Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
I thought that the texture must be in RGBA to be used in a shader. The callback 
was just for debugging, so I didn't think so much about the format. Now I have 
changed to RGBA format in the callback too. I have also set the viewer to 
singlethreaded, using this command: 
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
Unfortunately, the texture is still gray.

Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 08:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

any reason why you have RGBA texture, but RGB in callback?

jp

Engvall Åsa wrote:
 Hi!
 
 I want to render the scene to a texture and use the texture in a shader. 
 The texture image is saved to file by a postdraw callback, so I can 
 look at it. I'm doing something wrong because the texture becomes all gray.
 
 My scene graph looks like this:
 
 RTT camera  root
| |
\/
 world
 
 The main viewer looks at the root and the shader program is applied to 
 the root stateset. Below is a code snippet.
 
 I would be very grateful if somebody could point out what I'm doing wrong.
 Thanks in advance,
 
 Åsa Engvall
 
 
 // Create a scene texture.
 osg::Texture2D* texture = new osg::Texture2D;
 texture-setResizeNonPowerOfTwoHint(false);
 texture-setTextureSize(traits-width, traits-height); 
 texture-setInternalFormat(GL_RGBA);
 texture-setFilter(osg::Texture2D::MIN_FILTER, 
 texture-osg::Texture2D::NEAREST); 
 texture-setFilter(osg::Texture2D::MAG_FILTER, 
 texture-osg::Texture2D::NEAREST);
 osg::Image* textureImage = new osg::Image;
 textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA,
 GL_UNSIGNED_BYTE);
 texture-setImage(0, textureImage);
 
 // Add program and uniforms to the root's stateset.
 osg::StateSet* state = root-getOrCreateStateSet();
 state-addUniform(numberOfTimeStepsU);
 state-addUniform(timeConstantU);
 state-addUniform(frameTimeU);
 state-addUniform(sceneTextureU);
 state-addUniform(prevModelViewMatrixU);
 state-addUniform(prevModelViewProjectionMatrixU);
 state-setAttributeAndModes(motionBlurProgram, 
 state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, 
 state-texture, osg::StateAttribute::ON);
 
 // Create a camera that renders the scene to a texture.
 osg::Camera* RTTcamera = new osg::Camera;
 RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
 RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
 RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
 RTTcamera-setViewport(0, 0, traits-width, traits-height); 
 RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR)
 RTTcamera-; setRenderOrder(osg::Camera::PRE_RENDER);
 RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJ
 RTTcamera-ECT); attach(osg::Camera::COLOR_BUFFER, texture); 
 RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, 
 RTTcamera-textureImage); setPostDrawCallback(new 
 RTTcamera-ScreenShotCallback(traits-width,
 traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));
 
 
 
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Re: [osg-users] Render to texture problem

2008-11-07 Thread J.P. Delport

Hi,

is your RTT camera the child of anything? I'm just guessing without 
having an example to run.


jp

Engvall Åsa wrote:

I thought that the texture must be in RGBA to be used in a shader. The callback 
was just for debugging, so I didn't think so much about the format. Now I have 
changed to RGBA format in the callback too. I have also set the viewer to 
singlethreaded, using this command: 
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
Unfortunately, the texture is still gray.


Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 08:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

any reason why you have RGBA texture, but RGB in callback?

jp

Engvall Åsa wrote:

Hi!

I want to render the scene to a texture and use the texture in a shader. 
The texture image is saved to file by a postdraw callback, so I can 
look at it. I'm doing something wrong because the texture becomes all gray.


My scene graph looks like this:

RTT camera  root
   | |
   \/
world

The main viewer looks at the root and the shader program is applied to 
the root stateset. Below is a code snippet.


I would be very grateful if somebody could point out what I'm doing wrong.
Thanks in advance,

Åsa Engvall


// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture-setResizeNonPowerOfTwoHint(false);
texture-setTextureSize(traits-width, traits-height); 
texture-setInternalFormat(GL_RGBA);
texture-setFilter(osg::Texture2D::MIN_FILTER, 
texture-osg::Texture2D::NEAREST); 
texture-setFilter(osg::Texture2D::MAG_FILTER, 
texture-osg::Texture2D::NEAREST);

osg::Image* textureImage = new osg::Image;
textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA,
GL_UNSIGNED_BYTE);
texture-setImage(0, textureImage);

// Add program and uniforms to the root's stateset.
osg::StateSet* state = root-getOrCreateStateSet();
state-addUniform(numberOfTimeStepsU);
state-addUniform(timeConstantU);
state-addUniform(frameTimeU);
state-addUniform(sceneTextureU);
state-addUniform(prevModelViewMatrixU);
state-addUniform(prevModelViewProjectionMatrixU);
state-setAttributeAndModes(motionBlurProgram, 
state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, 
state-texture, osg::StateAttribute::ON);


// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
RTTcamera-setViewport(0, 0, traits-width, traits-height); 
RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR)

RTTcamera-; setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJ
RTTcamera-ECT); attach(osg::Camera::COLOR_BUFFER, texture); 
RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, 
RTTcamera-textureImage); setPostDrawCallback(new 
RTTcamera-ScreenShotCallback(traits-width,

traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));



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Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
No, it isn't. Should it be? 
I tried to draw the scenegraph in my first message, but it's not easy just 
using text. 
If you want more code, please tell me. 

Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 09:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi,

is your RTT camera the child of anything? I'm just guessing without having an 
example to run.

jp

Engvall Åsa wrote:
 I thought that the texture must be in RGBA to be used in a shader. The 
 callback was just for debugging, so I didn't think so much about the 
 format. Now I have changed to RGBA format in the callback too. I have 
 also set the viewer to singlethreaded, using this command: 
 viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
  
 Unfortunately, the texture is still gray.
 
 Åsa
 
 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] För J.P. Delport
 Skickat: den 7 november 2008 08:22
 Till: OpenSceneGraph Users
 Ämne: Re: [osg-users] Render to texture problem
 
 Hi,
 
 any reason why you have RGBA texture, but RGB in callback?
 
 jp
 
 Engvall Åsa wrote:
 Hi!

 I want to render the scene to a texture and use the texture in a shader. 
 The texture image is saved to file by a postdraw callback, so I can 
 look at it. I'm doing something wrong because the texture becomes all gray.

 My scene graph looks like this:

 RTT camera  root
| |
\/
 world

 The main viewer looks at the root and the shader program is applied 
 to the root stateset. Below is a code snippet.

 I would be very grateful if somebody could point out what I'm doing wrong.
 Thanks in advance,

 Åsa Engvall


 // Create a scene texture.
 osg::Texture2D* texture = new osg::Texture2D;
 texture-setResizeNonPowerOfTwoHint(false);
 texture-setTextureSize(traits-width, traits-height); 
 texture-setInternalFormat(GL_RGBA);
 texture-setFilter(osg::Texture2D::MIN_FILTER,
 texture-osg::Texture2D::NEAREST);
 texture-setFilter(osg::Texture2D::MAG_FILTER,
 texture-osg::Texture2D::NEAREST);
 osg::Image* textureImage = new osg::Image;
 textureImage-allocateImage(traits-width, traits-height, 1, 
 textureImage-GL_RGBA,
 GL_UNSIGNED_BYTE);
 texture-setImage(0, textureImage);

 // Add program and uniforms to the root's stateset.
 osg::StateSet* state = root-getOrCreateStateSet();
 state-addUniform(numberOfTimeStepsU);
 state-addUniform(timeConstantU);
 state-addUniform(frameTimeU);
 state-addUniform(sceneTextureU);
 state-addUniform(prevModelViewMatrixU);
 state-addUniform(prevModelViewProjectionMatrixU);
 state-setAttributeAndModes(motionBlurProgram,
 state-osg::StateAttribute::ON); setTextureAttributeAndModes(0, 
 state-texture, osg::StateAttribute::ON);

 // Create a camera that renders the scene to a texture.
 osg::Camera* RTTcamera = new osg::Camera;
 RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); 
 RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
 RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
 RTTcamera-setViewport(0, 0, traits-width, traits-height);
 RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR
 RTTcamera-) ; setRenderOrder(osg::Camera::PRE_RENDER);
 RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB
 RTTcamera-J ECT); attach(osg::Camera::COLOR_BUFFER, texture); 
 RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER, 
 RTTcamera-textureImage); setPostDrawCallback(new 
 RTTcamera-ScreenShotCallback(traits-width,
 traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));



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 legal notice, and implemented Open Document Format (ODF) standard. 
 The full disclaimer details can be found at 
 http://www.csir.co.za/disclaimer.html.
 
 This message has been scanned for viruses and dangerous content by 
 MailScanner, and is believed to be clean.  MailScanner thanks Transtec 
 Computers for their support.
 
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This message has been scanned for 

Re: [osg-users] Loose texture in ive after display the node

2008-11-07 Thread Lionel Lagarde




Hi, 

the texture used in your model has the unRefImageDataAfterApply flag
set. The apply occurs
in the first frame. You can turn off this flag in the Texture attribute.

Eric ZAREMBA wrote:

  
  
  
  
  Hi,
  
  I have a
strange problem during .IVE saving.
  As you can
see in the following, I just open an .IVE
file, display it and save it.
  After this
tree operation, the new .IVE file has
loosing his texture
  I have the
problem with the file join to the email
(and a lot of others).
  But I have
some other .IVE files which work correctly
without any problem
  I suppose
that the error comes from the .IVE file structure?
Can you help me?
  
  During my
test, I had a file which was saved
properly. But, if it was included via a ProxyNode, it was embedded into
the
root ive and lost its textures.
  
  Context:
  Windows XP
SP3
  NVidia
7600GT or ATI FireGL 5100V
  OSG 2.6
  Visual
Studio 2005 SP1
  Qt 4.3 even
if it is not used in the example below.
  
  #include osgViewer/Viewer
  #include osgDB/ReadFile
  #include osgDB/WriteFile
  #include osgGA/TrackballManipulator
  
  int
main(int
argc, char
*argv[])
  {
  
osg::ArgumentParser
args( argc, argv );
  
osgViewer::Viewer
viewer( args );
  
viewer.realize();
  
  
osg::ref_ptrosg::Node
pNode = osgDB::readNodeFile( "Data/BufferStop.ive"
);
  
  if(
!pNode )
  
osg::notify(
osg::ALWAYS )  "Cannot
read the file\n";
  
  
  viewer.setSceneData(
pNode.get() );
   viewer.setCameraManipulator(
  new
osgGA::TrackballManipulator );
  
  
  // If we write the
node before show it,
the result is Ok.
  
  if(
!osgDB::writeNodeFile(
*pNode, "../HopBefore.ive"
) )
  
{
  
osg::notify(
osg::ALWAYS )  "Failed\n";
  
  return 1;
  
}
  
  
  while(
!viewer.done() )
  
viewer.frame();
  
  
  // Since we displayed
the node, we loose
the texture at saving.
  
  if(
!osgDB::writeNodeFile(
*pNode, "../HopAfter.ive"
) )
  
{
  
osg::notify(
osg::ALWAYS )  "Failed\n";
  
  return 1;
   }
  
   return 0;
  }
  
  Best
regards,
  Eric Z.
  
  
  
  

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Re: [osg-users] Character animation in OSG

2008-11-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Alberto Luaces wrote:
 El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió:
 Well, I was referring to dedicated bones, not the principal ones from the 
 skeleton. Think of an arm whose biceps changes its shape when bending: you 
 might put a special bone to reflect the growth. Therefore you get the 
 effect of a deforming body without affecting IK, etc. I've seen places where 
 this is done so. However I admit that this could be the poor man approach, 
 useful when one has memory or cpu constraints.

I see your point, however, I think doing skinning is more expensive than
just a simple interpolation between morph targets, due to more data
being processed. You save a bit on implementation time, but the skinning
math at runtime is not free.

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJFAf9n11XseNj94gRAi/hAJ0c17f1VDQoYchSmjLG3M3DQy16xwCg5ijh
noRAjNvRgfnzv1X+Se2TgVA=
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Re: [osg-users] Render to texture problem

2008-11-07 Thread Andreas Lindmark
The camera has to be somewhere in the scenegraph under the root.
Something like this:

 Root
 /\
RTTCamera  Node1
 \/
World

Set the uniforms that you currently set at the Root in Node1 instead and
they will not be used when rendering with the RTTCamera.

