second.
 After introducing 1000 of them, my frame rate goes down to 4-5 frames
 per second. I am using osg::Optimizer on my root node. Exactly how
 many polygons are drawn by default for osg::Sphere? Is there a way to
 reduce this? Is there a better way to draw thousands of these (noting
 that I have to apply a Position/Attitude/Size transform to each one)?
 I am using a Nvidia Quadro FX 570 in an Intel 3.0Ghz Duo Core
 processor runing Windows XP Pro.

 My viewer is set up in an overhead view, so I see them all every frame
 (i.e., I don't think culling will help here). And also, their PATs
 have to occassionally be updated (i.e., not static size, orientation,
 position).

 Mike Greene


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Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Robert Osfield
Hi RJ and Mike,

In this case the bottleneck is almost certain the CPU being batched
bound by the large number of separate nodes and drawables, use of
LOD's won't help at all as won't cut down on the number of nodes and
drawables.   To solve the bottleneck one will need to merge the
geometry data into a smaller set of Geometry, that contain multiple
sphere/ellipsoids.

Robert.

On Fri, Oct 10, 2008 at 3:52 PM, Rahul Jain [EMAIL PROTECTED] wrote:
 HiMike,
 First of all you should analyze the bottleneck in your application,
 osgViewer::StatsHandler will give you the time spent in each traversal.
 From the problem you are facing it seems you are draw limited(rendering
 a lot number of triangles).  One option will be to create LOD(level of
 detail) node for each sphere, in that case  the amount of geometry
 rendered will be  less and hence you will have  high performance  :)
 best regards
 RJ

 Mike Greene wrote:
 I have an OSG application where I am using osg::Shapedrawable(new
 osg::Sphere(...)) to represent errors ellipsoids (all have various
 sizes and locations) for targets on a terrain. Prior to their
 introduction into the scene, I am getting around 40 frames per second.
 After introducing 1000 of them, my frame rate goes down to 4-5 frames
 per second. I am using osg::Optimizer on my root node. Exactly how
 many polygons are drawn by default for osg::Sphere? Is there a way to
 reduce this? Is there a better way to draw thousands of these (noting
 that I have to apply a Position/Attitude/Size transform to each one)?
 I am using a Nvidia Quadro FX 570 in an Intel 3.0Ghz Duo Core
 processor runing Windows XP Pro.

 My viewer is set up in an overhead view, so I see them all every frame
 (i.e., I don't think culling will help here). And also, their PATs
 have to occassionally be updated (i.e., not static size, orientation,
 position).

 Mike Greene


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[osg-users] osgViewer::Viewer question

2008-10-10 Thread Geoff
Ok, forgive me if this is a basic question, as I am just starting out with OSG.

I have a project that I was given that runs via the commandline,
creates a osgViewer::Viewer based on the arguments passed via the
command line and then retrieves all Z values at a given x,y location.
Right now I have an osg::ArgumentParser that handles the incoming
arguments, but then that gets passed to the viewer.

What I am looking to do is remove the commandline arguments as I am
trying to make this project into a DLL library to use with another
application. Is there a way to create the viewer without passing in
the osg::ArgumentParser object, and if so, could someone point me to
the documentation on it, or an example?

Thanks again.

Geoff
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Re: [osg-users] Using different textures for the same geometry

2008-10-10 Thread Aitor Arrieta
Hi Paul

Thank you very much for your reply.

I think it will be easier to take the solution #2. For our application, the
only restriction we have is that we must use a single vertex array. But if
you say that this is possible to do even when using different geometries, I
will investigate more about this option.

Thanks a lot Paul

Regards,

Aitor
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Re: [osg-users] MultiContext rendering

2008-10-10 Thread Robert Osfield
Hi Roman,

It could be that the vista drivers don't support sharing contexts.
It also could be that the reuse of the Traits objects for both context
is the problem - I've never tried this and wouldn't recommend it, so
please just use a separate Traits objects.

Sharing contexts is also something the forces a few limits on how you
use the graphics contexts, such as it's only really safe to use them
single threaded.

Robert.

