Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-28 Thread Robert Osfield
Hi Jason,

On Fri, Feb 27, 2009 at 9:14 PM, Jason Daly jd...@ist.ucf.edu wrote:
 So, is it your intention that the AudioSink interface would be implemented
 by another plugin (e.g.: an openal plugin)?

That's a very good question... how to do we provide an AudioSink, and
how far should we go in automating it.

Tanguy's original implement has the AudioSink base classes attached to
the custom FFmpegImageStream, so you'd read the movie in your
application, then at the application level wire up the audio API to
this image stream via a custom AuidoSink.   My initial plan is to
provide a similar solution - have the application wire up its own
AudioSink to the AudioStream attached to the loaded ImageStream.

The next step after this is open to debate.  With integration of
ffmpeg plugin I wasn't banking on tackling audio integration, but the
fact that ffmpeg doesn't provide means of playing audio means that we
have to provide some mechanism, the application wiring above is one
solution, but it's not the out of the box solution that we currently
have with xine-lib and quicktime so isn't a drop in replacement.  To
have a drop in replacement we'll need to provide a scheme to
automatically provide the AudioSink.

My current thoughts on how to provide this are that we could have an
AudioSink prototype attached to osgDB::Registry that is NULL by
default, but the application developer can assign one, and have this
be cloned by the ffmpeg plugin etc.  Potentially we could assign it on
demand too if one isn't already assigned we could load a plugin such
as a OpenAL to provide it.

Further down the line perhaps the osgAudio library could provide the
AudioSink prototype.

I am open to suggestions on how best to address this issue.  Two goals
are clear - first that app developer should be able to provide their
own audio implementation, and secondly a basic audio implementation
should be loadable automatically as a fallback.  Without the later we
can't even consider deprecating the xine-lib and quicktime plugins.

Robert.
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Re: [osg-users] Disabling small feature culling for a subgraph

2009-02-28 Thread Robert Osfield
Hi Per,

I'm a bit rusty on this topic, too many topics coming flying by each
day that niche stuff drops out of focus quite quickly...

Something I can answer right away is to to explain the relationship
between the CullingSet CullingMode and CullingMask.  The Mode is the
base mode that specifies what the overall mode should be, while the
CullingMask is the current active subset of this mode, that handles
the fact that different faces of the view frustum get disabled when
subgraphs are completely inside the faces of the view frustum.   At
least that what I can recall/work out from a brief look through the
code.

Robert.

On Fri, Feb 27, 2009 at 9:16 PM, Per Fahlberg pe...@remograph.com wrote:

 A correction, my earlier proposed fix also solves this problem if the cull
 callback is changed to also modify the culling mode of the cull visitor, so
 that the callback reads something like this:
 ...
 osg::CullSettings::CullingMode cullVisitorCullingMode =
 cv-getCullingMode();
 osg::CullingSet cs = cv-getCurrentCullingSet();
 osg::CullingSet::Mask cullingSetMask = cs.getCullingMask();

 cv-setCullingMode(cullVisitorCullingMode |
 osg::CullSettings::SMALL_FEATURE_CULLING);
 cs.setCullingMask(cullingSetMask |
 osg::CullSettings::SMALL_FEATURE_CULLING);

 traverse(node,nv);

 cs.setCullingMask(cullingSetMask);
 cv-setCullingMode(cullVisitorCullingMode);
 ...

 I'm a bit confused about all the culling masks/modes and which ones to
 modify and how they are propagated when the cull visitor traverses the
 scenegraph.

 Regards,
 Per

 Per Fahlberg wrote:

 Hi Robert,

 I've been busy with other work and only now been able to try your proposed
 change and found that it doesn't quite work as expected. When I run the
 attached modified osgscribe example with the attached box-sphere.osg model
 the small feature culling only culls the entire model, i.e. both the box and
 the sphere together not separately as I was expecting. If small feature
 culling is turned on on the camera the box and sphere is culled by the small
 feature culling individually. I would like to enable small feature culling
 on quite large subgraphs and it seams that it only turns on small feature
 culling on the node with the callback not on the nodes bellow it. This feels
 very similar to the problem I was originally trying to solve, where the
 disabling of small feature culling wasn't propagated downwards but the fix I
 submitted then didn't fix this problem. Do I need to add the callback to all
 nodes that I wish to be culled by small feature culling or is this a problem
 in osg?

 Regards,
 Per

 Robert Osfield wrote:

 Hi Per,

 On Wed, Jan 28, 2009 at 8:55 PM, Per Fahlberg pe...@remograph.com
 wrote:


 I don't really understand how this is not a bug since it is possible to
 switch small feature culling on for a subgraph but not switch it off?


 The scene graph itself doesn't support switching off small feature
 culling in a subgraph. The way you tried to add this back in was
 inappropriate, so didn't work.

 My proposed change to just enable small feature culling for subgraphs
 that needn't it didn't require disabling culling for subgraphs so
 would be more efficient as culling would never be complete disabled.
 Disabling culling for a deeply embedded subgraph causes all the
 parents culling to be disabled as well, which prevents early
 termination of traversal that would otherwise be done so I wouldn't
 recommend it.