/Andreas

2008/11/7 Engvall Åsa [EMAIL PROTECTED]

 No, it isn't. Should it be?
 I tried to draw the scenegraph in my first message, but it's not easy just
 using text.
 If you want more code, please tell me.

 Åsa

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] För J.P. Delport
 Skickat: den 7 november 2008 09:42
 Till: OpenSceneGraph Users
 Ämne: Re: [osg-users] Render to texture problem

 Hi,

 is your RTT camera the child of anything? I'm just guessing without having
 an example to run.

 jp

 Engvall Åsa wrote:
  I thought that the texture must be in RGBA to be used in a shader. The
  callback was just for debugging, so I didn't think so much about the
  format. Now I have changed to RGBA format in the callback too. I have
  also set the viewer to singlethreaded, using this command:
  viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
  Unfortunately, the texture is still gray.
 
  Åsa
 
  -Ursprungligt meddelande-
  Från: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] För J.P. Delport
  Skickat: den 7 november 2008 08:22
  Till: OpenSceneGraph Users
  Ämne: Re: [osg-users] Render to texture problem
 
  Hi,
 
  any reason why you have RGBA texture, but RGB in callback?
 
  jp
 
  Engvall Åsa wrote:
  Hi!
 
  I want to render the scene to a texture and use the texture in a shader.
  The texture image is saved to file by a postdraw callback, so I can
  look at it. I'm doing something wrong because the texture becomes all
 gray.
 
  My scene graph looks like this:
 
  RTT camera  root
 | |
 \/
  world
 
  The main viewer looks at the root and the shader program is applied
  to the root stateset. Below is a code snippet.
 
  I would be very grateful if somebody could point out what I'm doing
 wrong.
  Thanks in advance,
 
  Åsa Engvall
 
 
  // Create a scene texture.
  osg::Texture2D* texture = new osg::Texture2D;
  texture-setResizeNonPowerOfTwoHint(false);
  texture-setTextureSize(traits-width, traits-height);
  texture-setInternalFormat(GL_RGBA);
  texture-setFilter(osg::Texture2D::MIN_FILTER,
  texture-osg::Texture2D::NEAREST);
  texture-setFilter(osg::Texture2D::MAG_FILTER,
  texture-osg::Texture2D::NEAREST);
  osg::Image* textureImage = new osg::Image;
  textureImage-allocateImage(traits-width, traits-height, 1,
  textureImage-GL_RGBA,
  GL_UNSIGNED_BYTE);
  texture-setImage(0, textureImage);
 
  // Add program and uniforms to the root's stateset.
  osg::StateSet* state = root-getOrCreateStateSet();
  state-addUniform(numberOfTimeStepsU);
  state-addUniform(timeConstantU);
  state-addUniform(frameTimeU);
  state-addUniform(sceneTextureU);
  state-addUniform(prevModelViewMatrixU);
  state-addUniform(prevModelViewProjectionMatrixU);
  state-setAttributeAndModes(motionBlurProgram,
  state-osg::StateAttribute::ON); setTextureAttributeAndModes(0,
  state-texture, osg::StateAttribute::ON);
 
  // Create a camera that renders the scene to a texture.
  osg::Camera* RTTcamera = new osg::Camera;
  RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
  RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  RTTcamera-setViewport(0, 0, traits-width, traits-height);
  RTTcamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR
  RTTcamera-) ; setRenderOrder(osg::Camera::PRE_RENDER);
  RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB
  RTTcamera-J ECT); attach(osg::Camera::COLOR_BUFFER, texture);
  RTTcamera-addChild(world); attach(osg::Camera::COLOR_BUFFER,
  RTTcamera-textureImage); setPostDrawCallback(new
  RTTcamera-ScreenShotCallback(traits-width,
  traits-height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));
 
 
 
  -
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 MailScanner, and is believed to be clean.  MailScanner thanks Transtec
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Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-11-07 Thread Andrea Negri

Hi Robert,

I use XCode 2.4.1 with projects generated using CMake 2.6 (patch 2).
I didn't compile in release mode, I'll give a try. I haven't tested any 
previous version, generally I build under Windows and I took the last 
version from the Osg website.


On the mailing list I read of people using 2.6 under Mac system, I'll 
check for this version too. Thanks


Andrea


Robert Osfield ha scritto:

Hi Andrea,

I'm not a OSX expert, but for those that are you don't provide quite
enough info to know what might be up.  I presume using doing an XCode
build, but you don't mentioned this explicitly.

Did the XCode projects come from the manually maintained ones or CMake
generated ones?

Does the release build compile fine?

Have you tested previous version of the OSG in this configuration?

Robert.

  


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Re: [osg-users] osgVTK

2008-11-07 Thread Mathieu MARACHE
Thanks Luc !
Mathieu



2008/11/7 Frauciel Luc [EMAIL PROTECTED]:
 Hi,

 osgVTK is lost in osg archives.
 With the zip and the instructions found in the differents mails in 
 attachment, you should make it work.
 It worked for me.

  Luc

 Luc FRAUCIEL - BRGM
 Unité Calcul, 3D et réalité virtuelle
 Service Systèmes et Technologies de l'Information
 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
 Tél. 02 38 64 35 65
 Fax 02 38 64 39 70

 -Message d'origine-
 De : [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] De la
 part de Mathieu MARACHE
 Envoyé : jeudi 6 novembre 2008 11:45
 À : OpenSceneGraph Users
 Objet : [osg-users] osgVTK

 Hi,

 I'm looking for the osgVTK nodekit that was available some years ago.
 If anyone still has it around or any information on where to
 find informations on using VTK in an OpenSceneGraph Node that
 would be great !

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Re: [osg-users] Explanation for OSGDEMS --levels

2008-11-07 Thread Robert Osfield
Hi Mark,

--levels controls which LOD levels the source data contributes too.
You'd typically use this for datasets where inserting high res data
such as aerial photography into a low res background such as nasa blue
marble.

Robert.

On Fri, Nov 7, 2008 at 12:38 AM, Mark Yantek [EMAIL PROTECTED] wrote:
 User of OSG,



 OSGDEM has an argument called –levels begin_level end_level and I'm
 not sure what it does exactly. Could some please give me a better
 explanation of its function?



 Thanks



 -Mark



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Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
Thank you J P and Andreas! Now it works.

It isn't obvious to me why the RTT camera must be under the viewer. I just 
thought of the viewer as a camera which looks at the scene. Is the viewer more 
like something that collects the pictures from all cameras and make them 
visible to the user?  

Trying to learn more...

Åsa
 

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 13:47
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

I just read quickly, but it seems your camera is still not under the viewer, try

viewer.setSceneData(root);

jp

Engvall Åsa wrote:
 Hi again!
 Now I have changed my scenegraph according to your drawing, and put 
 the RTT camera under a root node, but it still doesn't work.
  
 This time I attach all the code in my application, hope anybody has 
 time to have a look at it.
  
 Åsa
  
 
 // Create group nodes.
 osg::Group* root = new osg::Group;
 osg::Group* worldParent = new osg::Group;
 osg::Group* world = new osg::Group;
 root-addChild(worldParent);
 worldParent-addChild(world);
 
 // Create a sphere object.
 osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10);
 osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
 sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1));
 osg::Geode* object = new osg::Geode();
 object-addDrawable(sphereDrawable);
 
 // Create a transform node for the sphere object.
 osg::PositionAttitudeTransform* objectTransform = new 
 osg::PositionAttitudeTransform;
 objectTransform-addChild(object);
 world-addChild(objectTransform);
 
 // Create a viewer that looks at the world.
 osgViewer::Viewer viewer;
 viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 viewer.setSceneData(worldParent);
 
 // Create a graphics window.
 osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits;
 traits-x = 100;
 traits-y = 100;
 traits-width = 640;
 traits-height = 480;
 traits-windowDecoration = true;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 
 // Create main camera.
 osg::ref_ptrosg::GraphicsContext gc = 
 osg::GraphicsContext::createGraphicsContext(traits.get());
 osg::ref_ptrosg::Camera camera = viewer.getCamera();
 camera-setGraphicsContext(gc.get());
 camera-setViewport(new osg::Viewport(0, 0, traits-width, 
 camera-traits-height));
 GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
 camera-setDrawBuffer(buffer);
 camera-setReadBuffer(buffer);
 camera-setClearColor(osg::Vec4(1,1,1,1));
 
 // Camera callback for capturing the image.
 osg::Image* image = new osg::Image;
 camera-setPostDrawCallback(new ScreenShotCallback(traits-width,
 traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE));
 
 // Create shader objects.
 osg::Shader* motionBlurVertexShader = new 
 osg::Shader(osg::Shader::VERTEX);
 osg::Shader* motionBlurFragmentShader = new 
 osg::Shader(osg::Shader::FRAGMENT);
 motionBlurVertexShader-loadShaderSourceFromFile
  (H:/My Documents/Visual Studio
 2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert);
 motionBlurFragmentShader-loadShaderSourceFromFile
  (H:/My Documents/Visual Studio
 2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag);
 
 // Add shader objects to a program.
 osg::Program* motionBlurProgram = new osg::Program;
 motionBlurProgram-addShader(motionBlurVertexShader);
 motionBlurProgram-addShader(motionBlurFragmentShader);
 
 // Define uniforms that will be passed to the shader.
 osg::Uniform* numberOfTimeStepsU = new 
 osg::Uniform(numberOfTimeSteps, int(10));
 osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, 
 float(0.01));
 osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02));
 osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0);
 osg::Uniform* prevModelViewMatrixU = new 
 osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewMatrix);
 osg::Uniform* prevModelViewProjectionMatrixU = new 
 osg::Uniform(osg::Uniform::FLOAT_MAT4, 
 prevModelViewProjectionMatrix);
 
 // Create a scene texture.
 osg::Texture2D* texture = new osg::Texture2D;
 texture-setResizeNonPowerOfTwoHint(false);
 texture-setTextureSize(traits-width, traits-height); 
 texture-setInternalFormat(GL_RGBA);
 texture-setFilter(osg::Texture2D::MIN_FILTER, 
 texture-osg::Texture2D::NEAREST); 
 texture-setFilter(osg::Texture2D::MAG_FILTER, 
 texture-osg::Texture2D::NEAREST);
 osg::Image* textureImage = new osg::Image;
 textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA,
 GL_UNSIGNED_BYTE);
 texture-setImage(0, textureImage);
 
 // Add program and uniforms to the world parent's stateset.
 osg::StateSet* state = worldParent-getOrCreateStateSet();
 state-addUniform(numberOfTimeStepsU);
 state-addUniform(timeConstantU);
 state-addUniform(frameTimeU);
 state-addUniform(sceneTextureU);
 state-addUniform(prevModelViewMatrixU);
 state-addUniform(prevModelViewProjectionMatrixU);
 state-setAttributeAndModes(motionBlurProgram, 
 

Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-07 Thread J.P. Delport

Hi,

yes, it uses FBO, I confirmed using DEBUG notify level. That is part of 
the reason why I'm stumped by the X errors.


Hardware supports FBO, we are running lots of other FBO algo's requiring 
512MB memory without problems.


jp

Robert Osfield wrote:

Hi J.P,

I haven't tried the example yet, but if the camera is allocating X11
resources it sounds like its using a pbuffer rather than an FBO.  Are
you using FBOs?  Does you hardware/drivers support FBO?

Robert.

On Fri, Nov 7, 2008 at 12:40 PM, J.P. Delport [EMAIL PROTECTED] wrote:

Hi all,

a colleague of mine is trying to implement an image processing algorithm
that requires many RTT cameras (+-150).

His algorithm runs on his Windows machine, but fails under Linux (I'm quite
sad about it :) with some of the following errors:

--8--

Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991100
BadAlloc (insufficient resources for operation)

Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991160
BadDrawable (invalid Pixmap or Window parameter)

Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5

--8--

We've narrowed the problem down to just camera creation and frame rendering.
Texture sizes do not seem to influence the error. I've made a small test
application (attached) that creates the errors.

On my Linux laptop the errors start appearing at around 220 cameras. On
another Linux machine we can get about 10 more. On Windows we've been able
to test up to 3000 (the apps starts up too slowly if we add more).

Does anyone have any ideas about why and where the cameras are creating X
resources?

Art (if you are around), does osgPPU use osg::Camera? Maybe we can move to
osgPPU if not.

Any pointers to help us debug are welcome.

regards
jp


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[osg-users] Thank you Everyone!

