Re: [osg-users] Separate sub-graphs of the same scene
Hi, What I'm trying to accomplish is to draw a given pattern instead of the projected object, on special condition. That pattern is no longer 3DWorld oriented, but instead, screen pixels oriented, with the exception of keeping the 3D distance of the 3DWorld object. Suppose I have a model of a 3D house and a model of a truck, and the condition is The truck is more than 300 feet from the house, then when the condition is true, instead of drawing the truck, I want the pixel (30,35) to be drawn blue and pixel (78,90) to be drawn green. The important thing is that if the truck ZBuffer value was 'Z' I want pixels ZBuffer value to be the same 'Z', now since the truck has many vertices and therefore many 'Z's I only refer to the 'Z' of the middle of the truck bounding sphere. I hope it makes more sense now... I forgot to mention that in osg1.2 instead of 'Camera' for the orthographic projection I used 'osg::Projection' which as far as I understand only changes the projection-view matrices and doesn't harm the Z buffer, but the pixels were drawn above all other objects. I also 4got to mention that in osg2.8 and the Camera, I tried to render it PRE_ORDER, IN_ORDER and POST_ORDER with no different results. I never used the stencil buffer for anything but if I understand correctly it just prevents masked pattern on the viewport from being drawn, which is not my goal. Anyway, I'm going to read about stencil in the Red book. It wouldn't hurt. :) Thanks, Guy. I'm not sure I entirely understand what you're trying to accomplish, but perhaps you want to look into using a stencil buffer and/or pixel shader to control what gets rendered? Guy wrote: Hello, I'm trying to merge two sub-graphs to the same image. It doesn't work so well, so I'll try to explain what in general I'm trying to achieve, then my not working so well solutions, and then the questions J So, in general I want to replace an object (A) in the scene with another object (B) on some condition. The object (B) is some pixels which are lit up. The important thing is to keep the 3D scene distance from the camera for both objects, so if the object is obscured by another, then both (A) and (B) will be obscured, and if some other object (C) is obscured by (A), it will still be obscured by (B). Object (B) might be partially transparent. Not working so well solution 1: Have switch for (A)/(B). The position of (A) is multiplied by view-projection matrix, the result is pos'. (B) is a set of points which their vertices are pos' with (x,y) replaced by the pixels I want to lit, and the new positions are multiplied by the inverse-projection invers-view matrices. This solution had problems with setting the right pixels. Not working so well solution 2: Object (B) is a set of pixel under ABSOLUTE_REF orthographic projection with (x,y) of the pixels I want to lit and z is the negative distance between (A) and the camera. This solution has the correct pattern of the lit pixels, but the Z order doesn't seems to be correct. The implementation of solution 2 is to add camera with ABSOLUTE_RF and orthographic projection. View is identity. I set the clear mask to 0 since I don't want the Z-Buffer to be cleared. (opposed to huds and that kind of implementations). I used the osgviewer to put the cow at 0,0,-300 under absolute_rf, and a point at 0,0,0 under separate camera with orthographic projection, and the point was hidden by the cow (which is a mistake). I thought that I might need to set the zNear/zFar of both camera's to be the same, but in this simple example it shouldn't matter since the point Z is zero... So first, do I have to set the zNear/zFar of both camera's to be the same? Any ideas whats going wrong? Other solutions for the problem? Btw, I tried to replace the points by quads under orthographic projection. The results were the same. Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multithreading crash due to osgDb::Registry::instance()
I've encountered a crash when using CompositeViewer in Multithreaded mode due to concurrent access to osgDb::Registry::instance(). The usage scenario is having two views (that have an empty scene graph - since no data has been loaded, osgdb::Registry::instance() hasn't yet been called). On the first frame, each of the render threads calls osgDb::Registry::instance(), and one gets back a null pointer (which is kind of bad for an instance :-) The fix for me is easy - just call osgDb::Registry::instance() sometime before starting rendering, but a more general solution would be better, of course. This is with OSG 2.8.0 - although there don't appear to have been any changes in this area in the trunk, either. I've only confirmed this on Windows XP and Visual C++ 8. Anthony Nixon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] QOSGWidget and additional dialogs
Good day! I use QT dialogs to create my app interface and use QOSGWidget based on osg example So when I need to load my objects I call my dialog using dialog-show(); and after I attach my nodes to root node I call dialog-close(); and all works fine but only in the first time so when I second time use this sequence I got freeze window and even keyboard events don't work If I load my objects using keypress event and not using QT dialogs all works fine. I think that after I call dialog I need to set focus to main window and I don't know how can I do this. Thanx in advance Bye ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Projection matrix and inline or nested cameras
First, I'm using OSG 2.8.0 I'm have been porting an old application from a homegrown OpenGL scene-graph to osg and I've come across an issue that I'm sure there is a way to handle, but I seem to be unable to locate just the right combination of Camera, Drawables, etc. While most of the old nodes are simply geometry nodes, some of them do their own Projection before issuing geometry-type calls. I may want to do this for a variety of reasons, including allowing finer grained control of the depth buffer or simply covering over something that has already been drawn. In my old OpenGL code, the render method for one of these problem nodes may look something like: void MyNode::Render() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); // Then either: glOrtho (...); // or gluPerspective(...); // or glFrustrum(); glMatrixMode(GL_MODELVIEW); // begin, end, etc. glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); RenderChildren(); } I've played with the Camera node and NESTED_RENDER seemed from its name to be what I wanted. That is, I though I could simply attach an osg::Camera node anywhere in my scene graph and it would act much like my nodes above. I either didn't set the correct options or this is not a valid use of the Camera class. I've also tried attaching a camera to the root node (more properly I am attaching it to the Scene data for my view). That works great for things like a HUD, but that doesn't quite seem right in this particular case. For what it's worth this particular case is where I would like to put a viewport size quad over the viewport, which would cover effectively cover up my ancestors but allow my children to be seen (I also thought an osg::Billboard is what I might want, but that didn't seem to be right either). However, I've also wanted to do this same thing for sky effects, etc. but have found clunky workarounds for most of the other cases. I then got to looking at the Drawable class and thought that overloading drawImplementation would be the best thing to do. However, that doesn't seem quite right. Perhaps it is after all. So, I'm sure that I can do this in osg, I'm just not sure how. I'm still adjust my mind to the osg paradigm, so I've probably overlooked something obvious, although I didn't see it when I search the mailing list. In essence, I want to be able to do the same type of inline projection I did before. What am I missing? Thank you John Cummings ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph
Hello everybody, Was looking on Blueberry 3D WWW, looks very interesting. I would like to test to see how it could work with my application. Is there a demo version? I could find a demo of Realnat product but nothing for Blueberry 3D. Cheers, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8577#8577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projection matrix and inline or nested cameras
