Re: [osg-users] OpenVRML and Windows
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Ciger [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 John F. Richardson wrote: Hello, Your version is outdated.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 announcement on the latest version from the openvrml mailing list. OpenVRML 0.17.9 is now available. The distribution can be obtained from Hello, The OpenVRML plugin will not build with anything later than 0.14.3 due to changed API and dependency on Boost. This is intentional. Upgrading to 0.17.9 will *not* help. The compilation issues with 0.14.3 are described here (minor updates for modern compilers): http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Linux It is described for Linux, but that patch should make OpenVRML compile fine. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJOGSkn11XseNj94gRAusxAJ96ZatpgKjQK0YROtV32oHb2koVugCg7fZq P17ecXWiDA2OAyXC0Ljp+fk= =IRoo -END PGP SIGNATURE- -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing all identical children from a node
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 given to disable both groups and individual hud elements. This logic works fine, however a problem comes in when trying to enable an element or group that is already in the scene--two copies now exist. It seems like quite a bit of overhead to track whether or not each individual group and element is in the scene; 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. Thanks in advance, Dusten Hi Dusten, Hmmm... I guess you'll have to implement it by hand. My suggestion is that you code an update callback that will remove duplicated pointers among children. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic LOD
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 single-object model (possibly with a preprocessed tree structure, of course), as opposed to do doing it statically beforehand and then choosing one. I know osg can do that based on distance etc, but that's not what I'm after. Hi Ferdi, Do you mean you're after something like progressive mesh ? See examples :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] gecko plugin working for windows?
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, hui [EMAIL PROTECTED] wrote: Hi, Is that true that gecko plugin so far only work under linux? I download win32 gecko sdk but cannot fine xul library file, also mozjs library file. How to make it working? Thanks Hui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT example
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 problems at the juction of OSG and the windowing system. I was aware of a problem running this on Mac OS X for a couple of weeks, but didn't pay much attention to it. I spent some time testing on a variey of Linux systems and found a problem there too. Please note I'm running OSG version 2.6.0. On Mac OS X osgviewerQT crashes after getting a BadWindow error from XGetWindowAttributes when called by osgViewer::GraphicsWindowX11::setWindow. The window attributes are garbage values. More curious, I tested two nearly identical systems and the example run OK on one and crashed on the other. $ osgviewerQT cow.osg --QOSGWidget --CompositeViewer --- OK on system 1 --- Fedora w/2.6.9-5.ELsmp kernel OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2 OpenGL version string: 2.1.1 NVIDIA 100.14.19 --- Crashes on system 2 --- Fedora w/2.6.9-5.ELsmp kernel OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2 OpenGL version string: 2.0.0 NVIDIA 76.76 Program received signal SIGABRT, Aborted. 0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2 (gdb) where #0 0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2 #1 0x00a6d955 in raise () from /lib/tls/libc.so.6 #2 0x00a6f319 in abort () from /lib/tls/libc.so.6 #3 0x0054d557 in __cxa_call_unexpected () from /usr/lib/libstdc++.so.5 #4 0x0054d5a4 in std::terminate () from /usr/lib/libstdc++.so.5 #5 0x0054d716 in __cxa_throw () from /usr/lib/libstdc++.so.5 #6 0x00503e33 in std::__throw_logic_error () from /usr/lib/libstdc++.so.5 #7 0x00540fc2 in std::string::_M_replace_safechar const* () from /usr/lib/libstdc++.so.5 #8 0x0053d894 in std::basic_stringchar, std::char_traitschar, std::allocatorchar ::basic_string () from #/usr/lib/libstdc++.so.5 #9 0x00fdf661 in osg::getGLVersionNumber () at /usr/osg/OpenSceneGraph-2.6.0/src/osg/GLExtensions.cpp:47 #10 0x010adf34 in osg::State::initializeExtensionProcs (this=0x9196ce8) at #/usr/osg/OpenSceneGraph-2.6.0/src/osg/State.cpp:757 #11 0x00961c1f in osgUtil::SceneView::draw (this=0x919d898) at #/usr/osg/OpenSceneGraph-2.6.0/src/osgUtil/SceneView.cpp:988 #12 0x0063dd6a in osgViewer::Renderer::cull_draw (this=0x919d6d8) at #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:535 #13 0x0063e83f in osgViewer::Renderer::operator() (this=0x919d6d8, context=0x90e79f8) at #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:636 #14 0x01028521 in osg::GraphicsContext::runOperations (this=0x90e79f8) at #/usr/osg/OpenSceneGraph-2.6.0/src/osg/GraphicsContext.cpp:688 #15 0x00685289 in osgViewer::ViewerBase::renderingTraversals (this=0x90e6b88) at #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/ViewerBase.cpp:694 #16 0x00684a80 in osgViewer::ViewerBase::frame (this=0x90e6b88, simulationTime=1.7976931348623157e+308) at #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/ViewerBase.cpp:592 #17 0x0805b4c7 in CompositeViewerQOSG::paintEvent (this=0x90e6b88, event=0xbff758c0) at #/usr/osg/OpenSceneGraph-2.6.0/examples/osgviewerQT/QOSGWidget.cpp:296 #18 0x0350c0bc in QWidget::event () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #19 0x034778f9 in QApplication::internalNotify () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #20 0x03477a8a in QApplication::notify () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #21 0x03445f4c in QWidget::repaint () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #22 0x03507e0b in QWidget::repaint () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #23 0x0380ac13 in QWidget::qt_invoke () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #24 0x034d6450 in QObject::activate_signal () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #25 0x034d6b2a in QObject::activate_signal () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #26 0x0380929d in QTimer::timeout () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #27 0x034f615c in QTimer::event () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #28 0x034778f9 in QApplication::internalNotify () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #29 0x03477a8a in QApplication::notify () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #30 0x0346bc6e in QEventLoop::activateTimers () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #31 0x03427c2e in QEventLoop::processEvents () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #32 0x0348cf25 in QEventLoop::enterLoop () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #33 0x0348ce7e in QEventLoop::exec () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #34 0x03476afb in QApplication::exec () from /usr/lib/qt-3.3/lib/libqt-mt.so.3 #35 0x08058ac3 in mainQOSGWidget ([EMAIL PROTECTED], [EMAIL PROTECTED]) at #/usr/osg/OpenSceneGraph-2.6.0/examples/osgviewerQT/QOSGWidget.cpp:383 #36 0x0805e927 in main (argc=2, argv=0xbff76184) at
Re: [osg-users] Removing all identical children from a node
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)){} ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic LOD
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, 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 single-object model (possibly with a preprocessed tree structure, of course), as opposed to do doing it statically beforehand and then choosing one. I know osg can do that based on distance etc, but that's not what I'm after. Hi Ferdi, Do you mean you're after something like progressive mesh ? See examples :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Ferdi Smit INS3 Visualization and 3D Interfaces CWI Amsterdam, The Netherlands ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 the viewer itself can't do these operations. This scheme only works when you have one context per viewer and run the viewer single threaded, and the app that calls viewer.frame() creates it's own graphics context and makes it current, and does the swap buffers call itself. The Embedded functionality of osgViewer does make it extremely easy to graft an viewer into an code that provides the graphics context, but it is limiting - you won't be pbuffer support, or any multi-window/context support, nor threading support, but for a browser this possible isn't to much of an issue as you aren't likely to be drive a full blow simulation from a browser. To get get the full capabilities of osgViewer then using the window inheritance features of osgViewer would be the way forward - here you'd like the browser provide the parent widget that osgViewer will create it's own OpenGL GraphicsContext within. This is typically more awkward to code as you have to go get the native window handle, but if this is possible then you should be able to code up a solution similar to the osgviewerMFC example. Robert. On Thu, Dec 4, 2008 at 8:32 PM, Andreas Goebel [EMAIL PROTECTED] wrote: Hi all, as posted above in the thread reading a node file from http, I have assembled a small firefox-plugin to display osg-files. It is not yet packed, I will have to carefully read the documentation on how to do this (I would like the plugin to be downloaded automatically when a user does not have it). If someone would like to try it: - it´s windows only, firefox 3.04 only (newer versions should work) - you must have osg2.7.6 installed, bin-dir in your path. The plugin is compiled with VC 2005, so maybe only this will work - download the plugin here: http://raumgeometrie.de/testplugin/npbasic.dll (it´s so small, not even worth zipping) - testpages here: http://www.raumgeometrie.de/testplugin/gallery.html I attach the source to the plugin. But be aware of the fact, that the most time-consuming step of building this plugin was to get the basic-example I started with to compile. I will send a zip with project-file later on. Note that the sample-plugins shipped with the firefox-source do use completely different function-names than those described in the plugin-api that can be read on the firefox-dev site. I sticked to the functions named in the sample (and had to research with google for some things). I don´t know if their own samples are outdated, or if the api-documentation is outdated or whatever. The thing that does not (!) work is to put several instances of the plugin on one page. Maybe robert can jump in and explain how the window = viewer-setUpViewerAsEmbeddedInWindow(100,100,800,600); viewer-setSceneData(loadedModel.get()); (which works like next to magic for me) does find it´s OpenGL-context. Probably this is not so easy when there is more than one context. But even if this won´t work, it´s quite a nice plugin so far. Read the source as an inspiration on how very easy this was - hopefully someone can jump in and do this for linux and mac. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 graphics context using the window inheritance feature. This might be a way of make the code more portable across platforms as well as it would reduce the amount of platform specific code. This is a bridge that could be crossed later though. In the review of the code I spotted that the plugin.h was referenced, but you didn't include the plugin.h. Could you post this. Without the header I can't say for sure, but my guess is that the OSG related global variables could be moved into the nsPluginInstance class that you've created. Do you have particular web documentation you've been using for inspiration? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] computeIntersections Bug + Fix (was View::computeIntersections with a node path)
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 in form that I can easily get my head around is important. Thanks, Robert. On Thu, Dec 4, 2008 at 4:17 PM, Tanguy Fautre [EMAIL PROTECTED] wrote: Hi, I think I found the bug. Fixed implementation attached. If you look at the implementation of the function osgViewer::View::computeIntersections() taking the nodepath argument, you'll see that it compute the LocalToWorld transformation using the complete given path. But this is incorrect if the last node of the path is a transformation. In which case the last transformation is applied twice before computing any intersections. I've currently copy/pasted the current implementation and changed it to a standalone function so that I could test and use it as a fixed version without modifying OSG code. See attachment. The two important lines are: const osg::NodePath shortPath(nodePath.begin(), nodePath.end() - 1); osg::Matrix matrix = osg::computeLocalToWorld(shortPath) * camera-getViewMatrix() * camera-getProjectionMatrix(); Robert, if you agree with these modifications, what should I do for them to be integrated back into the trunk? Cheers, Tanguy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tanguy Fautre Sent: Friday 28 November 2008 15:21 To: osg-users@lists.openscenegraph.org Cc: Neil Groves Subject: Spam: [osg-users] View::computeIntersections with a node path Hi, Has anyone been able to successfully use osgViewer::View::computeIntersections() taking a node path argument on a non-trivial scenegraph? I currently have a fairly complex scenegraph, but I only want a small part of it to collide with computeIntersections. When I use computeIntersections without the nodepath, everything works perfectly. But as soon as I use the overload with the node path, I get an empty intersection set. I'm pretty sure the node path I'm giving is correct. Looking at the implementation of computeIntersections() with the node path, the only thing that puzzles me is the use of osg::computeWorldToLocal(nodePath) before computing the matrix inverse, I'm not sure I fully understand why this is the case. It seems to me the whole operation should be LocalToWorldMatrix * ViewMatrix * ProjectionMatrix instead. In any case, if anyone has a working example (which would show computeIntersections() with a node path is working correctly, or help finding the mistake I'm doing), it would be appreciated. Regards, Tanguy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 makeCurrent/swapBuffer calls, which means the viewer itself can't do these operations. This scheme only works when you have one context per viewer and run the viewer single threaded, and the app that calls viewer.frame() creates it's own graphics context and makes it current, and does the swap buffers call itself. The Embedded functionality of osgViewer does make it extremely easy to graft an viewer into an code that provides the graphics context, but it is limiting - you won't be pbuffer support, or any multi-window/context support, nor threading support, but for a browser this possible isn't to much of an issue as you aren't likely to be drive a full blow simulation from a browser. To get get the full capabilities of osgViewer then using the window inheritance features of osgViewer would be the way forward - here you'd like the browser provide the parent widget that osgViewer will create it's own OpenGL GraphicsContext within. This is typically more awkward to code as you have to go get the native window handle, but if this is possible then you should be able to code up a solution similar to the osgviewerMFC example. Robert. Hi Robert, 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. I am now packaging the plugin and encounter a problem: The plugin starts (meaning that the core osg-dlls are found), but it does not find the osg-plugins (I have removed osg from my path for testing reasons). Usually when you start an osg-application and put the plugins into the applicaiton-folder (or below into the correct plugin-folder) they are found. Maybe this is different here, as the plugin itself is not an application but a dll. 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. Regards, Andreas On Thu, Dec 4, 2008 at 8:32 PM, Andreas Goebel [EMAIL PROTECTED] wrote: Hi all, as posted above in the thread reading a node file from http, I have assembled a small firefox-plugin to display osg-files. It is not yet packed, I will have to carefully read the documentation on how to do this (I would like the plugin to be downloaded automatically when a user does not have it). If someone would like to try it: - it´s windows only, firefox 3.04 only (newer versions should work) - you must have osg2.7.6 installed, bin-dir in your path. The plugin is compiled with VC 2005, so maybe only this will work - download the plugin here: http://raumgeometrie.de/testplugin/npbasic.dll (it´s so small, not even worth zipping) - testpages here: http://www.raumgeometrie.de/testplugin/gallery.html I attach the source to the plugin. But be aware of the fact, that the most time-consuming step of building this plugin was to get the basic-example I started with to compile. I will send a zip with project-file later on. Note that the sample-plugins shipped with the firefox-source do use completely different function-names than those described in the plugin-api that can be read on the firefox-dev site. I sticked to the functions named in the sample (and had to research with google for some things). I don´t know if their own samples are outdated, or if the api-documentation is outdated or whatever. The thing that does not (!) work is to put several instances of the plugin on one page. Maybe robert can jump in and explain how the window = viewer-setUpViewerAsEmbeddedInWindow(100,100,800,600); viewer-setSceneData(loadedModel.get()); (which works like next to magic for me) does find it´s OpenGL-context. Probably this is not so easy when there is more than one context. But even if this won´t work, it´s quite a nice plugin so far. Read the source as an inspiration on how very easy this was - hopefully someone can jump in and do this for linux and mac. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 the osgViewer create the graphics context using the window inheritance feature. This might be a way of make the code more portable across platforms as well as it would reduce the amount of platform specific code. This is a bridge that could be crossed later though. In the review of the code I spotted that the plugin.h was referenced, but you didn't include the plugin.h. Could you post this. Without the header I can't say for sure, but my guess is that the OSG related global variables could be moved into the nsPluginInstance class that you've created. Do you have particular web documentation you've been using for inspiration? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Find the attached files. I have already refactored this not to use global variables. The sources I used are here: http://www.codeproject.com/KB/openGL/FirefoxOpenGL.aspx and the osgglut-example. Regards, Andreas /* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* * BEGIN LICENSE BLOCK * * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the License); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an AS IS basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is mozilla.org code. * * The Initial Developer of the Original Code is * Netscape Communications Corporation. * Portions created by the Initial Developer are Copyright (C) 1998 * the Initial Developer. All Rights Reserved. * * Contributor(s): * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the GPL), or * the GNU Lesser General Public License Version 2.1 or later (the LGPL), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * * END LICENSE BLOCK * */ #ifndef __PLUGIN_H__ #define __PLUGIN_H__ #include pluginbase.h #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osgGA/TrackballManipulator #include osgDB/ReadFile #include windows.h #include windowsx.h class nsPluginInstance : public nsPluginInstanceBase { public: nsPluginInstance(NPP aInstance); ~nsPluginInstance(); NPBool init(NPWindow* aWindow); void shut(); NPBool isInitialized(); // locals const char * getVersion(); void mousebutton( int button, int state, int x, int y ); void mousemove( int x, int y ); char* filename; int width; int height; HDC hDC; HGLRC hRC; osg::ref_ptrosgViewer::Viewer viewer; private: NPP mInstance; NPBool mInitialized; HWND mhWnd; osg::observer_ptrosgViewer::GraphicsWindow window; }; #endif // __PLUGIN_H__ /*OpenSceneGraph Firefox-plugin *License: GPL 2.0 *Based on Work by Mozilla.org and OpenSceneGraph osgviewerGLUT-sample by Robert Osfield *(c) Andreas Goebel 2008 */ #include plugin.h #include gl/gl.h #include stdlib.h /* //Global Variables osg::ref_ptrosgViewer::Viewer viewer; osg::observer_ptrosgViewer::GraphicsWindow window; char* filename; */ //Functions that translate the Windows Mouse-Events to osg-events void nsPluginInstance::mousebutton( int button, int state, int x, int y ) { if (window.valid()) { if (state==0) window-getEventQueue()-mouseButtonPress( x, y, button+1 ); else window-getEventQueue()-mouseButtonRelease( x, y, button+1 ); } } void nsPluginInstance::mousemove( int x, int y ) { if (window.valid()) { window-getEventQueue()-mouseMotion( x, y ); } } // // // general initialization and shutdown // NPError NS_PluginInitialize() { return NPERR_NO_ERROR; } void