 I will however scratch my head and try to figure out if I can somehow
 easily
 invert the enabling and disabling of small feature culling in my
 program.


 You could just use LOD's, this is effectively all that small feature
 culling simulates.

 Alternatively you could just set the bounding box of the drawables of
 interest to an artificially large size to prevent the small feature
 culling from effecting them.

 Robert.
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Re: [osg-users] extend osgforest with a tree position raster mask

2009-02-28 Thread Robert Osfield
HI Christian,

The way to use a mask like this would be to read an osg::Image and
read from it directly.  There is no reason to require the use
Texture2D - this is only required if you want to do operations down on
the GPU.  osg::Image does have access methods for getting individual
pixels.

However, the way I'd tackle this problem would be by providing
boundary polygons which are then tessellated to provide a triangular
mesh that acts to describe the forest coverage.  One would then
compute the area for each of these triangles and then have a map of
accumulated area to index position into the triangle list.  This would
give us the ability to have a random value map to a particular
triangle, one then can use two more random values to provide the
baricentric coords within than triangle and form this to the final XY
location.   From the XY location you then intersect the terrain and
place the tree.

A variation on this would be use the a subset of the actual terrain
mesh, as this would then avoid the need for doing the intersection
test as you'd get the correct XYZ location. The boundaries of the
terrain triangles would might also be something that you'd want to
manage to avoid an artificial look, this could be done by trimming a
copy of the terrain triangles of interest by the polygonal boundary.

A further variation on this would be to add probability weights to the
vertices of the coverage mesh so you can change the density of trees
across the model, one also could through in tree type variation at the
same time.

All of this is well outside the scope of the osgforest example though,
but hopefully should give you a few ideas.

Robert.

On Sat, Feb 28, 2009 at 12:24 AM, Christian Sam osgfo...@tevs.eu wrote:
 hi,

 i would like to extend the example-program osgforest in a way so that the 
 placement of trees becomes user-controllable via an additional raster mask. 
 in detail: a 1bit rasterfile should mark treeless areas with a value of 0 
 and tree-covered areas with a value of 1. subsequent this mandatory 
 partitioning, i would like use the existing, random placement of trees in 
 tree-covered areas.

 i'm new to osg, so i have a few questions about how to implement this, and 
 would also be happy to get some clues from you.


 * can i use a simple osg::texture2D (nearest neighbour worldcoordinate scaled 
 to osgforest's terrain extent), as raster mask?

 * if yes, how can i query/access a raster value at a specific texture 
 coordinate?

 * how can i prevent that the raster mask will be rendered in the final scene? 
 (would a nodemask be the right way, or are there any better/simpler ways?)

 * in this first approach i will only implement 2 different tree regions: 
 covered and non-covered. my plan is to extend to the existing 
 createTreeList function with a simple check for the raster mask value at 
 the randomly generated tree position coordinates. only if it happens to lie 
 inside a tree-covered area, the tree will be pushed into the trees list. 
 maybe someone knows a more elegant way?


 best regards,
 christian

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Re: [osg-users] openscenegraph.org stats

2009-02-28 Thread Robert Osfield
Hi JS,

On Fri, Feb 27, 2009 at 9:26 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 OK, seems I understand the basics after all. So why are competing standards
 a bad thing if they're inherent to the nature of open standards? Or
 conversely, why are open standards so desirable if by their nature, they
 bring about competing standards which are undesirable?

Competing standards are a bad thing as it breaks interoperability and
divides the market place into targeting one or other, or both
standards.

For software vendors trying to use the standards they just one a
workable solution, with minimum of effort, so naturally will want to
target one rather than two standards, as supporting two is often far
harder than twice as much work as inconsistencies creep in, and you
often end up targeting the lowest common denominator of both.  If you
do just target one of the standards then your market is potentially
diminished.  Multiple standards covering the same area are bad for
software vendors.

For the hardware vendors multiple standards means again they have to
target one, or both.  Target one as they only cover part of the
market, target two and their resources will be stretched.  If one is
targeting two then outside and internal pressures can exist to skew
the effort made to supporting one or other of the standards, only in a
perfect world might you see equal support.

In our case, OpenGL should have been dominant - it has all the right
attributes, it was open, it was cross platform, it was mature and
extensible.  Direct3D when MS introduced was non of these things, it
was awful, it wasn't even completive under Windows let alone dropping
all the other positives attributes that OpenGL had like portability
and openness.  However, MS would be MS if it didn't use it's monopoly
position and dirty tactics to manipulate the market, and to try and
kill OpenGL under Windows.  Yes MS eventually got Direct3D so they it
was feature competitive to OpenGL, but it still lacks the major
features of OpenGL - it's openness, portability and extensibility.  If
the market had not been artificially skewed by MS's monopoly Direct3D
would never have got a foot hold.

