Thanks for the tip, I'll try this patch today and let you know if it works
for Windows.
On Fri, Dec 5, 2008 at 12:15 AM, Jan Ciger [EMAIL PROTECTED] wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
John F. Richardson wrote:
Hello,
Your version is outdated. Here is an
Le Thu, 04 Dec 2008 23:15:51 +0100, Dusten Sobotta [EMAIL PROTECTED] a écrit:
Hello,
I implemented a dynamic hud manager in c++ whose public member functions are
bound to lua. From a lua interface, the user is able to create hud
elements, and hud element groups; in addition controls are
Le Fri, 05 Dec 2008 00:26:43 +0100, Ferdi Smit [EMAIL PROTECTED] a écrit:
Quick question: is there an (out-of-the-box) osg program/nodekit that
does dynamic level-of-detail? I just want to run some comparisons on
image quality, so all it has to do is dynamically decimate a very large
Hi Hui,
The gecko plugin should work on Windows, but you'll need the correct version
of XUL Runner (1.8 if I am not wrong). And be aware that building Gecko on
Windows can be a real pain, the first time I tried it took me several days
to have a correct build... :/
On Thu, Dec 4, 2008 at 8:11 PM,
Thank you very much for these information Don, so it seems that our crash is
really related to VMWare, I think we'll need to install a proper Linux... :)
On Fri, Dec 5, 2008 at 12:21 AM, Don Leich [EMAIL PROTECTED] wrote:
The osgviewerQT example with the --QOSGWidget option has exposed some
Hi Dusten,
El Jueves 04 Diciembre 2008ES 23:15:51 Dusten Sobotta escribió:
By executing removeChild( ptr ), it only removes the most recent
addition.
You could call that function until it returns false (no more copies left):
while(group-removeChild(ptr)){}
Yes, like progressive mesh. Which example would that be then? Basically
something with a tree stucture of ever finer polygons, that decides at
runtime when to stop traversing the tree (usually when a polygon
projects to a single pixel)
Sukender wrote:
Le Fri, 05 Dec 2008 00:26:43 +0100,
HI Andreas,
Nice to see the plugin work coming along. The
setUpViewerAsEmbeddedInWindow calls tricks the viewer into thinking
that it has a valid graphics context, but in reality the
GraphicsWindowEmbedded that this call creates is just a non op for all
makeCurrent/swapBuffer calls, which means
Hi,
I am busy packing the plugin.
My question: I´d like to keep in lean and mean. So I´d like to know to
which osg-libs it is essential to link to be able to load simple
osg-files with textures and no effects.
Regards,
Andreas
___
osg-users
Hi Andreas,
I had a quick review of the plugin.cpp you posted and it's tiny, which
is definitely a good thing ;-)
I see that code you are using is being passed in a native window
handle so there is probably a reasonable chance that we could just use
this with and have the osgViewer create the
Hi Tanguy,
The best thing to do would be to modify the OSG code and send it to me
via osg-submissions list. At that point I can review the changes and
get my head around the problem you are trying to address in context.
I have to jump between dozens of different topics each day so having
things
Robert Osfield schrieb:
HI Andreas,
Nice to see the plugin work coming along. The
setUpViewerAsEmbeddedInWindow calls tricks the viewer into thinking
that it has a valid graphics context, but in reality the
GraphicsWindowEmbedded that this call creates is just a non op for all
Robert Osfield schrieb:
Hi Andreas,
I had a quick review of the plugin.cpp you posted and it's tiny, which
is definitely a good thing ;-)
I see that code you are using is being passed in a native window
handle so there is probably a reasonable chance that we could just use
this with and have
Hi Ferdi,
The VirtualTerrainProject adds a number of continuously level of
detail implementations on top of the OSG so you could look at this for
inspiration.
Personally I feel that doing meshing per frame on the CPU is had it's
day, and graphics hardware is better driven using data that is
Hi Andeas,
On Fri, Dec 5, 2008 at 10:05 AM, Andreas Goebel [EMAIL PROTECTED] wrote:
in my opinion those web-plugins should function as a teaser making people
think: That looks cool, lets try the application. Thus the
embedded-functionality will be enough for me.
It'll be interesting to see
Andreas Goebel schrieb:
Any idea how I could trick the osg to make it find the plugins? The
problem is that I can run the plugin in firefox only, it´s hard to debug
there.
a simple trick, when I have to debug embedded dll's, is:
- use _CrtDbgBreak() in your startup code. It'll pop up the
Hi all!