Re: [osg-users] dynamic LOD
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 download as static blocks to the GPU, and then rendered locally. You can render scenes with a million vertices on screen at one time quite comfortable at 60Hz on modern hardware so you aren't fighting with GPU capabilities these days, bandwidth and memory management and CPU loads are far more critical good performance - something that CPU based meshing is very poor at. You can of course mesh on the GPU these days too :-) Robert. On Thu, Dec 4, 2008 at 11:26 PM, Ferdi Smit [EMAIL PROTECTED] wrote: 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 single-object model (possibly with a preprocessed tree structure, of course), as opposed to do doing it statically beforehand and then choosing one. I know osg can do that based on distance etc, but that's not what I'm after. -- Regards, Ferdi Smit INS3 Visualization and 3D Interfaces CWI Amsterdam, The Netherlands ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 where things might go. I've been thinking about putting Prestent3D in a browser for a long time, but never had the time and knowledge about writing it to tackle it. No doubt lots of others have been on the brink of diving into this area too. I'm curious about the possibility of writing OSG viewer code in a way that could be used either in an traditional application or a plugin to other apps like a browser. This is not something to worry about though, I'll just let this stuff idle away at the back of mind until something useful pops out. I am now packaging the plugin and encounter a problem: The plugin starts (meaning that the core osg-dlls are found), but it does not find the osg-plugins (I have removed osg from my path for testing reasons). Usually when you start an osg-application and put the plugins into the applicaiton-folder (or below into the correct plugin-folder) they are found. Maybe this is different here, as the plugin itself is not an application but a dll. 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: osgDB::getLibraryFilePathList().push_front(mypath); Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 Just-In-Time-Debugger dialog, which allows you to start the Visual Studio Debugger at that point - or put a MessageBox(NULL, , MB_OK) in the startup code. Use Debug Attach to process in your Visual Studio and set a breakpoint to the line after the MessageBox call. Click OK on the MessageBox and you should be right there in the Debugger. I don't know whether these will work with VS Express, but at least with VS Standard Edition and higher. I hope you'll get forward with your plugin. Can you also post the download place for the firefox plugin SDK? I hope to find some time to expand your work in the longer run. regards Ralph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particle system setInitialRotationalSpeedRange()
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 he has married. Then he's finished. 2008/12/5 Michael Bach Jensen [EMAIL PROTECTED]: Hi Thom, Thanks for the detective work. The change you've suggested as causing the regression is r7961. http://www.openscenegraph.org/projects/osg/changeset/7961 It's six months since I code this so it's a bit cold a topic so off the top of my head I can't point to anything in a particular as being the cause of the problems. I will have to sit down and step through the code. Thanks for pointing out that SmokeBox.osg reproduces the problem, with the problem in front of me it's very difficult to spot issues in code. Robert. On Tue, Nov 11, 2008 at 11:21 PM, Jolley, Thomas P [EMAIL PROTECTED] wrote: Hi Robert, I've looked into this a little further. It appears the changes you made to ParticleSystem.cpp on March 17th is the reason for the behavior change. I don't have a solution yet other than backing out the changes. I'm still trying to understand what you're doing in the single_pass_render function before coming up with a solution. I think this problem was mentioned in an earlier thread around May. See http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/011595.html. To see the problem look at SmokeBox.osg with osgviewer (I'm using osg 2.6.0). The particles are rotating about the wrong axis (or at least a different axis). Tom Jolley From: Jolley, Thomas P Sent: Thursday, August 21, 2008 2:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Particle system setInitialRotationalSpeedRange() Hi Erik, I noticed the same thing about a week ago while upgrading an application from osg 1.0 to 2.4. It was on my list of things to look into. From: Erik Johnson [EMAIL PROTECTED] Sent: Thursday, August 21, 2008 10:30 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particle system setInitialRotationalSpeedRange() There is certainly a change in behavior, although I can't pinpoint the change in code yet. Setting the rotational speed with (0, 0, 1): OSG 2.2.0 - particles rotate like fans (pinwheels) OSG 2.4.0 - particles rotate like a margarita blender (cork-screw) OSG 2.6.0 - particles rotate like a margarita blender (cork-screw) I guess I'm just wondering if this is the expected behavior? And I'm surprised nobody has a problem with this. Thanks, Erik Date: Thu, 21 Aug 2008 09:26:52 +0100 From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] Particle system setInitialRotationalSpeedRange() To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1 Hi Erik, osgParticle has hardly been touched between OSG-2.2 and 2.6. Use svn log to check which files have changed. Robert. On Thu, Aug 21, 2008 at 1:07 AM, Erik Johnson [EMAIL PROTECTED] wrote: Hi all, It seems to me, back in the OSG 2.2.x time frame, that I could set the initial rotational velocity of the RadialShooter and have the particles pinwheel around their center point, while maintaining their billboard orientation and face the Camera. Perhaps it was a rotation on the Y axis. Nowadays with OSG 2.4/2.6, setting the rotational speed will cause the particles to rotate relative to the world axis and not in the camera-relative axis. Is this a bug? A feature? Is it still posible to pinwheel a particle around? Does anyone use setInitialRotationalSpeedRange()? This was a cool effect which added a nice dimension to smoke plumes and such. Thanks for any info! -Erik Johnson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)
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 nodeTracker seems to have a precision problem... the camera do not stay motionless relative to the PAT... a little relative translation is visible, when running more than 10s. So, Is the Quat accumulation responsible of that ? is there really a lack of precision in the manipulator ? Sorry I have no enough time to make a example to show that... but I think you can try easily. Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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 experiment with controlling the animation. In light of this, i've only been using osgDB::readNodeFile(). Now that I need to load a model with bones i need osgAnimation support (at least this is my understanding). However, with the current svn build i have, the dynamic cast osgAnimation::AnimationManager *am = dynamic_castosgAnimation::AnimationManager*(osgDB::readNodeFile(file.osg)); doesn't work. am comes back as a null object. what am i doing wrong? this is driving me crazy! Thanks again for everyone's help. On Tue, Dec 2, 2008 at 3:00 PM, Ryan Morris [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: It's a skinned mesh with bones. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL PROTECTED] http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Depth map calculation error
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 fix proposed in his first message : "if I change the snippet above (by removing the comment and putting in an else), ---new snip--- if (d_near0.0) osg::notify(osg::WARN)" 3) set near with d_near="d_near std::endl; else _computed_znear = d_near; ---new snip--- " and i change the nearfar calculation mode to COMPUTE_NEAR_FAR_USING_PRIMITIVES. Unfortunately when i walk in my scene (it's a town in collada format) i can see like some jumps in the depth map : i move in the city, for a while the depth map of the street is ok and at one moment the depth map become darker until everything become black and then (in one frame) the depth map come back coherent. Before the use of Chris'fix, it was worst, i mean i had a good depth map when i'm away from the town and looking at it but as soon as i come in the city the depth map get almost all black and stay as it. Maybe Chris or someone else find a new solution ? Thank you in advance Patrice ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic LOD
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 work (I did some work in the past on parallel dynamic LOD terrain rendering also) but it takes too much time now to implement it myself :) Robert Osfield wrote: 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 download as static blocks to the GPU, and then rendered locally. You can render scenes with a million vertices on screen at one time quite comfortable at 60Hz on modern hardware so you aren't fighting with GPU capabilities these days, bandwidth and memory management and CPU loads are far more critical good performance - something that CPU based meshing is very poor at. You can of course mesh on the GPU these days too :-) Robert. On Thu, Dec 4, 2008 at 11:26 PM, Ferdi Smit [EMAIL PROTECTED] wrote: 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 single-object model (possibly with a preprocessed tree structure, of course), as opposed to do doing it statically beforehand and then choosing one. I know osg can do that based on distance etc, but that's not what I'm after. -- Regards, Ferdi Smit INS3 Visualization and 3D Interfaces CWI Amsterdam, The Netherlands ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Ferdi Smit INS3 Visualization and 3D Interfaces CWI Amsterdam, The Netherlands ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] computeIntersections Bug + Fix (was View::computeIntersections with a node path)
