Re: [osg-users] VirtualPlantBuilder Ubuntu 64bit Quad Core only using single core

2008-11-04 Thread Ralf Stokholm
You need to call VPB with the vpbmaster exe to make use of multiple cores.

Im not sure what version this is avaliable from, but if you use the rev.
that matches osg 2.6 it will work.

Brgs.

Ralf

2008/11/4 Mark Yantek <[EMAIL PROTECTED]>

>  OSG-USERS,
>
>
>
> My build of VirtualPlanetBuilder(VPB) 0.9.1 only utilizes one core out of
> the available four. Is there a way to tell VPB to use more than one core?
>
>
>
> I'm using Ubuntu 8.10 64-bit with an Intel quad core CPU.
>
>
>
> Thanks
>
>
>
> -Mark Yantek
>
>
>
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Re: [osg-users] Character animation in OSG

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Dusten Sobotta wrote:
> Hello,
> 
> From what I understand, in addition to OSG/Cal, OSG has some animation
> features built in.  Which animation libraries or extensions are ideal
> for handling .3ds models with skeletal animation?
> 

You can use osgCal or ReplicantBody. Both are based on the Cal3D library
for skeletal animation and allow you to provide custom skeleton. There
are mature exporters for all major modelers and animation packages - 3DS
Max, Maya, Blender.

However, both Replicant and osgCal have their advantages and drawbacks,
especially Replicant has quite slow rendering - if you need only few
characters it will work, but will not scale very well.

Regards,

Jan
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Re: [osg-users] Pergunta

2008-11-04 Thread Can T. Oguz
Hi,

That's what I do to make things transparent. I would apply the setting to
where I apply material of course. I'm not much experienced with materials.
There is a common sense that one needs a material to set transparency. But I
think it's a common misunderstanding. Choosing the opaque or transparent bin
is another issue. You get transparency in both cases; but, if there are more
than one transparent face groups intersecting the same line of sight, you
need to choose the opaque or transparent for the desired effect. I think
somebody with more experience should tell us the theoretical difference
between rendering bins.



2008/11/4 Renan Mendes <[EMAIL PROTECTED]>

> Hi, Can.
>  The stateSet whose mode you are setting is from the drawable or the
> geode? And how exactly can I do that without destroying my previous
> settings? (geode -> getOrCreateStateSet() ->
> setAttributeAndModes(this->material.get(), osg::StateAttribute::ON);)
>
>  Thanks again,
>
>   Renan
>
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[osg-users] How should I reset position/rotation/scale using MatrixTransform?

2008-11-04 Thread GMD GammerMaxyandex.ru
Hi. I have question about MatrixTransform.
How should I reset position/rotation/scale using MatrixTransform?
[code]
{
osg::Matrix mat;
osg::Vec3d _Trans = MyMatrixTransform->getMatrix().getTrans();
osg::Quat _Rotate =MyMatrixTransform->getMatrix().getRotate();
osg::Vec3d _Scale = MyMatrixTransform->getMatrix().getScale();
MyMatrixTransform->setMatrix(osg::Matrix::scale(1.0f,1.0f,1.0f) *
osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f)*
osg::Matrix::translate(0.0f,0.0f,0.0f));
mat = osg::Matrix::scale(1.0f,1.0f,1.0f) * 
osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f) * 
osg::Matrix::translate(0.0f,0.0f,0.0f);
if (!scale) mat.preMult (osg::Matrix::scale(_Scale));
if (!rotate) mat.preMult (osg::Matrix::rotate(_Rotate));
if (!position) mat.preMult (osg::Matrix::translate(_Trans));
MyMatrixTransform->setMatrix (mat);
}
[/code]

After that rotation ( 
MyMatrixTransform->getMatrix().preMult(osg::Matrix::rotate(angle3,osg::Vec3d(0,0,1)));
 )
depends from scale (when scale is 10.0, rotation (angle3 = 0.2) visually works 
like angle3=0).

How should I reset position/rotation/scale correctly?
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[osg-users] Particle system. How can I do this in practice?

2008-11-04 Thread GMD GammerMaxyandex.ru
Hi, I have question about osg.

I make particls as it made it examples, then use MatrixTransform, then attach 
emitter to
MatrixTransform ( MyMatrixTrans->addChild(emitter); ). After that I add 
MatrixTransform to
scene group ( root->addChild(MyMatrixTrans); ). But when I move/rotate 
MyMatrixTrans,
particles moves incorrect (position of MyMatrixTrans and emitter doesn't match).

In the Internet I found this:
Particle system looks strange when I position them in my scene
You are probably rotating both the particle systems and the particle emitters. 
The tranform above the particle system(s) should match your world's (absolute) 
coordinate frame, or the reference frame that "contains" the particles (for 
example, an airplane or a car).
To transform a particle system inside this reference frame you should transform 
only the emitters, not the ParticleSystem drawables. If you apply a transform 
above "fountain.osg" you actually apply a translation/rotation to both emitters 
and particle systems;
To get a correct behavior you should traverse the scene graph and avoid 
applying the transform to any geodes containing ParticleSystem drawables

How can I do this in practice?

[code]
class BaseParticle
{
public:
osgParticle::Particle *ptemplate;
osgParticle::ParticleSystem *ps;
osgParticle::ModularEmitter *emitter;
osgParticle::RandomRateCounter *rrc;
osgParticle::ParticleSystemUpdater *psu;
//созданные обертки (для возможности работать с текстом командами типа 
RSetPosition..)
osg::MatrixTransform* particleMatrix;
};

bool InterfaceForParticle::AddParticle(std::string Name)
{
//+проверка на совпадение имен с уже имеющимися
if (particles.count(Name)!=0)
{
std::cout << "Warning: Particle '" << Name << "' already exsist!" << std::endl;
return false;
}
particles[Name] = new BaseParticle;

particles[Name]->particleMatrix = new osg::MatrixTransform();
particles[Name]->particleMatrix->setName (Name);

particles[Name]->ptemplate = new osgParticle::Particle;
particles[Name]->ptemplate->setLifeTime(3); // 3 seconds of life
particles[Name]->ptemplate->setSizeRange(osgParticle::rangef(0.75f, 3.0f));
particles[Name]->ptemplate->setAlphaRange(osgParticle::rangef(0.0f, 1.5f));
particles[Name]->ptemplate->setColorRange(osgParticle::rangev4(
osg::Vec4(1, 0.5f, 0.3f, 1.5f),
osg::Vec4(0, 0.0f, 0.0f, 0.0f)));
// these are physical properties of the particle
particles[Name]->ptemplate->setRadius(0.05f); // 5 cm wide particles
particles[Name]->ptemplate->setMass(0.05f); // 50 g heavy
//FONTAN->setPosition (osg::Vec3(10, 10, 10));
//particles[Name]->ptemplate->setAngle (osg::Vec3(1,1,1));

particles[Name]->ps = new osgParticle::ParticleSystem;
//particles[Name]->ps->setDefaultAttributes("", true, false);
particles[Name]->ps->setDefaultAttributes("", false, 
false);//D:/DEVELOP/OSG/OpenSceneGraph-2.6.0/bin/Images/smoke.rgb

// assign the particle template to the system.
particles[Name]->ps->setDefaultParticleTemplate(*particles[Name]->ptemplate);

particles[Name]->emitter = new osgParticle::ModularEmitter;
particles[Name]->emitter->setParticleSystem(particles[Name]->ps);
particles[Name]->rrc = static_cast(particles[Name]->emitter->getCounter());
particles[Name]->rrc->setRateRange(20, 30); // generate 20 to 30 particles per 
second
particles[Name]->particleMatrix->addChild(particles[Name]->emitter);
osg::Geode *geode = new osg::Geode;
geode->addDrawable(particles[Name]->ps);
particles[Name]->particleMatrix->addChild(geode);
particles[Name]->psu = new osgParticle::ParticleSystemUpdater;
particles[Name]->psu->addParticleSystem(particles[Name]->ps);
particles[Name]->particleMatrix->addChild(particles[Name]->psu);
root->addChild(particles[Name]->particleMatrix);
return true;
}
[/code]

osg 2.6.x, 2.7.x; MSVS2009 
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[osg-users] Is there paid OSG-user support?

2008-11-04 Thread GMD GammerMaxyandex.ru
Is there paid OSG-user support? I have question like "How may it be done 
better?",
and can pay for consulting (for example througth WebMoney). Is it real? 
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[osg-users] reseting position/rotation/scale

2008-11-04 Thread GMD GammerMaxyandex.ru
G'Day. I have some questions about osg. 

There is function MatrixTransform for reseting position/rotation/scale.
[code]
osg::Matrix mat;
if (!position) mat.preMult 
(osg::Matrix::translate(MyTransformMatrix->getMatrix().getTrans()));
if (!rotate) mat.preMult 
(osg::Matrix::rotate(MyTransformMatrix->getMatrix().getRotate()));
if (!scale) mat.preMult 
(osg::Matrix::scale(MyTransformMatrix->getMatrix().getScale()));
MyTransformMatrix->setMatrix (mat);
[/code]
When call this function often ,time by time objects disappeare from the screen 
and OpenGL writes many errors. Whyt can this happens?
OSG 2.6.x, 2.7.x; MS VS2009 
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[osg-users] scale bug?

2008-11-04 Thread GMD GammerMaxyandex.ru
G'Day. I have some questions about osg.

1. I have 2 functions: first sets relative scalation, second - absolute. First 
function works
[code]
osg::Matrix matrix = MyTransformMatrix->getMatrix();
matrix.preMult(osg::Matrix::scale(dx,dy,dz));
MyTransformMatrix->setMatrix(matrix);
[/code]

Second doesn't - scalation works, but rotation of object changes too (casually).
[code]
osg::Matrix mat;
mat.preMult (osg::Matrix::translate(MyTransformMatrix->getMatrix().getTrans()));
mat.preMult (osg::Matrix::rotate (MyTransformMatrix->getMatrix().getRotate()));
mat.preMult (osg::Matrix::scale (ax,ay,az));
MyTransformMatrix->setMatrix (mat);
[/code]

Where can be mistake?
OSG 2.6.x, 2.7.x; MS VS2009. 
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Re: [osg-users] The osgModeling Project

2008-11-04 Thread Wang Rui
Hi Cedric,

At present I'm not sure what should be done, too. Maybe it's something like
the Morpher or FFD modifier in 3dsmax, but performing in real-time
rendering. I'm goint to study what other 3D graphics APIs have done for
modeling and animating of scene. I believe OSG exceed them in the near
future. :)

I'll do some preparation work in the next few weeks, and try to use
EaseMotion or Sampler to finish a example. Also I would read your project
and plan to support an interface. osgAnimation is a really excellent work.
Regards,

Wang Rui


2008/11/5 Cedric Pinson <[EMAIL PROTECTED]>

> Hi Wang,
> I dont know exactly how you would want morph, today there is nothing yet in
> osgAnimation to do morph of shape, but you could use osgAnimation to control
> your controlpoints with an EaseMotion or a Sampler (it's something that
> contains keyframes and interpolates between them)
>
> Your project is very intersting.
>
> Cheers,
> Cedric
>
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Re: [osg-users] The osgModeling Project

2008-11-04 Thread Cedric Pinson

Hi Wang,
I dont know exactly how you would want morph, today there is nothing yet 
in osgAnimation to do morph of shape, but you could use osgAnimation to 
control your controlpoints with an EaseMotion or a Sampler (it's 
something that contains keyframes and interpolates between them)


Your project is very intersting.

Cheers,
Cedric

Wang Rui wrote:

Hi Jeremy,

Thanks for help. BTW, I also have the plan to help implement some 
morph animations. For example, moving and rotating some of the 
vertices to make a multi-segment box walking like a snake. I think it 
can realize with the VBO or just with dirtyDisplayLists (but not 
efficient, anyhow osgModeling classes are derived from 
osg::Geometry, so can do anything as Geometries do). I might support 
some interfaces to alter the control points of surfaces and affect 
related veritces then. Maybe it can work with the osgAnimation if you 
have such morph animating mechanism. What do you think?
 
Wang Rui
2008/11/5 Jeremy Moles <[EMAIL PROTECTED] 
>


On Tue, 2008-11-04 at 10:53 -0500, Jean-Sébastien Guay wrote:
> Hello Wang Rui,
>
> > They are tessellated at a given detail level, that is, they
are all
> > derived from osg::Geometry and can be regard as geometries. I
know it is
> > more efficient to use geometry shaders, but maybe it is more
easier to
> > save and modify data from vertices arrays, and make the
library suitable
> > for some low level grpahics systems.
>
> No, that's fine. It would be interesting to provide different
rendering
> implementation back-ends which could be switched at runtime. But
doing
> it as osg::Geometry is fine as a first step.
>
> > I'm just considering to write a plugin to read curve/surface
data file.
> > Do you know any format that supports parametric
curves/surfaces? Does
> > .osg format support them?
>
> You can add whatever you want to the .osg format. Have a look at the
> osgWidget .osg plugin for example, it's a good example of
extending the
> .osg format to support new types of objects.

Everything that's in the osgWidget plugin loader is just a
skeleton for
future use, so it would be a great place to start to look and see how
it's done. Just remember, you'll want to dyn_cast<>() your osg::Object
reference to something you can set values on as you read, and as you
write.

> J-S

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Re: [osg-users] osgDB loader question

2008-11-04 Thread Wang Rui
Hi Sean,

Try this:
osgDB::ReaderWriter::readNode(std::istream&, const Options* =NULL)

You should obtain the ReaderWriter plugin first:
osgDB::Registry::instance()->getReaderWriterForExtension(
osgDB::getLowerCaseFileExtension(filename) );

It supports .osg files.

Wang Rui

2008/11/5 Sean Spicer <[EMAIL PROTECTED]>

> Is there a way to load files from a byte-buffer?  I'd like to be able to
> store certain shape-files as resources and load them with something similar
> to:
>
> osgDB::readNodeFile(shapeFile)
>
> something like:
>
> osgDb::readFromByteBuffer(char *buffer, size_t size);
>
> I can't find anything like this in the API, does it exist?
>
> cheers,
>
> sean
>
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Wang Rui
Hi Patrick,

There is a Chinese forum with more than a thousand members: bbs.osgchina.org.
But it's only for Chinese users. :)
There are some other forums on google, but not so popular as the mailing
list.