On Fri, Oct 10, 2008 at 10:03 AM, Roman Grigoriev [EMAIL PROTECTED] wrote:
 Hi guys
 I try realize simple clone rendering in two windows
 I render scenegraph once then write to texture and show it on 2 windows
 so 1 have 2 windows created like this

 osg::ArgumentParser arguments(argc,argv);
   osgViewer::CompositeViewer viewer_(arguments);
  viewer.setThreadingModel(osgViewer::CompositeViewer::ThreadPerContext);
  osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
  traits-x = 0;
  traits-y = 0;
  traits-width =  width;
  traits-height = height;
  traits-windowDecoration = false;
  traits-doubleBuffer = true;
  traits-sharedContext = 0;
  traits-screenNum = 0;
 //Create first context and add first View to the composite viewer

   osg::ref_ptrosg::GraphicsContext gc1 =
 osg::GraphicsContext::createGraphicsContext(traits.get());

   if(gc1.valid())
 {

   viewer_.addView(view);

   view-setSceneData(root);
   colorCamera1=view-getCamera();
   colorCamera1-setViewport(new osg::Viewport(0,0,
 traits-width,traits-height));
   //view-getCamera()-setViewport(new osg::Viewport(0,0,
 traits-width,traits-height));
  //
 view-getCamera()-setProjectionMatrixAsPerspective(45,traits-width/traits-
height, 10, 100);
   colorCamera1-setGraphicsContext(gc1.get());
  //  view-getCamera()-setNearFarRatio(0.5/3.0);
 }


  traits-x = width;
  traits-y = 0;
  traits-sharedContext=gc1.get();
 {
   osg::ref_ptrosg::GraphicsContext gc2 =
 osg::GraphicsContext::createGraphicsContext(traits.get());
   //gc-createNewContextID();
   if(gc2.valid())
 {
   osgViewer::View* view2 = new osgViewer::View;
   viewer_.addView(view2);

  // view-addEventHandler(keyboardHandler_.get());
   view2-setSceneData(cam2node);
 //   view-addEventHandler(MouseFly::Instance());
   view2-getCamera()-setViewport(new osg::Viewport(0,0, traits-width,
 traits-height));
   view2-getCamera()-setProjectionMatrixAsPerspective(45,
 traits-width/traits-height, 10, 100);
   view2-getCamera()-setGraphicsContext(gc2.get());
   view2-getCamera()-setNearFarRatio(0.5/3.0);
 }
  }

  viewer_.realize();


 so when I set traits-sharedcontext=0 I have 2 separate windows but when I
 set it to gc1.get()
 I have tons of opengl errors on vista osg SVN nvidia 179.13
 Could someone please explain me how to use multicontext windows
 Thanx in advance
 Bye



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Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-10 Thread Björn Blissing
I have dug down on this problem during the day.
The problem is that the code that checks if ATOMIC should use GCC BUILTIN fails.

I have traced this failure to the combination of the XEON processor and GCC 
version.

But if I forces it to use GCC_BUILTINS and compiles OSG and my code with the 
-march=pentium4 option it works.

Would it be possible to add a field to the list of compile options in CMAKE so 
that you could explicitly add compiler flags?

/Björn
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Re: [osg-users] osgViewer::Viewer question

2008-10-10 Thread Geoff
Ok, I am looking at the example, but since this is new to me, some of
it isn't exactly clear. It looks like it is running things a couple
times. When I run the project with my .FLT file, it doesn't give me
any intersections either. Is there something special I should be
doing?

Also, since there appears to be two types, Which method would be the
best to use, Intersection Group or Line of Sight? The ZValue I am
looking for will not necessarily be the first ZValue that I find
(going top to bottom) as I have some objects that I want to move
under.

Sorry for being a pain, and thanks for the help again.

Geoff

On Fri, Oct 10, 2008 at 10:02 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Geoff,

 Have a look at the osgintersection example for the range of utils for
 doing intersections.

 Robert.

 On Fri, Oct 10, 2008 at 2:55 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, how would I do the geometry queries without it? The only reason I
 am using the Viewer is because I was given this project that does what
 I need, just on the commandline for a single X,Y, whereas I need to do
 it for a bunch of X,Y's in the same database.

 Basically, for my project, I need to create a DLL that loads a
 specified OpenFlight database file, then allows me to query ZValues
 based on given X,Y coordinates repeatedly. I have the DLL outline
 created, and am now just working on moving the code from the
 commandline project over into it. If there is a better way to go about
 getting the information out of it, I am all ears and eager to learn.

 Thanks for all the help so far. I am trying to read all the messages I
 can, and wish I had figured out this message list sooner.

 Geoff

 On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield
 [EMAIL PROTECTED] wrote:
 Hi Geoff,

 osgViewer::Viewer has a default constructor and will work just fine
 without the command line arguments.  In fact most of the OSG examples
 don't use ArgumentParser at all.  So just remove the ArgumentParser
 bits and you'll get on just fine.