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 please send the complete file to osg-submissions. See here http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions Protocol jp Tanguy Fautre wrote: Hi, I think I found the bug. Fixed implementation attached. If you look at the implementation of the function osgViewer::View::computeIntersections() taking the nodepath argument, you'll see that it compute the LocalToWorld transformation using the complete given path. But this is incorrect if the last node of the path is a transformation. In which case the last transformation is applied twice before computing any intersections. I've currently copy/pasted the current implementation and changed it to a standalone function so that I could test and use it as a fixed version without modifying OSG code. See attachment. The two important lines are: const osg::NodePath shortPath(nodePath.begin(), nodePath.end() - 1); osg::Matrix matrix = osg::computeLocalToWorld(shortPath) * camera-getViewMatrix() * camera-getProjectionMatrix(); Robert, if you agree with these modifications, what should I do for them to be integrated back into the trunk? Cheers, Tanguy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tanguy Fautre Sent: Friday 28 November 2008 15:21 To: osg-users@lists.openscenegraph.org Cc: Neil Groves Subject: Spam: [osg-users] View::computeIntersections with a node path Hi, Has anyone been able to successfully use osgViewer::View::computeIntersections() taking a node path argument on a non-trivial scenegraph? I currently have a fairly complex scenegraph, but I only want a small part of it to collide with computeIntersections. When I use computeIntersections without the nodepath, everything works perfectly. But as soon as I use the overload with the node path, I get an empty intersection set. I'm pretty sure the node path I'm giving is correct. Looking at the implementation of computeIntersections() with the node path, the only thing that puzzles me is the use of osg::computeWorldToLocal(nodePath) before computing the matrix inverse, I'm not sure I fully understand why this is the case. It seems to me the whole operation should be LocalToWorldMatrix * ViewMatrix * ProjectionMatrix instead. In any case, if anyone has a working example (which would show computeIntersections() with a node path is working correctly, or help finding the mistake I'm doing), it would be appreciated. Regards, Tanguy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- This message is subject to the CSIR's copyright terms and conditions, e-mail 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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: osgDB::getLibraryFilePathList().push_front(mypath); I´d sure like to do this, but I can´t figure out the path. I don´t know beforehand where Firefox will install the plugin, the path might be different on all machines. I tried various functions, but all only return me the path to the firefox-executable, not the plugin-dll. I consider building a setup with inno-setup, where I can extend PATH. Any windows-gurus or firefox-gurus that have an idea how I could get the path to the plugin? Regards, Andreas Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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: osgDB::getLibraryFilePathList().push_front(mypath); I´d sure like to do this, but I can´t figure out the path. I don´t know beforehand where Firefox will install the plugin, the path might be different on all machines. I tried various functions, but all only return me the path to the firefox-executable, not the plugin-dll. I consider building a setup with inno-setup, where I can extend PATH. Any windows-gurus or firefox-gurus that have an idea how I could get the path to the plugin? Regards, Andreas Or can I force osg to load the plugins on startup? I remember something about fake .lib-files for the plugins, is that right? How can I build them? Regards, Andreas Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 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: osgDB::getLibraryFilePathList().push_front(mypath); I´d sure like to do this, but I can´t figure out the path. I don´t know beforehand where Firefox will install the plugin, the path might be different on all machines. I tried various functions, but all only return me the path to the firefox-executable, not the plugin-dll. I consider building a setup with inno-setup, where I can extend PATH. Any windows-gurus or firefox-gurus that have an idea how I could get the path to the plugin? Regards, Andreas Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visual Studio Static compilation
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 my OSG based program across a 3 IG cluster - but I cannot 'install' my software on the cluster. I need an .exe (and associated .dlls - that be run happily from a folder. I can change the path on the machines in the cluster Pete ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 think of that GetModuleFileName would fail is if people start moving code around in memory. Seems unlikely firefox would do that. Try EnumProcessModules then to get the module handle to your dll. Then you can use GetModuleFileName with the correct handle. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Particle system setInitialRotationalSpeedRange()
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 Martin - I've got to keep breathing. It'll be my worst business mistake if I don't. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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, already tried that. 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. Try EnumProcessModules then to get the module handle to your dll. Then you can use GetModuleFileName with the correct handle. I´ll have to stop working on that till tonight. Maybe you could give me a code-snippet, I am no expert-windows-api-programmer, I prefer using wxWidgets. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio Static compilation
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, then open the ALL_BUILD.vcproj it will create in your build directory. Then just go through and change the 'Configure type' property on the 'General' properties page. I've had issues going from static libs to dlls, but going the other way should just work. 2008/12/5 Pete Carss [EMAIL PROTECTED]: 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 my OSG based program across a 3 IG cluster - but I cannot 'install' my software on the cluster. I need an .exe (and associated .dlls - that be run happily from a folder. I can change the path on the machines in the cluster Pete ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 returns the path to firefox.exe, already tried that. 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. Try EnumProcessModules then to get the module handle to your dll. Then you can use GetModuleFileName with the correct handle. I´ll have to stop working on that till tonight. Maybe you could give me a code-snippet, I am no expert-windows-api-programmer, I prefer using wxWidgets. http://msdn.microsoft.com/en-us/library/ms682631(VS.85).aspx That's the doc for the function and there is example code linked to as well. If you ever need info for windows programming, always check out msdn. Not a big fan of MS, but their documentation is usually pretty good; once you can work out what they've called the feature you are interested in is called anyway. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 directory? I'd guess the Plugin Manager sets it to the plugin dir. 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)); PathRemoveFileSpec(filename); FreeLibrary(handle); } This should work because the list of loaded DLLs is searched first by LoadLibrary(). regards Ralph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 the Plugin API, I guess. See my other post on this thread with a relatively simple workaround using LoadLibrary() a second time on the plugin DLL with a local path. regards Ralph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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'; mShellBase.setInitOption(INIT_OPTION_INSTALLDIR, std::string(buf)); This is tied to my npOSG4Web.dll , you have to substitute your dll Are you trying to deploy as a Firefox extension? I' ve managed to build, but did not already inserted in the CMake project. I like that way of deployment, it gives you also an update mechanism with signing features You could easily grab the stuff if you just install my plugin into a new folder like D:\Programmi\Mozilla Firefox\firefox.exe -no-remote --profile D:/Temp/prova1 http://3d.cineca.it/storage/models/gaiani/htdocs/index.html your firefox -no-remote --profile a new folder http://3d.cineca.it/storage/models/gaiani/htdocs/index.html then look into a new folder[EMAIL PROTECTED] for the file install.rdf the important lines are updateKey and updateURL and em:id 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 list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)
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 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 nodeTracker seems to have a precision problem... the camera do not stay motionless relative to the PAT... a little relative translation is visible, when running more than 10s. So, Is the Quat accumulation responsible of that ? is there really a lack of precision in the manipulator ? Sorry I have no enough time to make a example to show that... but I think you can try easily. Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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(): http://msdn.microsoft.com/en-us/library/ms683199(VS.85).aspx If this parameter is NULL, GetModuleHandle returns a handle to the file used to create the calling process (.exe file). If you pass NULL, it refers to the .exe (firefox.exe), not to the DLL on the stack. regards Ralph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem applying MatrixTransform to PositionAttitudeTransform