We are having this issue as well in our simulation software, since we
are also rotating our smoke particles to add a nice motion the smoke.
Any idea when it will be fixed? Or does someone know of a workaround?
Kind regards,
Michael
***
Zsa Zsa Gabor - A man in love is incomplete until
Hi,
Using a nodeTrackerManipulator to make some tests, I think I get some bug in
precision...
I set the tracked node with a PAT.
Each frame, this PAT is modified with two Quat and one translation.
Each Quat one is a different rotation... they are added (Q = q1 * q2) and
applied to the PAT.
The
Hi Ryan,
Can you describe what file are you loading ? i can help but i need more
informations. Can you post the osg file ?
How did you build this osg file ?
Cheers,
Cedric
Ryan Morris wrote:
Well i have to admit i'm embarrassed here. I've been loading animated
models without bones to
Hi everyone,
i have a question wich follows the thread "Near and far calculation
and depth maps (and a question about WoWvx)."
(http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16530.html)
I meet the same problem as Chris Denham with a bad depth map
calculation, so i try the
Hi Robert,
I tend to agree; however, I'm looking to do some image quality
comparisons (compared to one of our methods) for a research paper. I
don't have much time left before the submission deadline, so I was
hoping for some quick, out-of-the-box method... I know how most of these
methods
Roger that.
T
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Friday 05 December 2008 07:10
To: OpenSceneGraph Users
Subject: Re: [osg-users] computeIntersections Bug + Fix (was
View::computeIntersections with a node path)
Hi,
could
You will probably have to explicitly provide the library path to go
searching for the plugins. You could either call use the
OSG_LIBRARY_PATH env var or set the search path manually via:
osgDB::setLibraryFilePathList(mypath)
Or prepend the path to the plugins via:
Andreas Goebel schrieb:
You will probably have to explicitly provide the library path to go
searching for the plugins. You could either call use the
OSG_LIBRARY_PATH env var or set the search path manually via:
osgDB::setLibraryFilePathList(mypath)
Or prepend the path to the plugins via:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
2008/12/5 Andreas Goebel [EMAIL PROTECTED]:
You will probably have to explicitly provide the library path to go
searching for the plugins. You could either
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it returns the path to firefox.exe, already tried that.
___
osg-users mailing
Hello All,
For reasons I can't go into without my blood pressure rising, I'm having
to transfer my development chain from Linux to XP. I wondered if there
are any Visual Studio gurus on the list that could point me to a source
of info on static compilation of OSG.
I need to be able to run
2008/12/5 Andreas Goebel [EMAIL PROTECTED]:
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it returns the path to firefox.exe, already tried that.
The only way I can
Hi all!
Does anyone know if the bug mentioned in the following post will be
fixed or if there is a workaround?
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18069.html
We use it, like Erik Johnson mentioned, to create a nice motion to
smoke effects.
/Michael
***
Steve
Simon Hammett schrieb:
2008/12/5 Andreas Goebel [EMAIL PROTECTED]:
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it returns the path to firefox.exe,
Why would you want to static link to osg when you say you can have dlls?
Just stick the osg dlls in the same folder as the exe and it should work.
If you really must static link, you can probably just change the project build
type in VS. I haven't tried this though.
Use cmake, set the options,
2008/12/5 Andreas Goebel [EMAIL PROTECTED]:
Simon Hammett schrieb:
2008/12/5 Andreas Goebel [EMAIL PROTECTED]:
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it
Andreas Goebel schrieb:
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it returns the path to firefox.exe, already tried that.
Did you look for the current
Simon Hammett schrieb:
The only way I can think of that GetModuleFileName would fail is if
people start moving code around in memory. Seems unlikely firefox
would do that.
It does not fail, but his plugin source code does not know it's instance
handle, because DllMain() is deeply buried in
Andreas Goebel ha scritto:
Try this:
#ifdef XP_WIN
char buf[MAX_PATH];
if ( ::GetModuleFileName(::GetModuleHandle(npOSG4Web.dll), buf,
sizeof(buf)) ) {
char* lastSlash = strrchr(buf, '\\');
if (lastSlash)
*(lastSlash + 1) = '\0';
Hi Vincent,
The Quat is stored as doubles, as should the rest of the internal
variables in NodeTracker.
Which version of the OSG are you using? Older versions didn't use double maths.
Robert.
On Fri, Dec 5, 2008 at 10:51 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi,
Using a
Simon Hammett schrieb:
If you pass a null handle to GetModuleFileName it uses the return address
on the stack to work out which dll the calling function is in.