Now stretch the surface on what this has meant for hardware vendors,
MS's has a huge hold over them, it has the ability to deicide what
features get exposed in hardware or not, the hardware vendors have
hardware to develop and this takes years, if they feel that a certain
feature is worthy of inclusion it has to work with MS to get it in the
spec, but MS always has the right to ignore them as it's in control.
DIrect3D isn't extensible so if MS doesn't support their hardware
features then they are screwed, their is silicon going to waste, and
silicon costs money to manufacture - your profit margins are very much
on the line.   This means the hardware vendors have little wiggle room
not to do as MS wishes, and MS plays then off against each other.  MS
also gets to influence their other efforts, if they go too far out of
line in other areas like pushing OpenGL MS can just not play ball,
they can drop them in it by not supporting their cards fully.

Since MS successfully got Direct3D to be dominant on the dominant
desktop platform, not support Direct3D well for the hardware vendors
is suicide, and will extra pressure from MS to sideline OpenGL it
won't be too surprising that the OpenGL dev teams will be smaller and
less well funded.  With the growth of alternate platforms the OpenGL
teams will be even more stretched, as they don't just have Windows
2000, XP, Vista and 7 to support but they have Linux, FreeBSD, OSX,
Solaris, embedded platforms.  Now market size is smaller for these
other platforms so revenue is also less significant.  It's easy to see
that given this situation a hardware vendor might choose an easy life
and just focus on Direct3D and sideline OpenGL.

Now with a sidelined OpenGL, the quality and feature support will
suffer, and it'll become less compelling a platform, it certainly has
been under a lot of pressure.  But it's software vendors like
ourselves that are the pain in the butts, we demand OpenGL support,
because we require portability, we require access to OpenGL extensions
to get the best out of the hardware, we need longevity of support
without having to refactor our code every couple of years to target
the latest hardware features exposed by the next Direct3D version.
Thankfully the hardware vendors have listened to our needs are kept
OpenGL alive, albeit it far less vibrant than it would be if the
hardware vendors weren't beholden to the whims of MS.

So... the suggestion that somehow competing standards is a good thing
for us rather galling.  The market reality really is pretty ugly.
It's are area of the market that really really deserves and Anti-trust
case, but alas MS has those best placed to request it (the hardware
vendors that develop OpenGL) by the balls so they won't complain, if
they do MS just has to squeeze and their will 

Re: [osg-users] Texture corruption in VPB.

2009-02-28 Thread Robert Osfield
On Sat, Feb 28, 2009 at 6:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi,

 I think you might be running into the corner equalisation bug.

 Search osg-submissions for the thread

 vpb - fix for corner equalisation

 The fix is not yet merged in vpb.

I will be back on VPB very soon, so will be testing and merging fixes
like the corner equalisation bug.  Normally I'd respond quicker, but
the last time I tried to testing of VPB I came across gdal bugs that
looked to do with the particular build of gdal and haven't yet had
time to go investigate and resolve this.  I'm also out from under my
OSG work load though...

Robert.
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Re: [osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-28 Thread Robert Osfield
HI Alejandro,

Which version of ffmpeg do you have installed?

As J.P. mentioned ffmpeg is a bit of moving target and were' only just
getting into learning about FFmpeg foibles.  We'll probably need to
add version checking into our FindFFmpeg.cmake to avoid these issue.
Also migrating the code across from not using deprecated functions
will be a possible solution.  Adopting use ffmpeg suggest use of
swscale isn't though as it's GPL'd, so we may have to create our own
local equivalents for colour conversion.

Robert.

On Sat, Feb 28, 2009 at 5:43 AM, Alejandro Aguilar Sierra
algsie...@gmail.com wrote:
 Hi,

 I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg
 but osg  can't compile because these errors:

 [ 98%] Building CXX object
 src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o
 /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
 In member function 'void
 osgFFmpeg::FFmpegDecoderVideo::publishFrame(double)':

 /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:228:
 error: 'img_convert' was not declared in this scope
 /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
 In member function 'void
 osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, const
 AVPicture*, int, int)':
 /home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:264:
 error: 'img_convert' was not declared in this scope
 make[2]: *** 
 [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o]
 Error 1
 make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
 make: *** [all] Error 2

 Before updating ffmpeg, I got other ffmpeg related compilation errors.

 Any hint?

 My system is GNU/Linux 2.6.26-1-686 Debian Sid, gcc 4.3.1.

 Regards,

 -- A.
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Re: [osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-28 Thread J.P. Delport

Hi Robert,

if you compile newer ffmpeg without GPL functions, it still has its own 
versions of the swscale functions implemented. You then just do not link 
to the (maybe faster) GPL swscale library. I've tested this on Debian 
and it worked for our app.


I'll send some references and code later.

jp

Robert Osfield wrote:

HI Alejandro,

Which version of ffmpeg do you have installed?

As J.P. mentioned ffmpeg is a bit of moving target and were' only just
getting into learning about FFmpeg foibles.  We'll probably need to
add version checking into our FindFFmpeg.cmake to avoid these issue.
Also migrating the code across from not using deprecated functions
will be a possible solution.  Adopting use ffmpeg suggest use of
swscale isn't though as it's GPL'd, so we may have to create our own
local equivalents for colour conversion.

Robert.