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 PositionAttitudeTransform (all nodes that I manipulate have a PAT as root) so that the PAT affects its children in the same way that the osgManipulator affected its children. Here is the code snippet: NodeUpdateCallback that updates node with osgManipulator's MatrixTransform: virtual void operator() ( osg::Node* node, osg::NodeVisitor* nv ) { osgManipulator::Selection * pSelection = dynamic_cast osgManipulator::Selection * ( node ); if ( pSelection m_Manip-m_PrevMatrix != m_Manip-m_Dragger-getMatrix() ) { // Apply the transform for ( int i = 0; i m_Manip-m_SelectionCache-getNumChildren(); ++i ) { osg::PositionAttitudeTransform * pElem = dynamic_cast osg::PositionAttitudeTransform * ( pSelection -getChild(i) ); VOSGSceneElement * pElemCache = dynamic_cast VOSGSceneElement * ( m_Manip-m_SelectionCache-getChild(i) ); osg::Matrix ManipMatrix = pSelection-getMatrix(); ManipMatrix.preMult(osg::Matrix::translate( -pElem-getPivotPoint() )* osg::Matrix::scale( pElem-getScale() )* osg::Matrix::rotate( pElem-getAttitude() )* osg::Matrix::translate( pElem-getPosition() ) ); pElemCache-setPosition( ManipMatrix.getTrans() ); pElemCache-setAttitude( ManipMatrix.getRotate() ); pElemCache-setScale( ManipMatrix.getScale() ); } m_Manip-m_PrevMatrix = m_Manip-m_Dragger-getMatrix(); } } In this example a VOSGSceneElement is the node that I'm trying to manipulate and is derived from PositionAttitudeTransform. pSelection contains a copy of this. The copy in pSelection is transformed correctly by the manipulator. In this update callback, I'm trying to apply the same transform from pSelection to the VOSGSceneElement in the scene graph. Unfortunately this doesn't work properly, and I'm having difficulty figuring out how to apply the correct transformation. I would be very grateful if anybody can point me in the right direction..How do I apply a MatrixTransform to a PositionAttitudeTransform? As always, thank you! Morne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 wrong: Quote from MSDN GetModuleFileName(): http://msdn.microsoft.com/en-us/library/ms683199(VS.85).aspx If this parameter is NULL, GetModuleHandle returns a handle to the file used to create the calling process (.exe file). If you pass NULL, it refers to the .exe (firefox.exe), not to the DLL on the stack. regards Ralph 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. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 module; if( TRUE == GetModuleHandleEx(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, reinterpret_cast LPCWSTR (DllMain), module) ) GetModuleFileName(module, buff, 256); You need _WIN32_WINNT as 0x0501 or later though -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem with graphics context not being set up in RenderInfo
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 of code in RenderStage::draw fails because callingContext is not a valid pointer. if (_graphicsContext.valid() _graphicsContext != callingContext) { // show we release the context so that others can use it?? will do so right // now as an experiment. callingContext-releaseContext(); !!! Crashes here This is because _graphicsContext is being set to the context created in the runCameraSetup but callingContext is set to _renderInfo.getState()-getGraphicsContext() which has not been set up by osgUtil::SceneView. Do I need to fix this by putting a valid GraphicsConext in the Sceneview RenderInfo. If so how should I set that up (I have never bothered before). Or should I just modify the code in RenderStage::draw like this.. if (_graphicsContext.valid() callingContext.valid() _graphicsContext != callingContext) Comments and ideas welcome. Thanks Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Removing all identical children from a node
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 false: while ( group-removeChild(child.get()) ); Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 (handle) { GetModuleFileName(handle, filename, sizeof(filename)); PathRemoveFileSpec(filename); FreeLibrary(handle); } This should work because the list of loaded DLLs is searched first by LoadLibrary(). This works! Only one should not free the handle, as the lib is (probably) not loaded again, this gives a crash. I have then used Luigis way of extracting the path, as I do not have the header to PathRemoveFileSpec. I´ll pack this in the late evening, seems to be working now. Thanks for your help, Andreas regards Ralph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML and Windows
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 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 announcement on the latest version from the openvrml mailing list. OpenVRML 0.17.9 is now available. The distribution can be obtained from Hello, The OpenVRML plugin will not build with anything later than 0.14.3 due to changed API and dependency on Boost. This is intentional. Upgrading to 0.17.9 will *not* help. The compilation issues with 0.14.3 are described here (minor updates for modern compilers): http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Linux It is described for Linux, but that patch should make OpenVRML compile fine. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJOGSkn11XseNj94gRAusxAJ96ZatpgKjQK0YROtV32oHb2koVugCg7fZq P17ecXWiDA2OAyXC0Ljp+fk= =IRoo -END PGP SIGNATURE- -- Serge Lages http://www.tharsis-software.com -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with graphics context not being set up in RenderInfo
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 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 of code in RenderStage::draw fails because callingContext is not a valid pointer. if (_graphicsContext.valid() _graphicsContext != callingContext) { // show we release the context so that others can use it?? will do so right // now as an experiment. callingContext-releaseContext(); !!! Crashes here This is because _graphicsContext is being set to the context created in the runCameraSetup but callingContext is set to _renderInfo.getState()-getGraphicsContext() which has not been set up by osgUtil::SceneView. Do I need to fix this by putting a valid GraphicsConext in the Sceneview RenderInfo. If so how should I set that up (I have never bothered before). Or should I just modify the code in RenderStage::draw like this.. if (_graphicsContext.valid() callingContext.valid() _graphicsContext != callingContext) Comments and ideas welcome. Thanks Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform
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: ManipMatrix.preMult(osg::Matrix::translate( -pElem-getPivotPoint() )* osg::Matrix::scale( pElem-getScale() )* osg::Matrix::rotate( pElem-getAttitude() )* osg::Matrix::translate( pElem-getPosition() ) ); osg::Vec3 s,t; osg::Quat r,so; ManipMatrix.decompose( t, r, s, so ); pElemCache-setPosition( t ); pElemCache-setAttitude( r ); pElemCache-setScale( s ); Cheers, Morne On Fri, Dec 5, 2008 at 1:08 PM, Morné Pistorius [EMAIL PROTECTED] wrote: 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 PositionAttitudeTransform (all nodes that I manipulate have a PAT as root) so that the PAT affects its children in the same way that the osgManipulator affected its children. Here is the code snippet: NodeUpdateCallback that updates node with osgManipulator's MatrixTransform: virtual void operator() ( osg::Node* node, osg::NodeVisitor* nv ) { osgManipulator::Selection * pSelection = dynamic_cast osgManipulator::Selection * ( node ); if ( pSelection m_Manip-m_PrevMatrix != m_Manip-m_Dragger-getMatrix() ) { // Apply the transform for ( int i = 0; i m_Manip-m_SelectionCache-getNumChildren(); ++i ) { osg::PositionAttitudeTransform * pElem = dynamic_cast osg::PositionAttitudeTransform * ( pSelection -getChild(i) ); VOSGSceneElement * pElemCache = dynamic_cast VOSGSceneElement * ( m_Manip-m_SelectionCache-getChild(i) ); osg::Matrix ManipMatrix = pSelection-getMatrix(); ManipMatrix.preMult(osg::Matrix::translate( -pElem-getPivotPoint() )* osg::Matrix::scale( pElem-getScale() )* osg::Matrix::rotate( pElem-getAttitude() )* osg::Matrix::translate( pElem-getPosition() ) ); pElemCache-setPosition( ManipMatrix.getTrans() ); pElemCache-setAttitude( ManipMatrix.getRotate() ); pElemCache-setScale( ManipMatrix.getScale() ); } m_Manip-m_PrevMatrix = m_Manip-m_Dragger-getMatrix(); } } In this example a VOSGSceneElement is the node that I'm trying to manipulate and is derived from PositionAttitudeTransform. pSelection contains a copy of this. The copy in pSelection is transformed correctly by the manipulator. In this update callback, I'm trying to apply the same transform from pSelection to the VOSGSceneElement in the scene graph. Unfortunately this doesn't work properly, and I'm having difficulty figuring out how to apply the correct transformation. I would be very grateful if anybody can point me in the right direction..How do I apply a MatrixTransform to a PositionAttitudeTransform? As always, thank you! Morne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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)); PathRemoveFileSpec(filename); FreeLibrary(handle); } This should work because the list of loaded DLLs is searched first by LoadLibrary(). This works! Only one should not free the handle, as the lib is (probably) not loaded again, this gives a crash. You should do FreeLibrary() because it's reference counted internally. see http://msdn.microsoft.com/en-us/library/ms683152(VS.85).aspx: The system maintains a per-process reference count for each loaded module. A module that was loaded at process initialization due to load-time dynamic linking has a reference count of one. The reference count for a module is incremented each time the module is loaded by a call to LoadLibrary. The reference count is also incremented by a call to LoadLibraryEx unless the module is being loaded for the first time and is being loaded as a data or image file. regards Ralph ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with graphics context not being set up in RenderInfo
