Re: [osg-users] OpenVRML and Windows

2008-12-05 Thread Serge Lages
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  Your version is outdated.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-




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Re: [osg-users] Removing all identical children from a node

2008-12-05 Thread Sukender
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/
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Re: [osg-users] dynamic LOD

2008-12-05 Thread Sukender
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/
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Re: [osg-users] gecko plugin working for windows?

2008-12-05 Thread Serge Lages
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



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Re: [osg-users] osgviewerQT example

2008-12-05 Thread Serge Lages
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

2008-12-05 Thread Alberto Luaces
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)){}
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Re: [osg-users] dynamic LOD

2008-12-05 Thread Ferdi Smit
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/
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--
Regards,

Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Robert Osfield
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


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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Robert Osfield
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.
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Re: [osg-users] computeIntersections Bug + Fix (was View::computeIntersections with a node path)

2008-12-05 Thread Robert Osfield
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
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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


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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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.
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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
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* The contents of this file are subject to the Mozilla Public License Version
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* 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.
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* * 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

2008-12-05 Thread Robert Osfield
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

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Robert Osfield
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.
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Ralph Kern
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

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Re: [osg-users] Particle system setInitialRotationalSpeedRange()

2008-12-05 Thread Michael Bach Jensen
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

***

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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
 
 
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[osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)

2008-12-05 Thread Vincent Bourdier
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.
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-05 Thread Cedric Pinson

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.




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[osg-users] Depth map calculation error

2008-12-05 Thread Patrice Bouvier




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


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Re: [osg-users] dynamic LOD

2008-12-05 Thread Ferdi Smit

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

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Regards,

Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands

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Re: [osg-users] computeIntersections Bug + Fix (was View::computeIntersections with a node path)

2008-12-05 Thread Tanguy Fautre
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
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel



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.
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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.
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Simon Hammett
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.
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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.
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[osg-users] Visual Studio Static compilation

2008-12-05 Thread Pete Carss

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


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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Simon Hammett
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.

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[osg-users] Particle system setInitialRotationalSpeedRange()

2008-12-05 Thread Michael Bach Jensen
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

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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
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Re: [osg-users] Visual Studio Static compilation

2008-12-05 Thread Simon Hammett
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


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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Simon Hammett
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.

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Ralph Kern
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

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Ralph Kern
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

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Luigi Calori

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.
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Re: [osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)

2008-12-05 Thread Robert Osfield
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.



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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Ralph Kern
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

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[osg-users] Problem applying MatrixTransform to PositionAttitudeTransform

2008-12-05 Thread Morné Pistorius
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
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Simon Hammett
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.

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Simon Hammett

 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

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[osg-users] Problem with graphics context not being set up in RenderInfo

2008-12-05 Thread Roger James




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




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Re: [osg-users] Removing all identical children from a node

2008-12-05 Thread Jean-Sébastien Guay

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
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel



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

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Re: [osg-users] OpenVRML and Windows

2008-12-05 Thread Serge Lages
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-




 --
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 http://www.tharsis-software.com




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Re: [osg-users] Problem with graphics context not being set up in RenderInfo

2008-12-05 Thread Robert Osfield
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



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Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform

2008-12-05 Thread Morné Pistorius
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

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Ralph Kern
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

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Re: [osg-users] Problem with graphics context not being set up in RenderInfo

2008-12-05 Thread Roger James




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




  





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Re: [osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)

2008-12-05 Thread Jean-Sébastien Guay

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
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Tomlinson, Gordon
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.
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Re: [osg-users] Problem with graphics context not being set up in RenderInfo

2008-12-05 Thread Robert Osfield
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






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Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform

2008-12-05 Thread Jean-Sébastien Guay

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
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Visual Studio Static compilation

2008-12-05 Thread Tomlinson, Gordon
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


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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Simon Hammett
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.
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Re: [osg-users] OpenVRML and Windows

2008-12-05 Thread Simon Hammett
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.

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Re: [osg-users] gecko plugin working for windows?

2008-12-05 Thread hui
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



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Re: [osg-users] OpenVRML and Windows

2008-12-05 Thread Serge Lages
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.
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Re: [osg-users] gecko plugin working for windows?

2008-12-05 Thread Serge Lages
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
 
 
 
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Re: [osg-users] NodeTrackerManipulator precision ( [Was] Math problem relative to OSG)

2008-12-05 Thread Vincent Bourdier
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/

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Re: [osg-users] OpenVRML and Windows

2008-12-05 Thread Serge Lages
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.

 --
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openvrml-vs8.patch
Description: Binary data
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Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform

2008-12-05 Thread Morné Pistorius
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
 --
 __
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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[osg-users] Multipass Rendering objects that intersect given shapes/bounding volumes

2008-12-05 Thread Chris Best
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
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Jean-Sébastien Guay

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
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http://whitestar02.webhop.org/
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Gerrick Bivins
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/
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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


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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Gerrick Bivins
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
 
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Jean-Sébastien Guay

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
--
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http://whitestar02.webhop.org/
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Re: [osg-users] Particle system setInitialRotationalSpeedRange()

2008-12-05 Thread Jolley, Thomas P
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
  
  
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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
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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Kawicki, Ryan H
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.
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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Paul Martz
 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

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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Robert Osfield
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.
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Andreas Goebel

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
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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Robert Osfield
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.
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[osg-users] 3m 40 seconds! (was: 4m 36 seconds!)

2008-12-05 Thread Paul Martz
 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

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Re: [osg-users] OpenVRML and Windows

2008-12-05 Thread Jan Ciger
-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-
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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Paul Speed



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.
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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Chris Denham
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
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Re: [osg-users] Build problems with undefined _gl references in Cygwin

2008-12-05 Thread Brian Keener
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.
 




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Re: [osg-users] Build problems with undefined _gl references inCygwin

2008-12-05 Thread Jason Daly

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

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-05 Thread Michael Bosse'
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
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-- 
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
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-05 Thread Ryan Morris
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
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Re: [osg-users] 4m 36 seconds!

2008-12-05 Thread Paul Speed

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.
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Re: [osg-users] About to reopen the osgNV project?

2008-12-05 Thread webmaster


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
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Re: [osg-users] About to reopen the osgNV project?

2008-12-05 Thread webmaster
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
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Re: [osg-users] About to reopen the osgNV project?

2008-12-05 Thread webmaster
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
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