2008-11-07 Thread Allen
Just wanted to say thank you to all who've helped me.  I really 
appreciate your time  assistance.  Thanks so much!


--
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ITT-CAS, Inc
111 Research Blvd
Madison, AL 35758
Ps 34:5 I sought the Lord, and he heard me; and he delivered me from all my 
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[osg-users] what kind of path should a referenced texture be written out with

2008-11-07 Thread brettwiesner

Hi,

If an IVE file is written out with the noTexturesInIVEFile option, it 
references textures using an absolute path. Is this correct?


I wondered what will happen when the application is run on a different 
machine with a different directory structure. So I changed the directory 
name where the model lives (which would make the absolute path to 
textures fail) but it loaded the textures just fine. Does OSG strip the 
path and look in the directory of the IVE file first?


Thanks,
Brett
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Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-07 Thread Jean-Sébastien Guay

Hi Sukender,

However, the first problem still exists and *exists on others configs* (!): changing from OPAQUE_BIN to DEFAULT_BIN removes a strange behaviour. 


You mentioned earlier in the thread that your objects did not have a 
color array. This is exactly what would happen when that's the case, 
because the color array from some other drawables will bleed into any 
other drawable which does not have a color array. And the colors will 
change depending on what is culled in the current frame, which is why 
the color of your objects seem to change like that at seemingly random 
moments.


So just give your objects a color array of size 1, white color, and 
BIND_OVERALL. Even if your objects use materials for their colors, they 
need a color array.


Hope this helps,

J-S
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Re: [osg-users] what kind of path should a referenced texture be written out with

2008-11-07 Thread Robert Osfield
Hi Brett,

On Fri, Nov 7, 2008 at 1:51 PM, brettwiesner [EMAIL PROTECTED] wrote:
 If an IVE file is written out with the noTexturesInIVEFile option, it
 references textures using an absolute path. Is this correct?

I didn't write this bit of code so I'd have to look up the code to see
what processing it does to answer this question... off the top of my
head I'd say that it probably is what the author intended, but it's
something that might be done as a relative path by default with an
option for absolute.

 I wondered what will happen when the application is run on a different
 machine with a different directory structure. So I changed the directory
 name where the model lives (which would make the absolute path to textures
 fail) but it loaded the textures just fine. Does OSG strip the path and look
 in the directory of the IVE file first?

The OSG has a search scheme where if the file isn't first found the
list of file search paths are checked, with the original path being
stripped away.

Robert.
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Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-07 Thread Art Tevs
Hi J.P.,

Thats a really strange behaviour. Could it be that you ran into driver issues. 
I mean maybe linux gpu drivers doesn't work well with so much fbo's hanging 
around.

osgPPU doesn't use cameras. It require a camera attachment only to get the 
output (RTT) texture out of the camera. However in the current version even 
that is not required, because you can just provide the pipeline with any 
texture by UnitTexture class. Hence if you ahve a texture or many textures, you 
can use osgPPU to run the computations on it.

Best regards,
art

 
 
 Art (if you are around), does osgPPU use osg::Camera? Maybe
 we can move to osgPPU if not.
 
 Any pointers to help us debug are welcome.
 
 regards
 jp
 
 
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Re: [osg-users] Render to texture problem

2008-11-07 Thread Robert Osfield
Hi Asa,

On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
 It isn't obvious to me why the RTT camera must be under the viewer. I just 
 thought of the viewer as a camera which looks at the scene. Is the viewer 
 more like something that collects the pictures from all cameras and make them 
 visible to the user?

It's the viewer that drivers the rendering as part of the
viewer.renderingTraversals() called from the viewer.frame() method.
The viewer can only render what it knows about it, Camera's don't go
off rendering by themselves.

Robert.
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Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-07 Thread Robert Osfield
Hi J.P,

I haven't tried the example yet, but if the camera is allocating X11
resources it sounds like its using a pbuffer rather than an FBO.  Are
you using FBOs?  Does you hardware/drivers support FBO?

Robert.

On Fri, Nov 7, 2008 at 12:40 PM, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi all,

 a colleague of mine is trying to implement an image processing algorithm
 that requires many RTT cameras (+-150).

 His algorithm runs on his Windows machine, but fails under Linux (I'm quite
 sad about it :) with some of the following errors:

 --8--

 Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991100
 BadAlloc (insufficient resources for operation)

 Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991160
 BadDrawable (invalid Pixmap or Window parameter)

 Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
 RenderStage::drawInner(,) FBO status= 0x8cd5

 --8--

 We've narrowed the problem down to just camera creation and frame rendering.
 Texture sizes do not seem to influence the error. I've made a small test
 application (attached) that creates the errors.

 On my Linux laptop the errors start appearing at around 220 cameras. On
 another Linux machine we can get about 10 more. On Windows we've been able
 to test up to 3000 (the apps starts up too slowly if we add more).

 Does anyone have any ideas about why and where the cameras are creating X
 resources?

 Art (if you are around), does osgPPU use osg::Camera? Maybe we can move to
 osgPPU if not.

 Any pointers to help us debug are welcome.

 regards
 jp


 --
 This message is subject to the CSIR's copyright terms and conditions, e-mail
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Re: [osg-users] Render to texture problem - resolved

2008-11-07 Thread Engvall Åsa
OK, that sounds logical.
Thank you, bye for now!

Åsa

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Robert Osfield
Skickat: den 7 november 2008 14:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem

Hi Asa,

On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
 It isn't obvious to me why the RTT camera must be under the viewer. I just 
 thought of the viewer as a camera which looks at the scene. Is the viewer 
 more like something that collects the pictures from all cameras and make them 
 visible to the user?

It's the viewer that drivers the rendering as part of the
viewer.renderingTraversals() called from the viewer.frame() method.
The viewer can only render what it knows about it, Camera's don't go off 
rendering by themselves.

Robert.
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[osg-users] FLT Writer Duplicate Node Names?

2008-11-07 Thread Argentieri, John-P63223
Hello all.
 
Does the FLT writer create duplicate node names for nodes with multiple
transforms as parents? We're having trouble sharing a single model
inside of multiple transforms scattered about. Some older OpenFlight
software we are interfacing to does not like this. Any thoughts guys?
 
Thank you,
John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
[EMAIL PROTECTED] 

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Re: [osg-users] pragma warnings disabled in headers

2008-11-07 Thread Simon Hammett
2008/11/7 Robert Osfield [EMAIL PROTECTED]

 Hi Peter,

 On Fri, Nov 7, 2008 at 12:11 PM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  there is no push/pop for the warning in the header file which will make
  these warnings disabled in my own code too. I would like to catch this
  warnings in my own code and I shouldn't be forced to enabling them.
 
  the only reason I see for having them grouped here in the header is
  a convience method so osg doesn't have to disable them all places
  that gives these warnings? is this correct? or is there a better reason?

 The warnings that are disabled are ones that were deemed to be not
 useful and a hindrance to spotting actual useful warnings.  The
 placement in the header is to avoid all OSG code have it's own
 localise pragma - all of which are platform specific.  With the OSG I
 try to keep platform specific hacks self contained rather than
 distributed out across all code.

 If you really must have the warnings that perhaps one could add a
 CMake variable for configuring whether to disable these warnings or
 not.  This would need to be a VS specific variable.

 Robert.
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I agree with Peter, arbitrarily turning off peoples warnings isn't good
practice.
Of course it's the sort of thing people can waste hours arguing about, but
some
of the those warnings are useful if not important:

eg 4996  // 'x': was declared deprecated

If somebody is going to make the effort of deprecating stuff, people should
know about it.

Still there's an easy solution, include the osg headers in your precompiled
header and
surround them with push/pop... Saves mucking around with osgs config.

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Re: [osg-users] pragma warnings disabled in headers

2008-11-07 Thread Robert Osfield
On Fri, Nov 7, 2008 at 3:42 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
 I agree with Peter, arbitrarily turning off peoples warnings isn't good
 practice.

The OSG generally doesn't disable warnings, warning disabling is only
done on VS as it's had a history of producing lots of warnings on
correct code.

It's a number of years since I've used Windows.  I do occassionally up
the warning levels on the OSG via's our Cmake's options for this, this
can help you spot some useful mistakes, but it also flags lots of
warnings that mislead more than they inform so you have to enable them
with an eye to what the warnings really mean - I do occassionally see
fixes to warnings that while well meaning actually break code.

If it's possible to get VS to disable warnings via compiler options
rather than in source #pragma then this would be the best solution,
it's what we have under gcc.

Robert.
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Re: [osg-users] pragma warnings disabled in headers

2008-11-07 Thread Robert Osfield
Hi Peter,

On Fri, Nov 7, 2008 at 12:11 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
 there is no push/pop for the warning in the header file which will make
 these warnings disabled in my own code too. I would like to catch this
 warnings in my own code and I shouldn't be forced to enabling them.

 the only reason I see for having them grouped here in the header is
 a convience method so osg doesn't have to disable them all places
 that gives these warnings? is this correct? or is there a better reason?

The warnings that are disabled are ones that were deemed to be not
useful and a hindrance to spotting actual useful warnings.  The
placement in the header is to avoid all OSG code have it's own
localise pragma - all of which are platform specific.  With the OSG I
try to keep platform specific hacks self contained rather than
distributed out across all code.

If you really must have the warnings that perhaps one could add a
CMake variable for configuring whether to disable these warnings or
not.  This would need to be a VS specific variable.

Robert.
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Re: [osg-users] Render to texture problem

2008-11-07 Thread Andreas Lindmark
This line:
viewer.setSceneData(worldParent);
should be:
viewer.setSceneData(root);


Andreas

2008/11/7 Engvall Åsa [EMAIL PROTECTED]

  Hi again!
 Now I have changed my scenegraph according to your drawing, and put the RTT
 camera under a root node, but it still doesn't work.

 This time I attach all the code in my application, hope anybody has time to
 have a look at it.

 Åsa


 // Create group nodes.
 osg::Group* root = new osg::Group;
 osg::Group* worldParent = new osg::Group;
 osg::Group* world = new osg::Group;
 root-addChild(worldParent);
 worldParent-addChild(world);

 // Create a sphere object.
 osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10);
 osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
 sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1));
 osg::Geode* object = new osg::Geode();
 object-addDrawable(sphereDrawable);

 // Create a transform node for the sphere object.
 osg::PositionAttitudeTransform* objectTransform = 
 newosg::PositionAttitudeTransform;
 objectTransform-addChild(object);
 world-addChild(objectTransform);

 // Create a viewer that looks at the world.
 osgViewer::Viewer viewer;
 viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 viewer.setSceneData(worldParent);

 // Create a graphics window.
 osg::ref_ptrosg::GraphicsContext::Traits traits = 
 newosg::GraphicsContext::Traits;
 traits-x = 100;
 traits-y = 100;
 traits-width = 640;
 traits-height = 480;
 traits-windowDecoration = true;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;

 // Create main camera.
 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());
 osg::ref_ptrosg::Camera camera = viewer.getCamera();
 camera-setGraphicsContext(gc.get());
 camera-setViewport(new osg::Viewport(0, 0, traits-width,
 traits-height));
 GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
 camera-setDrawBuffer(buffer);
 camera-setReadBuffer(buffer);
 camera-setClearColor(osg::Vec4(1,1,1,1));

 // Camera callback for capturing the image.
 osg::Image* image = new osg::Image;
 camera-setPostDrawCallback(new ScreenShotCallback(traits-width,
 traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE));

 // Create shader objects.
 osg::Shader* motionBlurVertexShader = new osg::Shader(osg::Shader::VERTEX);
 osg::Shader* motionBlurFragmentShader = new
 osg::Shader(osg::Shader::FRAGMENT);
 motionBlurVertexShader-loadShaderSourceFromFile
  (H:/My Documents/Visual Studio
 2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert);
 motionBlurFragmentShader-loadShaderSourceFromFile
  (H:/My Documents/Visual Studio
 2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag);

 // Add shader objects to a program.
 osg::Program* motionBlurProgram = new osg::Program;
 motionBlurProgram-addShader(motionBlurVertexShader);
 motionBlurProgram-addShader(motionBlurFragmentShader);

 // Define uniforms that will be passed to the shader.
 osg::Uniform* numberOfTimeStepsU = new osg::Uniform(numberOfTimeSteps,
 int(10));
 osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, float
 (0.01));
 osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02));
 osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0);
 osg::Uniform* prevModelViewMatrixU = newosg::Uniform(osg::Uniform::FLOAT_MAT4,
 prevModelViewMatrix);
 osg::Uniform* prevModelViewProjectionMatrixU = 
 newosg::Uniform(osg::Uniform::FLOAT_MAT4,
 prevModelViewProjectionMatrix);

 // Create a scene texture.
 osg::Texture2D* texture = new osg::Texture2D;
 texture-setResizeNonPowerOfTwoHint(false);
 texture-setTextureSize(traits-width, traits-height);
 texture-setInternalFormat(GL_RGBA);
 texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
 texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
 osg::Image* textureImage = new osg::Image;
 textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA,
 GL_UNSIGNED_BYTE);
 texture-setImage(0, textureImage);

 // Add program and uniforms to the world parent's stateset.
 osg::StateSet* state = worldParent-getOrCreateStateSet();
 state-addUniform(numberOfTimeStepsU);
 state-addUniform(timeConstantU);
 state-addUniform(frameTimeU);
 state-addUniform(sceneTextureU);
 state-addUniform(prevModelViewMatrixU);
 state-addUniform(prevModelViewProjectionMatrixU);
 state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON);
 state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);

 // Create a camera that renders the scene to a texture.
 osg::Camera* RTTcamera = new osg::Camera;
 RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // View matrix
 is set manually.
 RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
 RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 RTTcamera-setViewport(0, 0, traits-width, traits-height);
 RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER);
 RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 

Re: [osg-users] FLT Writer Duplicate Node Names?