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 still exists. I patched a couple of places in RenderStage to check callingContext non NULL before using it, and things appear to work but I have not done a decent test. Also fixing it this was really worries me! if (_graphicsContext.valid() callingContext _graphicsContext != callingContext) Roger Robert Osfield wrote: 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 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 of code in RenderStage::draw fails because callingContext is not a valid pointer. if (_graphicsContext.valid() _graphicsContext != callingContext) { // show we release the context so that others can use it?? will do so right // now as an experiment. callingContext-releaseContext(); !!! Crashes here This is because _graphicsContext is being set to the context created in the runCameraSetup but callingContext is set to _renderInfo.getState()-getGraphicsContext() which has not been set up by osgUtil::SceneView. Do I need to fix this by putting a valid GraphicsConext in the Sceneview RenderInfo. If so how should I set that up (I have never bothered before). Or should I just modify the code in RenderStage::draw like this.. if (_graphicsContext.valid() callingContext.valid() _graphicsContext != callingContext) Comments and ideas welcome. Thanks Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)
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 osgSim::DOFTransform) had no geometry under it, it could not be followed by a NodeTrackerManipulator. The reason is that the NTM uses the node's bounds to calculate where it should track, and a Transform without anything under it has invalid bounds (a default-constructed bounding sphere with radius = -1). What we did to fix it is to add a ComputeBoundingSphereCallback to the transform, which returns a bounding sphere of center = (transform.translation) and radius = 0.1. That makes the NTM behave properly. Not sure if that's your problem. If it isn't then I don't know, your code looks good. If you send me a complete example (perhaps a modified osgviewer.cpp with your code) I could have a look. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
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 (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 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, December 05, 2008 9:38 AM To: OpenSceneGraph Users Subject: Re: [osg-users] 4m 36 seconds! Hi All, I've taken a picture of my latest computer jut to make you all jealous :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with graphics context not being set up in RenderInfo
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 mind and the code in front of me. Given I don't have something that will reproduce your usage model if front of me I'll just have defer to what you come up with. When you get it working just send me the changes then I'll review it and try to synthesis your usage model in my head when reviewing the changes. Robert. On Fri, Dec 5, 2008 at 2:24 PM, Roger James [EMAIL PROTECTED] wrote: 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 still exists. I patched a couple of places in RenderStage to check callingContext non NULL before using it, and things appear to work but I have not done a decent test. Also fixing it this was really worries me! if (_graphicsContext.valid() callingContext _graphicsContext != callingContext) Roger Robert Osfield wrote: 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 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 of code in RenderStage::draw fails because callingContext is not a valid pointer. if (_graphicsContext.valid() _graphicsContext != callingContext) { // show we release the context so that others can use it?? will do so right // now as an experiment. callingContext-releaseContext(); !!! Crashes here This is because _graphicsContext is being set to the context created in the runCameraSetup but callingContext is set to _renderInfo.getState()-getGraphicsContext() which has not been set up by osgUtil::SceneView. Do I need to fix this by putting a valid GraphicsConext in the Sceneview RenderInfo. If so how should I set that up (I have never bothered before). Or should I just modify the code in RenderStage::draw like this.. if (_graphicsContext.valid() callingContext.valid() _graphicsContext != callingContext) Comments and ideas welcome. Thanks Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform
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 getRotate() I think... Just looked it up, and yes: _ Quat osg::Matrixd::getRotate() const Get the matrix rotation as a Quat. Note that this function assumes a non-scaled matrix and will return incorrect results for scaled matrixces. Consider decompose() instead. _ Good to see you found it yourself. It means the doxygen comments really do work! We should add more of them (darn don't tell me I started the documentation discussion again...) :-) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio Static compilation
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 linking The may also be stuff hinding on the OSG web site , cannot remember of the top of my head, have look over there www.openscenegraph.org 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 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Pete Carss Sent: Friday, December 05, 2008 6:45 AM To: OpenSceneGraph Users Subject: [osg-users] Visual Studio Static compilation 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 my OSG based program across a 3 IG cluster - but I cannot 'install' my software on the cluster. I need an .exe (and associated .dlls - that be run happily from a folder. I can change the path on the machines in the cluster Pete ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML and Windows
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 pointer to member function you need the class name in front of operator eg float (AClass::operator[](size_t index) throw())[4]; VC7.1 compiles that, but later versions are more standards compliant. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] gecko plugin working for windows?
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 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, hui [EMAIL PROTECTED] wrote: Hi, Is that true that gecko plugin so far only work under linux? I download win32 gecko sdk but cannot fine xul library file, also mozjs library file. How to make it working? Thanks Hui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML and Windows
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 [EMAIL PROTECTED]wrote: 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 pointer to member function you need the class name in front of operator eg float (AClass::operator[](size_t index) throw())[4]; VC7.1 compiles that, but later versions are more standards compliant. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] gecko plugin working for windows?
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: 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 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, hui [EMAIL PROTECTED] wrote: Hi, Is that true that gecko plugin so far only work under linux? I download win32 gecko sdk but cannot fine xul library file, also mozjs library file. How to make it working? Thanks Hui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)
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 [EMAIL PROTECTED] 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 osgSim::DOFTransform) had no geometry under it, it could not be followed by a NodeTrackerManipulator. The reason is that the NTM uses the node's bounds to calculate where it should track, and a Transform without anything under it has invalid bounds (a default-constructed bounding sphere with radius = -1). What we did to fix it is to add a ComputeBoundingSphereCallback to the transform, which returns a bounding sphere of center = (transform.translation) and radius = 0.1. That makes the NTM behave properly. Not sure if that's your problem. If it isn't then I don't know, your code looks good. If you send me a complete example (perhaps a modified osgviewer.cpp with your code) I could have a look. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML and Windows
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 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 [EMAIL PROTECTED]wrote: 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 pointer to member function you need the class name in front of operator eg float (AClass::operator[](size_t index) throw())[4]; VC7.1 compiles that, but later versions are more standards compliant. -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com -- Serge Lages http://www.tharsis-software.com openvrml-vs8.patch Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform
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 that is the right thing to use, without actually going to check the documentation. My bad :) Cheers, Morné On Fri, Dec 5, 2008 at 2:44 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: 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 getRotate() I think... Just looked it up, and yes: _ Quat osg::Matrixd::getRotate() const Get the matrix rotation as a Quat. Note that this function assumes a non-scaled matrix and will return incorrect results for scaled matrixces. Consider decompose() instead. _ Good to see you found it yourself. It means the doxygen comments really do work! We should add more of them (darn don't tell me I started the documentation discussion again...) :-) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multipass Rendering objects that intersect given shapes/bounding volumes