It should always work for any function linked in an exe or dll.
Sorry, Simon, you are wrong:
Quote from MSDN GetModuleFileName():
Hi all,
I am hitting my head against a brick wall with this one. I am trying
to use osgManipulators to edit nodes in my scene. I attach a node to
a manipulator, rotate it, and then detach the node from the
manipulator and apply the manipulator's MatrixTransform to the node's
2008/12/5 Ralph Kern [EMAIL PROTECTED]:
Simon Hammett schrieb:
If you pass a null handle to GetModuleFileName it uses the return address
on the stack to work out which dll the calling function is in.
It should always work for any function linked in an exe or dll.
Sorry, Simon, you are
Nuts, I must be confusing it with one of the debug help functions.
Easiest way is to do it DllMain then, you get passed the handle to your dll.
Then just store the handle or the path.
Knew there was a relatively straight forward way of doing it:
wchar_t buff[256];
buff[0] = '\0';
HMODULE
I have an app which uses osg::Camera to render to a shadow map. This
works fine until the I try to run it old hardware that does not support
frame buffer objects and the render target falls back to a one which
causes a seperate GraphicsContext to be set up. This means that the
following piece
Hi Dusten,
is there some way to remove -all- children that
share the same reference pointer? By executing removeChild( ptr ), it
only removes the most recent addition.
Well, removeChild() returns a bool indicating if it removed a child or
not. So just remove the child until it returns
Did you look for the current directory? I'd guess the Plugin Manager
sets it to the plugin dir.
No.
Otherwise if you can't get the DLL instance of your plugin to pass to
GetModuleFileName(), you can try another trick:
HINSTANCE handle =LoadLibrary( name of your plugin dll here );
if
I tried the patch but it doesn't work for Visual Studio.
Anyone have an idea on how to transform a method declaration like that :
float (operator[](size_t index) throw ())[4];
In something similar but VS compliant ?
On Fri, Dec 5, 2008 at 9:49 AM, Serge Lages [EMAIL PROTECTED] wrote:
Thanks
Hi Roger,
What they of viewer code are you using? osgViewer? Something else?
Robert.
On Fri, Dec 5, 2008 at 1:53 PM, Roger James [EMAIL PROTECTED] wrote:
I have an app which uses osg::Camera to render to a shadow map. This works
fine until the I try to run it old hardware that does not
Replying to myself, but I found the solution if anybody else might run
into this. Calling getRotate() on the matrix can give unexpected
results if there was also a scale transform involved. The correct way
is to call Matrix.decompose(..) to get to the contributing parts:
Andreas Goebel schrieb:
Otherwise if you can't get the DLL instance of your plugin to pass to
GetModuleFileName(), you can try another trick:
HINSTANCE handle =LoadLibrary( name of your plugin dll here );
if (handle)
{
GetModuleFileName(handle, filename, sizeof(filename));
Hi Robert,
Sorry for not being more specific. I am using "something else" (VTP) so
I am driving osgUtil::SceneView from our own code. It is very old code
in this area, we are still building against 2.6.0. However I had a
quick check against the latest svn and as far as I can see the problem
Hi Vincent,
When I set the PAT as Tracked node... is PAT is rotated and
translated... camera do not follow it...
Does your PAT have geometry under it? Or is it just a PAT in space
without any children?
We had a problem like that before, where if a transform (for us it was
an
Is the latest MAC :), looks like they improved a few things :)
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
Hi Roger,
VTP really need migrating to osgViewer... as it provide more OSG capabilities...
However, osg should still be able to work with just plain SceneView,
but given how complex the rendering back end is I can't really give
guidance without sitting down with the particular usage model in
Hello Morné,
Calling getRotate() on the matrix can give unexpected
results if there was also a scale transform involved. The correct way
is to call Matrix.decompose(..) to get to the contributing parts:
I was going to point that out, and it's even in the osg::Matrix header
doc comments for
Pete
Have a search of the OSG mailing archives, there has been a lot of
discussion on this in the past and how folks were building static
version of the libs ( most problems are with the dynamically load dlls'
for file format readers etc ) also be aware may 3rdparty licences don't
allow static
2008/12/5 Robert Osfield [EMAIL PROTECTED]:
Hi All,
I've taken a picture of my latest computer jut to make you all jealous :-)
Robert.
Brilliant! That looks like how my machine performs.
--
The truth is out there. Usually in header files.