Hi, Maybe you should post the relevant lines of code where you set the camera. What happens when you attach the camera? Only that object under the camera are seen and the rest disappear? Maybe you should play a little with the clear mask of the camera, set it to 0 mean nothing will be cleared so you have the complete scene that was drawn before. Another option which people here would like to avoid is to use osg::Projection which you can set it's projection and model view matrices. Last thing that might help, you would probably want to set the Camera/Projection reference frame to ABSOLUTE_RF. camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); Hope it helps, Guy. First, I'm using OSG 2.8.0 I'm have been porting an old application from a homegrown OpenGL scene-graph to osg and I've come across an issue that I'm sure there is a way to handle, but I seem to be unable to locate just the right combination of Camera, Drawables, etc. While most of the old nodes are simply geometry nodes, some of them do their own Projection before issuing geometry-type calls. I may want to do this for a variety of reasons, including allowing finer grained control of the depth buffer or simply covering over something that has already been drawn. In my old OpenGL code, the render method for one of these problem nodes may look something like: void MyNode::Render() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); // Then either: glOrtho (...); // or gluPerspective(...); // or glFrustrum(); glMatrixMode(GL_MODELVIEW); // begin, end, etc. glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); RenderChildren(); } I've played with the Camera node and NESTED_RENDER seemed from its name to be what I wanted. That is, I though I could simply attach an osg::Camera node anywhere in my scene graph and it would act much like my nodes above. I either didn't set the correct options or this is not a valid use of the Camera class. I've also tried attaching a camera to the root node (more properly I am attaching it to the Scene data for my view). That works great for things like a HUD, but that doesn't quite seem right in this particular case. For what it's worth this particular case is where I would like to put a viewport size quad over the viewport, which would cover effectively cover up my ancestors but allow my children to be seen (I also thought an osg::Billboard is what I might want, but that didn't seem to be right either). However, I've also wanted to do this same thing for sky effects, etc. but have found clunky workarounds for most of the other cases. I then got to looking at the Drawable class and thought that overloading drawImplementation would be the best thing to do. However, that doesn't seem quite right. Perhaps it is after all. So, I'm sure that I can do this in osg, I'm just not sure how. I'm still adjust my mind to the osg paradigm, so I've probably overlooked something obvious, although I didn't see it when I search the mailing list. In essence, I want to be able to do the same type of inline projection I did before. What am I missing? Thank you John Cummings ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph
Hi Enke, Blueberry3d is a core library, so it can't be used 'as it'. I don't think there are public demos for it, but you can find screenshots and videos on the bionatics www. Have a look at LandSim3D, an application that uses Blueberry3D for its rendering: http://www.bionatics.com/Site/product/index.php3?langue=UrlSuite=%2FSite%2Fproduct%2Findexc2.php3%3FCommunity%3D4%26ProductLineId%3D4 I was lucky to test it recently, it's really awesome... far, far better than traditionnal (i.e. static) landscape visualisation systems. If your company is interested by the product, I think you may contact Bionatics to ask for a demo. Fred 2009/3/17 Enke Digiro osgfo...@tevs.eu: Hello everybody, Was looking on Blueberry 3D WWW, looks very interesting. I would like to test to see how it could work with my application. Is there a demo version? I could find a demo of Realnat product but nothing for Blueberry 3D. Cheers, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8577#8577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Collada Commands
This might be the wrong place to post this...but I have a simple question: how would I import an Openflight (.flt) file, and EXPORT it as a Collada (.dae) file? I downloaded the COLLADA-dom...and I know my collada viewer is working...but where would I go after that? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8579#8579 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] switch between two camera
Hi Yin, For scene graph related render to texture work use a Camera in the scene graph. NodeMask and switches can be used. Robert. 2009/3/16 Lingyun Yu lingyun.yu...@gmail.com Hi Robert, I also meet the same problem, I have 128 snapshots of particles, and I want to use those 128 shapshots to make an real time animation. First thing I tried, was using a update callback function and bind it on my geode, everytime I just updated all positions of particles. But obviously it was quite slow. Then I tried to use two view, and each one has it's own camera, and render two snapshots in the same time. Well, it works, but still very slow. Then I tried to use one view but two cameras, and load three snapshots in the same time, two below two caremas, one below my Root. because I do really need to update it. And link the right snapshots while I need to render it. Somehow it is still slow, and while it switches snapshots and I use trackball, it is played not fruently. So my question is, basicly I need to render un-structed points dataset, and I have a lot snapshots, do you have any idea how can I make an realtime animation fruently? Looking forward to your reply and thank you very much. Yun 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Peter, Benoit et, On Mon, Mar 16, 2009 at 8:15 PM, Peter Amstutz peter.amst...@tseboston.com wrote: The way I handled this in my application was to create multiple instances of osgViewer::Viewer with a separate camera for each view but all bound to the same output window. On each render iteration, draw just the active camera. I'm afraid I really wouldn't recommend this solution, having multiple viewers just to alternate between views is complicated implementation and conceptual wise and you'd be very lucky for it to work in anything other that very limited usage models. Using multiple viewers will cause problems with threading, timing codes, it'd be a right old mess. The best solution depends on exactly what you need to display; I decided to switch between completely independent scenes because my 2D and 3D views looks actually render somewhat different geometry (the 2D ortho view is an abstracted version of the real 3D geometry). Having entirely separate scenes is also pretty straightforward although it imposes some overhead due to duplication of resources that could otherwise be shared between among views. In your case you are talking about multiple Views, and this is fine, but you don't use multiple Viewers for it, you'd use a single CompositeViewer with multiple Views. You can add and remove Views, or just toggle Camera's on/off using NodeMask's. For Benoit having a single master Camera track different CameraView nodes in the scene might well be the most convinient way to manage things. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cheers, Yun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Binding Recording
Hi Sunitha, I'm afraid you'll need to show a little more initiative. You have all the source code to the OSG, and the class that does the recording is tiny little class, just go and have a look at the interface and the implementation. If it doesn't out of the box provide a mechanism for doing what you want try subclassing from it or extending it. Or just plain write your own system for tracking camera movements. Please remember I haven't written all the OSG myself (there are over 350 contributors), I don't know how to do everything, and often to have to pull up the class interfaces and implement to know how it works. This is effort that you really should be doing and not expecting me to walk you through every little step. Robert. 2009/3/17 sunitha sunagad sunithassuna...@gmail.com -- Hi Robert Osfield My problem is by enabling the z key the recording starts and get saved in animation path file thats fine... But i need to enable this recording with the Qt tool kit have GUI built in Qt when i click the record symbol in the Qt GUI it should internally do the recording function . how ? i get signal from the Qt on clicking the user interface and in that signal i have to enable the 'z' key to start recording...I hope u got my problem... Regards Sunitha.S.Sunagad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quaternion problem
Thanks Steven Yes i have, but i get something very strange (rot * correction) == (correction * rot) Also actually i made: //Set up alignment with terrain float rotation; osg::Vec3f origine; pat-getAtitude().getRotate(rotation, origine); if((osg::Vec3f(0,0,1)*normal) != 0){ osg::Quat corect; corect.makeRotation(osg::Vec3f(0,0,1), normal); osg::Quat rot(rotation, osg::Vec3f(0,0,1)); pat-setAtitude(rot * corect); //Yes rot must be applied last } Here the tank is well aligned with terrain, but now the rotation angle are increase each frame, so the tank rotate with. Antonin Linares Steven Saunderson a écrit : Have you tried : pat-setAtitude(rot*corect); ? I'm wondering if the factor that should be applied last (i.e. rot) should be first in the multiply here. -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8557#8557 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Separate sub-graphs of the same scene