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 into the image after the initial rendering pass with a global light (like in the osgmanylights example). Since the lights are all spot lights, the first optimization I used was to render a cone into the stencil buffer so that only the pixels that could possibly be affected by the light were re-rendered. This actually (I think) exposed a bug in CullVisitor's handling of StateSets, but that'll be the subject of another e-mail once I've gotten a simpler example coded up to show what happens... The next step I want to take is to use this cone geometry (or even the cone's bounding box/sphere) as a pre-processing step to eliminate portions of the scene graph that won't be affected by the light as well (since the Stencil buffer test means that the geometry gets all the way to the raster stage before it's discarded). I'd like some advice as how to tackle this in a fashion that fits in with the 'OSG' way to do things. :) My initial thoughts were to do something like inherit IntersectionVisitor, but then should this new Visitor return a new subgraph of the nodes that will be affected by the lighting pass? Or should it do something like change the nodemasks of the nodes so that, by modifying the CullVisitor's traversal mask, only the nodes that could be lit in the lighting pass will be visited? Or should I just screw with the frustum/polytope of the CullVisitor somehow to make it a reasonable approximation of the cone's bounding box? I didn't see any option to be able to specify a bounding volume for a CullVisitor, but I'd be happy to know that I'd overlooked something like that... So can someone set me straight? Am I heading in completely the wrong direction here? Thanks! -Chris B ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 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. In the mozilla-docs it says that I have to register the mime-type with .htaccess, but either this doesn´t work or I made another mistake. Maybe someone can give insight on this. The plugin-package is lean and mean, meaning that it only works for osg and ive-files with no effects and jpg, gif or png-textures. For it to work with more filetypes I would have to pack all osg-plugins into the package. Please test it and report if it works. It would be great if someone could test on a machine that has no developer-tools installed, as dll-problems will occur here more likely than on a dev-machine that has all kinds o packages installed. Regards have fun, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 confusing, but with the link it works. I suspect it's just a small configuration issue, but I don't have any idea what that might be. Please test it and report if it works. How do you tell it to load a model? I get just the blue background. Again, good work, and I look forward to lots of cool browser apps in the future using this! J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 1:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Very simple Firefox-Plugin to display osg-files 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 confusing, but with the link it works. I suspect it's just a small configuration issue, but I don't have any idea what that might be. Please test it and report if it works. How do you tell it to load a model? I get just the blue background. Again, good work, and I look forward to lots of cool browser apps in the future using this! J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 work though. Yes, that's confusing, but with the link it works. I suspect it's just a small configuration issue, but I don't have any idea what that might be. ... neither do I. I have tried a lot ... I will have to register at mozdev.org, I think, to ask about this. Please test it and report if it works. How do you tell it to load a model? I get just the blue background. 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. Regards, Andreas Again, good work, and I look forward to lots of cool browser apps in the future using this! J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 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 confusing, but with the link it works. I suspect it's just a small configuration issue, but I don't have any idea what that might be. ... neither do I. I have tried a lot ... I will have to register at mozdev.org, I think, to ask about this. Please test it and report if it works. How do you tell it to load a model? I get just the blue background. 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. Regards, Andreas Again, good work, and I look forward to lots of cool browser apps in the future using this! J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 debugging messages :-) ) and then an empty osgviewer. Do the OSG error messages go to your webserver logs? Perhaps you could redirect osg::notify's streams to print them into the browser? Or a console in the OSG viewer... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Particle system setInitialRotationalSpeedRange()
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 you will need to change it again once the problem is fixed. -Original Message- From: Michael Bach Jensen [mailto:[EMAIL PROTECTED] Sent: Friday, December 05, 2008 4:44 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particle system setInitialRotationalSpeedRange() 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 he has married. Then he's finished. 2008/12/5 Michael Bach Jensen [EMAIL PROTECTED]: Hi Thom, Thanks for the detective work. The change you've suggested as causing the regression is r7961. http://www.openscenegraph.org/projects/osg/changeset/7961 It's six months since I code this so it's a bit cold a topic so off the top of my head I can't point to anything in a particular as being the cause of the problems. I will have to sit down and step through the code. Thanks for pointing out that SmokeBox.osg reproduces the problem, with the problem in front of me it's very difficult to spot issues in code. Robert. On Tue, Nov 11, 2008 at 11:21 PM, Jolley, Thomas P [EMAIL PROTECTED] wrote: Hi Robert, I've looked into this a little further. It appears the changes you made to ParticleSystem.cpp on March 17th is the reason for the behavior change. I don't have a solution yet other than backing out the changes. I'm still trying to understand what you're doing in the single_pass_render function before coming up with a solution. I think this problem was mentioned in an earlier thread around May. See http://lists.openscenegraph.org/pipermail/osg-users-opensceneg raph.org/2008-May/011595.html. To see the problem look at SmokeBox.osg with osgviewer (I'm using osg 2.6.0). The particles are rotating about the wrong axis (or at least a different axis). Tom Jolley From: Jolley, Thomas P Sent: Thursday, August 21, 2008 2:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Particle system setInitialRotationalSpeedRange() Hi Erik, I noticed the same thing about a week ago while upgrading an application from osg 1.0 to 2.4. It was on my list of things to look into. From: Erik Johnson [EMAIL PROTECTED] Sent: Thursday, August 21, 2008 10:30 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particle system setInitialRotationalSpeedRange() There is certainly a change in behavior, although I can't pinpoint the change in code yet. Setting the rotational speed with (0, 0, 1): OSG 2.2.0 - particles rotate like fans (pinwheels) OSG 2.4.0 - particles rotate like a margarita blender (cork-screw) OSG 2.6.0 - particles rotate like a margarita blender (cork-screw) I guess I'm just wondering if this is the expected behavior? And I'm surprised nobody has a problem with this. Thanks, Erik Date: Thu, 21 Aug 2008 09:26:52 +0100 From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] Particle system setInitialRotationalSpeedRange() To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1 Hi Erik, osgParticle has hardly been touched between OSG-2.2 and 2.6. Use svn log to check which files have changed. Robert. On Thu, Aug 21, 2008 at 1:07 AM, Erik Johnson [EMAIL PROTECTED] wrote: Hi all, It seems to me, back in the OSG 2.2.x time frame, that I could set the initial rotational velocity of the RadialShooter and have the particles pinwheel around their center point, while maintaining their billboard orientation and face the Camera. Perhaps it was a rotation on the Y axis. Nowadays with OSG 2.4/2.6, setting the rotational speed will cause the particles to rotate relative to the world axis and not in the camera-relative axis. Is this a bug? A feature? Is it still posible to pinwheel a particle around? Does anyone use setInitialRotationalSpeedRange()? This was a cool effect which added a nice dimension to smoke plumes and such. Thanks for any info! -Erik Johnson ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 boxes (I guess those are debugging messages :-) ) and then an empty osgviewer. Do the OSG error messages go to your webserver logs? Perhaps you could redirect osg::notify's streams to print them into the browser? Or a console in the OSG viewer... J-S Hi, my mistake, sorry. I put the new plugin only to my local firefox, not into the xpi-archive. Please re-download in one minute (21:37 in my timezone). Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
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 Subject: Re: [osg-users] 4m 36 seconds! 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
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 typically use -j16 (assuming the build will be disk bound), which results in 100% CPU utilization. It's been a while since I timed a clean OSG build though -- under 10 minutes comes to mind. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
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. She created the system for me in secret and then appeared all chuffed with it this afternoon. Gotta love working from home and be able to share the love of building stuff :-) My previously builds was a the previous generation of Intel Core Quad core system, prior to this was a Althon X2, and prior to this I built an lonely single core Althon. I'm build a new machine about once every 18 months. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 raumgeometrie.de/testplugin/test.html (link on bottom) and tell me if it works. If it doesn´t, please give hints what might be wrong. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
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 newer system. I typically use -j16 (assuming the build will be disk bound), which results in 100% CPU utilization. It's been a while since I timed a clean OSG build though -- under 10 minutes comes to mind. I am almost certainly disk bound as I just have a standard 500Mb 7200rpm disk. I could go for RAID, but this would just suck more energy for little useful (to me) difference in performance. When the SSD's come down in price and smooth out their performance envelopes I'll purchase one. Another aspect of the the new quad core system consumes only about 60% of the energy of my old quad system that was slower - the motherboard, CPU and memory of the new system are all better in the energy efficiency. Just need the graphics card manufactures to sort out their energy consumption issues now. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 3m 40 seconds! (was: 4m 36 seconds!)