Wang Rui

2008/11/4 Patrick Castonguay <[EMAIL PROTECTED]>

>  Hi everybody,
> I am just new to OSG and currently am just using but would hope to do some
> development in the future.  I was wondering if there has been any thoughts
> given recently to moving to a forum structure instead of the full mailing
> list.  I believe it would be much better to be able to subscribe to a
> certain thread if you are interested in it instead of receiving a long email
> with everybody's comment on something that one may not be interested about.
>
>
> Is there anybody else that feels the same way?
>
> *Patrick Castonguay*
>
>
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Re: [osg-users] The osgModeling Project

2008-11-04 Thread Wang Rui
Hi Jeremy,

Thanks for help. BTW, I also have the plan to help implement some morph
animations. For example, moving and rotating some of the vertices to make a
multi-segment box walking like a snake. I think it can realize with the VBO
or just with dirtyDisplayLists (but not efficient, anyhow osgModeling
classes are derived from osg::Geometry, so can do anything as Geometries
do). I might support some interfaces to alter the control points of surfaces
and affect related veritces then. Maybe it can work with the osgAnimation if
you have such morph animating mechanism. What do you think?

Wang Rui
2008/11/5 Jeremy Moles <[EMAIL PROTECTED]>

> On Tue, 2008-11-04 at 10:53 -0500, Jean-Sébastien Guay wrote:
> > Hello Wang Rui,
> >
> > > They are tessellated at a given detail level, that is, they are all
> > > derived from osg::Geometry and can be regard as geometries. I know it
> is
> > > more efficient to use geometry shaders, but maybe it is more easier to
> > > save and modify data from vertices arrays, and make the library
> suitable
> > > for some low level grpahics systems.
> >
> > No, that's fine. It would be interesting to provide different rendering
> > implementation back-ends which could be switched at runtime. But doing
> > it as osg::Geometry is fine as a first step.
> >
> > > I'm just considering to write a plugin to read curve/surface data file.
> > > Do you know any format that supports parametric curves/surfaces? Does
> > > .osg format support them?
> >
> > You can add whatever you want to the .osg format. Have a look at the
> > osgWidget .osg plugin for example, it's a good example of extending the
> > .osg format to support new types of objects.
>
> Everything that's in the osgWidget plugin loader is just a skeleton for
> future use, so it would be a great place to start to look and see how
> it's done. Just remember, you'll want to dyn_cast<>() your osg::Object
> reference to something you can set values on as you read, and as you
> write.
>
> > J-S
>
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Re: [osg-users] OSG MFC Fullscreen

2008-11-04 Thread Albino Rodrigues
Hi Simon,

 

Thanks for the reply.

 

I didn't have much luck with ChangeDisplaySettingsEx

 

However, I found this http://www.codeguru.com/forum/showthread.php?t=363365
and it's worked quite well. It's a "fake" fullscreen where you hide
components of your GUI and stretch the drawing window. It needs a bit of
tweaking here and there.

 

Bino

 

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon
Hammett
Sent: Monday, 3 November 2008 7:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG MFC Fullscreen

 

Try

ChangeDisplaySettingsEx

Not sure how that interacts with MFC though.

2008/11/3 Albino Rodrigues <[EMAIL PROTECTED]>

Hi,

 

I've created an application based off the OSG MFC example.

 

Does anyone know how to swap the rendering context between non full screen
and full screen (where no GUI is visible)?

 

I haven't had much luck researching on MSDN.

 

Bino


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-- 
The truth is out there. Usually in header files.

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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Ulrich Hertlein
Quoting Peter Wraae Marino <[EMAIL PROTECTED]>:
> like you said just to forums instead.. every descent forum has thread
> notifications. So no need to track down forums, you will get an email when
someone has
> answered or posted in your forum thread.

Oh great, so not only do you get swamped with notification mails, you *still*
have to login to the forum and read it.  And you have yet another login to keep
track of as well.

I prefer mailing lists for exactly the reason you list as drawbacks: you
actually come across everything that's going on, not only the threads you're
explicitly interested in.  Mind you I don't read everything...

Cheers,
/ulrich
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[osg-users] osgDB loader question

2008-11-04 Thread Sean Spicer
Is there a way to load files from a byte-buffer?  I'd like to be able to
store certain shape-files as resources and load them with something similar
to:

osgDB::readNodeFile(shapeFile)

something like:

osgDb::readFromByteBuffer(char *buffer, size_t size);

I can't find anything like this in the API, does it exist?

cheers,

sean
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Re: [osg-users] Character animation in OSG

2008-11-04 Thread Cedric Pinson

Hi Dusten,

Right now animation throw osgAnimation is limited and in a beta state, 
in fact it's not really fully merge in osg, but it contains character 
animation. There is today only a blender exporter that is capable to 
export character/animation for osgAnimation.

I guess your best bet is to use osg/cal

Cheers,
Cedric

Dusten Sobotta wrote:

Hello,

From what I understand, in addition to OSG/Cal, OSG has some animation 
features built in.  Which animation libraries or extensions are ideal 
for handling .3ds models with skeletal animation?



Thanks in advance~


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[osg-users] Character animation in OSG

2008-11-04 Thread Dusten Sobotta
Hello,

>From what I understand, in addition to OSG/Cal, OSG has some animation
features built in.  Which animation libraries or extensions are ideal for
handling .3ds models with skeletal animation?


Thanks in advance~
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[osg-users] VirtualPlantBuilder Ubuntu 64bit Quad Core only using single core

2008-11-04 Thread Mark Yantek
OSG-USERS,

 

My build of VirtualPlanetBuilder(VPB) 0.9.1 only utilizes one core out
of the available four. Is there a way to tell VPB to use more than one
core?

 

I'm using Ubuntu 8.10 64-bit with an Intel quad core CPU.

 

Thanks

 

-Mark Yantek

 

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Re: [osg-users] composite view and cameras question

2008-11-04 Thread David Spilling
Peter,

You could have a look at the osgdepthpartition example, which does something
similar, although for different reasons - I think this was originally due to
precision issues for very large scenes, but its use of multiple z ranges
might help your problem.

David
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jean-Sébastien Guay

Hi Peter,


I can see that having both systems at the same time would be nice, but how
would you solve the problem about "catagory", "topics", "threads", 
"subjects".. in a mailing
list you only have a "subject". so if we parsed the mailist and got the 
forum in sync then

all posts would just come in one catorory (not much of a win there).


I suggest you read up on RFC 2822 (the "standard" that defines how 
e-mails are formed). There are hidden headers in each mail message which 
define lots of cool things, one of which is an identifier which can be 
used to thread the messages ("References:"). Most good e-mail clients 
allow you to display messages in threaded "tree" format (Thunderbird, 
Evolution). This header can be used to make forum-like threads out of 
messages.


(As an aside, that's why when you start a new topic of discussion on 
this mailing list, it's proper netiquette to click "New message" in your 
client instead of replying to an old message and changing the subject. 
The former will do the right thing, the latter will make your message 
show up at the end of the old thread for anyone who displays their 
messages in threaded form.)


Of course, it's up to the mail client to form a correct reply message, 
and some omit the "References:" header (these should be exceedingly rare 
now). Even if there is no "References:" header, most of the time you can 
use heuristics (remove "Re:" to get the title, which gives you the 
thread, then add the message to the thread in the order it was received 
by date-time). These will fail sometimes, but most of the time will give 
sane results.


Don't worry, some software exists to go from mailing list to forum and 
back, so it's not a problem as you think it is. See for example:


http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user
http://news.gmane.org/gmane.comp.graphics.openscenegraph.user
http://blog.gmane.org/gmane.comp.graphics.openscenegraph.user

The problem is committing to one and then also finding the time to 
install/configure/test/maintain it. Until that happens, it's likely 
nothing will change and we'll get into these discussions every few months.


J-S
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
Hi again,

Err... I think I missed something. What I plan to do is:
- Check out osgWidget-dev branch
- Use osgAnimation from the branch in my project (under Win32)
- Send back *potential* modifications as an archive of modified sources on the 
"osg-submissions" list. These sources would always be made from the HEAD 
revision, since I only have to update my working copy.

Is that okay for both of you?

Sincerely,

-- 
Sukender


Le Tue, 04 Nov 2008 20:31:51 +0100, Cedric Pinson <[EMAIL PROTECTED]> a écrit:

> Hi Sukender,
> The only risk you add if you dont use the osgWidget branch or my
> mercurial repository is to patch something outdated. if you are
> interested by those functionnalities i suggest to use this branch.
> osgAnimation is very young and will move quickly, so i suppose there is
> a lot of chance you patch something outdated if you dont use our branch.
>
> Cheers,
> Cedric
>
> Sukender wrote:
>>> Just keep in mind that while I update the osgWidget branch pretty
>>> frequently, I only sync with trunk every 2 weeks or so. With Cedric
>>> committing there now too, you're bound to see updates every day...
>>>
>>
>> I understand that getting a modified source of the HEAD revision is better 
>> than an older one, but just for confirmation: is there any problem for you 
>> if I send modified sources from, say, "HEAD-1" or "HEAD-2"?
>> Anyway, I'll update as much as possible.

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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Peter Wraae Marino
Hi Robert,

I can see that having both systems at the same time would be nice, but how
would you solve the problem about "catagory", "topics", "threads",
"subjects".. in a mailing
list you only have a "subject". so if we parsed the mailist and got the
forum in sync then
all posts would just come in one catorory (not much of a win there).

Peter
On Tue, Nov 4, 2008 at 4:00 PM, Robert Osfield <[EMAIL PROTECTED]>wrote:

> Guys.
>
> Please re-read the previous thread on this discussion.  Everything has
> been said before, everything has be rehashed to death.  You are never
> going to please everyone by going for a forum or by going for mailing
> list only.   The only way to appease everyone is to have a system
> where users can subscribe as a mailing list or visit a forum to
> interact with the same materials in their own preferred way.
>
> If such a system has been developed that is viable, and can import all
> our mailman history, and we have expert volunteers that can make it
> happen, i.e. do the work on the server, then great, but until that day
> we'll be sticking with a Mailman based mailing list.
>
> If you can't make such as system happen then please take heed I'm not
> taking votes, migrating from a mailing list is not up for debate until
> we have the above solution that deployable and we have the manpower to
> make it happen.
>
> Robert.
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Cedric Pinson

Hi Sukender,
The only risk you add if you dont use the osgWidget branch or my 
mercurial repository is to patch something outdated. if you are 
interested by those functionnalities i suggest to use this branch.
osgAnimation is very young and will move quickly, so i suppose there is 
a lot of chance you patch something outdated if you dont use our branch.


Cheers,
Cedric

Sukender wrote:

Just keep in mind that while I update the osgWidget branch pretty
frequently, I only sync with trunk every 2 weeks or so. With Cedric
committing there now too, you're bound to see updates every day...



I understand that getting a modified source of the HEAD revision is better than an older one, but 
just for confirmation: is there any problem for you if I send modified sources from, say, 
"HEAD-1" or "HEAD-2"?
Anyway, I'll update as much as possible.

  


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Re: [osg-users] composite view and cameras question

2008-11-04 Thread Peter Wraae Marino
Hi Robert,

To answer the question about the two views, i'll have to explain the problem

that made us to use the two views.

We have a terrain and an airplane... the problem is the terrain has a lot of
decals
and was giving z-fighting problems. The terrain is generated by a 3rd party
software
so we are limited in adding anykind of bias to the decals or objects causing
the
z-problem. To solve this problem we decided to render the plane in one we
and the
terrain in another. This way the near-far plane is shorter for each view
allowing us
greater z precision. The z fighting problem disappeared and we are happy,
but we never
really did find an "elegant" way of syncing the two cameras.

Perhaps there is a better solution to this problem, if so I would love to
hear it.

We talked about using slave cameras to solve the problem, don't know if this
is the way
but I was going to do some testing with it tommorow.

You last suggestion about copying all view setting is also something we have
talked about,
but again before taking that direction I wanted to hear if there was an
"elegant" way instead
of the more "hacked" way of doing it.

regards,
Peter Wraae Marino

On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield <[EMAIL PROTECTED]>wrote:

> Hi Peter,
>
> On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > when having a composite view I have two camera, one for each view.
> > Is there an elegant way of syncing these two cameras? so they have
> > the same fov, position, direction, and so on...
>
> What is different between the two Views?  I do wonder if a single View
> with two slave Cameras might not be more suitable.
>
> If you do have two different View's such as with two different scene
> graphs then perhaps sharing a single CameraManipulator between the two
> views might do the trick - I've never tried this though so odd things
> might happen.
>
> The other approach would be to attach a CameraManipulator to one View,
> then on each frame copy the first view's Camera settings to the second
> View.   You'd need to break the viewer.frame() up into it's parts so
> you could do the sync just before the call to renderingTraversals().
>
> Robert.
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
> Just keep in mind that while I update the osgWidget branch pretty
> frequently, I only sync with trunk every 2 weeks or so. With Cedric
> committing there now too, you're bound to see updates every day...

I understand that getting a modified source of the HEAD revision is better than 
an older one, but just for confirmation: is there any problem for you if I send 
modified sources from, say, "HEAD-1" or "HEAD-2"?
Anyway, I'll update as much as possible.

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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
Hi Cedric,

> The way to proceed to commit fix is to submit on osg-submissions.
That's ok. I'm registered now.

> I added your modification on the http://hg.plopbyte.net/osg-branch/
> and the osgWidget branch.

Err... I think I'm going to work on the osgWidget branch, simply because I'm 
used to work with SVN :) I hope that's okay for you.
I think I'll try to work on it tonight (>23:00 GMT +2), but that's on my spare 
time...

Sincerely,

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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
Hi Cedirc,

On Tue, Nov 4, 2008 at 3:49 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
>> I don't know what you mean by this, could you explain which "animation
>> viewer feature" would be.
>>
>
> Select an animation and play/pause it, and visualize more animation at the
> same time. Like a timeline
> viewer of differents animation at the same time. It's not yet like that but
> i would like.

Thanks for the explanation.  For now this is something that really
belongs in a osganimation* example.