Hi Guy, Have you trying used osg::AutoTransform? Also osg::Camera allows you to disable clear of the either the depth or colour buffer. See osghud example. Robert. On Tue, Mar 17, 2009 at 6:14 AM, Guy g...@dvp.co.il wrote: Hi, What I'm trying to accomplish is to draw a given pattern instead of the projected object, on special condition. That pattern is no longer 3DWorld oriented, but instead, screen pixels oriented, with the exception of keeping the 3D distance of the 3DWorld object. Suppose I have a model of a 3D house and a model of a truck, and the condition is The truck is more than 300 feet from the house, then when the condition is true, instead of drawing the truck, I want the pixel (30,35) to be drawn blue and pixel (78,90) to be drawn green. The important thing is that if the truck ZBuffer value was 'Z' I want pixels ZBuffer value to be the same 'Z', now since the truck has many vertices and therefore many 'Z's I only refer to the 'Z' of the middle of the truck bounding sphere. I hope it makes more sense now... I forgot to mention that in osg1.2 instead of 'Camera' for the orthographic projection I used 'osg::Projection' which as far as I understand only changes the projection-view matrices and doesn't harm the Z buffer, but the pixels were drawn above all other objects. I also 4got to mention that in osg2.8 and the Camera, I tried to render it PRE_ORDER, IN_ORDER and POST_ORDER with no different results. I never used the stencil buffer for anything but if I understand correctly it just prevents masked pattern on the viewport from being drawn, which is not my goal. Anyway, I'm going to read about stencil in the Red book. It wouldn't hurt. :) Thanks, Guy. I'm not sure I entirely understand what you're trying to accomplish, but perhaps you want to look into using a stencil buffer and/or pixel shader to control what gets rendered? Guy wrote: Hello, I'm trying to merge two sub-graphs to the same image. It doesn't work so well, so I'll try to explain what in general I'm trying to achieve, then my not working so well solutions, and then the questions J So, in general I want to replace an object (A) in the scene with another object (B) on some condition. The object (B) is some pixels which are lit up. The important thing is to keep the 3D scene distance from the camera for both objects, so if the object is obscured by another, then both (A) and (B) will be obscured, and if some other object (C) is obscured by (A), it will still be obscured by (B). Object (B) might be partially transparent. Not working so well solution 1: Have switch for (A)/(B). The position of (A) is multiplied by view-projection matrix, the result is pos'. (B) is a set of points which their vertices are pos' with (x,y) replaced by the pixels I want to lit, and the new positions are multiplied by the inverse-projection invers-view matrices. This solution had problems with setting the right pixels. Not working so well solution 2: Object (B) is a set of pixel under ABSOLUTE_REF orthographic projection with (x,y) of the pixels I want to lit and z is the negative distance between (A) and the camera. This solution has the correct pattern of the lit pixels, but the Z order doesn't seems to be correct. The implementation of solution 2 is to add camera with ABSOLUTE_RF and orthographic projection. View is identity. I set the clear mask to 0 since I don't want the Z-Buffer to be cleared. (opposed to huds and that kind of implementations). I used the osgviewer to put the cow at 0,0,-300 under absolute_rf, and a point at 0,0,0 under separate camera with orthographic projection, and the point was hidden by the cow (which is a mistake). I thought that I might need to set the zNear/zFar of both camera's to be the same, but in this simple example it shouldn't matter since the point Z is zero... So first, do I have to set the zNear/zFar of both camera's to be the same? Any ideas whats going wrong? Other solutions for the problem? Btw, I tried to replace the points by quads under orthographic projection. The results were the same. Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crash due to osgDb::Registry::instance()
Hi Anthony, I have avoided adding a mutex into the Registry::instance() method as it would incur a cost for every call to it, and it's only the very first call that it's an issue for so it's the only time you need to be careful about access to it. Given I don't want to introduce a mutex one then has to make sure the instance() method is called up front in your app, and most OSG applications will call it during the single thread init of the app, and in your case you'll just need to call it explictly. An alternative might be to have a proxy class call the instance() method, or perhaps just have the viewer constructor call instance() just in case. Robert. On Tue, Mar 17, 2009 at 6:25 AM, I-Nixon, Anthony D anthony.d.ni...@boeing.com wrote: I've encountered a crash when using CompositeViewer in Multithreaded mode due to concurrent access to osgDb::Registry::instance(). The usage scenario is having two views (that have an empty scene graph - since no data has been loaded, osgdb::Registry::instance() hasn't yet been called). On the first frame, each of the render threads calls osgDb::Registry::instance(), and one gets back a null pointer (which is kind of bad for an instance :-) The fix for me is easy - just call osgDb::Registry::instance() sometime before starting rendering, but a more general solution would be better, of course. This is with OSG 2.8.0 - although there don't appear to have been any changes in this area in the trunk, either. I've only confirmed this on Windows XP and Visual C++ 8. Anthony Nixon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Hi Sukender, I'd prefer not to go in heavy handed, but find a system that right at the begining sets the right tone for future communication. I wonder if providing a better introductory text to forum and mailing about etiquette and good examples of user names, and have all new subscribers need to be manually approved - at this approval point one could get back to the subscriber and ask for human readable user name if one hasn't been given. For such an approval system we'd need a set of volunteers to be available to vet and approve new subscribers. The rate of subscription is around 1 a day so it typically wouldn't be a great deal of work, the hard part is providing a quick turn around. I'll have to defer to Art on how practical this is. Robert. On Tue, Mar 17, 2009 at 12:22 AM, Sukender suky0...@free.fr wrote: Hi all, And what about manually banning (temporarily) from the forum those who don't respect basic rules? That could be simple: 1. Warn the user if the real name isn't explicit enough 2. Ban until real name is changed (The user could still use the mailing list) I'm pretty sure people would not to dare keeping an unclear name for a very long time... That would require a bit programming but that would not be very difficult I guess. I just hope this isn't too radical! And another idea could be to get a reminder each week (or month?) if the email address isn't set (or is the default one). Thoughts? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 16 Mar 2009 17:53:01 +0100, Art Tevs osgfo...@tevs.eu a écrit: Thrall, Bryan wrote: It looks like the forum supports signatures; could you just assign a default signature based on the user's given Real Name and email? You can't force them to give their actual Real Name, but I imagine most people wouldn't lie on that, even if they don't use their Real Name for their forum ID. Hi Bryan, actually printing out an automaticly generated signature wouldn't change anything, because users' real name values are already used in From header of the generated email. Hence if user X does call himself Mister X, then the email heaer looks like this: From: Mister X Even if there will be now a forced signature the signature can still not give more information that user has given. The signature could look like this: - Forum user: Mister X (X) So the one thing I could add is mister X's used email adress and nothing else, because there is just no more information available. art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8548#8548 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projection matrix and inline or nested cameras