On Sat, Feb 28, 2009 at 5:43 AM, Alejandro Aguilar Sierra
algsie...@gmail.com wrote:

Hi,

I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg
but osg  can't compile because these errors:

[ 98%] Building CXX object
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::publishFrame(double)':

/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:228:
error: 'img_convert' was not declared in this scope
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, const
AVPicture*, int, int)':
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:264:
error: 'img_convert' was not declared in this scope
make[2]: *** 
[src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o]
Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2
make: *** [all] Error 2

Before updating ffmpeg, I got other ffmpeg related compilation errors.

Any hint?

My system is GNU/Linux 2.6.26-1-686 Debian Sid, gcc 4.3.1.

Regards,

-- A.
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Re: [osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-28 Thread J.P. Delport

Hi,

J.P. Delport wrote:

Hi Robert,

if you compile newer ffmpeg without GPL functions, it still has its own 
versions of the swscale functions implemented. You then just do not link 
to the (maybe faster) GPL swscale library. I've tested this on Debian 
and it worked for our app.


I'll send some references and code later.


See e.g. here:
http://lists.mplayerhq.hu/pipermail/libav-user/2008-November/001618.html
and
http://lists.mplayerhq.hu/pipermail/libav-user/2008-June/000683.html

jp



jp

Robert Osfield wrote:

HI Alejandro,

Which version of ffmpeg do you have installed?

As J.P. mentioned ffmpeg is a bit of moving target and were' only just
getting into learning about FFmpeg foibles.  We'll probably need to
add version checking into our FindFFmpeg.cmake to avoid these issue.
Also migrating the code across from not using deprecated functions
will be a possible solution.  Adopting use ffmpeg suggest use of
swscale isn't though as it's GPL'd, so we may have to create our own
local equivalents for colour conversion.

Robert.

On Sat, Feb 28, 2009 at 5:43 AM, Alejandro Aguilar Sierra
algsie...@gmail.com wrote:

Hi,

I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg
but osg  can't compile because these errors:

[ 98%] Building CXX object
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::publishFrame(double)':

/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:228: 


error: 'img_convert' was not declared in this scope
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member function 'void
osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, const
AVPicture*, int, int)':
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:264: 


error: 'img_convert' was not declared in this scope
make[2]: *** 
[src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o]

Error 1
make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] 
Error 2

make: *** [all] Error 2

Before updating ffmpeg, I got other ffmpeg related compilation errors.

Any hint?

My system is GNU/Linux 2.6.26-1-686 Debian Sid, gcc 4.3.1.

Regards,

-- A.
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Re: [osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-28 Thread J.P. Delport

Hi,


I'll send some references and code later.


See e.g. here:
http://lists.mplayerhq.hu/pipermail/libav-user/2008-November/001618.html
and
http://lists.mplayerhq.hu/pipermail/libav-user/2008-June/000683.html


e.g.
img_convert vs swscale

---8---
#if defined IPF_USE_SWSCALE
int err = sws_scale(ConvertToSaveCtx_,
InputFrame_-data, InputFrame_-linesize, 0, cc-height,
SaveFrame_-data, SaveFrame_-linesize);
#else
img_convert((AVPicture *)SaveFrame_, cc-pix_fmt,
(AVPicture *)InputFrame_, InputFrameFormat_,
cc-width, cc-height);
#endif

You have to create the swscale context earlier, e.g.

ConvertToSaveCtx_ = sws_getContext(ImageFormat_.getWidth(), 
ImageFormat_.getHeight(), InputFrameFormat_,
   ImageFormat_.getWidth(), 
ImageFormat_.getHeight(), SaveFrameFormat_,	

   SWS_BILINEAR, NULL, NULL, NULL);

---8---

One other thing that changed at some stage was this. The version might 
have to be tuned:


#if LIBAVFORMAT_VERSION_INT  ((5216) + (18) + 0)
url_fclose(FormatContext_-pb);
#else
url_fclose(FormatContext_-pb);
#endif

---8---


jp

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Re: [osg-users] Lightning problem with camera point of view

2009-02-28 Thread Steven Saunderson

jonim8or wrote:
 I have the same problem, with lights switching on and off for one shape in my 
 scene.

I have a similar problem in a scene with large flat terrain areas.  When there 
is no vertex in close view it seems that OpenGL can't determine the appropriate 
lighting for the surface and therefore doesn't.  Adding points with normals to 
the large area solves the problem.

HTH,


-- Steven Saunderson

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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-28 Thread Sukender
Hi Robert and Jason,

Sorry I came late, but did you try osgAL? I worked a bit on it and used osgAL 
on top of both OpenAL and OpenAL-Soft, and it worked very well. osgAL also 
contains OpenAL++, which is a layer ontop of OpenAL. That should be interesting 
to merge what you did with osgAL, isn't it?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sat, 28 Feb 2009 09:02:57 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Jason,

 On Fri, Feb 27, 2009 at 9:14 PM, Jason Daly jd...@ist.ucf.edu wrote:
 So, is it your intention that the AudioSink interface would be implemented
 by another plugin (e.g.: an openal plugin)?

 That's a very good question... how to do we provide an AudioSink, and
 how far should we go in automating it.