___
2008/12/5 Serge Lages [EMAIL PROTECTED]:
I tried the patch but it doesn't work for Visual Studio.
Anyone have an idea on how to transform a method declaration like that :
float (operator[](size_t index) throw ())[4];
In something similar but VS compliant ?
If you are trying to get a
Thanks for helping me. I am also building it by cygwin follow the instruction,
but since you mention it is a long time pain, could you provide more detail
what instruction you follow to build it?
Hui
Hi Hui,
The gecko plugin should work on Windows, but you'll need the correct version
of XUL
I've made it build by adding const to the size_t parameter, don't ask me why
it works like that...
So I've managed to build OpenVRML, I am currently building OSG with the VRML
plugin, if everything work, I'll post a patch for the OpenVRML sources.
On Fri, Dec 5, 2008 at 4:04 PM, Simon Hammett
Sorry but it's been a long time I didn't build it, so I can't precisely
remember what to do.
Last time I've made it, VS8 wasn't the official compiler, and some patches
were needed to make it work, but maybe they've updated the branch.
On Fri, Dec 5, 2008 at 4:08 PM, hui [EMAIL PROTECTED] wrote:
Hi,
It is not a PAT children problem...
I'll have a look one day on reproducing the problem... but for now it is not
a priority.
Thanks for your help, and thanks a lot to everyone here, I've been very
intrusive this week, sorry for that.
Regards,
Vincent.
2008/12/5 Jean-Sébastien Guay
Success, I have a working VRML plugin ! :)
Attached is a patch to be able to build OpenVRML 0.14.3 with Visual Studio
2005, feel free to add it to the Wiki if needed.
On Fri, Dec 5, 2008 at 4:08 PM, Serge Lages [EMAIL PROTECTED] wrote:
I've made it build by adding const to the size_t
Hi J-S,
Yup, the documentation certainly helped. In this case I blame
automatic code completion and bad assumptions. I thought there would
be something in osg::Matrix that would return the individual composing
parts and autocomplete suggested getRotate() when I typed in 'get'. I
just assumed
Hi all,
I'm currently working on extensions to our existing application to
allow us to render several (as in 100+) lights in a single scene and
(hopefully) maintain usable framerates. Currently I'm using a cull
callback to create multiple RenderStages so that the lights can be
additively blended
Hi all,
I have now packed the plugin and the necessary osg-libs into an xpi-file.
You can use
http://raumgeometrie.de/testplugin/test.html
to download the plugin and test it. Use the source-view of the html-page
to see how it is embedded.
Note the following problem: Even though I have
Hello Andreas,
Nice work, it seems to work except the below:
Note the following problem: Even though I have provided the plugin-url
in the embed-tag, the plugin does not download when clicking on the
icon. The link below (Hier Plugin, means plugin here) does work though.
Yes, that's
Yes this is very cool.
Similar to this canvas3d plugin
(https://addons.mozilla.org/en-US/firefox/addon/7171) but with the power of
osg...
Very cool!
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Friday, December 05, 2008
Jean-Sébastien Guay schrieb:
Hello Andreas,
Nice work, it seems to work except the below:
Note the following problem: Even though I have provided the
plugin-url in the embed-tag, the plugin does not download when
clicking on the icon. The link below (Hier Plugin, means plugin here)
does
I am seeing the same behavior as well. Just an empty osgviewer embedded in
my browser.
On 12/5/08 2:00 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Jean-Sébastien Guay schrieb:
Hello Andreas,
Nice work, it seems to work except the below:
Note the following problem: Even though I have
Hi Andreas,
That´s a mistake. Look at the page source, it should load a model. If it
does not, it means that something is missing. Probably, as I fear, a dll
that my system has and yours don´t.
I´ll have to look into that.
Well, all I get are a few message boxes (I guess those are
Hi Michael,
You can try one of the following:
1. Fix the problem in ParticleSystem.cpp and submit it to Robert.
2. Backout the 7961 changes to ParticleSystem.cpp.
3. Change the particle rotation axis so particles rotate about the Y
axis instead of the Z axis.
Number 3 is probably not the best as
Jean-Sébastien Guay schrieb:
Hi Andreas,
That´s a mistake. Look at the page source, it should load a model. If
it does not, it means that something is missing. Probably, as I fear,
a dll that my system has and yours don´t.
I´ll have to look into that.
Well, all I get are a few message
Robert,
Just out of curiosity, what was your previous setup. Thanks.