Hi John, An in scene graph osg::Camera is certainly the route you'd want to take, the osghud example is probably a good place to start. You can assign your own Viewport to an scene graph osg::Camera, but if you don't it'll just inherit it's parent Camera's Viewport. osg::Camera also allows you to control which of the frame buffer components to clear, if you don't want to clear anything just use camera-setClearMask(0); Robert. On Tue, Mar 17, 2009 at 7:31 AM, John Cummings jcummin...@users.sf.netwrote: First, I'm using OSG 2.8.0 I'm have been porting an old application from a homegrown OpenGL scene-graph to osg and I've come across an issue that I'm sure there is a way to handle, but I seem to be unable to locate just the right combination of Camera, Drawables, etc. While most of the old nodes are simply geometry nodes, some of them do their own Projection before issuing geometry-type calls. I may want to do this for a variety of reasons, including allowing finer grained control of the depth buffer or simply covering over something that has already been drawn. In my old OpenGL code, the render method for one of these problem nodes may look something like: void MyNode::Render() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); // Then either: glOrtho (...); // or gluPerspective(...); // or glFrustrum(); glMatrixMode(GL_MODELVIEW); // begin, end, etc. glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); RenderChildren(); } I've played with the Camera node and NESTED_RENDER seemed from its name to be what I wanted. That is, I though I could simply attach an osg::Camera node anywhere in my scene graph and it would act much like my nodes above. I either didn't set the correct options or this is not a valid use of the Camera class. I've also tried attaching a camera to the root node (more properly I am attaching it to the Scene data for my view). That works great for things like a HUD, but that doesn't quite seem right in this particular case. For what it's worth this particular case is where I would like to put a viewport size quad over the viewport, which would cover effectively cover up my ancestors but allow my children to be seen (I also thought an osg::Billboard is what I might want, but that didn't seem to be right either). However, I've also wanted to do this same thing for sky effects, etc. but have found clunky workarounds for most of the other cases. I then got to looking at the Drawable class and thought that overloading drawImplementation would be the best thing to do. However, that doesn't seem quite right. Perhaps it is after all. So, I'm sure that I can do this in osg, I'm just not sure how. I'm still adjust my mind to the osg paradigm, so I've probably overlooked something obvious, although I didn't see it when I search the mailing list. In essence, I want to be able to do the same type of inline projection I did before. What am I missing? Thank you John Cummings ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Discontinuous view and loading (readNodeFile)
Hi all, because a have not a lot of experences with OSG so I have stil some problems and now i try my best to desribe two of them. first q: I have got in a root group tree nodes 1st - the scene (cca 300 triangulates+7 types of textures ) 2nd - the tank t72-tank_des.flt 3rd - the personal car (very simple cca 200 triangulates) two cameras - one is fulscreen, the second is small rectangle in the midle of the screen on the top. Could you you explain me why the view is discontinuous (the quality is very(!) terrible) ? I have found that when I'am using the only camera - like fullscreen, the discontinous view can be removed by these function viewer-startThreading(); - the quality is absolutely briliant! Could you explain me what does it mean threading, this word is in a dictionary - of course, but i would like to know what does the function do in osg. - or what does it looking after ... second q: --- Why does a nodes take so long to load? For example - first node the scene takes in Vega cca 3-4 seconds and now in OSG it takes cca 15 sec. (The one our big scene cca 20 000t is loaded by 10sec in Vega, but in Osg it takes almost 1 min) pc config: cpu: Intel 3.2Ghz Grapic card: GeForce 7600GT/PCI/SSE2, 256MB ram, silent pipe Monitor resolution: 1280x1024 rendering test by OpenGL Extension Viewer 3.0: 1.1 109 FPS 2.0 104 FPS 2.1 066 FPS Thanks a lot for your replies. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8590#8590 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discontinuous view and loading (readNodeFile)
add first q settles the question here: http://forum.openscenegraph.org/viewtopic.php?t=1498 viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded); -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8591#8591 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crash due toosgDb::Registry::instance()
http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf Greetings, Richard Von: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert Osfield Gesendet: Dienstag, 17. März 2009 10:07 An: OpenSceneGraph Users Betreff: Re: [osg-users] Multithreading crash due toosgDb::Registry::instance() Hi Anthony, I have avoided adding a mutex into the Registry::instance() method as it would incur a cost for every call to it, and it's only the very first call that it's an issue for so it's the only time you need to be careful about access to it. Given I don't want to introduce a mutex one then has to make sure the instance() method is called up front in your app, and most OSG applications will call it during the single thread init of the app, and in your case you'll just need to call it explictly. An alternative might be to have a proxy class call the instance() method, or perhaps just have the viewer constructor call instance() just in case. Robert. On Tue, Mar 17, 2009 at 6:25 AM, I-Nixon, Anthony D anthony.d.ni...@boeing.com wrote: I've encountered a crash when using CompositeViewer in Multithreaded mode due to concurrent access to osgDb::Registry::instance(). The usage scenario is having two views (that have an empty scene graph - since no data has been loaded, osgdb::Registry::instance() hasn't yet been called). On the first frame, each of the render threads calls osgDb::Registry::instance(), and one gets back a null pointer (which is kind of bad for an instance :-) The fix for me is easy - just call osgDb::Registry::instance() sometime before starting rendering, but a more general solution would be better, of course. This is with OSG 2.8.0 - although there don't appear to have been any changes in this area in the trunk, either. I've only confirmed this on Windows XP and Visual C++ 8. Anthony Nixon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Commands
Hi Adam, On Tue, Mar 17, 2009 at 8:36 AM, Adam Wise osgfo...@tevs.eu wrote: This might be the wrong place to post this...but I have a simple question: how would I import an Openflight (.flt) file, and EXPORT it as a Collada (.dae) file? I downloaded the COLLADA-dom...and I know my collada viewer is working...but where would I go after that? On the command line: osgconv original.flt new.dae Programatically: #include osgDB/ReadFile #include osgDB/WriteFile { ... osg::ref_ptrosg::Node node = osgDB::readNodeFile(original.flt); if (node.valid()) osgDB::writeNodeFile(*node, new.dae); } Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
Hi John, When I've built under OSX before I haven't had problems, but I haven't personally built and installed freetype so this may be factor. The freetype plugin uses: INCLUDE_DIRECTORIES(${FREETYPE_INCLUDE_DIRS} ) Which suggests the entry in the OpenSceneGraph/FindFreeType.cmake IF(FREETYPE_INCLUDE_DIR_ft2build AND FREETYPE_INCLUDE_DIR_freetype2) SET(FREETYPE_INCLUDE_DIRS ${FREETYPE_INCLUDE_DIR_ft2build};${FREETYPE_INCLUDE_DIR_freetype2}) ENDIF(FREETYPE_INCLUDE_DIR_ft2build AND FREETYPE_INCLUDE_DIR_freetype2) Isn't successful for some reason. Check you CMakeCache.txt for the FREETYPE_INCLUDE_DIRS var. Which version of CMake are you using? Perhaps it has its own FindFreeType.cmake that is taking precidence over ours and is not setting the FREETYPE_INCLUDE_DIRS. Robert. On Tue, Mar 17, 2009 at 1:19 AM, john casu osgfo...@tevs.eu wrote: I'm trying to build the latest svn version of OSG 2.8.0 on OS/X, and I'm having a problem when building osgdb_freetype, specifically the header file ft2build.h cannot be located: Scanning dependencies of target osgdb_freetype [ 98%] Building CXX object src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o In file included from /Users/casuj/OpenSceneGraph/OpenSceneGraph-2.8.0-svn/src/osgPlugins/freetype/FreeTypeFont.cpp:14: /Users/casuj/OpenSceneGraph/OpenSceneGraph-2.8.0-svn/src/osgPlugins/freetype/FreeTypeFont.h:19:22: error: ft2build.h: No such file or directory /Users/casuj/OpenSceneGraph/OpenSceneGraph-2.8.0-svn/src/osgPlugins/freetype/FreeTypeFont.h:20:10: error: #include expects FILENAME or FILENAME However, CMakeCache.txt shows that this file has been located: enterprise:OpenSceneGraph-2.8.0-svn casuj$ fgrep FREETYPE CMakeCache.txt CMakeCache.txt:FREETYPE_INCLUDE_DIR_freetype2:PATH=/usr/local/include/freetype2 CMakeCache.txt:FREETYPE_INCLUDE_DIR_ft2build:PATH=/usr/local/include CMakeCache.txt:FREETYPE_LIBRARY:FILEPATH=/usr/local/lib/libfreetype.dylib and the file itself does in fact exist: enterprise:OpenSceneGraph-2.8.0-svn casuj$ ls -l /usr/local/include/ft2build.h -rw-r--r-- 1 root admin 3890 Mar 5 2007 /usr/local/include/ft2build.h Can anyone shed light on how to workaround this ? Thanks, -john c. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8569#8569 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Absolutely dark scene
Hi, first of all a greeting to everyone, because I'm new around here. I am developing an application that need to be done at night and become completely dark scene, but I can not. I do not know how to remove the whole lighting of the scene, it is made at night, but there is always some light. How can I create a totally dark scene? Thanks a lot. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8593#8593 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projection matrix and inline or nested cameras