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 are: Dual Xeon quad-core (8 physical cores total) 2.8GHz 10GB RAM Not bad for an 8-month old box (though I imagine I spent considerably more money on my system than you did on yours, so mine _should_ perform better). -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML and Windows
-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 good if you could describe the changed required - the OpenVRML questions do pop up fairly frequently and there is a page dedicated to the plugin on Windows already. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJObBBn11XseNj94gRAsPgAKC+DV7y4uAL2n7txUwEQyjr7QHx2wCcDJRG 5H6uuzkqZe2hrVM54NmHohs= =F3Ru -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
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 time compares with your newer system. I typically use -j16 (assuming the build will be disk bound), which results in 100% CPU utilization. It's been a while since I timed a clean OSG build though -- under 10 minutes comes to mind. I am almost certainly disk bound as I just have a standard 500Mb 7200rpm disk. I could go for RAID, but this would just suck more energy for little useful (to me) difference in performance. For testing it's probably better that you don't, but RAID0 made a HUGE difference for me for paging/building/etc.. Not to mention DVD-PC installs went so fast that I barely had time to read the install splash screens that go by. But that's with hardware RAID on the motherboard and not the NV software-based RAID (which I was never able to get working on Linux anyway). Other than technically doubling my failure probability, I couldn't live without it. I guess it is less green, though. Maybe I make up for it with fanless water cooling. -Paul When the SSD's come down in price and smooth out their performance envelopes I'll purchase one. Another aspect of the the new quad core system consumes only about 60% of the energy of my old quad system that was slower - the motherboard, CPU and memory of the new system are all better in the energy efficiency. Just need the graphics card manufactures to sort out their energy consumption issues now. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
Hmm, I sorry to have to tell you Robert. This looks like top of the range model, but I'm afraid it won't perfrom any better than an Ex-Box. Chris. Date: Fri, 5 Dec 2008 14:38:04 + From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] 4m 36 seconds! To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 Hi All, I've taken a picture of my latest computer jut to make you all jealous :-) Robert. -- next part -- A non-text attachment was scrubbed... Name: NewComputer.jpg Type: image/jpeg Size: 191797 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20081205/8069c4c1/attachment.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build problems with undefined _gl references in Cygwin
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 chance it might locate the new libs better. Robert, I wanted to give you an update - OSG compiles now and the examples seem to work fine. The undefined references were a result of some cross up headers for Opengl and GLUT which they seem to have resolved now. Several of the groups had to work together to clean up some of the headers. In testing the new version my build built osgviewerGLUT which I used as a test for the libglut32.a they had to update. The example with the new library ran fine but osgviewerGLUT would keep on running even though the window closed when I hit escape (which it might be supposed to do). Also when I used the close box on the window I received a segfault. I reported this to them and one of them took a look at osgviewerGLUT and this is what he had to say: OSG completes its build now with the new libglut32.a. Excellent. It builds an example program osgviewerGLUT.exe which opens a window and diplays an image. When I click the close box on that window I get a segmentation fault when the app closes. The app will also close when you simply press the escape key. This leaves the process running in the background as if I had used the hack -DGLUT_DISABLE_ATEXIT_HACK. When I used the escape I had to kill the process manually. Not sure if this is a glut issue or an issue with their example window but thought I would let you know. bk Hi Brian, I took a look at osgviewerGLUT. Did that ever worked well with some previous version of the opengl package? I see a few strange things: void keyboard( unsigned char key, int /*x*/, int /*y*/ ) { switch( key ) { case 27: // clean up the viewer if (viewer.valid()) viewer = 0; glutDestroyWindow(glutGetWindow()); break; //... } } 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 viewer; . void display(void) { // update and render the scene graph if (viewer.valid()) viewer-frame(); // Swap Buffers glutSwapBuffers(); glutPostRedisplay(); } glutPostRedisplay(); will have display() called again, so it creates an infinite loop. It should not be there. glutPostRedisplay(); should rather be at the end of mousebutton, mousemove, and keyboard. Closing the window with the (X) icon should result in simply calling exit(0) and destroying the window. As to why it segfaults, you would have to degug it, as I don't have OpenSceneGraph installed. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build problems with undefined _gl references inCygwin
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 viewer; . I think he's right about the exit() call. The delete viewer should already be taken care of by the ref_ptr. void display(void) { // update and render the scene graph if (viewer.valid()) viewer-frame(); // Swap Buffers glutSwapBuffers(); glutPostRedisplay(); } glutPostRedisplay(); will have display() called again, so it creates an infinite loop. It should not be there. glutPostRedisplay(); should rather be at the end of mousebutton, mousemove, and keyboard. Seems to me that the viewer-frame() call should be in a glutIdleFunc, not a glutDisplayFunc(). From the man page: The amount of computation and rendering done in an idle callback should be minimized to avoid affecting the program's interactive response. In general, not more than a single frame of rendering should be done in an idle callback. So, it's acceptable to render a single frame from the idle callback. The display callback is better used for programs that don't need drawing to be done continuously. OSG apps don't typically fall into this category. Closing the window with the (X) icon should result in simply calling exit(0) and destroying the window. As to why it segfaults, you would have to degug it, as I don't have OpenSceneGraph installed. Probably the viewer isn't being cleaned up in this case, and it still tries to draw with an invalid window or context. This is just a guess, though. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 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 raumgeometrie.de/testplugin/test.html (link on bottom) and tell me if it works. If it doesn´t, please give hints what might be wrong. Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- It is only necessary to make war with five things: with the maladies of the body, with the ignorances of the mind, with the passions of the body, with the seditions of the city, with the discords of families. - Tacitus The desire for safety stands against every great and noble enterprise. - Tacitus Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety. - Benjamin Franklin Numquam ponenda est pluralitas sine necessitate. - William of Ockham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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 the blender exporter hasn't caught up (i could be wrong about this). At this point I'm going through the AnimtkViewer code to try and hash this out. I haven't got my code to play animations through the AnimationMap class yet. Thanks for all the help! -Rusty ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 4m 36 seconds!
It is an ex-box. It was a box, now it isn't. -Paul (And yes, even I groaned and rolled my eyes.) Chris Denham wrote: Hmm, I sorry to have to tell you Robert. This looks like top of the range model, but I'm afraid it won't perfrom any better than an Ex-Box. Chris. Date: Fri, 5 Dec 2008 14:38:04 + From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] 4m 36 seconds! To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 Hi All, I've taken a picture of my latest computer jut to make you all jealous :-) Robert. -- next part -- A non-text attachment was scrubbed... Name: NewComputer.jpg Type: image/jpeg Size: 191797 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20081205/8069c4c1/attachment.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About to reopen the osgNV project?
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 the osgNV project? Hi all, Do you remember aC++ basedproject named osgNV, which supports for nVIDIA OpenGL extensions and the Cg language? Ithas been discontinuedfrom 2 years ago, but still a great way to take advantage of modern GPUs. I havejust rewritten the osgNV library to fit OSG 2.7.6 and Cg 2.1 on my Core Quad Q6600 and GeForce 9600GT last and this week. And all the examples seem to run well. Now I have aplan to reopen the famous and reliable osgNV project, make it support newest nVIDIA features, like CGFX, CUDA and so on, and even the RenderMonkey of ATI systems in future. The new project will still bereleased as LGPL. I'm a beginninger of GPU programming myself so it needs some time to add new features. But I will focus on the Cg languages first and leave osgNVSlang and osgNVParse unchanged, for GLSL andvertex programsare already supported by OSG itself. I'd like toknow if the new project could be still placed on the sourceforge page of osgNV (http://osgnv.sourceforge.net)orshould find a new home? I will also apologize to Marco Jez and other authors of osgNV for my boldnessbecause I did notcontact with them first. I would like to sharethemodified osgNV code if anybody has a similar plan. Any suggestions? Best wishes Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About to reopen the osgNV project?
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++ based project named osgNV, which supports for nVIDIA OpenGL extensions and the Cg language? It has been discontinued from 2 years ago, but still a great way to take advantage of modern GPUs. I have just rewritten the osgNV library to fit OSG 2.7.6 and Cg 2.1 on my Core Quad Q6600 and GeForce 9600GT last and this week. And all the examples seem to run well. Now I have a plan to reopen the famous and reliable osgNV project, make it support newest nVIDIA features, like CGFX, CUDA and so on, and even the RenderMonkey of ATI systems in future. The new project will still be released as LGPL. I#39;m a beginninger of GPU programming myself so it needs some time to add new features. But I will focus on the Cg languages first and leave osgNVSlang and osgNVParse unchanged, for GLSL and vertex programs are already supported by OSG itself. I#39;d like to know if the new project could be still placed on the sourceforge page of osgNV (http://osgnv.sourceforge.net) or should find a new home? I will also apologize to Marco Jez and other authors of osgNV for my boldness because I did not contact with them first. I would like to share the modified osgNV code if anybody has a similar plan. Any suggestions? Best wishes Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About to reopen the osgNV project?
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++ based project named osgNV, which supports for nVIDIA OpenGL extensions and the Cg language? It has been discontinued from 2 years ago, but still a great way to take advantage of modern GPUs. I have just rewritten the osgNV library to fit OSG 2.7.6 and Cg 2.1 on my Core Quad Q6600 and GeForce 9600GT last and this week. And all the examples seem to run well. Now I have a plan to reopen the famous and reliable osgNV project, make it support newest nVIDIA features, like CGFX, CUDA and so on, and even the RenderMonkey of ATI systems in future. The new project will still be released as LGPL. I#39;m a beginninger of GPU programming myself so it needs some time to add new features. But I will focus on the Cg languages first and leave osgNVSlang and osgNVParse unchanged, for GLSL and vertex programs are already supported by OSG itself. I#39;d like to know if the new project could be still placed on the sourceforge page of osgNV (http://osgnv.sourceforge.net) or should find a new home? I will also apologize to Marco Jez and other authors of osgNV for my boldness because I did not contact with them first. I would like to share the modified osgNV code if anybody has a similar plan. Any suggestions? Best wishes Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org