>> If the code only temporary has temporary residence then perhaps just
>> keep it separate from the OSG source tree.
>>
>> You provide a URL pointer to this body of code?
>>
>
> The code is currently http://hg.plopbyte.net/animtk/file/b2f4af457ca5/tools/
> but i will move it in my osg-branch even if it's not yet push in the truck.
> Mybe it should be another project, i will think about it.

Thanks for the link.  So the extension to Blending is pure python
scripts, which means that the OSG build system itself needn't compile
anything new.  However, perhaps this is something you'd want
installed, but this would make Blender an optional dependency of the
OSG, for distributions like Debian or Fedora it would put them in an
interesting position w.r.t dependencies of the OSG - it would really
require this part to installed separately.

Given that the python scripts don't directly link to the OSG adding
these scripts to Blender wouldn't add an extra dependency to it,
rather just a capability.  Would the Blender team be open to taking on
this code, perhaps offers from the OSG community to become maintainers
on their behalf would be appropriate.

Robert.
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Cedric Pinson

Hu Sukender,
Good to hear that.
I will take care to sync my branch with the osgWidget as soon as possible.

Cheer,
Cedric

Sukender wrote:

Hi Cedric,

  

The way to proceed to commit fix is to submit on osg-submissions.


That's ok. I'm registered now.

  

I added your modification on the http://hg.plopbyte.net/osg-branch/
and the osgWidget branch.



Err... I think I'm going to work on the osgWidget branch, simply because I'm 
used to work with SVN :) I hope that's okay for you.
I think I'll try to work on it tonight (>23:00 GMT +2), but that's on my spare 
time...

Sincerely,

  


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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Jeremy Moles
On Tue, 2008-11-04 at 17:30 +0100, Sukender wrote:
> Hi Cedric,
> 
> > The way to proceed to commit fix is to submit on osg-submissions.
> That's ok. I'm registered now.
> 
> > I added your modification on the http://hg.plopbyte.net/osg-branch/
> > and the osgWidget branch.
> 
> Err... I think I'm going to work on the osgWidget branch, simply because I'm 
> used to work with SVN :) I hope that's okay for you.
> I think I'll try to work on it tonight (>23:00 GMT +2), but that's on my 
> spare time...

Just keep in mind that while I update the osgWidget branch pretty
frequently, I only sync with trunk every 2 weeks or so. With Cedric
committing there now too, you're bound to see updates every day...

> Sincerely.
> 

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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jefferson Pinheiro
I would prefer a forum too. Even though I use gmail with filters.

2008/11/4 Jean-Sébastien Guay <[EMAIL PROTECTED]>

> Hi Peter,
>
>  like you said just to forums instead.. every descent forum has thread
>> notifications. So no
>> need to track down forums, you will get an email when someone has answered
>> or posted in
>> your forum thread.
>>
>
> So you prefer getting e-mail *and* going to a forum rather than just
> getting e-mail?
>
> A lot of us at least skim all topics, and read most of them. Using a forum
> in that case would just be too long (switching to topics all the time,
> waiting for pages to display). And we would then get notification for all
> topics we're interested in, which would be equivalent to a mailing list.
> E-mail is instantaneous (once it's downloaded) and much more efficient for
> our time.
>
> J-S
> --
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Re: [osg-users] The osgModeling Project

2008-11-04 Thread Jeremy Moles
On Tue, 2008-11-04 at 10:53 -0500, Jean-Sébastien Guay wrote:
> Hello Wang Rui,
> 
> > They are tessellated at a given detail level, that is, they are all 
> > derived from osg::Geometry and can be regard as geometries. I know it is 
> > more efficient to use geometry shaders, but maybe it is more easier to 
> > save and modify data from vertices arrays, and make the library suitable 
> > for some low level grpahics systems.
> 
> No, that's fine. It would be interesting to provide different rendering 
> implementation back-ends which could be switched at runtime. But doing 
> it as osg::Geometry is fine as a first step.
> 
> > I'm just considering to write a plugin to read curve/surface data file. 
> > Do you know any format that supports parametric curves/surfaces? Does 
> > .osg format support them?
> 
> You can add whatever you want to the .osg format. Have a look at the 
> osgWidget .osg plugin for example, it's a good example of extending the 
> .osg format to support new types of objects.

Everything that's in the osgWidget plugin loader is just a skeleton for
future use, so it would be a great place to start to look and see how
it's done. Just remember, you'll want to dyn_cast<>() your osg::Object
reference to something you can set values on as you read, and as you
write.

> J-S

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Re: [osg-users] Pergunta

2008-11-04 Thread Jean-Sébastien Guay

Hello Renan,

Can is probably right, blending is probably not enabled on your node. If 
you enable it, setting the transparency through the material will 
probably work.


You will probably also need to give OSG a hint that your node contains 
transparency:


stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

 The stateSet whose mode you are setting is from the drawable or the 
geode? And how exactly can I do that without destroying my previous 
settings? (geode -> getOrCreateStateSet() -> 
setAttributeAndModes(this->material.get(), osg::StateAttribute::ON);)


The stateset will contain different settings without losing them. When 
you set a material, it doesn't affect anything else in the stateset. The 
only case where you'll lose something is if your stateset already had a 
material (the new one will replace the old one).


Hope this helps,

J-S
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Re: [osg-users] The osgModeling Project

2008-11-04 Thread Jean-Sébastien Guay

Hello Wang Rui,

They are tessellated at a given detail level, that is, they are all 
derived from osg::Geometry and can be regard as geometries. I know it is 
more efficient to use geometry shaders, but maybe it is more easier to 
save and modify data from vertices arrays, and make the library suitable 
for some low level grpahics systems.


No, that's fine. It would be interesting to provide different rendering 
implementation back-ends which could be switched at runtime. But doing 
it as osg::Geometry is fine as a first step.


I'm just considering to write a plugin to read curve/surface data file. 
Do you know any format that supports parametric curves/surfaces? Does 
.osg format support them?


You can add whatever you want to the .osg format. Have a look at the 
osgWidget .osg plugin for example, it's a good example of extending the 
.osg format to support new types of objects.


J-S
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Cedric Pinson

Hi Robert

Robert Osfield wrote:

Hi Cedric,

On Tue, Nov 4, 2008 at 1:42 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

What other components are you thinking of?

  

there is a some examples, so i know where to put it, there is also an
animation viewer but i guess i will put it in example,



Examples should just go straight into the OpenSceneGraph/examples
directory alongside all the others.
  

Yes
  

and then when osgAnimation will be more stable we could add animation viewer
feature in osgViewer application ?



I don't know what you mean by this, could you explain which "animation
viewer feature" would be.
  
Select an animation and play/pause it, and visualize more animation at 
the same time. Like a timeline
viewer of differents animation at the same time. It's not yet like that 
but i would like.


  

The exporter is for blender, it's a directory that contains differents
python file. It works for animation and for non animation use.
I will add it in my osg-branch because there are some test inside and it has
to be updated with osgAnimation. I will not commit it
on the osgWidget branch yet because i dont know if you want to add it in the
tree or not.
I am in contact with blender dev, so i will try to make it include in the
blender distribution. But anyway i have to put it somewhere
to develop on itm so it will be on osg-branch
http://hg.plopbyte.net/osg-branch/ to start.



If the code only temporary has temporary residence then perhaps just
keep it separate from the OSG source tree.

You provide a URL pointer to this body of code?
  
The code is currently 
http://hg.plopbyte.net/animtk/file/b2f4af457ca5/tools/ but i will move 
it in my osg-branch even if it's not yet push in the truck.

Mybe it should be another project, i will think about it.

Robert.
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Re: [osg-users] Pergunta

2008-11-04 Thread Jean-Sébastien Guay

Hello Renan,

In my application, I'm trying to create a point (a small sphere) and 
alter its properties, like shininess and transparency. When I execute 
the following method, the point is created with shininess effects 
alright. However, no matter how much I change the values related to 
transparency (values from 0. to 1.), nothing seems to be different in my 
view...


You could try to use the alpha in the ShapeDrawable->setColor() call 
instead of in a material.


this->drawable->setColor(osg::Vec4(0.0, 0.0, 1.0, 0.5));

This should work (I think I remember we do something like that).

As for why it doesn't work when setting it through the material, I don't 
know.


J-S
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jean-Sébastien Guay

Hi Peter,

like you said just to forums instead.. every descent forum has thread 
notifications. So no
need to track down forums, you will get an email when someone has 
answered or posted in

your forum thread.


So you prefer getting e-mail *and* going to a forum rather than just 
getting e-mail?


A lot of us at least skim all topics, and read most of them. Using a 
forum in that case would just be too long (switching to topics all the 
time, waiting for pages to display). And we would then get notification 
for all topics we're interested in, which would be equivalent to a 
mailing list. E-mail is instantaneous (once it's downloaded) and much 
more efficient for our time.


J-S
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Robert Osfield
On Tue, Nov 4, 2008 at 2:06 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> On Tue, Nov 4, 2008 at 2:36 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
>> Could you try adding a:
>>
>>Thread::Init();
>>
>> To the start of your main and see if that makes a difference.
>
> Yes, that did it. Before, OSG 2.6.1 and 2.5.5 finished compiling and
> *both* worked without OpenThreads::Thread::init(); in my main. That
> seems weird.. Did something change for 2.7 in terms of OpenThreads?

There haven't been any significant changes to OpenThreads, just
changes to Atmic codes but I wouldn't have thought this would cause
problems.

Did you try my modified Thread.c++?  If this works then I'll check it in.

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
On Tue, Nov 4, 2008 at 2:46 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
>> > What other components are you thinking of?
>
> Morph animations! :) (Imagine a character "breathing", where no skeletal
> animation takes place but vertexes are displaced arbitrarily.) I know
> osgAnimation will support this one day--even if I have to add it
> myself--but it may not be anytime soon.

This would just part of osgAnimation.

> Well, I've always wanted to make a standard GUI module for the viewer;
> something that would let you rotate, scale, and zoom the view, return
> home, change the state, etc. from an osgWidget-built interface (and
> demonstrate the usage of osgWidget). If I can finish this, we could also
> add animation support to it, if osgAnimation objects exist in the scene
> graph.

This would be a nice demo of osgWidget, it's rather orthogonal to the
osgAnimation though, and not something that will affect the pace of
osgAnimation integration.

> A great deal of the power of using osgAnimation currently comes from the
> very well written exporter--probably one of the better Blender ones that
> exist. It would be a shame if this couldn't find a home in OSG SVN, but
> then again I do understand if it is a bit out-of-place.

I haven't seen the code at all, nor how it'd be used by end users so I
can't really comment on it.  If it's appropriate then it could
certainly make it into OSG SVN or a sister project alongside the
OpenSceneGraph itself.  Until I know more about the exporter and how
it'll be used I can't really make a call on this.

Robert.
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Re: [osg-users] Pergunta

2008-11-04 Thread Renan Mendes
Hi, Can.
 The stateSet whose mode you are setting is from the drawable or the
geode? And how exactly can I do that without destroying my previous
settings? (geode -> getOrCreateStateSet() ->
setAttributeAndModes(this->material.get(), osg::StateAttribute::ON);)

 Thanks again,

  Renan
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Robert Osfield
On Tue, Nov 4, 2008 at 3:16 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> yes, that modified PThread.c++ seems to work for me without having to
> put the init into my main.

Great, now checked into svn/trunk.

Robert.
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Re: [osg-users] MAX to COLLADA or which format ?

2008-11-04 Thread Kim C Bale
I'm afraid I can't recall the interpolation method used for generating the 
normals from the gerstner model, it is detailed in the book. I personally 
didn't use the gerstner approach since I had already built an FFT simulation 
for the wave surface and wanted to use that for the the normal computation 
instead.
 
The extrusion of the parallelpepids is done within the vertex shader, you store 
the length of the extrusion as a texture coordinate for each vertex. So inside 
the vertex shader you have something along the lines of: 
 
newVertex = oldVertex + (gl_TexCoord[0] * refractionVector); 
 
That way you can differentiate between vertices that lie on the water surface 
and those that need to extruded downward.
 
Finally, everything in the screen shot is simulated, no real world objects. 
Sorry the screenshot was deliberatly small as I didn't want to bloat peoples 
inboxes.
 
Regards,
 
Kim.
 
 
 
 



From: [EMAIL PROTECTED] on behalf of Ümit Uzun
Sent: Tue 04/11/2008 12:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] MAX to COLLADA or which format ?


Hi Kim,

Thanks for detailed explanation. I grasp the method of sun-beams and I will 
read in ShaderX5 too. But could you clarify me at some point before I have 
started to search about this topic? 

I will create my own water surface and waves algorithm. And then with using sun 
light I will calculate the reflection and refraction angles for every vertex 
point. Then I will use this interpolated refraction angle and vertex position I 
will create a grided parallelepiped volume which is going downward this point 
under the sea with attenuating the glowing degree. But At that point I can't 
understand the creation of this parallelepiped volume creation on 
FragmentShader. How this grid of parallelepiped volumes geometry can be 
interpolated ?

And I like so much your posted screen shot :) This is I think VENUS submarine 
and I have some question about it. Is there all simulation environment or with 
pilot cabin? I can't realize joysticks, another screen which is showing above 
the water surface and sonar gauge are real objects or simulated environment.

Thanks for your advices Kim.
Best Regards.


2008/11/4 Kim C Bale <[EMAIL PROTECTED]>


Hi Umit,

 

Rendering God-rays is pretty easy. The approach I used is described in 
the book ShaderX5, although I have to say it's quite badly written.

 

Basically you model the god-rays as a grid of parallelepipeds 
positioned at the ocean surface, relative to the position of the camera. To 
create the god-ray geometry you then need to extrude the base points downward 
along the angle of refraction from the sea surface. 

 

In order to compute the angle of refraction you'll need to create a 
simulation of the ocean surface itself. The technique described in ShaderX5 
details a Gerstner wave surface partially computed on the GPU. Using this you 
can interpolate between the vertex normals to get the normals you need to 
compute the refraction angles. Finally, you render these god-rays into a FBO 
and then render that texture to the screen with additive blending. A final 
stage which would look nice is to apply some sort of blur to the rays texture 
so the edges aren't quite so crisp.

 

You can see the effect in the attached screenshot. 

 

Regards,

 

Kim.

 

 

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: 31 October 2008 15:42
To: OpenSceneGraph Users
Subject: Re: [osg-users] MAX to COLLADA or which format ?