2008-11-07 Thread Tomlinson, Gordon
Duplicate names are really a no no in OpenFlight files, so the exporter
should not really be writing duplicate node names as this breaks spec
 
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

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

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Friday, November 07, 2008 10:41 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] FLT Writer Duplicate Node Names?


Hello all.
 
Does the FLT writer create duplicate node names for nodes with multiple
transforms as parents? We're having trouble sharing a single model
inside of multiple transforms scattered about. Some older OpenFlight
software we are interfacing to does not like this. Any thoughts guys?
 
Thank you,
John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
[EMAIL PROTECTED] 

This email message is for the sole use of the intended recipient(s) and
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Re: [osg-users] pragma warnings disabled in headers

2008-11-07 Thread Simon Hammett
2008/11/7 Robert Osfield [EMAIL PROTECTED]

 On Fri, Nov 7, 2008 at 3:42 PM, Simon Hammett
 [EMAIL PROTECTED] wrote:
  I agree with Peter, arbitrarily turning off peoples warnings isn't good
  practice.

 The OSG generally doesn't disable warnings, warning disabling is only
 done on VS as it's had a history of producing lots of warnings on
 correct code.

 It's a number of years since I've used Windows.  I do occassionally up
 the warning levels on the OSG via's our Cmake's options for this, this
 can help you spot some useful mistakes, but it also flags lots of
 warnings that mislead more than they inform so you have to enable them
 with an eye to what the warnings really mean - I do occassionally see
 fixes to warnings that while well meaning actually break code.

 If it's possible to get VS to disable warnings via compiler options
 rather than in source #pragma then this would be the best solution,
 it's what we have under gcc.


It is possible to disable via the command line.
I'll have a look into modifying the cmake stuff,
I've got a couple of things to submit as well, so
I'll post to submissions once I'm done.

-- 
The truth is out there. Usually in header files.
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[osg-users] exemple bullet + osg

2008-11-07 Thread Adonai S . Canêz
Hello,

I am trying to compile the example that uses bullet + OSG, it on the page 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials 
but I am using version 2.6 of OSG and osgProducer isn't used and some 
methods aren't suported, I don't know how to convert to version 2.6 of OSG, can 
someone help me?

Adonai


  Novos endereços, o Yahoo! que você conhece. Crie um email novo com a sua 
cara @ymail.com ou @rocketmail.com.
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Re: [osg-users] Render to texture problem

2008-11-07 Thread J.P. Delport
I just read quickly, but it seems your camera is still not under the 
viewer, try


viewer.setSceneData(root);

jp

Engvall Åsa wrote:

Hi again!
Now I have changed my scenegraph according to your drawing, and put the 
RTT camera under a root node, but it still doesn't work.
 
This time I attach all the code in my application, hope anybody has time 
to have a look at it.
 
Åsa
 


// Create group nodes.
osg::Group* root = new osg::Group;
osg::Group* worldParent = new osg::Group;
osg::Group* world = new osg::Group;
root-addChild(worldParent);
worldParent-addChild(world);

// Create a sphere object.
osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10);
osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1));
osg::Geode* object = new osg::Geode();
object-addDrawable(sphereDrawable);

// Create a transform node for the sphere object.
osg::PositionAttitudeTransform* objectTransform = new 
osg::PositionAttitudeTransform;

objectTransform-addChild(object);
world-addChild(objectTransform);

// Create a viewer that looks at the world.
osgViewer::Viewer viewer;
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
viewer.setSceneData(worldParent);

// Create a graphics window.
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

traits-x = 100;
traits-y = 100;
traits-width = 640;
traits-height = 480;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;

// Create main camera.
osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

osg::ref_ptrosg::Camera camera = viewer.getCamera();
camera-setGraphicsContext(gc.get());
camera-setViewport(new osg::Viewport(0, 0, traits-width, traits-height));
GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
camera-setDrawBuffer(buffer);
camera-setReadBuffer(buffer);
camera-setClearColor(osg::Vec4(1,1,1,1));

// Camera callback for capturing the image.
osg::Image* image = new osg::Image;
camera-setPostDrawCallback(new ScreenShotCallback(traits-width, 
traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE));


// Create shader objects.
osg::Shader* motionBlurVertexShader = new osg::Shader(osg::Shader::VERTEX);
osg::Shader* motionBlurFragmentShader = new 
osg::Shader(osg::Shader::FRAGMENT);

motionBlurVertexShader-loadShaderSourceFromFile
 (H:/My Documents/Visual Studio 
2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert);

motionBlurFragmentShader-loadShaderSourceFromFile
 (H:/My Documents/Visual Studio 
2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag);


// Add shader objects to a program.
osg::Program* motionBlurProgram = new osg::Program;
motionBlurProgram-addShader(motionBlurVertexShader);
motionBlurProgram-addShader(motionBlurFragmentShader);

// Define uniforms that will be passed to the shader.
osg::Uniform* numberOfTimeStepsU = new osg::Uniform(numberOfTimeSteps, 
int(10));

osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, float(0.01));
osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02));
osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0);
osg::Uniform* prevModelViewMatrixU = new 
osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewMatrix);
osg::Uniform* prevModelViewProjectionMatrixU = new 
osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewProjectionMatrix);


// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture-setResizeNonPowerOfTwoHint(false);
texture-setTextureSize(traits-width, traits-height);
texture-setInternalFormat(GL_RGBA);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
osg::Image* textureImage = new osg::Image;
textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, 
GL_UNSIGNED_BYTE);

texture-setImage(0, textureImage);

// Add program and uniforms to the world parent's stateset.
osg::StateSet* state = worldParent-getOrCreateStateSet();
state-addUniform(numberOfTimeStepsU);
state-addUniform(timeConstantU);
state-addUniform(frameTimeU);
state-addUniform(sceneTextureU);
state-addUniform(prevModelViewMatrixU);
state-addUniform(prevModelViewProjectionMatrixU);
state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON);
state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);

// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // View 
matrix is set manually.

RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RTTcamera-setViewport(0, 0, traits-width, traits-height);
RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, texture);
root-addChild(RTTcamera);

[osg-users] pragma warnings disabled in headers

2008-11-07 Thread Peter Wraae Marino
Hi Users (Robert),

I noticed that the include file export
has the following

#if defined(_MSC_VER)
#pragma warning( disable : 4244 )
#pragma warning( disable : 4251 )
#pragma warning( disable : 4267 )
#pragma warning( disable : 4275 )
#pragma warning( disable : 4290 )
#pragma warning( disable : 4786 )
#pragma warning( disable : 4305 )
#pragma warning( disable : 4996 )
#endif

there is no push/pop for the warning in the header file which will make
these warnings disabled in my own code too. I would like to catch this
warnings in my own code and I shouldn't be forced to enabling them.

the only reason I see for having them grouped here in the header is
a convience method so osg doesn't have to disable them all places
that gives these warnings? is this correct? or is there a better reason?

-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] exemple bullet + osg

2008-11-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Adonai S. Canêz wrote:
 
 Hello,
 
 I am trying to compile the example that uses bullet + OSG, it on the 
 page
 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but
 I am using version 2.6 of OSG and osgProducer isn't used and some 
 methods aren't suported, I don't know how to convert to version 2.6
 of OSG, can someone help me?

Let me have a look, it is my tutorial.

I will update it to current OSG and let you know.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJFHdjn11XseNj94gRAlkoAKCC02I/q0aRvSAqKggBLsA59Pe9twCgqQ21
j3aZynLSIpum1h5ygnaA1NM=
=Vgj+
-END PGP SIGNATURE-
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Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-11-07 Thread Robert Osfield
Hi Andrea,

I'm not a OSX expert, but for those that are you don't provide quite
enough info to know what might be up.  I presume using doing an XCode
build, but you don't mentioned this explicitly.

Did the XCode projects come from the manually maintained ones or CMake
generated ones?

Does the release build compile fine?

Have you tested previous version of the OSG in this configuration?

Robert.

On Fri, Nov 7, 2008 at 10:37 AM, Andrea Negri [EMAIL PROTECTED] wrote:
 Hi folks,
 I tried to build OSG 2.7.4 on my Mac (OSX 10.4.11 PPC, XCode 2.4.1) and I
 have some errors (undefined symbols):

 Building target libOsgText.dylib of project OpenSceneGraph with
 configuration Debug
 Ld
 /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib
 normal ppc
 cd /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build
 /usr/bin/g++-4.0 -o
 /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib
 -L/Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug
 -F/Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug
 -filelist
 /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/osgTextd.LinkFileList
 -arch ppc -Wl,-single_module -compatibility_version 49.0.0 -current_version
 2.7.4 -install_name
 /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libosgTextd.dylib
 -Wl,-Y,1455 -dynamiclib -mmacosx-version-min=10.4 -dynamiclib
 -headerpad_max_install_names
 /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libosgDBd.dylib
 /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libosgd.dylib
 /Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/libOpenThreadsd.dylib
 -framework AGL -framework OpenGL /usr/lib/libm.dylib -lpthread -framework
 Carbon -framework AGL -framework OpenGL -isysroot
 /Developer/SDKs/MacOSX10.4u.sdk
 ld: Undefined symbols:
 _acl_copy_ext_native referenced from CarbonCore expected to be defined in
 libSystem
 _acl_copy_int_native referenced from CarbonCore expected to be defined in
 libSystem
 _task_name_for_pid referenced from CarbonCore expected to be defined in
 libSystem
 /usr/bin/libtool: internal link edit command failed


 Any clues from mac users here?
 Thanks in advance
 Andrea Negri
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Re: [osg-users] Render to texture problem

2008-11-07 Thread Engvall Åsa
Hi again!
Now I have changed my scenegraph according to your drawing, and put the RTT 
camera under a root node, but it still doesn't work.
 
This time I attach all the code in my application, hope anybody has time to 
have a look at it.
 