Thank you both for your feedback. I have looked at the HUD example before and I use a post-render camera for my own HUD-type display. Unless I've missed something, that is the only kind of camera in the HUD example. As Guy suggested, here is the relative code section (the osgGroup() is a group for this node): Constructor() { m_camera = new osg::Camera; osgGroup()-addChild(m_camera.get()); m_camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); m_camera-setViewMatrix(osg::Matrix::identity()); m_camera-setClearMask(0); m_camera-setRenderOrder(osg::Camera::NESTED_RENDER); osg::Geode* geode = new osg::Geode; m_camera-addChild(geode); geode-setCullingActive(false); // Geometry... // StateSet... } Update() { m_camera-setProjectionMatrixAsOrtho2D(0.0, viewportWidth, 0.0, viewportHeight); // Update geometry... } As is typical when finally sending a mail for help, I sure thought I had tried this exact combination (suggested my Guy in his message). Nonetheless, I believe this code will work for me. I'll have to check when I go to work and plug it into the large scene graph, but it seems to accomplish what I want in my smaller test setup. I knew I couldn't be that far off from the right answer. Thank you, I'll let you know how this ends up working. John Cummings Robert Osfield wrote: Hi John, An in scene graph osg::Camera is certainly the route you'd want to take, the osghud example is probably a good place to start. You can assign your own Viewport to an scene graph osg::Camera, but if you don't it'll just inherit it's parent Camera's Viewport. osg::Camera also allows you to control which of the frame buffer components to clear, if you don't want to clear anything just use camera-setClearMask(0); Robert. On Tue, Mar 17, 2009 at 7:31 AM, John Cummings jcummin...@users.sf.net mailto:jcummin...@users.sf.net wrote: First, I'm using OSG 2.8.0 I'm have been porting an old application from a homegrown OpenGL scene-graph to osg and I've come across an issue that I'm sure there is a way to handle, but I seem to be unable to locate just the right combination of Camera, Drawables, etc. While most of the old nodes are simply geometry nodes, some of them do their own Projection before issuing geometry-type calls. I may want to do this for a variety of reasons, including allowing finer grained control of the depth buffer or simply covering over something that has already been drawn. In my old OpenGL code, the render method for one of these problem nodes may look something like: void MyNode::Render() { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); // Then either: glOrtho (...); // or gluPerspective(...); // or glFrustrum(); glMatrixMode(GL_MODELVIEW); // begin, end, etc. glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); RenderChildren(); } I've played with the Camera node and NESTED_RENDER seemed from its name to be what I wanted. That is, I though I could simply attach an osg::Camera node anywhere in my scene graph and it would act much like my nodes above. I either didn't set the correct options or this is not a valid use of the Camera class. I've also tried attaching a camera to the root node (more properly I am attaching it to the Scene data for my view). That works great for things like a HUD, but that doesn't quite seem right in this particular case. For what it's worth this particular case is where I would like to put a viewport size quad over the viewport, which would cover effectively cover up my ancestors but allow my children to be seen (I also thought an osg::Billboard is what I might want, but that didn't seem to be right either). However, I've also wanted to do this same thing for sky effects, etc. but have found clunky workarounds for most of the other cases. I then got to looking at the Drawable class and thought that overloading drawImplementation would be the best thing to do. However, that doesn't seem quite right. Perhaps it is after all. So, I'm sure that I can do this in osg, I'm just not sure how. I'm still adjust my mind to the osg paradigm, so I've probably overlooked something obvious, although I didn't see it when I search the mailing list. In essence, I want to be able to do the same type of inline projection I did before. What am I missing? Thank you John Cummings ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users
Re: [osg-users] Discontinuous view and loading (readNodeFile)
Hi Peter, On Tue, Mar 17, 2009 at 9:30 AM, petr osgfo...@tevs.eu wrote: first q: I have got in a root group tree nodes 1st - the scene (cca 300 triangulates+7 types of textures ) 2nd - the tank t72-tank_des.flt 3rd - the personal car (very simple cca 200 triangulates) two cameras - one is fulscreen, the second is small rectangle in the midle of the screen on the top. Could you you explain me why the view is discontinuous (the quality is very(!) terrible) ? I have found that when I'am using the only camera - like fullscreen, the discontinous view can be removed by these function viewer-startThreading(); - the quality is absolutely briliant! Could you explain me what does it mean threading, this word is in a dictionary - of course, but i would like to know what does the function do in osg. - or what does it looking after ... I can't see how we could answer this without at least a screenshot of what you mean by discontinuous, and what you expect the result to look like. second q: --- Why does a nodes take so long to load? For example - first node the scene takes in Vega cca 3-4 seconds and now in OSG it takes cca 15 sec. (The one our big scene cca 20 000t is loaded by 10sec in Vega, but in Osg it takes almost 1 min) Try converting your models to native OSG format. OpenFlight really sucks for loading performance as the database requires a lot of pre-processing to get into a shape that is suitable for rendering. I would strongly recommend converting to .ive for any visual simulation app. pc config: cpu: Intel 3.2Ghz Grapic card: GeForce 7600GT/PCI/SSE2, 256MB ram, silent pipe Monitor resolution: 1280x1024 rendering test by OpenGL Extension Viewer 3.0: 1.1 109 FPS 2.0 104 FPS 2.1 066 FPS Thanks a lot for your replies. I have no clue what your above 1.1 109 FPS stats relate to, is it anything to do with the OSG? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crash due toosgDb::Registry::instance()
2009/3/17 Schmidt, Richard richard.schm...@eads.com http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdfhttp://www.cs.wustl.edu/%7Eschmidt/PDF/DC-Locking.pdf Could you explain what the above document is all about... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolutely dark scene
Hi Fernan, On Tue, Mar 17, 2009 at 10:00 AM, Fernan osgfo...@tevs.eu wrote: first of all a greeting to everyone, because I'm new around here. I am developing an application that need to be done at night and become completely dark scene, but I can not. I do not know how to remove the whole lighting of the scene, it is made at night, but there is always some light. How can I create a totally dark scene? The viewer by default has a headlight and enables the OpenGL light 0. In your case you'll likely want to add an osg::LightSource node to your scene with the light settings that are appropriate for you scene. This LightSource will position the light in the 3D world, as well as control the diffude, ambient etc. light settings. See the osglightsource example. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crash due toosgDb::Registry::instance()
Robert Osfield wrote: 2009/3/17 Schmidt, Richard richard.schm...@eads.com mailto:richard.schm...@eads.com http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf http://www.cs.wustl.edu/%7Eschmidt/PDF/DC-Locking.pdf Could you explain what the above document is all about... I just read it an it describes a pattern where you use a mutex to guard access to the singleton's _instance value, but in such a way that the mutex is only needed when _instance == NULL, i.e. class Singleton { public: static Singleton *instance (void) { // First check if (instance_ == 0) { // Ensure serialization (guard constructor acquires lock_). GuardMutex guard (lock_); // Double check. if (instance_ == 0) instance_ = new Singleton; } return instance_; // guard destructor releases lock_. } private: static Mutex lock_; static Singleton *instance_; }; This should give you thread-safe access to Singleton-instance() at all times combined with correct initialization. Quite neat actually, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quaternion problem