 

Hi Kim,

2008/10/31 Kim C Bale <[EMAIL PROTECTED]>

Hi Umit,

 

Yes, I am employed on the VENUS project, how on earth do you know that?

I have searched on internet and so know VENUS project and your MSc 
student Franclin Foping and another student Philip Apery who worked same 
project before. I have read these student thesis and implement in my animation. 
(caustics, fish motion, aquatic floara, silt on sea bed, water refraction and 
so on...)  Now I only want to much realistic fish motion as I said. So I 
learned that I should try different tools like animetk or just like it. 

I want to ask another question about god-rays. Did you implement 
god-rays to VENUS? I want to create god-rays in my simulation, so is there any 
advices and searh path you can give me?

Thanks for all advices Kim.

Best Regards.

Umit Uzun

 

I, personally haven't worked with any flocking algorithms, it's 
a feature I haven't got round to adding yet.  However, I did supervise an MSc 
student project on flocking using OSG. In order to simulate fish body motion he 
used an animated vertex shader to distort the model with a dampened sine wave 
(as you

Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Robert Osfield
Hi Alejandro,

The current googlegroups is just observers our mailman server, but it
doesn't allow you to post to the list.

Migrating googlegroups wholesale would loose users who don't like
giving more control over to google.

Robert.

On Tue, Nov 4, 2008 at 3:06 PM, Alejandro Aguilar Sierra
<[EMAIL PROTECTED]> wrote:
> Robert:
>
> That system already exists. It is the google group
> http://groups.google.com/group/osg-users .  It can work as a mailing
> list for those who want to get the e-mails, or as a forum for those
> who don't. Another advantage is that it will not fall when osg servers
> fail.
>
> I guess currently that group is just a subscriber to the mailman
> server, but it should not be very hard to make it the master.
>
> Regards,
>
> -- A.
>
>
> On Tue, Nov 4, 2008 at 9:00 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:
>> Guys.
>>
>> Please re-read the previous thread on this discussion.  Everything has
>> been said before, everything has be rehashed to death.  You are never
>> going to please everyone by going for a forum or by going for mailing
>> list only.   The only way to appease everyone is to have a system
>> where users can subscribe as a mailing list or visit a forum to
>> interact with the same materials in their own preferred way.
>>
>> If such a system has been developed that is viable, and can import all
>> our mailman history, and we have expert volunteers that can make it
>> happen, i.e. do the work on the server, then great, but until that day
>> we'll be sticking with a Mailman based mailing list.
>>
>> If you can't make such as system happen then please take heed I'm not
>> taking votes, migrating from a mailing list is not up for debate until
>> we have the above solution that deployable and we have the manpower to
>> make it happen.
>>
>> Robert.
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>>
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Max Pfingsthorn
Hi Robert,

yes, that modified PThread.c++ seems to work for me without having to
put the init into my main.

Thanks for the help!

Bye,
max

On Tue, Nov 4, 2008 at 3:48 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> On Tue, Nov 4, 2008 at 2:06 PM, Max Pfingsthorn
> <[EMAIL PROTECTED]> wrote:
>> Hi Robert,
>>
>> On Tue, Nov 4, 2008 at 2:36 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
>>> Could you try adding a:
>>>
>>>Thread::Init();
>>>
>>> To the start of your main and see if that makes a difference.
>>
>> Yes, that did it. Before, OSG 2.6.1 and 2.5.5 finished compiling and
>> *both* worked without OpenThreads::Thread::init(); in my main. That
>> seems weird.. Did something change for 2.7 in terms of OpenThreads?
>
> There haven't been any significant changes to OpenThreads, just
> changes to Atmic codes but I wouldn't have thought this would cause
> problems.
>
> Did you try my modified Thread.c++?  If this works then I'll check it in.
>
> Robert.
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Re: [osg-users] Pergunta

2008-11-04 Thread Can T. Oguz
May be it is that blending is not turned on :

stateSet->setMode(GL_BLEND, StateAttribute::ON);

Can


2008/11/4 Renan Mendes <[EMAIL PROTECTED]>

> Hi,
> In my application, I'm trying to create a point (a small sphere) and
> alter its properties, like shininess and transparency. When I execute the
> following method, the point is created with shininess effects alright.
> However, no matter how much I change the values related to transparency
> (values from 0. to 1.), nothing seems to be different in my view...
> What do I have to do to get the right result?
>
> osg::Geode* Point::createPoint(osg::Vec3f position)
>
> {
>
> this->geode = new osg::Geode() // geode is an
> osg::ref_ptr, member of my class
>
> this->drawable = new osg::ShapeDrawable(new
> osg::Sphere(position, RADIUS)); // drawable is an
>
>
>  // osg::ref_ptr, member
> of my class
>
> this->drawable->setColor(osg::Vec4(0.0, 0.0, 1.0, 1.0));
>
> this->geode->addDrawable(this->drawable);
>
> this->material -> setColorMode(osg::Material::DIFFUSE);
>
> this->material -> setAmbient(osg::Material::FRONT_AND_BACK,
> osg::Vec4(1, 1, 1, 1));
>
> this->material ->
> setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
>
> this->material ->
> setShininess(osg::Material::FRONT_AND_BACK, 128.0f);
>
> this->material ->
> setTransparency(osg::Material::FRONT_AND_BACK, 0.5f);
>
> geode -> getOrCreateStateSet() ->
> setAttributeAndModes(this->material.get(), osg::StateAttribute::ON);
>
>
>
> return geode.get();
>
> }
>
> Thanks for your help,
>
> Renan
>
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Re: [osg-users] The osgModeling Project

2008-11-04 Thread Wang Rui
Hi J-S,

2008/11/4 Jean-Sébastien Guay <[EMAIL PROTECTED]>

> Hello Wang Rui,


> Very interesting! There was discussion a while ago about implementing
> something like that for OSG, good to see it get done at last!
>
> Some quick questions (I have not checked the code, I'm just curious):
>
> How are the parametric curves/surfaces rendered? Are they rendered by GLU
> evaluators? Are they tessellated once at a given detail level (based on
> curvature I would think)? Or are they kept entirely parametric and rendered
> with geometry shaders? Or even, are multiple rendering techniques available
> and can the user switch at any time?


They are tessellated at a given detail level, that is, they are all derived
from osg::Geometry and can be regard as geometries. I know it is more
efficient to use geometry shaders, but maybe it is more easier to save and
modify data from vertices arrays, and make the library suitable for some low
level grpahics systems.


>
> If the rendering is done by tessellating the curves/surfaces, does it
> generate triangle/quad strips for efficiency? Does it generate sensible
> texture coordinates? (from the Earth picture I would guess yes, but just
> asking :-) )
>

It geneates quad strips in most occasions, and generates texture coordinates
automatically. But it is hard to decide texcoords for all kinds of models,
so the generated coords may not be appropriate sometime.


>
> Is it possible to change the detail level based on distance to camera
> (automatic LOD)? Is it possible to change the detail level on demand (to a
> fixed detail level)?
>

The detail level is easy to alter, because every model class has a
'segments' or 'number on path' property. I haven't thought of automatic LOD
at this time, but I will try to implement it later.


>
> How is the performance? For example, for your teapot, compared to a
> polygonal teapot containing the same number of triangles as the tessellated
> teapot surface, is there a performance difference?


This teapot is created by many Bezier surfaces. So its performance is
alterable. And it's easy to generated teapots with different number of
triangles for LOD uses.


>
> Does the library have a plugin to support loading curves/surfaces from an
> osg file?


I'm just considering to write a plugin to read curve/surface data file. Do
you know any format that supports parametric curves/surfaces? Does .osg
format support them?


>
> Thanks for your work, it's an interesting library!


Thanks for your advices, too. The library has a long way to go. I will try
my best. :)

Regards,
Wang Rui
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Cedric Pinson

Hi Sukender,
The way to proceed to commit fix is to submit on osg-submissions. I 
added your modification on the http://hg.plopbyte.net/osg-branch/ and 
the osgWidget branch.


Cheers,
Cedric

Sukender wrote:

Great. As soon as it's okay, I'm going to learn/work with osgATK from the 
branch (but I'll still use OSG from a dev release, such as 2.7.4).
And about this... Who have rights for writing on this branch? Can I, or may I 
send contribution to osg-submissions such as described in the web site?
Thanks.

Sincerly,

  


--
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[EMAIL PROTECTED] 
http://www.plopbyte.net


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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Alejandro Aguilar Sierra
Robert:

That system already exists. It is the google group
http://groups.google.com/group/osg-users .  It can work as a mailing
list for those who want to get the e-mails, or as a forum for those
who don't. Another advantage is that it will not fall when osg servers
fail.

I guess currently that group is just a subscriber to the mailman
server, but it should not be very hard to make it the master.

Regards,

-- A.


On Tue, Nov 4, 2008 at 9:00 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Guys.
>
> Please re-read the previous thread on this discussion.  Everything has
> been said before, everything has be rehashed to death.  You are never
> going to please everyone by going for a forum or by going for mailing
> list only.   The only way to appease everyone is to have a system
> where users can subscribe as a mailing list or visit a forum to
> interact with the same materials in their own preferred way.
>
> If such a system has been developed that is viable, and can import all
> our mailman history, and we have expert volunteers that can make it
> happen, i.e. do the work on the server, then great, but until that day
> we'll be sticking with a Mailman based mailing list.
>
> If you can't make such as system happen then please take heed I'm not
> taking votes, migrating from a mailing list is not up for debate until
> we have the above solution that deployable and we have the manpower to
> make it happen.
>
> Robert.
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Re: [osg-users] my problem with VPB 0.9.9

2008-11-04 Thread Robert Osfield
Hi Legeo,

Could please explain what you mean by "it just stop there" as it's
totally meaningless.  Does it crash?  Does it hang?  Does time freeze?
 Does a bell ring and the bus conductor tell you to get off at the
next stop?

Robert.

On Tue, Nov 4, 2008 at 2:36 PM, legeochen <[EMAIL PROTECTED]> wrote:
> Hi all
> I have just managed to compile VPB 0.9.9. But there is a problem: when run
> the applications like osgdem, vpbmaster, it just stop there.
> osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \
> --xx 10 --yy 10 -d ps_height16.tif \
> -l 8 -v 0.1 -o puget.ive -a pegout.osga
> I have osg 2.7.4 installed under my Deiban lenny. Quite confusing. It worked
> fine when I was using VPB 0.9.1. Any idear?
> Thanks!
> Best Regards
>
> legeo
>
>
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Robert Osfield
Guys.

Please re-read the previous thread on this discussion.  Everything has
been said before, everything has be rehashed to death.  You are never
going to please everyone by going for a forum or by going for mailing
list only.   The only way to appease everyone is to have a system
where users can subscribe as a mailing list or visit a forum to
interact with the same materials in their own preferred way.

If such a system has been developed that is viable, and can import all
our mailman history, and we have expert volunteers that can make it
happen, i.e. do the work on the server, then great, but until that day
we'll be sticking with a Mailman based mailing list.

If you can't make such as system happen then please take heed I'm not
taking votes, migrating from a mailing list is not up for debate until
we have the above solution that deployable and we have the manpower to
make it happen.

Robert.
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jeremy Moles
On Tue, 2008-11-04 at 15:35 +0100, Cedric Pinson wrote:
> I prefer mailing list too, you just need to configure and make filter to 
> manage mailing in the way you want. for me it's perfect, i can manage 
> and sort it very quickly.
> 
> Cheers,
> Cedric
> 
> Mathias Fröhlich wrote:
> > Hi,
> >
> > Please not forums!

Agreed, Forums are the devil. Slow, ad-ridden, insecure, and subject to
some designers interpretation of how the text (the really IMPORTANT
part) is displayed and formatted.

If your mail client doesn't make managing mailing lists easy, you really
need a new mail client. Allow me to recommend Evolution! :)

> > On Tuesday 04 November 2008 15:18, Jan Ciger wrote:
> >   
> >> Sorry, but I personally cannot imagine having to chase down 4-5 forums
> >> every day to check for new messages for projects I am involved in and
> >> then another 2-3 related to the office. That would be simply impossible
> >> to keep up with. Forums simply do not work once you have a certain
> >> volume of traffic to follow.
> >> 
> > The same for me.
> > Its a matter of time. I do not have time to remember how every other forum 
> > works. Clicking and waiting for forums, remembering plenty passwords, 
> > etc 
> > My mailer works always the same ...
> > May be old scool, but *very* efficient for the day work!
> >
> > Greetings
> >
> > Mathias
> >
> >   
> 

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Re: [osg-users] composite view and cameras question

2008-11-04 Thread Robert Osfield
Hi Peter,

On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino <[EMAIL PROTECTED]> wrote:
> when having a composite view I have two camera, one for each view.
> Is there an elegant way of syncing these two cameras? so they have
> the same fov, position, direction, and so on...

What is different between the two Views?  I do wonder if a single View
with two slave Cameras might not be more suitable.

If you do have two different View's such as with two different scene
graphs then perhaps sharing a single CameraManipulator between the two
views might do the trick - I've never tried this though so odd things
might happen.

The other approach would be to attach a CameraManipulator to one View,
then on each frame copy the first view's Camera settings to the second
View.   You'd need to break the viewer.frame() up into it's parts so
you could do the sync just before the call to renderingTraversals().

Robert.
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Re: [osg-users] Pergunta

2008-11-04 Thread Renan Mendes
Hi,
In my application, I'm trying to create a point (a small sphere) and
alter its properties, like shininess and transparency. When I execute the
following method, the point is created with shininess effects alright.
However, no matter how much I change the values related to transparency
(values from 0. to 1.), nothing seems to be different in my view...
What do I have to do to get the right result?

osg::Geode* Point::createPoint(osg::Vec3f position)

{

this->geode = new osg::Geode() // geode is an
osg::ref_ptr, member of my class

this->drawable = new osg::ShapeDrawable(new
osg::Sphere(position, RADIUS)); // drawable is an


   // osg::ref_ptr, member
of my class

this->drawable->setColor(osg::Vec4(0.0, 0.0, 1.0, 1.0));

this->geode->addDrawable(this->drawable);

this->material -> setColorMode(osg::Material::DIFFUSE);

this->material -> setAmbient(osg::Material::FRONT_AND_BACK,
osg::Vec4(1, 1, 1, 1));

this->material -> setSpecular(osg::Material::FRONT_AND_BACK,
osg::Vec4(1, 1, 1, 1));

this->material ->
setShininess(osg::Material::FRONT_AND_BACK, 128.0f);

this->material ->
setTransparency(osg::Material::FRONT_AND_BACK, 0.5f);

geode -> getOrCreateStateSet() ->
setAttributeAndModes(this->material.get(), osg::StateAttribute::ON);



return geode.get();

}

Thanks for your help,

Renan
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Peter Wraae Marino wrote:
> Hi Patrick,
>  
> I agree 100%
> mailing lists are old school
> forums are more structured and makes it easier to find already answered
> questions
> also forums won't "spam" my email box.
>  
> A lot of projects use mailing lists and think that they are the only
> mailing list people use,
> but the fact is I am on 4 different mailing list which makes me use too
> much time sorting
> out what is important and not.