Åsa
 
// Create group nodes.
osg::Group* root = new osg::Group;
osg::Group* worldParent = new osg::Group;
osg::Group* world = new osg::Group;
root-addChild(worldParent);
worldParent-addChild(world);

// Create a sphere object.
osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10); 
osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
sphereDrawable-setColor(osg::Vec4(0, 0, 0, 1)); 
osg::Geode* object = new osg::Geode();
object-addDrawable(sphereDrawable);

// Create a transform node for the sphere object.
osg::PositionAttitudeTransform* objectTransform = new 
osg::PositionAttitudeTransform;
objectTransform-addChild(object); 
world-addChild(objectTransform);

// Create a viewer that looks at the world.
osgViewer::Viewer viewer;
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
viewer.setSceneData(worldParent);

// Create a graphics window.
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
traits-x = 100; 
traits-y = 100; 
traits-width = 640;
traits-height = 480;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;

// Create main camera.
osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptrosg::Camera camera = viewer.getCamera();
camera-setGraphicsContext(gc.get());
camera-setViewport(new osg::Viewport(0, 0, traits-width, traits-height));
GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
camera-setDrawBuffer(buffer);
camera-setReadBuffer(buffer);
camera-setClearColor(osg::Vec4(1,1,1,1));

// Camera callback for capturing the image. 
osg::Image* image = new osg::Image; 
camera-setPostDrawCallback(new ScreenShotCallback(traits-width, 
traits-height, *image, GL_RGBA, GL_UNSIGNED_BYTE));

// Create shader objects.
osg::Shader* motionBlurVertexShader = new osg::Shader(osg::Shader::VERTEX);
osg::Shader* motionBlurFragmentShader = new osg::Shader(osg::Shader::FRAGMENT);
motionBlurVertexShader-loadShaderSourceFromFile
 (H:/My Documents/Visual Studio 
2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert);
motionBlurFragmentShader-loadShaderSourceFromFile
 (H:/My Documents/Visual Studio 
2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag);

// Add shader objects to a program.
osg::Program* motionBlurProgram = new osg::Program;
motionBlurProgram-addShader(motionBlurVertexShader);
motionBlurProgram-addShader(motionBlurFragmentShader);

// Define uniforms that will be passed to the shader.
osg::Uniform* numberOfTimeStepsU = new osg::Uniform(numberOfTimeSteps, 
int(10));
osg::Uniform* timeConstantU = new osg::Uniform(timeConstant, float(0.01));
osg::Uniform* frameTimeU = new osg::Uniform(frameTime, float(0.02));
osg::Uniform* sceneTextureU = new osg::Uniform(sceneTexture, 0);
osg::Uniform* prevModelViewMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4, 
prevModelViewMatrix);
osg::Uniform* prevModelViewProjectionMatrixU = new 
osg::Uniform(osg::Uniform::FLOAT_MAT4, prevModelViewProjectionMatrix);

// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture-setResizeNonPowerOfTwoHint(false);
texture-setTextureSize(traits-width, traits-height);
texture-setInternalFormat(GL_RGBA);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
osg::Image* textureImage = new osg::Image;
textureImage-allocateImage(traits-width, traits-height, 1, GL_RGBA, 
GL_UNSIGNED_BYTE);
texture-setImage(0, textureImage);

// Add program and uniforms to the world parent's stateset.
osg::StateSet* state = worldParent-getOrCreateStateSet();
state-addUniform(numberOfTimeStepsU);
state-addUniform(timeConstantU);
state-addUniform(frameTimeU);
state-addUniform(sceneTextureU);
state-addUniform(prevModelViewMatrixU);
state-addUniform(prevModelViewProjectionMatrixU);
state-setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON);
state-setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);

// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // View matrix is 
set manually.
RTTcamera-setClearColor(osg::Vec4(1,1,1,1));
RTTcamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RTTcamera-setViewport(0, 0, traits-width, traits-height);
RTTcamera-setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, texture);
root-addChild(RTTcamera);
RTTcamera-addChild(world);
RTTcamera-attach(osg::Camera::COLOR_BUFFER, textureImage);
RTTcamera-setPostDrawCallback(new ScreenShotCallback(traits-width, 

Re: [osg-users] osgPPU vs RTT

2008-11-07 Thread Art Tevs
Hi Patrick.

I am not familar with MPV, however let my try to help you ;)

To let the ppu pipeline be applied for the complete scene, you have to provide 
it with a texture containing your scene as input. If you use the standard way, 
scene-osgPPU::Processor-osgPPU::Unit..., and attach a camera which views on 
your scene to the processor, then the camera output (which should be an RTT) 
will be provided into the pipeline. 

How is MPV handling scene rendering? Does it use osg's camera or does it render 
directly to some texture without camera intervention? If the second is true, 
then you can use UnitTexture as a root unit of your pipeline to provide your 
rendering texture into the pipeline.

Best regards,
Art




--- Patrick Castonguay [EMAIL PROTECTED] schrieb am Do, 6.11.2008:

 Von: Patrick Castonguay [EMAIL PROTECTED]
 Betreff: [osg-users] osgPPU vs RTT
 An: osg-users@lists.openscenegraph.org
 Datum: Donnerstag, 6. November 2008, 20:38
 Hi, 
 I am trying to get osgPPU to work with the MPV project (a
 CIGI compliant IG)...  I am having a little bit of a hard
 time figuring out how to get the two to talk to each other. 
 As MPV is very modular and based on a plugin stucture, what
 I have to work with (so far) is the root node of the scene. 
 The examples all have their own viewer that are used by PPU
 but I would like to stay away from that and just
 insert the pipeline to affect the intire scene (the
 displaying of the scene is handled by an other plugin inside
 MPV).
 
 Anybody have an idea of how could I attach a PPU pipeline
 to the scene? 
 
 My other option is to not use osgPPU and start doing my own
 RTT, a little like Åsa Engvall is intending to do...
 
 
 Patrick Castonguay
 H: 613 435 2235
 C: 613 325 1341
  
 Technology Innovation Management (TIM) Student - Modeling
 and Simulation stream
 
 Carleton University, Ottawa,
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Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-07 Thread Robert Osfield
On Fri, Nov 7, 2008 at 12:14 AM, Sukender [EMAIL PROTECTED] wrote:
 Hi again Robert,

 I confirm that the strange behavior still exist while compiling against the 
 rev 9119 (branch osgWidget-dev).

I don't have any further suggests beyond my earlier suggestion that
some vertex data such as normals, texcoord or colour arrays aren't
assigned to geometries that they should be.  Write you model out to
.osg and have a look through them.  If you have lighting on then
you'll need a normal array, if you are use default osg::Material
you'll need at a colour array with at least one overall colour, if you
are doing texturing then you'll need texture coords.

Robert.
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Re: [osg-users] infinite block with CullThreadPerCameraDrawThreadPerContext

2008-11-07 Thread Robert Osfield
Hi Csaba,

I have finally cleared through my inbox to looking closely at this
issue and the suggested bug fix.  I believe your suggested change is
safe in normal execution for CullThreadPerCameraDrawThreadPerContext
and DrawThreadPerContext, as the the _startRenderingBarrier barrier
being joined will be holding back the graphics threads, and calling
the reset of the block before joing this barrier will only release the
graphics threads to join this barrier - they can't go one to next
frame till the main thread joins the barrier.

WIth your patch applied all the OSG example still run fine even when I
set OSG_THREADING to
CullThreadPerCameraDrawThreadPerContext, but then these run OK before
anyway... so it's no 100% confirmation of a fix, but it's also close
as I can get without ever having reproduced the hang myself.  Such is
the way with threading bugs...

My thanks for your perseverance on this.  The fix is now checked into
svn and will be part of 2.7.5 dev release.  I also fixed the type of
ThreadSafeQueue as well.

Cheers,
Robert.




On Fri, Oct 17, 2008 at 4:02 PM, Csaba Halász [EMAIL PROTECTED] wrote:
 On Thu, Oct 16, 2008 at 2:42 PM, Robert Osfield
 [EMAIL PROTECTED] wrote:
 HI Csaba,

 I suspect the particular problem you are seeing is not directly driver
 related, but is an OSG bug, differences in drivers might change the
 timing slightly which leads to the problem not becoming visible, but
 may well still be lurking.

 Hi Robert,

 Huh, took me two days, but I think I have traced this to a race condition.
 Apparently the _endDynamicDrawBlock was already reached by a graphics
 thread before the viewer got a chance to reset it.
 So then that draw thread was released (and subsequently blocked on the
 sceneview queue) and the viewer has gone to infinite wait on the
 _endDynamicDrawBlock later.
 This simpe patch (that doesn't even hint at how difficult it is to
 trace such bugs) seems to fix the issue here:

 Index: src/osgViewer/ViewerBase.cpp
 ===
 --- src/osgViewer/ViewerBase.cpp(revision 9034)
 +++ src/osgViewer/ViewerBase.cpp(working copy)
 @@ -674,14 +674,14 @@

 bool doneMakeCurrentInThisThread = false;

 -// dispatch the the rendering threads
 -if (_startRenderingBarrier.valid()) _startRenderingBarrier-block();
 -
 if (_endDynamicDrawBlock.valid())
 {
 _endDynamicDrawBlock-reset();
 }

 +// dispatch the the rendering threads
 +if (_startRenderingBarrier.valid()) _startRenderingBarrier-block();
 +
 // reset any double buffer graphics objects
 for(Cameras::iterator camItr = cameras.begin();
 camItr != cameras.end();

 I am not even sure why the _endDynamicDrawBlock has to be reset. Comments?

 --
 Csaba
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Re: [osg-users] exemple bullet + osg

2008-11-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

Adonai S. Canêz wrote:
 
 Hello,
 
 I am trying to compile the example that uses bullet + OSG, it on the 
 page
 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but
 I am using version 2.6 of OSG and osgProducer isn't used and some 
 methods aren't suported, I don't know how to convert to version 2.6
 of OSG, can someone help me?


I have uploaded an updated example using osgViewer instead of osgProducer.

Enjoy,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJFH8Cn11XseNj94gRAgLhAKCqVsxvyE0ySNLAYvdnFhXq8m0O1ACeJMkx
pU53rq+c9XsnBshmzCEhb4U=
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Re: [osg-users] FLT Writer Duplicate Node Names?

2008-11-07 Thread Paul Martz
The exporter dumps the Node name to the FLT record name, just as the
importer does the inverse operation. I don't believe there is any code to
check for and avoid duplicate node names.
 
I'd think it would be up to the application to specify unique Node names, as
the exporter has no other way to know what text should be written to the FLT
record name. I can see how it might be useful to have a I don't care what
you name it, just make sure it's unique mode. Currently, this doesn't
exist. You are welcome to add it.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, November 07, 2008 8:41 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] FLT Writer Duplicate Node Names?


Hello all.
 
Does the FLT writer create duplicate node names for nodes with multiple
transforms as parents? We're having trouble sharing a single model inside of
multiple transforms scattered about. Some older OpenFlight software we are
interfacing to does not like this. Any thoughts guys?
 
Thank you,
John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
[EMAIL PROTECTED] 

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[osg-users] OpenSceneGraph-2.7.5 dev release tagged.

2008-11-07 Thread Robert Osfield
Hi All,

After completing a bit of marathon submissions purge I've just tagged
the 2.7.5 developer release, here's the link to the release page:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

* OpenSceneGraph-2.7.5, released on 7th November 2008.
OpenSceneGraph-2.7.5, changes include:
  o vnc plugin and associated osgvnc example that provide VNC
support utilising the LibVNCServer library.
  o Wide character filenames support under Windows virtue of
new osgDB::fopen() and osgDB::ifstream/ofstream classes.
  o requestWarpPointer support under OSX/Carbon.
  o improvements to osgvolume example, including support for
convert RGB source data into luminance data and control rescale of the
data ranges of source data.
  o Various bug and build fixes.

source package : OpenSceneGraph-2.7.5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.7.5
OpenSceneGraph

Thanks to all the contributors who've put time in on improving the OSG,

Robert.


-- ChangeLog since 2.7.4:

2008-11-07 17:40 + [r9131]  robert:

* From Csaba Halasz, fix for hang when running in
  CullThreadPerCameraDrawThreadPerContext threading model.

2008-11-07 17:23 + [r9130]  robert:

* Fixed typo

2008-11-07 17:07 + [r9129]  robert:

* Fixed build under gcc 4.3.2

2008-11-07 16:26 + [r9128]  robert:

* Updated ChangeLog and version number for 2.7.5 release

2008-11-07 16:14 + [r9127]  robert:

* Removed fstream for wrapper due to problems with wrapping.

2008-11-07 16:03 + [r9126]  robert:

* Removed due to problems with build

2008-11-07 15:38 + [r9125]  robert:

* Updated wrappers

2008-11-07 15:08 + [r9124]  robert:

* From Michael Platings, Converted std::fstream/ifstream/ofstream
  to osgDB::fstream/ifstream/ofstream and fopen to osgDB::fopen to
  facilitate support for wide character filenames using UT8
  encoding.

2008-11-07 15:01 + [r9123]  robert:

* Converted tabs to four spaces

2008-11-07 13:18 + [r9122]  robert:

* From Tim Moore, removed redundent forward declartion of
  BoundingBox and BoundingSphere

2008-11-07 10:23 + [r9120]  robert:

* From Martins Innus, Here is a fix to add requestWarpPointer for
  OS X. It seems to work for me, I just took what osgProducer had.
  These are updated files to 2.7.3

2008-11-06 16:48 + [r9118]  robert:

* Changed to using stdio.h.