 Tanguy's original implement has the AudioSink base classes attached to
 the custom FFmpegImageStream, so you'd read the movie in your
 application, then at the application level wire up the audio API to
 this image stream via a custom AuidoSink.   My initial plan is to
 provide a similar solution - have the application wire up its own
 AudioSink to the AudioStream attached to the loaded ImageStream.

 The next step after this is open to debate.  With integration of
 ffmpeg plugin I wasn't banking on tackling audio integration, but the
 fact that ffmpeg doesn't provide means of playing audio means that we
 have to provide some mechanism, the application wiring above is one
 solution, but it's not the out of the box solution that we currently
 have with xine-lib and quicktime so isn't a drop in replacement.  To
 have a drop in replacement we'll need to provide a scheme to
 automatically provide the AudioSink.

 My current thoughts on how to provide this are that we could have an
 AudioSink prototype attached to osgDB::Registry that is NULL by
 default, but the application developer can assign one, and have this
 be cloned by the ffmpeg plugin etc.  Potentially we could assign it on
 demand too if one isn't already assigned we could load a plugin such
 as a OpenAL to provide it.

 Further down the line perhaps the osgAudio library could provide the
 AudioSink prototype.

 I am open to suggestions on how best to address this issue.  Two goals
 are clear - first that app developer should be able to provide their
 own audio implementation, and secondly a basic audio implementation
 should be loadable automatically as a fallback.  Without the later we
 can't even consider deprecating the xine-lib and quicktime plugins.

 Robert.
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[osg-users] Bugs in plugin-gz

2009-02-28 Thread lwren
Hi guys, i found tow bugs in plugin-gz in osg2.8.

1. ln174 in ReaderWriterGZ.cpp
std::ifstream fin(fileName.c_str());   // error code
std::ifstream fin(fileName.c_str(), 
std::ios_base::in|std::ios_base::binary);// should be opend as binary

2. ln260 in ReaderWriterGZ.cpp
   strm.avail_in = fin.readsome((char*)in, CHUNK);
It can't work as expected on ms's 
implementation.(http://support.microsoft.com/kb/246934/en-us)
You can take read for replace.

Should i report bugs this way? And any question please me know.


with regards,
renliwei

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Re: [osg-users] Bugs in plugin-gz

2009-02-28 Thread Gordon Tomlinson
Hi Renliwei

 

 

Yes bugs can be reported to this list,

 

If you're also providing a fix for a bug you have come across then see this
page
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProt
ocol

It contains the instructions  on the correct way to submit the fix or
enhancement.

 

 

 

 


__

Gordon Tomlinson 

 mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com
IM:  mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com
 http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com 


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lwren
Sent: Saturday, February 28, 2009 7:39 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Bugs in plugin-gz

 

Hi guys, i found tow bugs in plugin-gz in osg2.8.

 

1. ln174 in ReaderWriterGZ.cpp

std::ifstream fin(fileName.c_str());   // error code

std::ifstream fin(fileName.c_str(),
std::ios_base::in|std::ios_base::binary);// should be opend as binary

 

2. ln260 in ReaderWriterGZ.cpp

   strm.avail_in = fin.readsome((char*)in, CHUNK);

It can't work as expected on ms's implementation.(
http://support.microsoft.com/kb/246934/en-us
http://support.microsoft.com/kb/246934/en-us)

You can take read for replace.

 

Should i report bugs this way? And any question please me know.

 

 

with regards,

renliwei

 

 

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Re: [osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-28 Thread Robert Osfield
HI J.P,

Thanks for the links and pointers.  When I get back to coding I'll
have a look at making the changes to swscale.

The other route would be to do the colour conversion down on the GPU,
but this would have to be just an option.

Robert.

On Sat, Feb 28, 2009 at 10:38 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi,

 I'll send some references and code later.

 See e.g. here:
 http://lists.mplayerhq.hu/pipermail/libav-user/2008-November/001618.html
 and
 http://lists.mplayerhq.hu/pipermail/libav-user/2008-June/000683.html

 e.g.
 img_convert vs swscale

 ---8---
 #if defined IPF_USE_SWSCALE
 int err = sws_scale(ConvertToSaveCtx_,
        InputFrame_-data, InputFrame_-linesize, 0, cc-height,
        SaveFrame_-data, SaveFrame_-linesize);
 #else
    img_convert((AVPicture *)SaveFrame_, cc-pix_fmt,
                (AVPicture *)InputFrame_, InputFrameFormat_,
                cc-width, cc-height);
 #endif

 You have to create the swscale context earlier, e.g.

    ConvertToSaveCtx_ = sws_getContext(ImageFormat_.getWidth(),
 ImageFormat_.getHeight(), InputFrameFormat_,
                                       ImageFormat_.getWidth(),
 ImageFormat_.getHeight(), SaveFrameFormat_,

                                       SWS_BILINEAR, NULL, NULL, NULL);

 ---8---

 One other thing that changed at some stage was this. The version might have
 to be tuned:

 #if LIBAVFORMAT_VERSION_INT  ((5216) + (18) + 0)
    url_fclose(FormatContext_-pb);
 #else
    url_fclose(FormatContext_-pb);
 #endif

 ---8---


 jp

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Re: [osg-users] openscenegraph.org stats

2009-02-28 Thread Jean-Sébastien Guay

Hi Jason,


Ever try DosBox  ( http://dosbox.com/information.php?page=0 ) ?