 If all your need to do is geometry queries then you don't even need a
 Viewer at all, you only use the Viewer if you actually need one.

 Robert.

 On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, forgive me if this is a basic question, as I am just starting out with 
 OSG.

 I have a project that I was given that runs via the commandline,
 creates a osgViewer::Viewer based on the arguments passed via the
 command line and then retrieves all Z values at a given x,y location.
 Right now I have an osg::ArgumentParser that handles the incoming
 arguments, but then that gets passed to the viewer.

 What I am looking to do is remove the commandline arguments as I am
 trying to make this project into a DLL library to use with another
 application. Is there a way to create the viewer without passing in
 the osg::ArgumentParser object, and if so, could someone point me to
 the documentation on it, or an example?

 Thanks again.

 Geoff
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[osg-users] osgWidget::Label texturing bug?

2008-10-10 Thread Christian Heine
Hi folks,

I'm actually integrate osgWidget as GUI library in our engine. I know
it's beta status, but it's pure OSG and we think a better solution
than other third libraries like CEGUI.

My first test are working well. Now i try to extend simple things,
i.e. add a mechanism to set textures for the widgets. I got the
problem that i couldn't define a texture for a Label, which is an
extension of the main widget class.

This code snippet works well on a osgWidget::Widget:

osgWidget::Widget* left   = new osgWidget::Widget(left);
left-addSize(300.0f, 42.0f);
left-setImage  (gfx/tga/bar.tga, false);
left-setCanFill(true);
left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
m_container-addWidget(left);

But when i change the initialization to an osgWidget::Label instance,
i got the label without any texture. Is this a known bug?

I think it should be possible to define a textured background for a
label while you could define the label as semi or non transparent...

Best regards,
Christian

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Re: [osg-users] osgViewer::Viewer question

2008-10-10 Thread Robert Osfield
Hi Goeff,

The special thing you need to do is be patient with learning new
stuff.  The osgintersection example does lots of different tests, you
needn't do them all.  All you probably need is an IntersectionVisitor
and LineSegmentIntersector.

Robert.

On Fri, Oct 10, 2008 at 4:48 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, I am looking at the example, but since this is new to me, some of
 it isn't exactly clear. It looks like it is running things a couple
 times. When I run the project with my .FLT file, it doesn't give me
 any intersections either. Is there something special I should be
 doing?

 Also, since there appears to be two types, Which method would be the
 best to use, Intersection Group or Line of Sight? The ZValue I am
 looking for will not necessarily be the first ZValue that I find
 (going top to bottom) as I have some objects that I want to move
 under.

 Sorry for being a pain, and thanks for the help again.

 Geoff

 On Fri, Oct 10, 2008 at 10:02 AM, Robert Osfield
 [EMAIL PROTECTED] wrote:
 Hi Geoff,

 Have a look at the osgintersection example for the range of utils for
 doing intersections.

 Robert.

 On Fri, Oct 10, 2008 at 2:55 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, how would I do the geometry queries without it? The only reason I
 am using the Viewer is because I was given this project that does what
 I need, just on the commandline for a single X,Y, whereas I need to do
 it for a bunch of X,Y's in the same database.

 Basically, for my project, I need to create a DLL that loads a
 specified OpenFlight database file, then allows me to query ZValues
 based on given X,Y coordinates repeatedly. I have the DLL outline
 created, and am now just working on moving the code from the
 commandline project over into it. If there is a better way to go about
 getting the information out of it, I am all ears and eager to learn.

 Thanks for all the help so far. I am trying to read all the messages I
 can, and wish I had figured out this message list sooner.

 Geoff

 On Fri, Oct 10, 2008 at 9:47 AM, Robert Osfield
 [EMAIL PROTECTED] wrote:
 Hi Geoff,

 osgViewer::Viewer has a default constructor and will work just fine
 without the command line arguments.  In fact most of the OSG examples
 don't use ArgumentParser at all.  So just remove the ArgumentParser
 bits and you'll get on just fine.

 If all your need to do is geometry queries then you don't even need a
 Viewer at all, you only use the Viewer if you actually need one.

 Robert.

 On Fri, Oct 10, 2008 at 1:43 PM, Geoff [EMAIL PROTECTED] wrote:
 Ok, forgive me if this is a basic question, as I am just starting out 
 with OSG.