2008-11-06 14:56 + [r9117]  robert:

* Updated wrappers

2008-11-06 14:46 + [r9116]  robert:

* Fixed constness of getTexture/getRenderBuffer() const and added
  non cost version.

2008-11-06 14:29 + [r9115]  robert:

* From Michael Platings, I've added functions to get the texture,
  renderbuffer and other properties from a FrameBufferAttachment.

2008-11-06 14:17 + [r9114]  robert:

* From Kyle Centers, removed redundent check to
  _currentContext.valid().

2008-11-06 14:04 + [r9113]  robert:

* From Csaba Halasz, adding missing export directives

2008-11-06 13:57 + [r9112]  robert:

* From Thomas Wedner, use osgViewer::CompositeViewer with several
  views. All views share parts of their scene graphs. Within these
  common part some nodes have event handlers which use the action
  adapter argument to the event handler to determinate which view
  received the event. Here is the problem,
  osgViewer::CompositeViewer::eventTraversal sets the action
  adapter field in the EventVisitor always to the last view which
  received an event, instead of using the view which actually
  received the event, so determination of the correct view does not
  work. I looked at the code a bit, and moved the code for setting
  the action adapter to a IMO better place

2008-11-06 13:40 + [r9109-9111]  robert:

* From Ulrich Hertleinm cmake 2.6 is having trouble on Mac OS X
  because example/CMakeLists.txt addes subdirectory osgviewerGLUT
  twice. I took the liberty to remove the second occurrence. 

* Fixed IntersectionVisitor::accept(Camera) handling of relative
  Cameras.

* From Chris Denham, added transform to cube to test picking fixes

2008-11-05 16:06 + [r9106]  robert:

* Removed redundent static ImageStream pointer

2008-11-05 15:59 + [r9105]  robert:

* Added --no-rescale, --rescale (default) and --shift-min-to-zero
  command line options for controlling how the pixel data is
  managed.

2008-11-05 15:04 + [r9102-9103]  robert:

* Added --replace-rgb-with-luminance option

* Added support for different pixel formats and datatypes in
  copyImage() method

2008-11-05 11:56 

Re: [osg-users] Loose texture in ive after display the node

2008-11-07 Thread Robert Osfield
Hi Linoel,

If you use unRefImageDataAfterApply then the image is discarded as
soon as the image data to download to OpenGL, which helps reduce
memory consumption significantly so is great for real-time sims.
However, if you discard the image data then you can't later use to it
write out to disk.   If you want to write out data you can't use this
feature.

Robert.

On Fri, Nov 7, 2008 at 8:49 AM, Lionel Lagarde [EMAIL PROTECTED] wrote:
 Hi,

 the texture used in your model has the unRefImageDataAfterApply flag set.
 The apply occurs
 in the first frame. You can turn off this flag in the Texture attribute.

 Eric ZAREMBA wrote:

 Hi,



 I have a strange problem during .IVE saving.

 As you can see in the following, I just open an .IVE file, display it and
 save it.

 After this tree operation, the new .IVE file has loosing his texture…

 I have the problem with the file join to the email (and a lot of others…).

 But I have some other .IVE files which work correctly without any problem…

 I suppose that the error comes from the .IVE file structure? Can you help
 me?



 During my test, I had a file which was saved properly. But, if it was
 included via a ProxyNode, it was embedded into the root ive and lost its
 textures.



 Context:

 Windows XP SP3

 NVidia 7600GT or ATI FireGL 5100V

 OSG 2.6

 Visual Studio 2005 SP1

 Qt 4.3 even if it is not used in the example below.



 #include osgViewer/Viewer

 #include osgDB/ReadFile

 #include osgDB/WriteFile

 #include osgGA/TrackballManipulator



 int main(int argc, char *argv[])

 {

   osg::ArgumentParser args( argc, argv );

   osgViewer::Viewer viewer( args );

   viewer.realize();



   osg::ref_ptrosg::Node pNode = osgDB::readNodeFile(
 Data/BufferStop.ive );

   if( !pNode )

 osg::notify( osg::ALWAYS )  Cannot read the file\n;



   viewer.setSceneData( pNode.get() );

   viewer.setCameraManipulator( new osgGA::TrackballManipulator );



   // If we write the node before show it, the result is Ok.

   if( !osgDB::writeNodeFile( *pNode, ../HopBefore.ive ) )

   {

 osg::notify( osg::ALWAYS )  Failed\n;

 return 1;

   }



   while( !viewer.done() )

 viewer.frame();



   // Since we displayed the node, we loose the texture at saving.

   if( !osgDB::writeNodeFile( *pNode, ../HopAfter.ive ) )

   {

 osg::notify( osg::ALWAYS )  Failed\n;

 return 1;

   }



   return 0;

 }



 Best regards,

 Eric Z.





 
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[osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-07 Thread J.P. Delport

Hi all,

a colleague of mine is trying to implement an image processing algorithm 
that requires many RTT cameras (+-150).


His algorithm runs on his Windows machine, but fails under Linux (I'm 
quite sad about it :) with some of the following errors:


--8--

Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991100
BadAlloc (insufficient resources for operation)

Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991160
BadDrawable (invalid Pixmap or Window parameter)

Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5

--8--

We've narrowed the problem down to just camera creation and frame 
rendering. Texture sizes do not seem to influence the error. I've made a 
small test application (attached) that creates the errors.


On my Linux laptop the errors start appearing at around 220 cameras. On 
another Linux machine we can get about 10 more. On Windows we've been 
able to test up to 3000 (the apps starts up too slowly if we add more).


Does anyone have any ideas about why and where the cameras are creating 
X resources?


Art (if you are around), does osgPPU use osg::Camera? Maybe we can move 
to osgPPU if not.


Any pointers to help us debug are welcome.

regards
jp


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[osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4

2008-11-07 Thread Andrea Negri

Hi folks,

I tried to build OSG 2.7.4 on my Mac (OSX 10.4.11 PPC, XCode 2.4.1)  
and I have some errors (undefined symbols):



Building target “libOsgText.dylib” of project “OpenSceneGraph” with  
configuration “Debug”


Ld /Users/andreanegri/Developement/OSG-2.7.4/ 
OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/ 
libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib normal ppc
cd /Users/andreanegri/Developement/OSG-2.7.4/ 
OpenSceneGraph-2.7.4_build
/usr/bin/g++-4.0 -o /Users/andreanegri/Developement/OSG-2.7.4/ 
OpenSceneGraph-2.7.4_build/lib/OpenSceneGraph.build/Debug/ 
libosgText.dylib.build/Objects-normal/ppc/libosgTextd.dylib -L/Users/ 
andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/ 
Debug -F/Users/andreanegri/Developement/OSG-2.7.4/ 
OpenSceneGraph-2.7.4_build/lib/Debug -filelist /Users/andreanegri/ 
Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/ 
OpenSceneGraph.build/Debug/libosgText.dylib.build/Objects-normal/ppc/ 
osgTextd.LinkFileList -arch ppc -Wl,-single_module - 
compatibility_version 49.0.0 -current_version 2.7.4 -install_name / 
Users/andreanegri/Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/ 
lib/Debug/libosgTextd.dylib -Wl,-Y,1455 -dynamiclib -mmacosx-version- 
min=10.4 -dynamiclib -headerpad_max_install_names /Users/andreanegri/ 
Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/ 
libosgDBd.dylib /Users/andreanegri/Developement/OSG-2.7.4/ 
OpenSceneGraph-2.7.4_build/lib/Debug/libosgd.dylib /Users/andreanegri/ 
Developement/OSG-2.7.4/OpenSceneGraph-2.7.4_build/lib/Debug/ 
libOpenThreadsd.dylib -framework AGL -framework OpenGL /usr/lib/ 
libm.dylib -lpthread -framework Carbon -framework AGL -framework  
OpenGL -isysroot /Developer/SDKs/MacOSX10.4u.sdk

ld: Undefined symbols:
_acl_copy_ext_native referenced from CarbonCore expected to be  
defined in libSystem
_acl_copy_int_native referenced from CarbonCore expected to be  
defined in libSystem
_task_name_for_pid referenced from CarbonCore expected to be defined  
in libSystem

/usr/bin/libtool: internal link edit command failed



Any clues from mac users here?

Thanks in advance

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Re: [osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-07 Thread Robert Osfield
Hi Simon,

On Thu, Nov 6, 2008 at 1:02 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
 If you want binaries you need to specify which compiler you are using.
 I've got 2.7.1 built for vc.Net 2003 but it's a 200Mb zip, without the
 examples.
 Free to anybody who can provide me somewhere to upload it if anybody else is
 using such an old version of vc.

You can uploaded data to the server via WebDAV:

   http://www.openscenegraph.org/projects/osg/wiki/WebDAV

If you place the data in the suggested files directory I can move the
data to downloads directory.

Thanks,
Robert.
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Re: [osg-users] FLT Writer Duplicate Node Names?

2008-11-07 Thread Paul Martz
The exporter writes an external reference record when it encounters a
ProxyNode. The importer should do the inverse operation.
 
I searched for the error text you mentioned, but could not find any code in
OSG that displays that error, so I can't really help you with that.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, November 07, 2008 11:42 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] FLT Writer Duplicate Node Names?


Paul,
 
Is there a way that I can place multiple instances of an external .flt file
into another .flt file? I'm trying to use ProxyNode, but still getting these
errors:
 
Non primary record found as child. op=19
Non primary record found as child. op=19
Non primary record found as child. op=20
Non primary record found as child. op=20
 
Thanks,
John
 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Friday, November 07, 2008 12:51 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] FLT Writer Duplicate Node Names?


The exporter dumps the Node name to the FLT record name, just as the
importer does the inverse operation. I don't believe there is any code to
check for and avoid duplicate node names.
 
I'd think it would be up to the application to specify unique Node names, as
the exporter has no other way to know what text should be written to the FLT
record name. I can see how it might be useful to have a I don't care what
you name it, just make sure it's unique mode. Currently, this doesn't
exist. You are welcome to add it.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, November 07, 2008 8:41 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] FLT Writer Duplicate Node Names?


Hello all.
 
Does the FLT writer create duplicate node names for nodes with multiple
transforms as parents? We're having trouble sharing a single model inside of
multiple transforms scattered about. Some older OpenFlight software we are
interfacing to does not like this. Any thoughts guys?
 
Thank you,
John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
[EMAIL PROTECTED] 

This email message is for the sole use of the intended recipient(s) and may
contain GDC4S confidential or privileged information. Any unauthorized
review, use, disclosure or distribution is prohibited. If you are not an
intended recipient, please contact the sender by reply email and destroy all
copies of the original message.

 

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Re: [osg-users] FLT Writer Duplicate Node Names?

2008-11-07 Thread Argentieri, John-P63223
Paul,
 
Is there a way that I can place multiple instances of an external .flt
file into another .flt file? I'm trying to use ProxyNode, but still
getting these errors:
 
Non primary record found as child. op=19
Non primary record found as child. op=19
Non primary record found as child. op=20
Non primary record found as child. op=20
 
Thanks,
John
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Friday, November 07, 2008 12:51 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] FLT Writer Duplicate Node Names?


The exporter dumps the Node name to the FLT record name, just as the
importer does the inverse operation. I don't believe there is any code
to check for and avoid duplicate node names.
 
I'd think it would be up to the application to specify unique Node
names, as the exporter has no other way to know what text should be
written to the FLT record name. I can see how it might be useful to have
a I don't care what you name it, just make sure it's unique mode.
Currently, this doesn't exist. You are welcome to add it.
   -Paul
 




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Friday, November 07, 2008 8:41 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] FLT Writer Duplicate Node Names?


Hello all.
 
Does the FLT writer create duplicate node names for nodes with
multiple transforms as parents? We're having trouble sharing a single
model inside of multiple transforms scattered about. Some older
OpenFlight software we are interfacing to does not like this. Any
thoughts guys?
 
Thank you,
John Argentieri 
Software Engineer 
GENERAL DYNAMICS 
C4 Systems 
[EMAIL PROTECTED] 

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[osg-users] Res: exemple bullet + osg

2008-11-07 Thread Adonai S . Canêz
thanks Jan, It's ok now





De: Jan Ciger [EMAIL PROTECTED]
Para: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Enviadas: Sexta-feira, 7 de Novembro de 2008 15:46:44
Assunto: Re: [osg-users] exemple bullet + osg

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

Adonai S. Canêz wrote:
 
 Hello,
 
 I am trying to compile the example that uses bullet + OSG, it on the 
 page
 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but
 I am using version 2.6 of OSG and osgProducer isn't used and some 
 methods aren't suported, I don't know how to convert to version 2.6
 of OSG, can someone help me?