Yes, of course, but running it on the real hardware is its own reward. 
:-) Plus, I hate how nothing in DosBox really runs that well (even 
something that ran well on a 486DX/33 has trouble in DosBox, and I have 
to spend about 5 minutes each time finding the right settings...).


So I prefer keeping the machines around, getting them out every year or 
so when I feel like it and having things run exactly like they used to.


J-S
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Re: [osg-users] openscenegraph.org stats

2009-02-28 Thread Jean-Sébastien Guay

Hi Robert,


Competing standards are a bad thing as it breaks interoperability and
divides the market place into targeting one or other, or both
standards.


I understand your points, but I don't see how that's different from any 
market... I could give lots of examples of similar competition: Mac vs 
Windows vs Linux, diesel vs gasoline, digital cable vs satellite, ... 
And in all those cases, they either coexist trying to gain higher market 
share from competitors, or one dies (Blu-ray vs HD-DVD for example) 
because of market forces (i.e. the consumer decides, sometimes based on 
merit, sometimes based on other factors).


I don't see how we can do anything to change that, we just have to 
accept it and try to drive OpenGL to take DirectX's market share (which 
is what we're trying to do, of course).


I can also think of many reasons why competition is good, one of which 
is faster rate of innovation.


I think if it weren't Direct3D, if some other standard were competing 
with OpenGL, we'd be having this same discussion. Even if that other 
standard was also an open standard (which could happen because of the 
nature of open standards). So I don't really see the point in discussing 
it, we can only accept it and try to make the best of it.


J-S
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Re: [osg-users] dynamic vertex array howto

2009-02-28 Thread Jean-Sébastien Guay

Hi Paulo,

What am I doing wrong? Do I need to call some method to flag that the 
array changed?


Yep, good intuition: _geometry-dirty();
Also, since you're changing the vertices each frame, set 
_geometry-setUseDisplayList(false); or otherwise you'll get bad 
performance.


Hope this helps,

J-S
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Re: [osg-users] New ffmpeg plugin checked into svn/trunk

2009-02-28 Thread Sukender
I understand. And what about using code from osgAL for your needs?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sat, 28 Feb 2009 14:02:51 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Sukender,

 On Sat, Feb 28, 2009 at 11:16 AM, Sukender suky0...@free.fr wrote:
 Sorry I came late, but did you try osgAL? I worked a bit on it and used 
 osgAL on top of both OpenAL and OpenAL-Soft, and it worked very well. osgAL 
 also contains OpenAL++, which is a layer ontop of OpenAL. That should be 
 interesting to merge what you did with osgAL, isn't it?

 I haven't tried osgAL.  My expectation is that work on refining osgAL
 would lead to an osgAudio that could then be integrated with the core
 OSG when it's ready.  I don't know how close this might be, and have
 to defer to yourself and others working on it for information on how
 close this point might be.  I would like an osgAudio to be
 configurable with different backend audio libraries as well, to enable
 better portability and flexibility with how end users set things up.

 The ffmpeg audio requirements are a bit more modest than full OpenAL
 integration, so doesn't directly push for us to integrate
 osgAL/osgAudio right away.   The work I've done so far is to focus on
 a the bare minimum functionality required to wire up an audio stream
 read from a movie plugin to a mechanism for adding support for playing
 it.  I certainly want this mechanism to be compatible with integration
 with osgAL/osgAudio, but until osgAudio is in the core we can't target
 just this as a solution.

 The number of classes involved are pretty small, so I think we can
 probably get away with a minimalist near-term solution.  Then once
 osgAudio is ready for integration we can look to evolving things so
 they naturally fit together, be this before or after 2.10.

 Robert.
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Re: [osg-users] dynamic vertex array howto

2009-02-28 Thread Paulo Jnkml

Hi,
it worked just fine.

I guessed so, because I noticed the dirty method not on the geometry but 
on the vertex array autocomplete,
I was asking because sometimes the documentation has only the code 
listing and not an actual explanation.


I guess I could have tried it, but it was also to confirm that I was 
doing the right thing.


Thank you =)

Jean-Sébastien Guay wrote:

Hi Paulo,

What am I doing wrong? Do I need to call some method to flag that the 
array changed?


Yep, good intuition: _geometry-dirty();
Also, since you're changing the vertices each frame, set 
_geometry-setUseDisplayList(false); or otherwise you'll get bad 
performance.


Hope this helps,

J-S


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Re: [osg-users] Texture corruption in VPB.

2009-02-28 Thread Ken Sewell
Thanks JP,  I wasn't aware of that bug.  The patch fixed the artifacts I 
was seeing.


Ken.

J.P. Delport wrote:

Hi,

I think you might be running into the corner equalisation bug.

Search osg-submissions for the thread

vpb - fix for corner equalisation

The fix is not yet merged in vpb.

jp


Ken Sewell wrote:

VPB seems to be corrupting parts of its textures.  I've attached the
file I used to replicate the issue (uv.png).  The other two images show
the corrupted texels.  Hopefully the images make it through my mail
system.