Ryan H. Kawicki
The Boeing Company
Training Systems Services
Software Engineer
-Original Message-
From: Simon Hammett [mailto:[EMAIL PROTECTED]
Sent: Friday, December 05, 2008 8:55 AM
To: OpenSceneGraph Users
Clean build of the OSG
including examples (but no wrappers) took 4 minutes 36
seconds, which is pretty quick ;-)
What is your -j parameter to make? I'd like to try the same thing on my
older dual quad core Xeon / 10GB Mac Pro and see how the build time compares
with your newer system. I
Hi Ryan,
On Fri, Dec 5, 2008 at 9:42 PM, Kawicki, Ryan H
[EMAIL PROTECTED] wrote:
Just out of curiosity, what was your previous setup. Thanks.
The latest one is one hand crafted by my youngest daughter (4 years
old) who was watched me put together the Core i7 system that I built
this week.
Hi all,
I have now repackaged the xpi.
I have turned my old laptop, that does not have dev-libraries, and tried
it, and it didn´t work.
On my dev-machine it works, even if I remove osg from my path. But: I
have lots of libs in my path and in my windows-system.
Please download the xpi from
Hi Paul,
On Fri, Dec 5, 2008 at 10:14 PM, Paul Martz [EMAIL PROTECTED] wrote:
What is your -j parameter to make?
make -j 8
I haven't played with other settings yet.
I'd like to try the same thing on my
older dual quad core Xeon / 10GB Mac Pro and see how the build time compares
with your
It's been a while
since I timed a clean OSG build though -- under 10 minutes
comes to mind.
I just re-timed it with current SVN head: 3m 40sec. It's possible we don't
have the same 3rd party dependencies, so probably not building the same
plugins. Not really a fair comparison.
The stats
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Serge Lages wrote:
Success, I have a working VRML plugin ! :)
Attached is a patch to be able to build OpenVRML 0.14.3 with Visual
Studio 2005, feel free to add it to the Wiki if needed.
You can do that yourself, use the 'osg' login. It would be
Robert Osfield wrote:
Hi Paul,
On Fri, Dec 5, 2008 at 10:14 PM, Paul Martz [EMAIL PROTECTED] wrote:
What is your -j parameter to make?
make -j 8
I haven't played with other settings yet.
I'd like to try the same thing on my
older dual quad core Xeon / 10GB Mac Pro and see how the build
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___
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osg-users
Robert Osfield wrote:
This is something you'll probably have to take up with Cywin
development community. My own thoughts on things to try yourself
would to try a completely clean build, including removing
OpenSceneGraph/CMakeCache.txt and then doing a fresh ./configure;make;
as there are
Brian Keener wrote:
Typing esc only destroys the window without stopping the program, which
continue with a
dangling viewer pointer; no wonder that you have to kill it manually.
Instead of calling glutDestroyWindow(glutGetWindow()); it should call
exit(0); , maybe after
calling delete
That works completely. I installed it without any other installed and
it works without error.
On Fri, Dec 5, 2008 at 5:35 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Hi all,
I have now repackaged the xpi.
I have turned my old laptop, that does not have dev-libraries, and tried it,
and it
Ok I would like to resend my last post. I have the dynamic cast working, but
only for the models provided by the osgAnimation project. The models I've
created in blender don't export the osgAnimation { } portions that are in
the Jancens.osg and others. It appears the model format has changed and
all jealous :-)
Robert.
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Hi Wang Rui,
Good work!
I'am also using osg 2.7.6 osgnv,It works good!
zhuwan<[EMAIL PROTECTED]><[EMAIL PROTECTED]> 2008,12,06Original MailFrom:[EMAIL PROTECTED]Send Time:2008-12-04 22:58:37To:osg-users@lists.openscenegraph.orgcc:(none)subject:[osg-users] About to reopen
Hi Wang Rui,
Good work!
I'am also using osg 2.7.6 osgnv,It works good!
zhuwan
2008,12,06
Original MailFrom:[EMAIL PROTECTED] Time:2008-12-04
22:58:37To:[EMAIL PROTECTED]:(none)subject:[osg-users] About to reopen the
osgNV project?
Hi all,
Do you remember a C++
Hi Wang Rui,
Good work!
I'am also using osg 2.7.6 osgnv,It works good!
zhuwan
2008,12,06
Original MailFrom:[EMAIL PROTECTED] Time:2008-12-04
22:58:37To:[EMAIL PROTECTED]:(none)subject:[osg-users] About to reopen the
osgNV project?
Hi all,
Do you remember a C++
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