I have uploaded an updated example using osgViewer instead of osgProducer.

Enjoy,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJFH8Cn11XseNj94gRAgLhAKCqVsxvyE0ySNLAYvdnFhXq8m0O1ACeJMkx
pU53rq+c9XsnBshmzCEhb4U=
=iFe5
-END PGP SIGNATURE-
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[osg-users] Teaching an intro to graphics course

2008-11-07 Thread rpingry
Hello All,

I am going to be teaching my first semester as a part-time adjunct professor
at BYU-Idaho.  I am really EXCITED!  We will be teaching an intro. to
graphics course that has not been taught before at this school.  Our focus
will be on juniors and seniors wanting to get out in the industry and do
something.

Our thought is to take a direction slightly different from the traditional
graphics course that works students through writing their own low level
graphics operations through writing their own phong shader and rudimentary
ray-tracer.  We know we need to teach the fundamentals with vector and
matrix math, etc. (a linear algebra class is already set as a
pre-requisite), but our thought was that we could focus on OpenGL and teach
how these concepts are important even while working on this relatively high
level API.

Once we have the fundamentals down and an idea of how OpenGL works, I wanted
to introduce the students to OSG and how a scene graph helps.  Another big
goal is to teach them how to participate in an Open Source community.
Ultimately I would like to have the students work on final projects that
they might be able to submit to the cause.  There are SOOO many great things
they could learn from this effort.  I hope we are not trying to shove too
much into a 3 credit hour class, but I am excited to see how it goes.

So, we have a few ideas about the things I think we should cover, but I
would love to get some feedback from this great community about things that
you would teach in this kind of course.  I know I want to introduce them to
the coding standards and the submission guidelines you have on the website.
Are there other things we should consider on that front?  (should we
pre-screen the submissions before we send them off to you?).  What kinds of
projects would you recommend the students might be able to work on?  The LWO
and LWS readers are near and dear to my heart, so I was going to have them
work on features there, but I am certainly open to suggestions.

Thanks,
-- Rick
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Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread Simon Hammett
For me Geometry handling and generators.

I've spent part of today writing a generalised extrusion function but I'd be
highly
surprised if this hasn't been done 10,000 times already.

I couldn't find such a function in osg.

If it is there, then maybe you could get your students to help with
the documentation in the code and on the website. ;)

Also a high level CSG library would be fantastic.
I'm doing CAD stuff and it would be so much faster if I could just specify
things like 'intersect a cylinder with this box'

This might be relatively straight forward, if the CSG library generates
meshes to feed to:

http://gts.sourceforge.net/


2008/11/7 [EMAIL PROTECTED]

 Hello All,

 I am going to be teaching my first semester as a part-time adjunct
 professor at BYU-Idaho.  I am really EXCITED!  We will be teaching an intro.
 to graphics course that has not been taught before at this school.  Our
 focus will be on juniors and seniors wanting to get out in the industry and
 do something.

 Our thought is to take a direction slightly different from the traditional
 graphics course that works students through writing their own low level
 graphics operations through writing their own phong shader and rudimentary
 ray-tracer.  We know we need to teach the fundamentals with vector and
 matrix math, etc. (a linear algebra class is already set as a
 pre-requisite), but our thought was that we could focus on OpenGL and teach
 how these concepts are important even while working on this relatively high
 level API.

 Once we have the fundamentals down and an idea of how OpenGL works, I
 wanted to introduce the students to OSG and how a scene graph helps.
 Another big goal is to teach them how to participate in an Open Source
 community.  Ultimately I would like to have the students work on final
 projects that they might be able to submit to the cause.  There are SOOO
 many great things they could learn from this effort.  I hope we are not
 trying to shove too much into a 3 credit hour class, but I am excited to see
 how it goes.

 So, we have a few ideas about the things I think we should cover, but I
 would love to get some feedback from this great community about things that
 you would teach in this kind of course.  I know I want to introduce them to
 the coding standards and the submission guidelines you have on the website.
 Are there other things we should consider on that front?  (should we
 pre-screen the submissions before we send them off to you?).  What kinds of
 projects would you recommend the students might be able to work on?  The LWO
 and LWS readers are near and dear to my heart, so I was going to have them
 work on features there, but I am certainly open to suggestions.

 Thanks,
 -- Rick

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Re: [osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-07 Thread Simon Hammett
2008/11/7 Robert Osfield [EMAIL PROTECTED]

 Hi Simon,

 On Thu, Nov 6, 2008 at 1:02 PM, Simon Hammett
 [EMAIL PROTECTED] wrote:
  If you want binaries you need to specify which compiler you are using.
  I've got 2.7.1 built for vc.Net 2003 but it's a 200Mb zip, without the
  examples.
  Free to anybody who can provide me somewhere to upload it if anybody else
 is
  using such an old version of vc.

 You can uploaded data to the server via WebDAV:

   http://www.openscenegraph.org/projects/osg/wiki/WebDAV

 If you place the data in the suggested files directory I can move the
 data to downloads directory.

 Thanks,
 Robert.
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Ok. I've just finished building the libs for VC 2008 as well,
so I'll upload those as well when I've got write access.

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[osg-users] Mailman just kicked off 180+ members

2008-11-07 Thread Robert Osfield
Hi All,

I just got notification from the mailman server that 180+ members have
un-subscribed in just one minute.  Clearly this is the server deciding
to do stuff all by itself.  We've seen this suspect behaviour before
and in the past I've logged a support call to Dreamhost to reinstate.
In the past Dreamhost have claimed that this is just mailman cleaning
out no longer valid addresses, but I would expect such a process to
happen incrementally because nearly 10% of the community wouldn't
suddenly have invalid accounts.  I have configured mailman to be
lenient towards accounts that are bouncing messages, and over the last
six/year months I haven't seen any of these mass un-subscribes.

I am no server nor Mailman expert so I would like feedback from those
who might know a little more about this stuff than I.  If it is just
invalid accounts being kicked off then fine, it'll save the server
from dealing with all the bounces, but if it's not, and think it's
likely it's not then we have users dropping off the list that wish to
remain subscribed which is bad news.

If you've been affected by this (i.e. you've had to just resubscribe)
or know one who's had this problem could you send notifcation of this
problem into the list/me.  I can then try and work out some pattern
and start holding Dreamhosts toes the fire to sort it out.. yet again.

Robert.
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Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread Paul Martz
Hi Rick -- Congrats, this sounds like a great undertaking.
 
I have somewhat similar plans you might be interested in. My intent is to
set up an internship program with CU Boulder and take in two interns
starting in January. While I will expect real work out of them (to be open
sourced, either as an OSG contribution or a standalone project), I also
intend to teach them 3D graphics. Like you, I'll focus on using the
higher-level API, and only teach the low-level stuff as a means to
understanding the end.
 
Like you, I'm also afraid that this will be like drinking from a fire hose
-- way too much material for a semester-long internship. Hopefully, if the
interns do well through the January-April semester, I can convince them to
stay on over the summer and really put to use what they've learned for solid
code production.
 
Between the curriculum Bob Kuehne and I have developed for out OSG courses,
and the material I intend to create for this internship program, I hope to
finally have enough material to create the long-awaited OSG Programming
Guide book.
 
On the subject of final projects suitable for a semester course...
 * A set of replacements for the ShapeDrawables that use Geometry as their
base class. The benefit would be that code could easily access and modify
the vertices, they could be exported to FLT, etc.
 * A new polygon decimator that can remove boundary vertices (a limitation
of the existing osgUtil::Simplifier).
 * I've always thought it would be useful to write an export osgPlugin that
dumps out an HTML document per node, with the document displaying info about
that node and containing links to parent/children/siblings. This would be a
great analysis tool for any OSG developer.
 * Finally, there are always several new OpenGL extensions that could be
implemented in OSG... How about a Drawable that supports ARB_draw_instanced,
for example?
 
Let's keep in touch as our two programs progress.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
 



  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, November 07, 2008 12:26 PM
To: osg-users@lists.openscenegraph.org
Cc: [EMAIL PROTECTED]
Subject: [osg-users] Teaching an intro to graphics course


Hello All,

I am going to be teaching my first semester as a part-time adjunct professor
at BYU-Idaho.  I am really EXCITED!  We will be teaching an intro. to
graphics course that has not been taught before at this school.  Our focus
will be on juniors and seniors wanting to get out in the industry and do
something.

Our thought is to take a direction slightly different from the traditional
graphics course that works students through writing their own low level
graphics operations through writing their own phong shader and rudimentary
ray-tracer.  We know we need to teach the fundamentals with vector and
matrix math, etc. (a linear algebra class is already set as a
pre-requisite), but our thought was that we could focus on OpenGL and teach
how these concepts are important even while working on this relatively high
level API.

Once we have the fundamentals down and an idea of how OpenGL works, I wanted
to introduce the students to OSG and how a scene graph helps.  Another big
goal is to teach them how to participate in an Open Source community.
Ultimately I would like to have the students work on final projects that
they might be able to submit to the cause.  There are SOOO many great things
they could learn from this effort.  I hope we are not trying to shove too
much into a 3 credit hour class, but I am excited to see how it goes.

So, we have a few ideas about the things I think we should cover, but I
would love to get some feedback from this great community about things that
you would teach in this kind of course.  I know I want to introduce them to
the coding standards and the submission guidelines you have on the website.
Are there other things we should consider on that front?  (should we
pre-screen the submissions before we send them off to you?).  What kinds of
projects would you recommend the students might be able to work on?  The LWO
and LWS readers are near and dear to my heart, so I was going to have them
work on features there, but I am certainly open to suggestions.

Thanks,
-- Rick


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Re: [osg-users] A Windows binary version of OSG 2.6.x available?

2008-11-07 Thread Csaba Halász
On Fri, Nov 7, 2008 at 10:55 AM, Robert Osfield
[EMAIL PROTECTED] wrote:

 You can uploaded data to the server via WebDAV:

I wonder if there is public interest in having the automated nightly
builds available.

-- 
Csaba (aka. Jester on the dashboard)
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Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread rpingry
Thanks Simon,

A CSG library would be a great idea to work on.  I needed one of those for
some work I did with Northrop Grumman.  The generalized extrusion function
is cool too, maybe for a single student or as a feature of the CSG library.
I didn't look too deeply, but does the gts library work with OSG?

-- Rick


For me Geometry handling and generators.

I've spent part of today writing a generalised extrusion function but I'd be
highly
surprised if this hasn't been done 10,000 times already.

I couldn't find such a function in osg.

If it is there, then maybe you could get your students to help with
the documentation in the code and on the website. ;)

Also a high level CSG library would be fantastic.
I'm doing CAD stuff and it would be so much faster if I could just specify
things like 'intersect a cylinder with this box'

This might be relatively straight forward, if the CSG library generates
meshes to feed to:

http://gts.sourceforge.net/

On Fri, Nov 7, 2008 at 12:26 PM, [EMAIL PROTECTED] wrote:

 Hello All,

 I am going to be teaching my first semester as a part-time adjunct
 professor at BYU-Idaho.  I am really EXCITED!  We will be teaching an intro.
 to graphics course that has not been taught before at this school.  Our
 focus will be on juniors and seniors wanting to get out in the industry and
 do something.

 Our thought is to take a direction slightly different from the traditional
 graphics course that works students through writing their own low level
 graphics operations through writing their own phong shader and rudimentary
 ray-tracer.  We know we need to teach the fundamentals with vector and
 matrix math, etc. (a linear algebra class is already set as a
 pre-requisite), but our thought was that we could focus on OpenGL and teach
 how these concepts are important even while working on this relatively high
 level API.

 Once we have the fundamentals down and an idea of how OpenGL works, I
 wanted to introduce the students to OSG and how a scene graph helps.
 Another big goal is to teach them how to participate in an Open Source
 community.  Ultimately I would like to have the students work on final
 projects that they might be able to submit to the cause.  There are SOOO
 many great things they could learn from this effort.  I hope we are not
 trying to shove too much into a 3 credit hour class, but I am excited to see
 how it goes.