Hi Antonin, I may be getting way out of my depth here but when I saw your problem this morning it looked very similar to a problem I had just recently. Looking at your original post : Antonin Linares wrote: //get height and normal under the tank osg::Vec3f pos = lsi-getFirstIntersection()-getWorldIntersectionPoint(); osg::Vec3f normal = lsi-getFirstIntersection()-getWorldIntersectionNormal(); //Set up height pat-setPosition(pos); All looks fine so far Antonin Linares wrote: //Set up alignment with terrain float rotation; osg::Vec3f origine; pat-getAtitude().getRotate(rotation, origine); if((origine*normal) != 0){ osg::Quat corect; corect.makeRotation(origine, normal); pat-setAtitude(corect); I don't understand why you have the getAtitude() here. It will return a quat and the .getRotate will convert the value into an angle and vector. But what quat value is it converting ? What happens if you always calculate corect as you are doing and then apply rot in the setAtitude call (i.e. pat-setAtitude (rot * corect) ) ? //Set up alignment with terrain float rotation; osg::Vec3f origine (0,0,1); osg::Quat corect; corect.makeRotation(origine, normal); // I'm not sure where you get rotation from ?? osg::Quat rot(rotation, origine); pat-setAtitude(rot*corect); I hope this helps or entices someone more knowledgeable to assist here. -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8598#8598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crash duetoosgDb::Registry::instance()
The document is about a design pattern called double locking, which is especially suitable for singleton objects in multithreaded environments. The pattern is essentially this: static Singleton *instance (void) { // First check if (instance_ == 0) { // Ensure serialization (guard // constructor acquires lock_). GuardMutex guard (lock_); // Double check. if (instance_ == 0) instance_ = new Singleton; } return instance_; // guard destructor releases lock_. } The guard mutex is only accessed in the initialization phase of the singleton. Once instance_ is set the guard does not need to be queried anymore. Richard ___ Von: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert Osfield Gesendet: Dienstag, 17. März 2009 11:07 An: OpenSceneGraph Users Betreff: Re: [osg-users] Multithreading crash duetoosgDb::Registry::instance() 2009/3/17 Schmidt, Richard richard.schm...@eads.com http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf Could you explain what the above document is all about... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crash duetoosgDb::Registry::instance()
HI Richard + Paul, Thanks for explanation. Feel free to dive in an code up such a solution. Robert. On Tue, Mar 17, 2009 at 10:17 AM, Schmidt, Richard richard.schm...@eads.com wrote: The document is about a design pattern called double locking, which is especially suitable for singleton objects in multithreaded environments. The pattern is essentially this: static Singleton *instance (void) { // First check if (instance_ == 0) { // Ensure serialization (guard // constructor acquires lock_). GuardMutex guard (lock_); // Double check. if (instance_ == 0) instance_ = new Singleton; } return instance_; // guard destructor releases lock_. } The guard mutex is only accessed in the initialization phase of the singleton. Once instance_ is set the guard does not need to be queried anymore. Richard ___ Von: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert Osfield Gesendet: Dienstag, 17. März 2009 11:07 An: OpenSceneGraph Users Betreff: Re: [osg-users] Multithreading crash duetoosgDb::Registry::instance() 2009/3/17 Schmidt, Richard richard.schm...@eads.com http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdfhttp://www.cs.wustl.edu/%7Eschmidt/PDF/DC-Locking.pdf Could you explain what the above document is all about... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discontinuous view and loading (readNodeFile)
q1: the runtime fullscreen view looks very snatchy, non-continuous, cutting - I don't know how to describe it - FPS in my scene was about 20, after added these function viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded) the FS increase to 120, and the view is briliant A have found example after adding these topic : ) q2: you suggest me convert .flt to native osg format, we are using for modeling Presagis creator and the export dialog cointains only these variants - have a look on image. [Image: http://www.jkzsim.cz./petr/screen-export.jpg ] I don't know which format is native for osg, but i know that in OSG zip is folder osg-data and there is - for example cessna.osg (this is native OSG format?) but i don't know how to convert .flt to .osg). And what do you mean converting to .ive I haven't heard about .ive Thans for your time. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8604#8604 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolutely dark scene
Hi Robert, thanks for reply. I initialize my system as follows: -- // construct the viewer. osgViewer::Viewer viewer; viewer.setLightingMode (osg::View::HEADLIGHT); // Configura el visor para aparecer en una ventana viewer.setUpViewInWindow (100, 100, 800, 600, 0); // Pone el manejador de eventos de ratón (se hace por defecto dentro del run() del viewer, pero // aquí es necesario crearlo antes para poder ponerle la posición por defecto de la cámara viewer.setCameraManipulator(new osgGA::TrackballManipulator()); // Pone la posición por defecto de la cámara osgGA::MatrixManipulator* pCameraManip = viewer.getCameraManipulator(); if (pCameraManip != NULL) { pCameraManip-setHomePosition (osg::Vec3 (0.0, -600.0, 8.0), osg::Vec3 (0.0, 0.0, 8.0), osg::Vec3 (0.0, 0.0, 1.0)); } // create a model from the images. osg::Group* pRoot = new osg::Group(); // Create a new light, and set the light number according to our parameter. osg::Light* pLight = new osg::Light(); pLight-setLightNum (0); pLight-setAmbient (osg::Vec4d (0.0, 0.0, 0.0, 1.0)); pLight-setDiffuse (osg::Vec4d (0.0, 0.0, 0.0, 1.0)); pLight-setSpecular (osg::Vec4d (0.0, 0.0, 0.0, 1.0)); osg::LightSource* pLightsource = new osg::LightSource(); pLightsource-setLight (pLight); pLightsource-setStateSetModes (*pRoot-getOrCreateStateSet(), osg::StateAttribute::ON); pRoot-addChild (pLightsource); With this, the scene get a little dark, but it is not totally black. There is always a little light, so objects that I add to the scene can be seen. These objects are ships and what I want is to see their lights and not ships due to it is night. Would that be possible? Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8605#8605 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discontinuous view and loading (readNodeFile)
Use osgconv to convert yur MultgenCreator files osgconv myfile.flt myfile.ive Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of petr Sent: Tuesday, March 17, 2009 7:25 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Discontinuous view and loading (readNodeFile) q1: the runtime fullscreen view looks very snatchy, non-continuous, cutting - I don't know how to describe it - FPS in my scene was about 20, after added these function viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded) the FS increase to 120, and the view is briliant A have found example after adding these topic : ) q2: you suggest me convert .flt to native osg format, we are using for modeling Presagis creator and the export dialog cointains only these variants - have a look on image. [Image: http://www.jkzsim.cz./petr/screen-export.jpg ] I don't know which format is native for osg, but i know that in OSG zip is folder osg-data and there is - for example cessna.osg (this is native OSG format?) but i don't know how to convert .flt to .osg). And what do you mean converting to .ive I haven't heard about .ive Thans for your time. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8604#8604 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quaternion problem
Hi, I also vaguely remember someone having a question about the getRotate. Go check in the source if it returns an angle and vector or if you actually pass _in_ a vector/axis. jp Steven Saunderson wrote: Hi Antonin, I may be getting way out of my depth here but when I saw your problem this morning it looked very similar to a problem I had just recently. Looking at your original post : Antonin Linares wrote: //get height and normal under the tank osg::Vec3f pos = lsi-getFirstIntersection()-getWorldIntersectionPoint(); osg::Vec3f normal = lsi-getFirstIntersection()-getWorldIntersectionNormal(); //Set up height pat-setPosition(pos); All looks fine so far Antonin Linares wrote: //Set up alignment with terrain float rotation; osg::Vec3f origine; pat-getAtitude().getRotate(rotation, origine); if((origine*normal) != 0){ osg::Quat corect; corect.makeRotation(origine, normal); pat-setAtitude(corect); I don't understand why you have the getAtitude() here. It will return a quat and the .getRotate will convert the value into an angle and vector. But what quat value is it converting ? What happens if you always calculate corect as you are doing and then apply rot in the setAtitude call (i.e. pat-setAtitude (rot * corect) ) ? //Set up alignment with terrain float rotation; osg::Vec3f origine (0,0,1); osg::Quat corect; corect.makeRotation(origine, normal); // I'm not sure where you get rotation from ?? osg::Quat rot(rotation, origine); pat-setAtitude(rot*corect); I hope this helps or entices someone more knowledgeable to assist here. -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8598#8598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RecordCameraPathHandler where is the saved_animation.path file?