I built it with the following command:
osgdem --terrain --geocentric --whole-globe -t uv.png

Is anyone else seeing this artifact?

OpenSuSE 11.0/Kubuntu 8.10 64-bit, OpenSceneGraph 2.8.0, VPB svn 953.

Ken

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Re: [osg-users] Is the build complete?

2009-02-28 Thread Jason Rupert
Robert, 

Thank you for your post and information.   I tried another make and here are 
the results:
...
[ 49%] Built target example_osgwidgetstyled
[ 49%] Built target example_osgwidgettable
[ 49%] Built target example_osgwidgetwindow
[ 49%] Built target example_osgpdf
[ 49%] Built target example_osgintrospection
[ 49%] Built target example_osgviewerGLUT
[ 49%] Built target example_osgviewerWX
[ 50%] Built target example_osgviewerCocoa

Like you said the second build was much faster, 2 min, but again the build 
process stops right at the 50% mark.   Does this look like it completed the 
build process?  Is there some way to check to be sure?  

Thanks again.

 

--- On Fri, 2/27/09, Robert Osfield robert.osfi...@gmail.com wrote:
From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Is the build complete?
To: jasonkrup...@yahoo.com, OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Date: Friday, February 27, 2009, 7:27 AM

Hi Jason.

Cmake build reports overall progress of the build, so if it says its
50% by it's estimate you are half way through the build of all OSG
targets.

Do another make and you should see it complete rapidly reaching 100%
on the final target.

Robert.

On Fri, Feb 27, 2009 at 12:36 PM, Jason Rupert jasonkrup...@yahoo.com
wrote:
 New to OpenSceneGraph and working on Mac OSX.

 I navigated to the OpenSceneGraph folder and typed
 make

 The build made it all the way to the following lines:
 ...
 Scanning dependencies of target example_osgviewerCocoa
 [ 49%] Building CXX object

examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/ViewerCocoa.mm.o
 [ 50%] Building CXX object
 examples/osgviewerCocoa/CMakeFiles/example_osgviewerCocoa.dir/main.m.o
 cc1obj: warning: command line option
-fvisibility-inlines-hidden is valid
 for C++/ObjC++ but not for ObjC
 cc1obj: warning: command line option
-fvisibility-inlines-hidden is valid
 for C++/ObjC++ but not for ObjC
 Linking CXX executable ../../bin/osgviewerCocoa
 ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib
 ld warning: duplicate dylib ../../lib/libosg.2.9.0.dylib
 [ 50%] Built target example_osgviewerCocoa


 Did the build complete at 50%?  I went to sleep prior to this point, so I
 wasn't sure if my computer went to sleep or the hard-drive went to
sleep
 prior to it getting to this point.

 Thanks for any feedback you can provide.

 Jason



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[osg-users] Coordinates in VPB database

2009-02-28 Thread B. McMahan
Pardon the elementary question...I'm a newbie with OSG and VPB.  I've search 
around but haven't found a simple example that illustrates what I'd like to do.

Essentially, I've built a VPB whole-earth database and got it loaded in my 
application.  There are two things I'd like to do at this point: 

1) Place a model at some point relative to the earth by latitude, longitude, 
and possibly altitude.

2) Perform an intersection test from the mouse cursor to find the latitude and 
longitude of the point on the earth's surface that the mouse is intersecting 
with.  In short, if the mouse is hovering over the planet's surface, transform 
that point from screen coords to world coordinates, and then convert to lat/lon.

At this point, given my little experience with OSG at the moment on how to 
proceed.  I'm really not looking for hand-outs...but if you can point me to a 
simple (easily digestible) example I'd be just as grateful.

Thank you in advance!

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Re: [osg-users] Coordinates in VPB database

2009-02-28 Thread Glenn Waldron
Re #1: Your whole-earth database is in geocentric (earth-centered XYZ)
coordinates. In the class osg::EllipsoidModel (in osg/CoordinateSystemNode)
there are functions to convert from lat/long to geocentric and back. You can
these to calcuate the XYZ at which to place your model. Then use the XYZ to
create an osg/MatrixTransform, and put your model node under it.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


On Sat, Feb 28, 2009 at 4:53 PM, B. McMahan osgfo...@tevs.eu wrote:

 Pardon the elementary question...I'm a newbie with OSG and VPB.  I've
 search around but haven't found a simple example that illustrates what I'd
 like to do.

 Essentially, I've built a VPB whole-earth database and got it loaded in my
 application.  There are two things I'd like to do at this point:

 1) Place a model at some point relative to the earth by latitude,
 longitude, and possibly altitude.

 2) Perform an intersection test from the mouse cursor to find the latitude
 and longitude of the point on the earth's surface that the mouse is
 intersecting with.  In short, if the mouse is hovering over the planet's
 surface, transform that point from screen coords to world coordinates, and
 then convert to lat/lon.

 At this point, given my little experience with OSG at the moment on how to
 proceed.  I'm really not looking for hand-outs...but if you can point me to
 a simple (easily digestible) example I'd be just as grateful.

 Thank you in advance!