Set up e-mail filters. Every decent e-mail client supports them. That's
is what one does to deal with lots of e-mail. That also solves the
"spamming" issue. I am receiving 800+ e-mails a day (with spam filtered
out already) and yet my inbox is empty because everything gets sorted
out automatically - mailing lists to their own folders, work-related
stuff to another folder, private mail has a separate set of folders too.

Sorry, but I personally cannot imagine having to chase down 4-5 forums
every day to check for new messages for projects I am involved in and
then another 2-3 related to the office. That would be simply impossible
to keep up with. Forums simply do not work once you have a certain
volume of traffic to follow.

If this is still not enough, you can always read the list via GMane or
something similar and not be subscribed to it. Or create a GMail account
just for the list traffic (with great search to boot, forum searches
cannot compete with GMail's) and you have a forum-like interface.

Regards,

Jan
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Jeremy Moles
On Tue, 2008-11-04 at 14:42 +0100, Cedric Pinson wrote:
> Hi Robert,
> 
> Robert Osfield wrote:
> > Hi Cedric,
> >
> > On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> >   
> >> I put osgAnimation in the svn osgwidget branch and i have a version to try.
> >> I think to work with mercurial then i will get and push my change to the
> >> osgWidget branch, it's easy for me and does not require an extra svn 
> >> branch.
> >> For people interested the mercurial repository is
> >> http://hg.plopbyte.net/osg-branch/  ( hg clone
> >> http://hg.plopbyte.net/osg-branch/ )
> >> 
> >
> > Excellent, I've just had a browse, it's looking much closer to being
> > ready to merge - the exports are now in place, it's part on the OSG
> > structure.   I haven't tested any of it yet... but that will come
> > next.
> >
> > Do you have any examples or .osg files that demonstrate osgAnimation in 
> > action?
> >   
> Yes i have to regenerate example from the new exporter, but i dont know 
> where to commit example

I think these should go in the OSG-Data repo, or whatever it's called.

> > During my quick browse through your online source I noticed that the
> > include/osgAnimation/NodeVisitor file contains a LinkVisitor class
> > that subclasses from osg::NodeVisitor.  This file would be better
> > called include/osgAnimation/LinkVisitor.
> >   
> Ok i will rename it
> >   
> >> Right now it contains only the library and the plugins to read it. I need a
> >> bit of work to add other component. I decided to let the scheduler in the
> >> current state even if there will be a new one (i guess after the 2.8
> >> release). So osgAnimation should be considered as beta.
> >> 
> >
> > What other components are you thinking of?

Morph animations! :) (Imagine a character "breathing", where no skeletal
animation takes place but vertexes are displaced arbitrarily.) I know
osgAnimation will support this one day--even if I have to add it
myself--but it may not be anytime soon.

> there is a some examples, so i know where to put it, there is also an 
> animation viewer but i guess i will put it in example,
> and then when osgAnimation will be more stable we could add animation 
> viewer feature in osgViewer application ?

Well, I've always wanted to make a standard GUI module for the viewer;
something that would let you rotate, scale, and zoom the view, return
home, change the state, etc. from an osgWidget-built interface (and
demonstrate the usage of osgWidget). If I can finish this, we could also
add animation support to it, if osgAnimation objects exist in the scene
graph.

> >   
> >> I have a few question about the exporter, where should i put it in the osg
> >> tree ?
> >> 
> >
> > What form does the exporter take?  Is it a plugin to one of the modelling 
> > tools?
> >   
> The exporter is for blender, it's a directory that contains differents 
> python file. It works for animation and for non animation use.
> I will add it in my osg-branch because there are some test inside and it 
> has to be updated with osgAnimation. I will not commit it
> on the osgWidget branch yet because i dont know if you want to add it in 
> the tree or not.
> I am in contact with blender dev, so i will try to make it include in 
> the blender distribution. But anyway i have to put it somewhere
> to develop on itm so it will be on osg-branch 
> http://hg.plopbyte.net/osg-branch/ to start.

A great deal of the power of using osgAnimation currently comes from the
very well written exporter--probably one of the better Blender ones that
exist. It would be a shame if this couldn't find a home in OSG SVN, but
then again I do understand if it is a bit out-of-place.

> Cheers,
> Cedric
> 
> > Robert.
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >   
> 

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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
Hi Cedric,

On Tue, Nov 4, 2008 at 1:42 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
>> What other components are you thinking of?
>>
>
> there is a some examples, so i know where to put it, there is also an
> animation viewer but i guess i will put it in example,

Examples should just go straight into the OpenSceneGraph/examples
directory alongside all the others.

> and then when osgAnimation will be more stable we could add animation viewer
> feature in osgViewer application ?

I don't know what you mean by this, could you explain which "animation
viewer feature" would be.


> The exporter is for blender, it's a directory that contains differents
> python file. It works for animation and for non animation use.
> I will add it in my osg-branch because there are some test inside and it has
> to be updated with osgAnimation. I will not commit it
> on the osgWidget branch yet because i dont know if you want to add it in the
> tree or not.
> I am in contact with blender dev, so i will try to make it include in the
> blender distribution. But anyway i have to put it somewhere
> to develop on itm so it will be on osg-branch
> http://hg.plopbyte.net/osg-branch/ to start.

If the code only temporary has temporary residence then perhaps just
keep it separate from the OSG source tree.

You provide a URL pointer to this body of code?

Robert.
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[osg-users] my problem with VPB 0.9.9

2008-11-04 Thread legeochen
Hi all
I have just managed to compile VPB 0.9.9. But there is a problem: when run
the applications like osgdem, vpbmaster, it just stop there.
osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \
--xx 10 --yy 10 -d ps_height16.tif \
-l 8 -v 0.1 -o puget.ive -a pegout.osga
I have osg 2.7.4 installed under my Deiban lenny. Quite confusing. It worked
fine when I was using VPB 0.9.1. Any idear?
Thanks!
Best Regards

legeo
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Cedric Pinson
I prefer mailing list too, you just need to configure and make filter to 
manage mailing in the way you want. for me it's perfect, i can manage 
and sort it very quickly.


Cheers,
Cedric

Mathias Fröhlich wrote:

Hi,

Please not forums!

On Tuesday 04 November 2008 15:18, Jan Ciger wrote:
  

Sorry, but I personally cannot imagine having to chase down 4-5 forums
every day to check for new messages for projects I am involved in and
then another 2-3 related to the office. That would be simply impossible
to keep up with. Forums simply do not work once you have a certain
volume of traffic to follow.


The same for me.
Its a matter of time. I do not have time to remember how every other forum 
works. Clicking and waiting for forums, remembering plenty passwords, 
etc 

My mailer works always the same ...
May be old scool, but *very* efficient for the day work!

Greetings

Mathias

  


--
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Mathias Fröhlich

Hi,

Please not forums!

On Tuesday 04 November 2008 15:18, Jan Ciger wrote:
> Sorry, but I personally cannot imagine having to chase down 4-5 forums
> every day to check for new messages for projects I am involved in and
> then another 2-3 related to the office. That would be simply impossible
> to keep up with. Forums simply do not work once you have a certain
> volume of traffic to follow.
The same for me.
Its a matter of time. I do not have time to remember how every other forum 
works. Clicking and waiting for forums, remembering plenty passwords, 
etc 
My mailer works always the same ...
May be old scool, but *very* efficient for the day work!

Greetings

Mathias

-- 
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Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread David _

i also prefer forums over a mailing lists all the way



Date: Tue, 4 Nov 2008 13:18:10 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Migrating to a forum?

Hi Patrick,
 
I agree 100%
mailing lists are old school
forums are more structured and makes it easier to find already answered 
questions
also forums won't "spam" my email box.
 
A lot of projects use mailing lists and think that they are the only mailing 
list people use, 
but the fact is I am on 4 different mailing list which makes me use too much 
time sorting
out what is important and not.
 
my two cents,
Peter

On Tue, Nov 4, 2008 at 1:08 PM, Patrick Castonguay <[EMAIL PROTECTED]> wrote:



Hi everybody,
I am just new to OSG and currently am just using but would hope to do some 
development in the future.  I was wondering if there has been any thoughts 
given recently to moving to a forum structure instead of the full mailing list. 
 I believe it would be much better to be able to subscribe to a certain thread 
if you are interested in it instead of receiving a long email with everybody's 
comment on something that one may not be interested about.  


Is there anybody else that feels the same way?

 
Patrick Castonguay


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-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site

_
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Ben Cain
I concur; email notification is commonly done.

Really, really wish would migrate to forum.  Just my 2 cents ;)


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae 
Marino
Sent: Tuesday, November 04, 2008 8:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Migrating to a forum?


Hi Jan,

like you said just to forums instead.. every descent forum has thread 
notifications. So no
need to track down forums, you will get an email when someone has answered or 
posted in
your forum thread.



Peter
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Peter Wraae Marino
Hi Jan,

like you said just to forums instead.. every descent forum has thread
notifications. So no
need to track down forums, you will get an email when someone has answered
or posted in
your forum thread.



Peter

On Tue, Nov 4, 2008 at 3:18 PM, Jan Ciger <[EMAIL PROTECTED]> wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Peter Wraae Marino wrote:
> > Hi Patrick,
> >
> > I agree 100%
> > mailing lists are old school
> > forums are more structured and makes it easier to find already answered
> > questions
> > also forums won't "spam" my email box.
> >
> > A lot of projects use mailing lists and think that they are the only
> > mailing list people use,
> > but the fact is I am on 4 different mailing list which makes me use too
> > much time sorting
> > out what is important and not.
>
> Set up e-mail filters. Every decent e-mail client supports them. That's
> is what one does to deal with lots of e-mail. That also solves the
> "spamming" issue. I am receiving 800+ e-mails a day (with spam filtered
> out already) and yet my inbox is empty because everything gets sorted
> out automatically - mailing lists to their own folders, work-related
> stuff to another folder, private mail has a separate set of folders too.
>
> Sorry, but I personally cannot imagine having to chase down 4-5 forums
> every day to check for new messages for projects I am involved in and
> then another 2-3 related to the office. That would be simply impossible
> to keep up with. Forums simply do not work once you have a certain
> volume of traffic to follow.
>
> If this is still not enough, you can always read the list via GMane or
> something similar and not be subscribed to it. Or create a GMail account
> just for the list traffic (with great search to boot, forum searches
> cannot compete with GMail's) and you have a forum-like interface.
>
> Regards,
>
> Jan
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> Version: GnuPG v1.4.9 (GNU/Linux)
> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
>
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> Ug9zTwEBk8z4REQQN7s0mxQ=
> =ARcB
> -END PGP SIGNATURE-
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>



-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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[osg-users] composite view and cameras question

2008-11-04 Thread Peter Wraae Marino
Hi Users,

when having a composite view I have two camera, one for each view.
Is there an elegant way of syncing these two cameras? so they have
the same fov, position, direction, and so on...

-- 
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Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Max Pfingsthorn
Hi Robert,

On Tue, Nov 4, 2008 at 2:36 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Could you try adding a:
>
>Thread::Init();
>
> To the start of your main and see if that makes a difference.

Yes, that did it. Before, OSG 2.6.1 and 2.5.5 finished compiling and
*both* worked without OpenThreads::Thread::init(); in my main. That
seems weird.. Did something change for 2.7 in terms of OpenThreads?

Cheers,
max
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Robert Osfield
Hi Max,

On Tue, Nov 4, 2008 at 1:13 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> Hmm, ok. Thanks. I noticed that with the Ubuntu OSG package,
> CurrentThread is non-zero only after readNodeFiles was called, not
> before. This is different to your output, which was always non-zero.
> Can or should I somehow initialize OpenThreads?

Could you try adding a:

Thread::Init();

To the start of your main and see if that makes a difference.

As an experiment I've also added an Init() call into Thread::CurrentThread :

if(!s_isInitialized) Thread::Init();

The modified OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++ is
attached. Could you try this to see if it helps.