 So, we have a few ideas about the things I think we should cover, but I
 would love to get some feedback from this great community about things that
 you would teach in this kind of course.  I know I want to introduce them to
 the coding standards and the submission guidelines you have on the website.
 Are there other things we should consider on that front?  (should we
 pre-screen the submissions before we send them off to you?).  What kinds of
 projects would you recommend the students might be able to work on?  The LWO
 and LWS readers are near and dear to my heart, so I was going to have them
 work on features there, but I am certainly open to suggestions.

 Thanks,
 -- Rick

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Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread rpingry
Thanks Paul,

Lots of great project ideas.
We are looking for text book kinds of materials.  Do you have
recommendations in that regard, perhaps something you and Bob have already
written?  Like I mentioned, I would really like to start off with OpenGL and
then show how OSG helps.

-- Rick




Hi Rick -- Congrats, this sounds like a great undertaking.

I have somewhat similar plans you might be interested in. My intent is to
set up an internship program with CU Boulder and take in two interns
starting in January. While I will expect real work out of them (to be open
sourced, either as an OSG contribution or a standalone project), I also
intend to teach them 3D graphics. Like you, I'll focus on using the
higher-level API, and only teach the low-level stuff as a means to
understanding the end.

Like you, I'm also afraid that this will be like drinking from a fire hose
-- way too much material for a semester-long internship. Hopefully, if the
interns do well through the January-April semester, I can convince them to
stay on over the summer and really put to use what they've learned for solid
code production.

Between the curriculum Bob Kuehne and I have developed for out OSG courses,
and the material I intend to create for this internship program, I hope to
finally have enough material to create the long-awaited OSG Programming
Guide book.

On the subject of final projects suitable for a semester course...
 * A set of replacements for the ShapeDrawables that use Geometry as their
base class. The benefit would be that code could easily access and modify
the vertices, they could be exported to FLT, etc.
 * A new polygon decimator that can remove boundary vertices (a limitation
of the existing osgUtil::Simplifier).
 * I've always thought it would be useful to write an export osgPlugin that
dumps out an HTML document per node, with the document displaying info about
that node and containing links to parent/children/siblings. This would be a
great analysis tool for any OSG developer.
 * Finally, there are always several new OpenGL extensions that could be
implemented in OSG... How about a Drawable that supports ARB_draw_instanced,
for example?

Let's keep in touch as our two programs progress.

On Fri, Nov 7, 2008 at 4:37 PM, [EMAIL PROTECTED] wrote:

 Thanks Simon,

 A CSG library would be a great idea to work on.  I needed one of those for
 some work I did with Northrop Grumman.  The generalized extrusion function
 is cool too, maybe for a single student or as a feature of the CSG library.
 I didn't look too deeply, but does the gts library work with OSG?

 -- Rick


 For me Geometry handling and generators.

 I've spent part of today writing a generalised extrusion function but I'd
 be
 highly
 surprised if this hasn't been done 10,000 times already.

 I couldn't find such a function in osg.

 If it is there, then maybe you could get your students to help with
 the documentation in the code and on the website. ;)

 Also a high level CSG library would be fantastic.
 I'm doing CAD stuff and it would be so much faster if I could just specify
 things like 'intersect a cylinder with this box'

 This might be relatively straight forward, if the CSG library generates
 meshes to feed to:

 http://gts.sourceforge.net/


 On Fri, Nov 7, 2008 at 12:26 PM, [EMAIL PROTECTED] wrote:

 Hello All,

 I am going to be teaching my first semester as a part-time adjunct
 professor at BYU-Idaho.  I am really EXCITED!  We will be teaching an intro.
 to graphics course that has not been taught before at this school.  Our
 focus will be on juniors and seniors wanting to get out in the industry and
 do something.

 Our thought is to take a direction slightly different from the traditional
 graphics course that works students through writing their own low level
 graphics operations through writing their own phong shader and rudimentary
 ray-tracer.  We know we need to teach the fundamentals with vector and
 matrix math, etc. (a linear algebra class is already set as a
 pre-requisite), but our thought was that we could focus on OpenGL and teach
 how these concepts are important even while working on this relatively high
 level API.

 Once we have the fundamentals down and an idea of how OpenGL works, I
 wanted to introduce the students to OSG and how a scene graph helps.
 Another big goal is to teach them how to participate in an Open Source
 community.  Ultimately I would like to have the students work on final
 projects that they might be able to submit to the cause.  There are SOOO
 many great things they could learn from this effort.  I hope we are not
 trying to shove too much into a 3 credit hour class, but I am excited to see
 how it goes.

 So, we have a few ideas about the things I think we should cover, but I
 would love to get some feedback from this great community about things that
 you would teach in this kind of course.  I know I want to introduce them to
 the coding standards and the submission guidelines you have on the 

[osg-users] Tagging triangles in the BSP

2008-11-07 Thread Chen, Andrew
Hi guys,

I hear that the OSG now supports BSP tree capability.  I was wondering if this 
included functionality for tagging metadata onto the individual triangles in 
the BSP tree, or even onto the individual triangles in a Geode.  If so, what is 
the method?  If not, where would be a good place for us to attach such 
functionality?

Thanks,
Drew

Andrew Chen
Sandia National Laboratories
Intelligent Systems Principles
Org. 6344
*(505) 284-9575
[EMAIL PROTECTED]



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Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread Simon Hammett
2008/11/7 [EMAIL PROTECTED]

 Thanks Simon,

 A CSG library would be a great idea to work on.  I needed one of those for 
 some work I did with Northrop Grumman.  The generalized extrusion function is 
 cool too, maybe for a single student or as a feature of the CSG library.  I 
 didn't look too deeply, but does the gts library work with OSG?

 -- Rick

Err, I don't think so.

I only did a really quick look (read: google search) to see if there
was a suitable library
for my particular needs that would feed OSG, but drew a blank.

Taking the output of GTS and feeding that into OSG is probably trivial,
but I think writing the mesh generators that input to GTS in a nice way,
with good LOD support and decent documentation would be a fair amount of work.

I'm working on a CAD related library for work purposes which has an end
of year deadline, so I can't afford to get bogged down with an immature project.

For my needs I'm just going to write the small sub set of generators
(e.g. cylinder, box, polyline/contour extruder) I need that output
directly into OSG even though
I'm just going to be duplicating stuff that's almost certainly been
done many times before.

From a style point of few, I'd like to see a CSG library that emulates boost,
more than OSG. OSG needs to support a more restricted compiler environment than
boost aims for; as such it has to avoid the special template tricks
that boost makes
extensive use of.

Mind you a proper boost style template library is probably far beyond
most students.

From your other email:
 Like I mentioned, I would really like to start off with OpenGL and then show 
 how OSG helps.

Thinking back on my computing related education I think if I wanted to teach
computer graphics myself I would do it the other way round to you.

I would start off by playing TF2 for half an hour with them and
then firing up the source:sdk  and Hammer and showing them the level
design and the
model editors.

Then go back from that to show how OSG can make those things
happen and then tag on a bit of the lower level OpenGL stuff right at the end.

For the really bright students it doesn't matter which way round you do it,
but for the less interested boring them to death with low level details isn't
going to help them. :)

Good luck with the course.

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Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread Jean-Sébastien Guay

Hi Rick,

We are looking for text book kinds of materials.  Do you have 
recommendations in that regard, perhaps something you and Bob have 
already written?  Like I mentioned, I would really like to start off 
with OpenGL and then show how OSG helps.


Hehe, you do know that Paul wrote OpenGL Distilled, don't you? Without a 
doubt, one of the best OpenGL books around. Along with the Red and 
Orange books, every OpenGL developer should have it. For a course, I 
would say you only need that one, and let the really interested students 
get the others if they want to continue down that path.


For a more general CG reference I would highly recommend Real-Time 
Rendering (now at 3rd edition) by Tomas Akenine-Möller, Eric Haines and 
Naty Hoffman. I've said it before on this list, this book is a 
must-have. Its breadth is astonishing (it covers almost any CG topic 
short of the really really advanced stuff) and when you need to go more 
in-depth on a given subject, it has a ton of references to point you in 
the right direction. (side note: on their site 
http://www.realtimerendering.com/ there are PowerPoint slides for a 
course, you could use that for inspiration if you want)


Not sure you can tell all your students to buy two textbooks for a 
class, but those are the two I would suggest: OpenGL Distilled and 
Real-Time Rendering. Perhaps you can pair the students and get each pair 
to get the two books (one per student) so they can benefit from both 
without buying both.


Anyways, good luck with the class. I agree with Simon: get them hooked 
with some nice visual results (games like TF2, Crysis, Mass Effect, etc. 
and perhaps some demos - see http://en.wikipedia.org/wiki/Demoscene) and 
then when they're really interested in the pretty pictures you can start 
teaching them how it's done.


One really important part is showing them early what the difference is 
between a pre-rendered animation and real-time stuff. That way they can 
appreciate the amount of work that goes into making things look that 
good even though it's real-time, and how you need to be ingenious to 
develop tricks and cheats in order to make it look like you're doing 
things that should be impossible to do in real-time. IMHO, that's the 
best part of what we do.


J-S
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[osg-users] osgCairo and osgPango on Windows : some progress

2008-11-07 Thread Jean-Sébastien Guay

Hi all, Hi Jeremy,

As I mentioned a little while ago, I stopped trying to get osgCairo and 
osgPango working on Windows because of time constraints (it was just for 
a personal project, so it didn't have much priority)... Well I've gone 
back to it tonight, and have some progress to report.


First of all, there were some things missing for it to compile as a DLL 
on Windows, first and foremost an Export header where the correct symbol 
 for _dllexport and _dllimport was defined depending on whether you're 
compiling or using the DLL respectively. I added that, so now the libs 
(both osgCairo and osgPango) compile correctly as DLLs.


Along the way I also added a few things I consider important to the 
CMake config, like the d suffix for side-by-side debug and release 
builds, and fields in osgPango's config to specify where to find 
osgCairo's includes and libs.


I had to add a few libraries to get things to link, like osgDB for 
osgCairo and cairo, gobject and glib for osgPango (it's looking for 
_g_free, _g_object_ref, etc for some reason).


I also had to make a few fixes to files that seem to me like they 
wouldn't compile without the fixes, even on Linux... Which seems weird. 
I updated earlier tonight from the googlecode SVN for the respective 
projects, but perhaps there's some code in flux.


Also, the osgpangoanimation example looks for osgAnimation (which isn't 
in OSG yet, so there should be a CMake option to compile that example or 
not and fields to specify where osgAnimation is) and the 
osgpangoguiviewer example seems to use methods and data members in 
osgWidget which don't exist (or is it that they're on the osgWidget 
branch but not in the main OSG SVN yet?).


Note that at this point I'm just getting things to compile. I haven't 
actually run anything yet. Status report would read as follows:


osgCairo:
  * lib compiles100%
  * all examples compile100%

osgPango:
  * lib compiles100%
  * 3/5 examples compile 60%

I'll send all my changes tomorrow (I'm too tired to package that all up 
right now - it's past Midnight, and I've got swimming classes with my 
youngest very early tomorrow morning... :-) ). Jeremy, I seem to 
remember you prefer SVN diffs, contrary to OSG's standard policy, is 
that right? I'll send the changes in whatever format you prefer tomorrow.


I'll also test some executions tomorrow, can you please give me a few 
command lines that would be good tests? I've seen some data in the SVN 
working copy, but I don't know how to use it.


Thanks,

J-S
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Re: [osg-users] Tagging triangles in the BSP

2008-11-07 Thread Wang Rui
Hi Chen,

The OSG core seems not to support BSP tree at the moment. I have just
created an open source project named osgModeling (
http://code.google.com/p/osgmodeling/), to support NURBS and kinds of
modeling methods, and the BSP tree of individual geometries (to help do
boolean operations). It's still immature and has a long way to go. Advices
and criticism are always appreciated.

I'm working on the subdivision of polygons at present. If you have any
requirements or sharable codes, I'm very glad to discuss about it.

Wang Rui
2008/11/8 Chen, Andrew [EMAIL PROTECTED]

  Hi guys,

 I hear that the OSG now supports BSP tree capability.  I was wondering if
 this included functionality for tagging metadata onto the individual
 triangles in the BSP tree, or even onto the individual triangles in a
 Geode.  If so, what is the method?  If not, where would be a good place for
 us to attach such functionality?

 Thanks,
 Drew

 *Andrew Chen*
 Sandia National Laboratories
 Intelligent Systems Principles
 Org. 6344
 ((505) 284-9575
 [EMAIL PROTECTED]




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