It works! I am deeply greatful for your support. The Process Monitor worked out for me. There i found out that the .path file was stored in my SVN temp directory (.svn\tmp\text-base). I do not know why the windows search did not find it nore do i know why it is hidden in there, but all animation paths i captured are stored in this directory. My last question is, how do i replay one of them? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8603#8603 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolutely dark scene
Hi Fernan, You are probably best to go look at OpenGL docs on lighting, as the OSG just sets up the various OpenGL state relating to lighting and the drivers/hardware do the rest. In your case you'll need to look a the ambient light levels of the Light source and the objects in the scene, also attach an osg::LightModel state attribute to provide additional controls over the lighitng model. For lights on the boats you'll need to use emmisive light values on the materials associated with the light geometry, or just disable lighting for them and set their colour directly using per vertex lighting. Robert. On Tue, Mar 17, 2009 at 11:27 AM, Fernan osgfo...@tevs.eu wrote: Hi Robert, thanks for reply. I initialize my system as follows: -- // construct the viewer. osgViewer::Viewer viewer; viewer.setLightingMode (osg::View::HEADLIGHT); // Configura el visor para aparecer en una ventana viewer.setUpViewInWindow (100, 100, 800, 600, 0); // Pone el manejador de eventos de ratón (se hace por defecto dentro del run() del viewer, pero // aquí es necesario crearlo antes para poder ponerle la posición por defecto de la cámara viewer.setCameraManipulator(new osgGA::TrackballManipulator()); // Pone la posición por defecto de la cámara osgGA::MatrixManipulator* pCameraManip = viewer.getCameraManipulator(); if (pCameraManip != NULL) { pCameraManip-setHomePosition (osg::Vec3 (0.0, -600.0, 8.0), osg::Vec3 (0.0, 0.0, 8.0), osg::Vec3 (0.0, 0.0, 1.0)); } // create a model from the images. osg::Group* pRoot = new osg::Group(); // Create a new light, and set the light number according to our parameter. osg::Light* pLight = new osg::Light(); pLight-setLightNum (0); pLight-setAmbient (osg::Vec4d (0.0, 0.0, 0.0, 1.0)); pLight-setDiffuse (osg::Vec4d (0.0, 0.0, 0.0, 1.0)); pLight-setSpecular (osg::Vec4d (0.0, 0.0, 0.0, 1.0)); osg::LightSource* pLightsource = new osg::LightSource(); pLightsource-setLight (pLight); pLightsource-setStateSetModes (*pRoot-getOrCreateStateSet(), osg::StateAttribute::ON); pRoot-addChild (pLightsource); With this, the scene get a little dark, but it is not totally black. There is always a little light, so objects that I add to the scene can be seen. These objects are ships and what I want is to see their lights and not ships due to it is night. Would that be possible? Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8605#8605 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: creating widget for Qt
Hello Ivan i shall try to elaborate the way i implemented that and your feedback is most welcome on that. 1. Separated the following files from the osgviewerQT example. AdapterWidget.h AdapterWidget.cpp ViewerQT.h And promoted the widget to the ViewerQT.h Loading the widget in the mainwindow and can load different model. And i did not recieve any warning so far. Yo said that you are having that while paint event(), Where are you exactly having that paint event() ? Did you mean that in the AdapterWidget that is the subclass of GLWidget? Regards Sajjad -- Forwarded message -- From: ami guru dosto.wa...@gmail.com Date: Tue, Mar 17, 2009 at 1:04 PM Subject: Fwd: [osg-users] creating widget for Qt To: qt-inter...@trolltech.com Hello Ivan i shall try to elaborate the way i implemented that and your feedback is most welcome on that. 1. Separated the following files from the osgviewerQT example. AdapterWidget.h AdapterWidget.cpp ViewerQT.h And promoted the widget to the ViewerQT.h Loading the widget in the mainwindow and can load different model. And i did not recieve any warning so far. Yo said that you are having that while paint event(), Where are you exactly having that paint event() ? Did you mean that in the AdapterWidget that is the subclass of GLWidget? Regards Sajjad -- Forwarded message -- From: ami guru dosto.wa...@gmail.com Date: Tue, Mar 17, 2009 at 12:59 PM Subject: Fwd: [osg-users] creating widget for Qt To: qt-inter...@trolltech.com Hello Ivan i shall try to elaborate the way i implemented that and your feedback is most welcome on that. 1. Separated the following files from the osgviewerQT example. AdapterWidget.h -- Forwarded message -- From: Iván Cuevas osgfo...@tevs.eu Date: 2009/3/16 Subject: Re: [osg-users] creating widget for Qt To: osg-users@lists.openscenegraph.org I don't use .pro files, but I have to include the OpenGL module because I extend from QGLWidget. Regards, Iván. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8567#8567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discontinuous view and loading (readNodeFile)
thanks a lot, loading scene size of 36MB takes cca 1-2 sec, absolutely great! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8610#8610 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discontinuous view and loading (readNodeFile)
Hi Petr, On Tue, Mar 17, 2009 at 11:25 AM, petr osgfo...@tevs.eu wrote: q1: the runtime fullscreen view looks very snatchy, non-continuous, cutting - I don't know how to describe it - FPS in my scene was about 20, after added these function viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded) the FS increase to 120, and the view is briliant A have found example after adding these topic : ) I haven't head of problems like this before. Have you hand integrated the osgViewer into your application? Are you doing your own rendering code that could be clashing with the OSG? The threading models that the osgViewer should also improve performance, even in the worst case you'll get roughly the same performance level. Very clearly something is up with how you are doing things. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] switch between two camera
Hi Peter, On Tue, Mar 17, 2009 at 12:57 PM, Peter Amstutz peter.amst...@tseboston.com wrote: 'll take a look at this. The (doxygen) documentation is a bit thin here, so I wasn't sure what exactly CompositeViewer was for -- I assumed it was for rendering multiple subwindows of a single main window. I'm still fuzzy on the relationship between Graphics Context, View, Viewer, Camera, Scene -- there's at least a couple layers of abstraction there. Especially when I see inheritance graphs like this ( http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01055.html) :-) I've written plenty on the topic on the osg-users lists over the last two years. Go have a look through the archives. The concepts, language and class structure tie up neatly, but it is different to that OSG-1.x or libs like Performer used. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-Data on hg source
Hi, I just noticed that version 2.8 (and the hg source) does not include the Data files. (gentoo ebuild) Any reason for this? Am I suppose to download it separately? Thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] switch between two camera
Robert Osfield wrote: Hi Peter, Benoit et, On Mon, Mar 16, 2009 at 8:15 PM, Peter Amstutz peter.amst...@tseboston.com mailto:peter.amst...@tseboston.com wrote: The way I handled this in my application was to create multiple instances of osgViewer::Viewer with a separate camera for each view but all bound to the same output window. On each render iteration, draw just the active camera. I'm afraid I really wouldn't recommend this solution, having multiple viewers just to alternate between views is complicated implementation and conceptual wise and you'd be very lucky for it to work in anything other that very limited usage models. Using multiple viewers will cause problems with threading, timing codes, it'd be a right old mess. Well, I force it to use single threading since my render thread already runs independently of the main logic thread. This avoids most of the problems you mention, but in general I wouldn't recommend this solution either. I just thought I'd throw it out there because it has worked for me so far. I think I am doing it this way because I originally wrote my code for OSG 1.2, which didn't have any of the nice osgViewer infrastructure. The best solution depends on exactly what you need to display; I decided to switch between completely independent scenes because my 2D and 3D views looks actually render somewhat different geometry (the 2D ortho view is an abstracted version of the real 3D geometry). Having entirely separate scenes is also pretty straightforward although it imposes some overhead due to duplication of resources that could otherwise be shared between among views. In your case you are talking about multiple Views, and this is fine, but you don't use multiple Viewers for it, you'd use a single CompositeViewer with multiple Views. You can add and remove Views, or just toggle Camera's on/off using NodeMask's. I'll take a look at this. The (doxygen) documentation is a bit thin here, so I wasn't sure what exactly CompositeViewer was for -- I assumed it was for rendering multiple subwindows of a single main window. I'm still fuzzy on the relationship between Graphics Context, View, Viewer, Camera, Scene -- there's at least a couple layers of abstraction there. Especially when I see inheritance graphs like this (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01055.html) :-) - Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Plugin Collada
Hi, i have a problem. I would like to see files written in Collada (DAE). I build and compile the plugin (collada-dom) and osg with no errors. now if i try to open a collada-test file (collada-logo) i get an exception. what have i done wrong :-)? I know my information is to low, so what else do you know? i use windows XP and Visual Studio 2008 Express -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8616#8616 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quaternion problem