Robert.
/* -*-c++-*- OpenThreads library, Copyright (C) 2002 - 2007  The Open Thread Group
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/


//
// PThread.c++ - C++ Thread class built on top of posix threads.
// ~~~

#include 
#include 
#include 
#include 
#include 

#if defined __linux || defined __sun || defined __APPLE__
#include 
#include 
#include 
#include 
#endif
#if defined(__sgi)
#include 
#endif
#if defined(__hpux)
#include 
#endif

#if defined(HAVE_THREE_PARAM_SCHED_SETAFFINITY) || defined(HAVE_TWO_PARAM_SCHED_SETAFFINITY)
#include 
#endif
#if defined (__FreeBSD__) || defined (__APPLE__) || defined (__MACH__)
	#include 
	#include 
#endif

#include 
#include "PThreadPrivateData.h"

#include 

using namespace OpenThreads;

extern int errno;
const char *OPENTHREAD_VERSION_STRING = "OpenThreads v1.2preAlpha, Posix Threads (Public Implementation)";

#ifdef DEBUG
# define DPRINTF(arg) printf arg
#else
# define DPRINTF(arg)
#endif

//-
// Initialize the static unique ids.
//
int PThreadPrivateData::nextId = 0;

//-
// Initialize thread master priority level
//
Thread::ThreadPriority Thread::s_masterThreadPriority =
  Thread::THREAD_PRIORITY_DEFAULT;

bool Thread::s_isInitialized = false;
pthread_key_t PThreadPrivateData::s_tls_key;

struct ThreadCleanupStruct {

OpenThreads::Thread *thread;
volatile bool *runflag;

};

//-
// This cleanup handler is necessary to ensure that the thread will cleanup
// and set its isRunning flag properly.
//
void thread_cleanup_handler(void *arg) {

ThreadCleanupStruct *tcs = static_cast(arg);

tcs->thread->cancelCleanup();
*(tcs->runflag) = false;

}

//-
// Class to support some static methods necessary for pthread's to work
// correctly.
//

namespace OpenThreads {

class ThreadPrivateActions {

//-
// We're friendly to Thread, so it can issue the methods.
//
friend class Thread;

private:

//-
// pthreads standard start routine.
//
static void *StartThread(void *data) {

	Thread *thread = static_cast(data);

	PThreadPrivateData *pd =
	static_cast(thread->_prvData);


if (pd->cpunum>=0)
{
#if defined(__sgi)
pthread_setrunon_np( pd->cpunum );
#elif defined(HAVE_PTHREAD_SETAFFINITY_NP) || defined(HAVE_THREE_PARAM_SCHED_SETAFFINITY) || defined(HAVE_TWO_PARAM_SCHED_SETAFFINITY)
cpu_set_t cpumask;
CPU_ZERO( &cpumask );
CPU_SET( pd->cpunum, &cpumask );

#if defined(HAVE_PTHREAD_SETAFFINITY_NP)
pthread_setaffinity_np( pthread_self(), sizeof(cpumask), &cpumask);
#elif defined(HAVE_THREE_PARAM_SCHED_SETAFFINITY)
sched_setaffinity( 0, sizeof(cpumask), &cpumask );
#elif defined(HAVE_TWO_PARAM_SCHED_SETAFFINITY)
sched_setaffinity( 0, &cpumask );
#endif
#endif
}


	ThreadCleanupStruct tcs;
	tcs.thread = thread;
	tcs.runflag = &pd->isRunning;

	// Set local storage so that Thread::CurrentThread() can return the right thing
	int status = pthread_setspecific(PThreadPrivateData::s_tls_key, thread);
	if (status)
{
printf("Error: pthread_setspecific(,) returned error status, status = %d\n",status);
}

	pthread_cleanup_push(thread_cleanup_handler, &tcs);

#ifdef ALLOW_PRIORITY_SCHEDULING

	//---

Re: [osg-users] The osgModeling Project

2008-11-04 Thread Jean-Sébastien Guay

Hello Wang Rui,


The osgModeling library is available online today!


Very interesting! There was discussion a while ago about implementing 
something like that for OSG, good to see it get done at last!


Some quick questions (I have not checked the code, I'm just curious):

How are the parametric curves/surfaces rendered? Are they rendered by 
GLU evaluators? Are they tessellated once at a given detail level (based 
on curvature I would think)? Or are they kept entirely parametric and 
rendered with geometry shaders? Or even, are multiple rendering 
techniques available and can the user switch at any time?


If the rendering is done by tessellating the curves/surfaces, does it 
generate triangle/quad strips for efficiency? Does it generate sensible 
texture coordinates? (from the Earth picture I would guess yes, but just 
asking :-) )


Is it possible to change the detail level based on distance to camera 
(automatic LOD)? Is it possible to change the detail level on demand (to 
a fixed detail level)?


How is the performance? For example, for your teapot, compared to a 
polygonal teapot containing the same number of triangles as the 
tessellated teapot surface, is there a performance difference?


Does the library have a plugin to support loading curves/surfaces from 
an osg file?


Thanks for your work, it's an interesting library!

J-S
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Cedric Pinson

Hi Robert,

Robert Osfield wrote:

Hi Cedric,

On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

I put osgAnimation in the svn osgwidget branch and i have a version to try.
I think to work with mercurial then i will get and push my change to the
osgWidget branch, it's easy for me and does not require an extra svn branch.
For people interested the mercurial repository is
http://hg.plopbyte.net/osg-branch/  ( hg clone
http://hg.plopbyte.net/osg-branch/ )



Excellent, I've just had a browse, it's looking much closer to being
ready to merge - the exports are now in place, it's part on the OSG
structure.   I haven't tested any of it yet... but that will come
next.

Do you have any examples or .osg files that demonstrate osgAnimation in action?
  
Yes i have to regenerate example from the new exporter, but i dont know 
where to commit example

During my quick browse through your online source I noticed that the
include/osgAnimation/NodeVisitor file contains a LinkVisitor class
that subclasses from osg::NodeVisitor.  This file would be better
called include/osgAnimation/LinkVisitor.
  

Ok i will rename it
  

Right now it contains only the library and the plugins to read it. I need a
bit of work to add other component. I decided to let the scheduler in the
current state even if there will be a new one (i guess after the 2.8
release). So osgAnimation should be considered as beta.



What other components are you thinking of?
  
there is a some examples, so i know where to put it, there is also an 
animation viewer but i guess i will put it in example,
and then when osgAnimation will be more stable we could add animation 
viewer feature in osgViewer application ?
  

I have a few question about the exporter, where should i put it in the osg
tree ?



What form does the exporter take?  Is it a plugin to one of the modelling tools?
  
The exporter is for blender, it's a directory that contains differents 
python file. It works for animation and for non animation use.
I will add it in my osg-branch because there are some test inside and it 
has to be updated with osgAnimation. I will not commit it
on the osgWidget branch yet because i dont know if you want to add it in 
the tree or not.
I am in contact with blender dev, so i will try to make it include in 
the blender distribution. But anyway i have to put it somewhere
to develop on itm so it will be on osg-branch 
http://hg.plopbyte.net/osg-branch/ to start.


Cheers,
Cedric


Robert.
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+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[EMAIL PROTECTED] 
http://www.plopbyte.net


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Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-04 Thread Robert Osfield
On Tue, Nov 4, 2008 at 1:28 PM, Dusten Sobotta <[EMAIL PROTECTED]> wrote:
> The integration of PAL with OSG would in my opinion, be a waste of
> resources.  PAL isn't maintained well, and doesn't support all of the
> features of the engines that it contains.  In addition, documentation is
> -really- scarce for it.  I do agree with Robert though, that any additions
> made to OSG source should be generic to any particular engine; however I'm
> not opposed to contributing to a library that specializes in a particular
> engine beyond the scope of those changes.

PAL might serve as great resource for learning about doing the
abstraction work for an osgPhysics.

Robert.
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Max Pfingsthorn
Hi Robert,

On Tue, Nov 4, 2008 at 1:40 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> As another datapoint for your testing - I modified my
> Thread::CurrentThread method to return 0 and the test code worked
> without deadlocks.

Hmm, ok. Thanks. I noticed that with the Ubuntu OSG package,
CurrentThread is non-zero only after readNodeFiles was called, not
before. This is different to your output, which was always non-zero.
Can or should I somehow initialize OpenThreads?

> Do you have any other machines that you could try?

Unfortunately, I don't. I could try my PowerBook G4, but I can't get
OpenSceneGraph to compile there yet, some missing dependencies I
think. I am trying the 2.6.1 and 2.5.5 tags on my Ubuntu machine to
see if using those versions makes any difference. They are still
compiling...

Cheers,
max
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Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-04 Thread Dusten Sobotta
The integration of PAL with OSG would in my opinion, be a waste of
resources.  PAL isn't maintained well, and doesn't support all of the
features of the engines that it contains.  In addition, documentation is
-really- scarce for it.  I do agree with Robert though, that any additions
made to OSG source should be generic to any particular engine; however I'm
not opposed to contributing to a library that specializes in a particular
engine beyond the scope of those changes.

On Tue, Nov 4, 2008 at 3:57 AM, Max Pfingsthorn
<[EMAIL PROTECTED]>wrote:

> Hi,
>
> there is the Physics Abstraction Library
> (http://www.adrianboeing.com/pal/index.html ,
> http://pal.sourceforge.net). I'm not sure to what extend that is
> useful, but it seems to be rather popular. It already abstracts ODE,
> Bullet, and other, even commercial, engines. Possibly worth a look.
>
> I actually plan to use OSG (or Ogre3D, the jury is still out) with PAL
> for a robotics simulator, which might become the successor of USARSim
> (http://usarsim.sourceforge.net). Some more direct integration between
> OSG and some physics abstraction (PAL or homegrown) would be great!
>
> Cheers,
> max
>
> On Tue, Nov 4, 2008 at 10:27 AM, Robert Osfield
> <[EMAIL PROTECTED]> wrote:
> > Hi Guys,
> >
> > It's good to see a number of different users popping with discussion
> > of their own work on integrating physics with the OSG.  I would be
> > great to have an OSG NodeKit for doing physics, but I'm very wary of
> > tying to one specific engine as each engine has it's own strengths and
> > weakness, and I also don't want to steer people away from making
> > particular physics engine choices including closed source ones - such
> > as Vortex, users should be able to integrate the best tool for they
> > job they can afford.
> >
> > So I'd like to punt the possibility of having some kind of base
> > osgPhyics API that makes it easier to bolt on different physics
> > engines onto the OSG.   This would require spotting the commonality
> > between the different engines and distilling this, for instance the
> > osgViewer library does this trick to a certain extent with the
> > different GraphicsWindow implementations.  You also don't want to hide
> > too much of the implementation advanced phyics engine tuning will
> > probably require users to grapple with the lower level physics engines
> > settings.  While abstracting completely is impracticable it'd be good
> > to provide the template for the concrete implementations, and also
> > make it easier for applications to move between different physic
> > engines at the backend.
> >
> > Is such a lib possible or practical?  It'll be more wore initially
> > than just an osgODE, osgBullet or osgVortex library but longer term it
> > could reduce the cost of maintenance of all these different
> > variations.   The first step in this direction would be to see the
> > code of various  physic engine + OSG integration with a view to
> > spotting the commonality between them.
> >
> > Thoughts?
> > Robert.
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Can T. Oguz
I think receiving everything is good (for rookies like me)

2008/11/4 Alberto Luaces <[EMAIL PROTECTED]>

> El Martes 04 Noviembre 2008ES 13:08:46 Patrick Castonguay escribió:
>  > Hi everybody,
> > I am just new to OSG and currently am just using but would hope to do
> some
> > development in the future.  I was wondering if there has been any
> thoughts
> > given recently to moving to a forum structure instead of the full mailing
> > list.  I believe it would be much better to be able to subscribe to a
> > certain thread if you are interested in it instead of receiving a long
> > email with everybody's comment on something that one may not be
> interested
> > about.
> >
> > Is there anybody else that feels the same way?
> >
> >
> > Patrick Castonguay
>
> Some past discussions:
>
> http://www.mail-archive.com/[EMAIL PROTECTED]/msg05692.html
>
>
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/010725.html
>
> About receiving the "long mail", you can switch off the digest mode and
> receive one mail per reply. Done so, you can only watch the topics you are
> interested in.
>
> Alberto
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Robert Osfield
Hi Max,

As another datapoint for your testing - I modified my
Thread::CurrentThread method to return 0 and the test code worked
without deadlocks.

Do you have any other machines that you could try?

Robert.

On Tue, Nov 4, 2008 at 12:19 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> On Tue, Nov 4, 2008 at 12:01 PM, Robert Osfield
> <[EMAIL PROTECTED]> wrote:
>> Which version of the OSG do find problems with?  What is the exact
>> machine/OS combination are you using?
>
> I am using OSG trunk (2.7.5) from this morning on Ubuntu 8.04 32bit.
> The machine is a Intel Pentium D 2.8GHz (basically 2 Pentium 4s on one
> dice). Compiler is GCC 4.2.4.
>
>> As an experiment could you modify the ReentrantMutext() so that the
>> _threadHoldingMutex member variable is set to something like
>> 0x.
>
> I'll try that and report back soon. I'll also try the Ubuntu OSG
> package (to make sure its not something with my pthread library).
>
> Bye,
> max
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Re: [osg-users] MAX to COLLADA or which format ?

2008-11-04 Thread Ümit Uzun
Hi Kim,

Thanks for detailed explanation. I grasp the method of sun-beams and I will
read in ShaderX5 too. But could you clarify me at some point before I have
started to search about this topic?

I will create my own water surface and waves algorithm. And then with using
sun light I will calculate the reflection and refraction angles for every
vertex point. Then I will use this interpolated refraction angle and vertex
position I will create a grided parallelepiped volume which is going
downward this point under the sea with attenuating the glowing degree. But
At that point I can't understand the creation of this parallelepiped volume
creation on FragmentShader. How this grid of parallelepiped volumes geometry
can be interpolated ?

And I like so much your posted screen shot :) This is I think VENUS
submarine and I have some question about it. Is there all simulation
environment or with pilot cabin? I can't realize joysticks, another screen
which is showing above the water surface and sonar gauge are real objects or
simulated environment.

Thanks for your advices Kim.
Best Regards.