 I have a project that I was given that runs via the commandline,
 creates a osgViewer::Viewer based on the arguments passed via the
 command line and then retrieves all Z values at a given x,y location.
 Right now I have an osg::ArgumentParser that handles the incoming
 arguments, but then that gets passed to the viewer.

 What I am looking to do is remove the commandline arguments as I am
 trying to make this project into a DLL library to use with another
 application. Is there a way to create the viewer without passing in
 the osg::ArgumentParser object, and if so, could someone point me to
 the documentation on it, or an example?

 Thanks again.

 Geoff
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Re: [osg-users] osgWidget::Label texturing bug?

2008-10-10 Thread Jeremy Moles
On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote:
 Hi folks,
 
 I'm actually integrate osgWidget as GUI library in our engine. I know
 it's beta status, but it's pure OSG and we think a better solution
 than other third libraries like CEGUI.

 My first test are working well. Now i try to extend simple things,
 i.e. add a mechanism to set textures for the widgets. I got the
 problem that i couldn't define a texture for a Label, which is an
 extension of the main widget class.
 
 This code snippet works well on a osgWidget::Widget:
 
 osgWidget::Widget* left   = new osgWidget::Widget(left);
 left-addSize(300.0f, 42.0f);
 left-setImage  (gfx/tga/bar.tga, false);
 left-setCanFill(true);
 left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
 left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
 left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
 left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
 m_container-addWidget(left);

You shouldn't have to manually set the texture coordinates like that if
you don't want; you could use -setImage(..., true) with the right Y
setting in the WindowManager and it should behave how you want. Either
way is fine, though. :)

 But when i change the initialization to an osgWidget::Label instance,
 i got the label without any texture. Is this a known bug?

I don't think there's a bug. Try calling:

left-setColor(1.0f, 1.0f, 1.0f, 1.0f);

...and it should be just fine. Be default, a Label object sets it's
Widget color to be completely transparent, so I'm guessing the texture
is there just not visible (or rather, it's alpha is 0.0f).

 I think it should be possible to define a textured background for a
 label while you could define the label as semi or non transparent...
 
 Best regards,
 Christian
 
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[osg-users] Anyone got a copy of osgNV cvs source

2008-10-10 Thread Roger James




Has anyone got a copy of the cvs head osgNV source they could either
point me at or send me. I have been trying for two days to log in to
cvs on sourceforge without any luck.

Roger


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Re: [osg-users] osgWidget::Label texturing bug?

2008-10-10 Thread Christian Heine
Hi Jeremy,

thanks for your fast reply.

 You shouldn't have to manually set the texture coordinates like that if
 you don't want; you could use -setImage(..., true) with the right Y
 setting in the WindowManager and it should behave how you want. Either
 way is fine, though. :)

Yes i know, this was just implemented while i got no label texture
working. ;o)

 I don't think there's a bug. Try calling:

   left-setColor(1.0f, 1.0f, 1.0f, 1.0f);

Damn stupid! I was blink by testing! This was my fault. Thanks for the
hint. You prevent me from sleepless nights ;o)

Best regards,
Christian




Jeremy Moles wrote:
 On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote:
 Hi folks,

 I'm actually integrate osgWidget as GUI library in our engine. I know
 it's beta status, but it's pure OSG and we think a better solution
 than other third libraries like CEGUI.

 My first test are working well. Now i try to extend simple things,
 i.e. add a mechanism to set textures for the widgets. I got the
 problem that i couldn't define a texture for a Label, which is an
 extension of the main widget class.

 This code snippet works well on a osgWidget::Widget:

 osgWidget::Widget* left   = new osgWidget::Widget(left);
 left-addSize(300.0f, 42.0f);
 left-setImage  (gfx/tga/bar.tga, false);
 left-setCanFill(true);
 left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
 left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
 left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
 left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
 m_container-addWidget(left);
 
 You shouldn't have to manually set the texture coordinates like that if
 you don't want; you could use -setImage(..., true) with the right Y
 setting in the WindowManager and it should behave how you want. Either
 way is fine, though. :)
 
 But when i change the initialization to an osgWidget::Label instance,
 i got the label without any texture. Is this a known bug?
 
 I don't think there's a bug. Try calling:
 
   left-setColor(1.0f, 1.0f, 1.0f, 1.0f);
 
 ...and it should be just fine. Be default, a Label object sets it's
 Widget color to be completely transparent, so I'm guessing the texture
 is there just not visible (or rather, it's alpha is 0.0f).
 