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Re: [osg-users] Coordinates in VPB database

2009-02-28 Thread Paul Martz
EllipsoidModel and CoordinateSystemNode also provide you with a local up
vector, which will be a component of the orientation part of your
MatrixTransform.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Saturday, February 28, 2009 3:04 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Coordinates in VPB database


Re #1: Your whole-earth database is in geocentric (earth-centered XYZ)
coordinates. In the class osg::EllipsoidModel (in osg/CoordinateSystemNode)
there are functions to convert from lat/long to geocentric and back. You can
these to calcuate the XYZ at which to place your model. Then use the XYZ to
create an osg/MatrixTransform, and put your model node under it.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791



On Sat, Feb 28, 2009 at 4:53 PM, B. McMahan osgfo...@tevs.eu wrote:


Pardon the elementary question...I'm a newbie with OSG and VPB.  I've search
around but haven't found a simple example that illustrates what I'd like to
do.

Essentially, I've built a VPB whole-earth database and got it loaded in my
application.  There are two things I'd like to do at this point:

1) Place a model at some point relative to the earth by latitude, longitude,
and possibly altitude.

2) Perform an intersection test from the mouse cursor to find the latitude
and longitude of the point on the earth's surface that the mouse is
intersecting with.  In short, if the mouse is hovering over the planet's
surface, transform that point from screen coords to world coordinates, and
then convert to lat/lon.

At this point, given my little experience with OSG at the moment on how to
proceed.  I'm really not looking for hand-outs...but if you can point me to
a simple (easily digestible) example I'd be just as grateful.

Thank you in advance!

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Re: [osg-users] dynamic vertex array howto

2009-02-28 Thread Steven Saunderson

Skylark wrote:
 Yep, good intuition: _geometry-dirty();
 Also, since you're changing the vertices each frame, set 
 _geometry-setUseDisplayList(false); or otherwise you'll get bad 
 performance.

Thanks for the tip about the futility of a display list in this case.  I have a 
sky dome that follows the camera so your comment has helped me.  But I can't 
find any reference to a dirty function.  Do you mean dirtyBounds (which I 
do use) or am I missing something ?  There is dirtyDisplayList but this is 
irrelevant when there is no list.

Thanks,


-- Steven Saunderson

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Re: [osg-users] Problem compiling latest trunk, ffmpeg problem

2009-02-28 Thread Alejandro Aguilar Sierra
Hi Robert,

I updated ffmpeg a month and a half ago in order to be able to encode
videos to h264, so I need that version, I can't downgrade it. It is
SVN-r17646.

I agree on not using deprecated functions.

Best regards,

-- A.


On Sat, Feb 28, 2009 at 3:33 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 HI Alejandro,

 Which version of ffmpeg do you have installed?

 As J.P. mentioned ffmpeg is a bit of moving target and were' only just
 getting into learning about FFmpeg foibles.  We'll probably need to
 add version checking into our FindFFmpeg.cmake to avoid these issue.
 Also migrating the code across from not using deprecated functions
 will be a possible solution.  Adopting use ffmpeg suggest use of
 swscale isn't though as it's GPL'd, so we may have to create our own
 local equivalents for colour conversion.

 Robert.
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Re: [osg-users] dynamic vertex array howto

2009-02-28 Thread Jean-Sébastien Guay

Hi Steven,


Thanks for the tip about the futility of a display list in this case.  I have a sky dome that follows the 
camera so your comment has helped me.  But I can't find any reference to a dirty function.  Do 
you mean dirtyBounds (which I do use) or am I missing something ?  There is 
dirtyDisplayList but this is irrelevant when there is no list.


Sorry for the confusion, I meant dirtyDisplayList() if you're using 
display lists and you change the vertex data not too often. If it 
changes every frame then just disable display lists and there is no 
dirty needed.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Problem executing a few of the tests...

2009-02-28 Thread Jason Rupert
Ugh...

I just checked my PATH and noticed OpenSceneGraph/bin was missing, so I added 
that and all the Examples ran. 

It is the simple things...

--- On Sat, 2/28/09, Jason Rupert jasonkrup...@yahoo.com wrote:
From: Jason Rupert jasonkrup...@yahoo.com
Subject: [osg-users] Problem executing a few of the tests...
To: osg-users@lists.openscenegraph.org
Date: Saturday, February 28, 2009, 11:49 PM

Well, I am slowly getting to a point to where I am able to execute the 
OpenSceneGraph examples.  I ran the bat file and a few of them executed with no 
problems, but I received the following output:

$ sh ./runexamples.bat
osgversion
OpenSceneGraph Library 2.9.0

osgunittests
./runexamples.bat: line 5: osgunittests: command not found
./runexamples.bat: line 6: osgunittests: command not found
./runexamples.bat: line 7: osgunittests: command not found
osglauncher
...
./runexamples.bat: line 196: osgtexturerectangle: command not found
osgvertexprogram
./runexamples.bat: line 199: osgvertexprogram: command not found
osgwindows
./runexamples.bat: line 202: osgwindows: command not found
$

I am guessing this is not expected, so just curious about what I could have 
missed.  

Thanks again for any
 feedback.




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