2008/11/4 Kim C Bale <[EMAIL PROTECTED]>

>  Hi Umit,
>
>
>
> Rendering God-rays is pretty easy. The approach I used is described in the
> book ShaderX5, although I have to say it's quite badly written.
>
>
>
> Basically you model the god-rays as a grid of parallelepipeds positioned at
> the ocean surface, relative to the position of the camera. To create the
> god-ray geometry you then need to extrude the base points downward along the
> angle of refraction from the sea surface.
>
>
>
> In order to compute the angle of refraction you'll need to create a
> simulation of the ocean surface itself. The technique described in ShaderX5
> details a Gerstner wave surface partially computed on the GPU. Using this
> you can interpolate between the vertex normals to get the normals you need
> to compute the refraction angles. Finally, you render these god-rays into a
> FBO and then render that texture to the screen with additive blending. A
> final stage which would look nice is to apply some sort of blur to the rays
> texture so the edges aren't quite so crisp.
>
>
>
> You can see the effect in the attached screenshot.
>
>
>
> Regards,
>
>
>
> Kim.
>
>
>
>
>
>
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
> *Sent:* 31 October 2008 15:42
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] MAX to COLLADA or which format ?
>
>
>
> Hi Kim,
>
> 2008/10/31 Kim C Bale <[EMAIL PROTECTED]>
>
> Hi Umit,
>
>
>
> Yes, I am employed on the VENUS project, how on earth do you know that?
>
> I have searched on internet and so know VENUS project and your MSc student
> Franclin Foping and another student Philip Apery who worked same project
> before. I have read these student thesis and implement in my animation.
> (caustics, fish motion, aquatic floara, silt on sea bed, water refraction
> and so on...)  Now I only want to much realistic fish motion as I said. So I
> learned that I should try different tools like animetk or just like it.
>
> I want to ask another question about god-rays. Did you implement god-rays
> to VENUS? I want to create god-rays in my simulation, so is there any
> advices and searh path you can give me?
>
> Thanks for all advices Kim.
>
> Best Regards.
>
> Umit Uzun
>
>
>
> I, personally haven't worked with any flocking algorithms, it's a feature I
> haven't got round to adding yet.  However, I did supervise an MSc student
> project on flocking using OSG. In order to simulate fish body motion he used
> an animated vertex shader to distort the model with a dampened sine wave (as
> you mentioned). With a bit of tinkering this should provide nice results
> with minimal effort. However, if you want more accurate movement I think it
> would have to be modelled, but then of course you have the problem of
> loading the animation into the OSG..
>
>
>
> Hope that's of use.
>
>
>
> Kim.
>
>
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
> *Sent:* 31 October 2008 12:02
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] MAX to COLLADA or which format ?
>
>
>
> Hi Kim,
>
> Thanks so much for reply. I remember, you have worked on VENUS project. In
> this project how can you achieve fish motion modeling? Do you use only
> shaders to give special motion mathematics on each skeletal model or do you
> use sophisticated tools?
>
> I mean, I want to model school of fish by using Reynold's Flocking
> Algorithms and fish motions. At this point Do I have to model each fish
> motion by using shaders (for example sinusoaidal travelling wave to modeling
> fish waving) ? Or there is another way to to it except osganimation toolkit?
>
> Thanks for advices.
>
> Best Regards.
>
> Umit Uzun
>
> 2008/10/31 Kim C Bale <[EMAIL PROTECTED]>
>
> In my experience the feelingsoftware collada exporter gives the most
> reliable results when exporting models from Max. However, as far as

Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Alberto Luaces wrote:
> Nevermind, I realized that Jan was using the version of the "downloads" 
> section. The error is already fixed in Collada SVN.

Right, that's correct - I have got the official release from May. Good
to know that it is fixed (perhaps an entry on the Wiki would be good?).

Jan
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Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Oleg Dedkow wrote:
> Hello Jan,
> 
> you just have to include  header file in dae.h. After adding this
> line of code I was able to compile the actual COLLADA version under Xubuntu.
> 
> Regards,
> 
> Oleg

Ah, cool! Thanks Oleg, I will give this a shot.

Regards,

Jan
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Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jeremy Moles wrote:
> 
>> I'm using gcc 4.3.0 on Fedora 9 and got SVN trunk to compile properly,
>> but I didn't try the 2.1 tag.

OK, I can try SVN version. I was using the official release from May.

> 
>> On a different note: do you happen to know what the 2.1 means, anyway? I
>> see 1.4 and 1.5 folders in the "src" directory, but surely these numbers
>> aren't versioning the same thing 2.1 is?

If I remember correctly, 2.1 refers to the COLLADA release and 1.4 and
1.5 are the versions of the DOM spec.

Regards,

Jan
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Alberto Luaces
El Martes 04 Noviembre 2008ES 13:08:46 Patrick Castonguay escribió:
> Hi everybody,
> I am just new to OSG and currently am just using but would hope to do some
> development in the future.  I was wondering if there has been any thoughts
> given recently to moving to a forum structure instead of the full mailing
> list.  I believe it would be much better to be able to subscribe to a
> certain thread if you are interested in it instead of receiving a long
> email with everybody's comment on something that one may not be interested
> about.
>
> Is there anybody else that feels the same way?
>
>
> Patrick Castonguay

Some past discussions:

http://www.mail-archive.com/[EMAIL PROTECTED]/msg05692.html

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/010725.html

About receiving the "long mail", you can switch off the digest mode and 
receive one mail per reply. Done so, you can only watch the topics you are 
interested in.

Alberto
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Max Pfingsthorn
Hi Robert,

On Tue, Nov 4, 2008 at 12:01 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Which version of the OSG do find problems with?  What is the exact
> machine/OS combination are you using?

I am using OSG trunk (2.7.5) from this morning on Ubuntu 8.04 32bit.
The machine is a Intel Pentium D 2.8GHz (basically 2 Pentium 4s on one
dice). Compiler is GCC 4.2.4.

> As an experiment could you modify the ReentrantMutext() so that the
> _threadHoldingMutex member variable is set to something like
> 0x.

I'll try that and report back soon. I'll also try the Ubuntu OSG
package (to make sure its not something with my pthread library).

Bye,
max
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Peter Wraae Marino
Hi Patrick,

I agree 100%
mailing lists are old school
forums are more structured and makes it easier to find already answered
questions
also forums won't "spam" my email box.

A lot of projects use mailing lists and think that they are the only mailing
list people use,
but the fact is I am on 4 different mailing list which makes me use too much
time sorting
out what is important and not.

my two cents,
Peter
On Tue, Nov 4, 2008 at 1:08 PM, Patrick Castonguay
<[EMAIL PROTECTED]>wrote:

>  Hi everybody,
> I am just new to OSG and currently am just using but would hope to do some
> development in the future.  I was wondering if there has been any thoughts
> given recently to moving to a forum structure instead of the full mailing
> list.  I believe it would be much better to be able to subscribe to a
> certain thread if you are interested in it instead of receiving a long email
> with everybody's comment on something that one may not be interested about.
>
>
> Is there anybody else that feels the same way?
>
> *Patrick Castonguay*
>
>
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>


-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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[osg-users] Migrating to a forum?

2008-11-04 Thread Patrick Castonguay
Hi everybody,
I am just new to OSG and currently am just using but would hope to do some 
development in the future.  I was wondering if there has been any thoughts 
given recently to moving to a forum structure instead of the full mailing list. 
 I believe it would be much better to be able to subscribe to a certain thread 
if you are interested in it instead of receiving a long email with everybody's 
comment on something that one may not be interested about.  

Is there anybody else that feels the same way?

 
Patrick Castonguay
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Re: [osg-users] [osg-submissions] AC3D Texture clamping

2008-11-04 Thread Mathias Fröhlich

Hi,

On Monday 03 November 2008 20:30, John Cummings wrote:
> I think it may be too late to have anything changed, but I'd like to learn
> something out of this matter. 
I do not think that you are too late. I was just willing to make the majority 
of users again happy. When you had responded earlier, you would have gotten a 
solution immediately. Now we might find one now :)

> I still consider myself an OSG neophyte, so 
> goes easy on me. You proposed two solutions:
> 1. add an ac3d options struct
> 2. install a read callback in the osgDB::Registry of your local application
> where you modify the texture parameters
>
> On #2, is this the same as the NodeVisitor that Robert references in the
> "Call for feedback" thread?
More or less yes.
You are able to install a osgDB::Registry::ReadFileCallback into the database 
manager.
That acts as a postprocessing step just past loading models.
There you might make use of a NodeVisitor, to walk the model and change 
texture parameters of all or some specific texture objects.

> On #1, is that just a class derived from 
> osgDB::ReaderWriter::Options with attributes added for specifying repeat
> and clamping preferences?
Yes, something like that. Then the loader must use this option and act as 
desired.

Depending on what youo want to do, you might also use a different fileformat 
which provides what you need. That is maybe more than what ac offers?

> Thank you for all of your work on this issue. My apologies again for not
> responding to this thread sooner. (And I thought I did well posting
> examples the same morning I received the other messages... sigh)
:)

Greetings

Mathias

-- 
Dr. Mathias Fröhlich, science + computing ag, Software Solutions
Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
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Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Alberto Luaces
Nevermind, I realized that Jan was using the version of the "downloads" 
section. The error is already fixed in Collada SVN.

El Martes 04 Noviembre 2008ES 10:09:35 Alberto Luaces escribió:
> Hello,
>
> I submitted the same patch that Oleg said for the 1.4 DOM sometime ago
> (http://sourceforge.net/tracker/index.php?func=detail&aid=2003257&group_id=
>157838&atid=805426), but it seems that they haven't applied it on newer
> versions. We should do the same this time.
>
> Alberto
>
> El Lunes 03 Noviembre 2008ES 23:02:07 Oleg Dedkow escribió:
> > Hello Jan,
> >
> > you just have to include  header file in dae.h. After adding this
> > line of code I was able to compile the actual COLLADA version under
> > Xubuntu.
> >
> > Regards,
> >
> > Oleg
> >
> > -Ursprüngliche Nachricht-
> > Von: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Im Auftrag von Jan
> > Ciger Gesendet: Montag, 3. November 2008 22:03
> > An: OpenSceneGraph Users
> > Betreff: [osg-users] COLLADA on Linux
> >
> > Hello,
> >
> > I am sorry if this was asked before, but I didn't find it in the
> > archives. While trying to build the COLLADA DOM 2.1, I am getting this
> > compilation error right away:
> >
> > $ make
> > Compiling src/dae/daeAtomicType.cpp to
> > build/linux-1.4/obj/daeAtomicType.o In file included from
> > include/dae/daeDatabase.h:18,
> >  from src/dae/daeAtomicType.cpp:20:
> > include/dae.h:195: error: ISO C++ forbids declaration of 'auto_ptr' with
> > no type
> > include/dae.h:195: error: invalid use of '::'
> > include/dae.h:195: error: expected ';' before '<' token
> > make: *** [build/linux-1.4/obj/daeAtomicType.o] Error 1
> >
> > This is with gcc 4.3.2
> >
> > Does anyone know how to fix this? I used to build COLLADA without
> > problems before, but with older version of gcc.
> >
> > Regards,
> >
> > Jan

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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Robert Osfield
Hi Max,

I just run your code on my Kubuntu 7.10 64bit, Intel quad core system and got:

OpenThreads::CurrentThread: 0x6030e0
start!
OpenThreads::CurrentThread: 0x6030e0
OpenThreads::CurrentThread: 0x6030e0

The complete code is listed below.

Which version of the OSG do find problems with?  What is the exact
machine/OS combination are you using?

As an experiment could you modify the ReentrantMutext() so that the
_threadHoldingMutex member variable is set to something like
0x.

Robert.

--

#include 

#include 

using namespace std;

int main(int argc, char** argv)
{
   cout << "OpenThreads::CurrentThread: " <<
OpenThreads::Thread::CurrentThread() << endl;

   osg::ArgumentParser arguments(&argc,argv);
   cout << "start!" << endl;
   cout << "OpenThreads::CurrentThread: " <<
OpenThreads::Thread::CurrentThread() << endl;

   osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments);

   cout << "OpenThreads::CurrentThread: " <<
OpenThreads::Thread::CurrentThread() << endl;

}
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Max Pfingsthorn
Hi Robert,

On Tue, Nov 4, 2008 at 10:58 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
>> Any further ideas? I'm pretty sure I'm doing something wrong because
>> osgviewer works.
>
> It might be a long shot, but my only idea right now is that perhaps
> the main thread for OpenThreads::Thread::CurrentThread() is returning
> 0 one time then another value later on.
>
> Could you print out the value of  OpenThreads::Thread::CurrentThread
> as the first thing in your main then after any other operation to see
> if it's value does change.

As long as the program doesn't hang, it always returns 0. I print it
as the very first thing, parse the arguments, print it again, the try
to readNodeFiles(arguments), which hangs.

--
int main(int argc, char** argv) {
cout << "OpenThreads::CurrentThread: " <<
OpenThreads::Thread::CurrentThread() << endl;

osg::ArgumentParser arguments(&argc,argv);
cout << "start!" << endl;
cout << "OpenThreads::CurrentThread: " <<
OpenThreads::Thread::CurrentThread() << endl;

osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments);

cout << "OpenThreads::CurrentThread: " <<
OpenThreads::Thread::CurrentThread() << endl;
--

The first two show 0, the third print is never reached. The weird
thing is, if I install OSG from the Ubuntu repos (2.4), it works just
fine. I tried it at home.

Cheers,
max
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Robert Osfield
Hi Max,

On Tue, Nov 4, 2008 at 9:46 AM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> The _threadHoldingMutex is NULL, is that ok? Also, there is only one thread.

ReentrantMutex::threadHoldingMutex is initialized to 0, and when the
mutex is released it is reset to 0 so it's perfectly normal.

> Any further ideas? I'm pretty sure I'm doing something wrong because
> osgviewer works.

It might be a long shot, but my only idea right now is that perhaps
the main thread for OpenThreads::Thread::CurrentThread() is returning
0 one time then another value later on.

Could you print out the value of  OpenThreads::Thread::CurrentThread
as the first thing in your main then after any other operation to see
if it's value does change.

Robert.
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Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-04 Thread Max Pfingsthorn
Hi,

there is the Physics Abstraction Library
(http://www.adrianboeing.com/pal/index.html ,
http://pal.sourceforge.net). I'm not sure to what extend that is
useful, but it seems to be rather popular. It already abstracts ODE,
Bullet, and other, even commercial, engines. Possibly worth a look.

I actually plan to use OSG (or Ogre3D, the jury is still out) with PAL
for a robotics simulator, which might become the successor of USARSim
(http://usarsim.sourceforge.net). Some more direct integration between
OSG and some physics abstraction (PAL or homegrown) would be great!

Cheers,
max

On Tue, Nov 4, 2008 at 10:27 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi Guys,
>
> It's good to see a number of different users popping with discussion
> of their own work on integrating physics with the OSG.  I would be
> great to have an OSG NodeKit for doing physics, but I'm very wary of
> tying to one specific engine as each engine has it's own strengths and
> weakness, and I also don't want to steer people away from making
> particular physics engine choices including closed source ones - such
> as Vortex, users should be able to integrate the best tool for they
> job they can afford.
>
> So I'd like to punt the possibility of having some kind of base
> osgPhyics API that makes it easier to bolt on different physics
> engines onto the OSG.   This would require spotting the commonality
> between the different engines and distilling this, for instance the
> osgViewer library does this trick to a certain extent with the
> different GraphicsWindow implementations.  You also don't want to hide
> too much of the implementation advanced phyics engine tuning will
> probably require users to grapple with the lower level physics engines
> settings.  While abstracting completely is impracticable it'd be good
> to provide the template for the concrete implementations, and also
> make it easier for applications to move between different physic
> engines at the backend.
>
> Is such a lib possible or practical?  It'll be more wore initially
> than just an osgODE, osgBullet or osgVortex library but longer term it
> could reduce the cost of maintenance of all these different
> variations.   The first step in this direction would be to see the
> code of various  physic engine + OSG integration with a view to
> spotting the commonality between them.
>
> Thoughts?
> Robert.
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Re: [osg-users] osg::Plane

2008-11-04 Thread Renan Mendes
OK, thanks.
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Re: [osg-users] deadlock loading io plugin?