 I think it should be possible to define a textured background for a
 label while you could define the label as semi or non transparent...

 Best regards,
 Christian

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[osg-users] Is OSG Website down?

2008-10-10 Thread osg
Is OSG Website down?  Can't get to it from desktop, laptop,  
blackberry nothing...


Ed

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Re: [osg-users] osgWidget::Label texturing bug?

2008-10-10 Thread Jeremy Moles
On Fri, 2008-10-10 at 19:04 +0200, Christian Heine wrote:
 Hi Jeremy,
 
 thanks for your fast reply.
 
  You shouldn't have to manually set the texture coordinates like that if
  you don't want; you could use -setImage(..., true) with the right Y
  setting in the WindowManager and it should behave how you want. Either
  way is fine, though. :)
 
 Yes i know, this was just implemented while i got no label texture
 working. ;o)
 
  I don't think there's a bug. Try calling:
 
  left-setColor(1.0f, 1.0f, 1.0f, 1.0f);
 
 Damn stupid! I was blink by testing! This was my fault. Thanks for the
 hint. You prevent me from sleepless nights ;o)

No problem. Don't hesitate to contact me on AIM or Googletalk (cubicool)
if you (or anyone else) needs real-time help. It's the only way I'm
going to make osgWidget better!

 Best regards,
 Christian
 
 
 
 
 Jeremy Moles wrote:
  On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote:
  Hi folks,
 
  I'm actually integrate osgWidget as GUI library in our engine. I know
  it's beta status, but it's pure OSG and we think a better solution
  than other third libraries like CEGUI.
 
  My first test are working well. Now i try to extend simple things,
  i.e. add a mechanism to set textures for the widgets. I got the
  problem that i couldn't define a texture for a Label, which is an
  extension of the main widget class.
 
  This code snippet works well on a osgWidget::Widget:
 
  osgWidget::Widget* left   = new osgWidget::Widget(left);
  left-addSize(300.0f, 42.0f);
  left-setImage  (gfx/tga/bar.tga, false);
  left-setCanFill(true);
  left-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
  left-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
  left-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
  left-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
  m_container-addWidget(left);
  
  You shouldn't have to manually set the texture coordinates like that if
  you don't want; you could use -setImage(..., true) with the right Y
  setting in the WindowManager and it should behave how you want. Either
  way is fine, though. :)
  
  But when i change the initialization to an osgWidget::Label instance,
  i got the label without any texture. Is this a known bug?
  
  I don't think there's a bug. Try calling:
  
  left-setColor(1.0f, 1.0f, 1.0f, 1.0f);
  
  ...and it should be just fine. Be default, a Label object sets it's
  Widget color to be completely transparent, so I'm guessing the texture
  is there just not visible (or rather, it's alpha is 0.0f).
  
  I think it should be possible to define a textured background for a
  label while you could define the label as semi or non transparent...
 
  Best regards,
  Christian
 
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Re: [osg-users] Is OSG Website down?

2008-10-10 Thread Jean-Sébastien Guay

Hello Ed,

Is OSG Website down?  Can't get to it from desktop, laptop, 
blackberry nothing...


IIRC, they've been having power trouble in the facility that hosts the 
OSG website's servers recently... Check the archives. It usually comes 
back pretty quickly.


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Is OSG Website down?

2008-10-10 Thread Robert Osfield
On Fri, Oct 10, 2008 at 6:27 PM,  [EMAIL PROTECTED] wrote:
 Is OSG Website down?  Can't get to it from desktop, laptop, blackberry
 nothing...

Yep it's down, both the website and svn.  I've email Jose to see what
is up.  Last time this happened he mentioned that his uni (which host
openscenegraph.org + svn) has been having some campus wide networking
problems.

Patience will be required, but hopefully I patience won't be required
too long...

Robert.
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Re: [osg-users] Anyone got a copy of osgNV cvs source

2008-10-10 Thread Wojciech Lewandowski
Hi Roger,

I think I have it somewhere on my machine at work. Fortunately for me and
unfortunately for you, weekend has come and I may be able to get there and
send this on monday. Let me know if you are still interested.

Cheers,
Wojtek
  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Roger James
  Sent: Friday, October 10, 2008 6:47 PM
  To: OpenSceneGraph Users
  Subject: [osg-users] Anyone got a copy of osgNV cvs source


  Has anyone got a copy of the cvs head osgNV source they could either point
me at or send me. I have been trying for two days to log in to cvs on
sourceforge without any luck.

  Roger
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