2008-11-04 Thread Max Pfingsthorn
Hello everyone,

I've checked out OSG again, rebuilt it completely with debugging
symbols. I checked with ldd which libraries are linked to, and they
are the correct ones. First I thought this happened because I still
had an old OpenThreads library lying around (from the ubuntu repos),
but now that it links with the proper library it still doesn't work.
osgviewer(d) still works.
Here is some more output that might be interesting:

ldd on my executable:
linux-gate.so.1 =>  (0xb7f3d000)
libosgd.so.50 => /usr/local/OpenSceneGraph/lib/libosgd.so.50 
(0xb7b35000)
libosgDBd.so.50 => /usr/local/OpenSceneGraph/lib/libosgDBd.so.50 
(0xb7a28000)
libosgFXd.so.50 => /usr/local/OpenSceneGraph/lib/libosgFXd.so.50 
(0xb79d6000)
libosgGAd.so.50 => /usr/local/OpenSceneGraph/lib/libosgGAd.so.50 
(0xb7972000)
libosgParticled.so.50 =>
/usr/local/OpenSceneGraph/lib/libosgParticled.so.50 (0xb78e5000)
libosgSimd.so.50 => /usr/local/OpenSceneGraph/lib/libosgSimd.so.50 
(0xb778c000)
libosgTextd.so.50 => /usr/local/OpenSceneGraph/lib/libosgTextd.so.50
(0xb76cb000)
libosgUtild.so.50 => /usr/local/OpenSceneGraph/lib/libosgUtild.so.50
(0xb735c000)
libosgTerraind.so.50 =>
/usr/local/OpenSceneGraph/lib/libosgTerraind.so.50 (0xb72f4000)
libosgManipulatord.so.50 =>
/usr/local/OpenSceneGraph/lib/libosgManipulatord.so.50 (0xb727f000)
libosgViewerd.so.50 =>
/usr/local/OpenSceneGraph/lib/libosgViewerd.so.50 (0xb7159000)
libosgWidgetd.so.50 =>
/usr/local/OpenSceneGraph/lib/libosgWidgetd.so.50 (0xb70d)
libOpenThreadsd.so.11 =>
/usr/local/OpenSceneGraph/lib/libOpenThreadsd.so.11 (0xb70c7000)
libstdc++.so.6 => /usr/lib/libstdc++.so.6 (0xb6fbf000)
libm.so.6 => /lib/tls/i686/cmov/libm.so.6 (0xb6f9a000)
libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xb6f8f000)
libc.so.6 => /lib/tls/i686/cmov/libc.so.6 (0xb6e3f000)
libpthread.so.0 => /lib/tls/i686/cmov/libpthread.so.0 (0xb6e27000)
libGLU.so.1 => /usr/lib/libGLU.so.1 (0xb6da4000)
libGL.so.1 => /usr/lib/libGL.so.1 (0xb6d42000)
libSM.so.6 => /usr/lib/libSM.so.6 (0xb6d3a000)
libICE.so.6 => /usr/lib/libICE.so.6 (0xb6d22000)
libX11.so.6 => /usr/lib/libX11.so.6 (0xb6c3b000)
libXext.so.6 => /usr/lib/libXext.so.6 (0xb6c2c000)
/lib/ld-linux.so.2 (0xb7f3e000)
libXxf86vm.so.1 => /usr/lib/libXxf86vm.so.1 (0xb6c27000)
libXdamage.so.1 => /usr/lib/libXdamage.so.1 (0xb6c24000)
libXfixes.so.3 => /usr/lib/libXfixes.so.3 (0xb6c1e000)
libdl.so.2 => /lib/tls/i686/cmov/libdl.so.2 (0xb6c1a000)
libdrm.so.2 => /usr/lib/libdrm.so.2 (0xb6c1)
libxcb-xlib.so.0 => /usr/lib/libxcb-xlib.so.0 (0xb6c0e000)
libxcb.so.1 => /usr/lib/libxcb.so.1 (0xb6bf6000)
libXau.so.6 => /usr/lib/libXau.so.6 (0xb6bf2000)
libXdmcp.so.6 => /usr/lib/libXdmcp.so.6 (0xb6bed000)

GDB backtrace:
(gdb) bt
#0  0xb7f20410 in __kernel_vsyscall ()
#1  0xb6e16589 in __lll_lock_wait () from /lib/tls/i686/cmov/libpthread.so.0
#2  0xb6e11ba6 in _L_lock_95 () from /lib/tls/i686/cmov/libpthread.so.0
#3  0xb6e1158a in pthread_mutex_lock () from /lib/tls/i686/cmov/libpthread.so.0
#4  0xb6f05ea6 in pthread_mutex_lock () from /lib/tls/i686/cmov/libc.so.6
#5  0xb70afb79 in OpenThreads::Mutex::lock (this=0x805e690) at
/home/max/svn/osg/src/OpenThreads/pthreads/PThreadMutex.c++:122
#6  0xb7dac795 in OpenThreads::ReentrantMutex::lock (this=0x805e690)
at /home/max/svn/osg/include/OpenThreads/ReentrantMutex:43
#7  0xb7ae03d2 in ScopedLock (this=0xbff2715c, [EMAIL PROTECTED]) at
/home/max/svn/osg/include/OpenThreads/ScopedLock:31
#8  0xb7ad03a0 in osgDB::Registry::addReaderWriter (this=0x805e5a8,
rw=0x80606e8) at /home/max/svn/osg/src/osgDB/Registry.cpp:539
#9  0xb6b95f0c in RegisterReaderWriterProxy (this=0xb6bcdab8) at
/home/max/svn/osg/include/osgDB/Registry:668
#10 0xb6b8ebb4 in __static_initialization_and_destruction_0
(__initialize_p=1, __priority=65535)
at /home/max/svn/osg/src/osgPlugins/OpenFlight/ReaderWriterFLT.cpp:510
#11 0xb6b8ebf4 in global constructors keyed to osgdb_OpenFlight () at
/home/max/svn/osg/src/osgPlugins/OpenFlight/ReaderWriterFLT.cpp:511
#12 0xb6ba8165 in __do_global_ctors_aux () from
/usr/local/OpenSceneGraph/lib/osgPlugins-2.7.5/osgdb_openflightd.so
#13 0xb6b2d524 in _init () from
/usr/local/OpenSceneGraph/lib/osgPlugins-2.7.5/osgdb_openflightd.so
#14 0xb7f2e990 in ?? () from /lib/ld-linux.so.2
#15 0xb7f2eac3 in ?? () from /lib/ld-linux.so.2
#16 0xb7f32774 in ?? () from /lib/ld-linux.so.2
#17 0xb7f2e5c6 in ?? () from /lib/ld-linux.so.2
#18 0xb7f31f4e in ?? () from /lib/ld-linux.so.2
#19 0xb6bfe98d in ?? () from /lib/tls/i686/cmov/libdl.so.2
#20 0xb7f2e5c6 in ?? () from /lib/ld-linux.so.2
#21 0xb6bfe2bc in ?? () from /lib/tls/i686/cmov/libdl.so.2
#22 0xb6bfea0f in dlopen () from /lib/tls/i686/cmov/libdl.so.2
#23 0xb7aadb13 in osgDB::DynamicLibrary::getLibraryHandle
([EMAIL PR

Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-04 Thread Robert Osfield
Hi Guys,

It's good to see a number of different users popping with discussion
of their own work on integrating physics with the OSG.  I would be
great to have an OSG NodeKit for doing physics, but I'm very wary of
tying to one specific engine as each engine has it's own strengths and
weakness, and I also don't want to steer people away from making
particular physics engine choices including closed source ones - such
as Vortex, users should be able to integrate the best tool for they
job they can afford.

So I'd like to punt the possibility of having some kind of base
osgPhyics API that makes it easier to bolt on different physics
engines onto the OSG.   This would require spotting the commonality
between the different engines and distilling this, for instance the
osgViewer library does this trick to a certain extent with the
different GraphicsWindow implementations.  You also don't want to hide
too much of the implementation advanced phyics engine tuning will
probably require users to grapple with the lower level physics engines
settings.  While abstracting completely is impracticable it'd be good
to provide the template for the concrete implementations, and also
make it easier for applications to move between different physic
engines at the backend.

Is such a lib possible or practical?  It'll be more wore initially
than just an osgODE, osgBullet or osgVortex library but longer term it
could reduce the cost of maintenance of all these different
variations.   The first step in this direction would be to see the
code of various  physic engine + OSG integration with a view to
spotting the commonality between them.

Thoughts?
Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
Hi Cedric,

On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> I put osgAnimation in the svn osgwidget branch and i have a version to try.
> I think to work with mercurial then i will get and push my change to the
> osgWidget branch, it's easy for me and does not require an extra svn branch.
> For people interested the mercurial repository is
> http://hg.plopbyte.net/osg-branch/  ( hg clone
> http://hg.plopbyte.net/osg-branch/ )

Excellent, I've just had a browse, it's looking much closer to being
ready to merge - the exports are now in place, it's part on the OSG
structure.   I haven't tested any of it yet... but that will come
next.

Do you have any examples or .osg files that demonstrate osgAnimation in action?

During my quick browse through your online source I noticed that the
include/osgAnimation/NodeVisitor file contains a LinkVisitor class
that subclasses from osg::NodeVisitor.  This file would be better
called include/osgAnimation/LinkVisitor.

> Right now it contains only the library and the plugins to read it. I need a
> bit of work to add other component. I decided to let the scheduler in the
> current state even if there will be a new one (i guess after the 2.8
> release). So osgAnimation should be considered as beta.

What other components are you thinking of?

> I have a few question about the exporter, where should i put it in the osg
> tree ?

What form does the exporter take?  Is it a plugin to one of the modelling tools?

Robert.
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Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Alberto Luaces
Hello,

I submitted the same patch that Oleg said for the 1.4 DOM sometime ago 
(http://sourceforge.net/tracker/index.php?func=detail&aid=2003257&group_id=157838&atid=805426),
 
but it seems that they haven't applied it on newer versions. We should do the 
same this time.

Alberto

El Lunes 03 Noviembre 2008ES 23:02:07 Oleg Dedkow escribió:
> Hello Jan,
>
> you just have to include  header file in dae.h. After adding this
> line of code I was able to compile the actual COLLADA version under
> Xubuntu.
>
> Regards,
>
> Oleg
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Jan
> Ciger Gesendet: Montag, 3. November 2008 22:03
> An: OpenSceneGraph Users
> Betreff: [osg-users] COLLADA on Linux
>
> Hello,
>
> I am sorry if this was asked before, but I didn't find it in the
> archives. While trying to build the COLLADA DOM 2.1, I am getting this
> compilation error right away:
>
> $ make
> Compiling src/dae/daeAtomicType.cpp to build/linux-1.4/obj/daeAtomicType.o
> In file included from include/dae/daeDatabase.h:18,
>  from src/dae/daeAtomicType.cpp:20:
> include/dae.h:195: error: ISO C++ forbids declaration of 'auto_ptr' with
> no type
> include/dae.h:195: error: invalid use of '::'
> include/dae.h:195: error: expected ';' before '<' token
> make: *** [build/linux-1.4/obj/daeAtomicType.o] Error 1
>
> This is with gcc 4.3.2
>
> Does anyone know how to fix this? I used to build COLLADA without
> problems before, but with older version of gcc.
>
> Regards,
>
> Jan
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Re: [osg-users] osg::Plane

2008-11-04 Thread Alberto Luaces
El Lunes 03 Noviembre 2008ES 21:20:57 Renan Mendes escribió:
> Stupid but fast question. Just want to make sure I'm getting it right, as
> notations can vary and there is no explanation at the reference docs.
> Let's say I have an osg::Plane that can be represented as ax + by + cz + d
> = 0. The method asVec4() from that class gives me an osg::Vec4 object with
> x = a, y = b, z = c and w = d?

Yes, you are right. From the definition of distance() or set() you'll get it.

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Re: [osg-users] Cannot pick with LOD nodes

2008-11-04 Thread Can T. Oguz
Hi Again,

That has turned out to be a basic coding error (the nearest position on LOD
was 1.0f not 0.0f) Since visitors use value 0.0f as the closest distance (of
course they would) nothing was picked.

Sorry for the disturbance,

Can


2008/11/4 Can T. Oguz <[EMAIL PROTECTED]>

>  Hi,
>
> Couldn't make osgViewer
> ::View::computeIntersections() work with LOD nodes. From an old discussion
> I have read that IntersectVisitor has a LODSelectionMode. But I haven't
> met such option in the path of osgViewer::View::computeIntersections().
> I'm sure picking is possible with LOD nodes; but how do you do that?
>
> Thanks for reading,
>
> Can
>
>
>
>
>
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
Great. As soon as it's okay, I'm going to learn/work with osgATK from the 
branch (but I'll still use OSG from a dev release, such as 2.7.4).
And about this... Who have rights for writing on this branch? Can I, or may I 
send contribution to osg-submissions such as described in the web site?
Thanks.

Sincerly,

-- 
Sukender


Le Tue, 04 Nov 2008 01:33:52 +0100, Cedric Pinson <[EMAIL PROTECTED]> a écrit:

> Thank you for you report.
> I will check and report modification on the osg branch
>
> Cheers,
> Cedric

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[osg-users] Cannot pick with LOD nodes

2008-11-04 Thread Can T. Oguz
Hi,

Couldn't make osgViewer::View::computeIntersections() work with LOD nodes.
>From an old discussion I have read that IntersectVisitor has a
LODSelectionMode.
But I haven't met such option in the path of
osgViewer::View::computeIntersections().
I'm sure picking is possible with LOD nodes; but how do you do that?

Thanks for reading,

Can
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