Hi Steven, Maybe, i'm not clear, I want to keep the current yaw angle, and change pitch and roll by the terrain normal. So i use getRotate to find my previous yaw angle, like you Steven, i thinks thats not the solution. Maybe i need to store this yaw angle in custom data. Hi JP i use osg 2.8 an getRotate seem to returns angle and vector. Antonin Linares Steven Saunderson a écrit : Hi Antonin, I may be getting way out of my depth here but when I saw your problem this morning it looked very similar to a problem I had just recently. Looking at your original post : Antonin Linares wrote: //get height and normal under the tank osg::Vec3f pos = lsi-getFirstIntersection()-getWorldIntersectionPoint(); osg::Vec3f normal = lsi-getFirstIntersection()-getWorldIntersectionNormal(); //Set up height pat-setPosition(pos); All looks fine so far Antonin Linares wrote: //Set up alignment with terrain float rotation; osg::Vec3f origine; pat-getAtitude().getRotate(rotation, origine); if((origine*normal) != 0){ osg::Quat corect; corect.makeRotation(origine, normal); pat-setAtitude(corect); I don't understand why you have the getAtitude() here. It will return a quat and the .getRotate will convert the value into an angle and vector. But what quat value is it converting ? What happens if you always calculate corect as you are doing and then apply rot in the setAtitude call (i.e. pat-setAtitude (rot * corect) ) ? //Set up alignment with terrain float rotation; osg::Vec3f origine (0,0,1); osg::Quat corect; corect.makeRotation(origine, normal); // I'm not sure where you get rotation from ?? osg::Quat rot(rotation, origine); pat-setAtitude(rot*corect); I hope this helps or entices someone more knowledgeable to assist here. -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8598#8598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discontinuous view and loading (readNodeFile)
thanks a lot, loading scene size of 36MB takes cca 1-2 sec, absolutely great! Maybe a stupid question (but I'm not afraid by this idea ;) ): What does cca mean? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Keyboard event
Hi, I faced the following problem with the osgGA::GUIEventAdapter::getKey(). When ever I press an arrow key or PageUp or PageDown it returns 0 instead of the right key id. I noticed this behaviour on both windows and linux machines. Don't know if it makes a difference but I tried both with my local keyboard layout (french) and the US one. Has anyone noticed the same thing? Is there a workaround? -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-Data on hg source
Hi Paulo(?), Yes, it's used is only for the examples. If you need them, go to http://www.openscenegraph.org/projects/osg/wiki/Downloads and grab the sample datasets. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Tue, 17 Mar 2009 23:12:33 +0100, paulo paulo.jn...@gmail.com a écrit: Hi, I just noticed that version 2.8 (and the hg source) does not include the Data files. (gentoo ebuild) Any reason for this? Am I suppose to download it separately? Thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Quaternion problem
Hi, yes, try to store your angle manually. We have something similar, an object has yaw, pitch roll, but we modify it depending on where on the globe it is: lori = quat made from object r,p,y // Make offset quat from position on globe qoff = mScenario-getOrientationOffsetFromLLH(i_dLat, i_dLong, i_dAltitude); lori = lori * qoff; mModelTransform-setAttitude(lori); cheers jp Antonin Linares wrote: Hi Steven, Maybe, i'm not clear, I want to keep the current yaw angle, and change pitch and roll by the terrain normal. So i use getRotate to find my previous yaw angle, like you Steven, i thinks thats not the solution. Maybe i need to store this yaw angle in custom data. Hi JP i use osg 2.8 an getRotate seem to returns angle and vector. Antonin Linares Steven Saunderson a écrit : Hi Antonin, I may be getting way out of my depth here but when I saw your problem this morning it looked very similar to a problem I had just recently. Looking at your original post : Antonin Linares wrote: //get height and normal under the tank osg::Vec3f pos = lsi-getFirstIntersection()-getWorldIntersectionPoint(); osg::Vec3f normal = lsi-getFirstIntersection()-getWorldIntersectionNormal(); //Set up height pat-setPosition(pos); All looks fine so far Antonin Linares wrote: //Set up alignment with terrain float rotation; osg::Vec3f origine; pat-getAtitude().getRotate(rotation, origine); if((origine*normal) != 0){ osg::Quat corect; corect.makeRotation(origine, normal); pat-setAtitude(corect); I don't understand why you have the getAtitude() here. It will return a quat and the .getRotate will convert the value into an angle and vector. But what quat value is it converting ? What happens if you always calculate corect as you are doing and then apply rot in the setAtitude call (i.e. pat-setAtitude (rot * corect) ) ? //Set up alignment with terrain float rotation; osg::Vec3f origine (0,0,1); osg::Quat corect; corect.makeRotation(origine, normal); // I'm not sure where you get rotation from ?? osg::Quat rot(rotation, origine); pat-setAtitude(rot*corect); I hope this helps or entices someone more knowledgeable to assist here. -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8598#8598 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Hi Robert, all. I think adding another approval system to let users approve that they have to follow some kind of etiquette wouldn't have big success. Users would just click on Yes, I agree as soon as they see that button. Hence, I am not sure if this is needed at all. However checking the users manually is doable at the current registration rates (1-2 per day). Moderators (Roland) or admins (currently only me) could disable users with not clear real names and first activate them after the name was changed to something clearly. I could already start doing so with the current users. Of course it would be cool if we could get maybe a volunteer else for that, so that there is always somebody who is able to do so. Technically this would be little bit different, because I have to implement some kind of synchronization between admins/moderators, so that they know which user is currently being deactivated for the name issue and which not. All this kind of forcing correct real name wouldn't however change the way how users are posting. I think there is even a difference in the way of posting between forum and mailing list users from the psychological point of view. eMail feels like they are slower and not editable and hence communication is get more informative. Forums are faster in use and postings could be edited and hence the discussion there becames often a chat like and therefor users forget to add signatures or even to say Hello. So, the problem of etiquette is hard to solve, because it depends only on the users. As for the using real names, I think I could write some kind of a system for the admins/moderators to manage users with non-informative real names. The problem with the email addresses used as sender's email (default osgfo...@tevs.eu) is hard to solve without making some changes also to the mailing list itself, which is not doable for me. What I could try is to change email header in the way, so that it looks like it was sent from the mail of the user, however using default's forum email in the header. However, I am not sure how mailman (osg's mailing list software) would react on this, because this is actually a way how spammers handle. Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8622#8622 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Hi folks, ok, I took a look into email header standards and it seems there exists a solution for our purpose. I could specify in the from header users realname and users real email adress. Although the email will still be sent from osgfo...@tevs.eu, using the Sender: tag in the header. However, I am not sure if mailman (mailing list server) will then let the email through. osgfo...@tevs.eu is registered on the mailing list, however users email adress in the From: header tag could be not. Robert, is there any possibility for you to setup the mailman to allow this? So that it filters not only based on the From: header tag, but also on the Sender: header tag. If one of them matches, then email should get through. I will implement and test it tonight in the later hours, when forum isn't visited as much as during the day. If mailman passes the test mails then nothing has to be configured. cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8623#8623 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keyboard event
HI Loic, What happens when you run the osgkeyboard example? I've just tried it and it detects the page up and page down without problems. I'm working with Kubuntu 8.10. Robert. 2009/3/17 Simon Loic simon1l...@gmail.com Hi, I faced the following problem with the osgGA::GUIEventAdapter::getKey(). When ever I press an arrow key or PageUp or PageDown it returns 0 instead of the right key id. I noticed this behaviour on both windows and linux machines. Don't know if it makes a difference but I tried both with my local keyboard layout (french) and the US one. Has anyone noticed the same thing? Is there a workaround? -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Art Tevs wrote: Hi Robert, all. I think adding another approval system to let users approve that they have to follow some kind of etiquette wouldn't have big success. Users would just click on Yes, I agree as soon as they see that button. Hence, I am not sure if this is needed at all. [...] All this kind of forcing correct real name wouldn't however change the way how users are posting. I think there is even a difference in the way of posting between forum and mailing list users from the psychological point of view. eMail feels like they are slower and not editable and hence communication is get more informative. Forums are faster in use and postings could be edited and hence the discussion there becames often a chat like and therefor users forget to add signatures or even to say Hello. I definitely agree with this observation. Forums are more chat-like. So, the problem of etiquette is hard to solve, because it depends only on the users. As for the using real names, I think I could write some kind of a system for the admins/moderators to manage users with non-informative real names. As you say, the problem of etiquette is hard to solve and I don't think much will change. I personally have more problems with folks that post to the list (either directly or through the forum) and seem to demand an immediate answer from somebody than with posts that don't have a signature. The latter is more annoying when there's also no e-mail address for that poster due to him/her posting through the forum. Perhaps we should see the forum-list gateway as an experiment and shouldn't be afraid to sever the link when it turns out that the two forms of community are not compatible enough... The problem with the email addresses used as sender's email (default osgfo...@tevs.eu) is hard to solve without making some changes also to the mailing list itself, which is not doable for me. What I could try is to change email header in the way, so that it looks like it was sent from the mail of the user, however using default's forum email in the header. However, I am not sure how mailman (osg's mailing list software) would react on this, because this is actually a way how spammers handle. Robert didn't mention this problem in his original mail and as such might not have high priority. It was merely something I noticed and occassionaly run into, but we've got to remember that this is not something the forum users are responsible for. It's merely a technical thingy due to the way the forum gateway works. Regards, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Hi Art, On Tue, Mar 17, 2009 at 3:04 PM, Art Tevs osgfo...@tevs.eu wrote: I think adding another approval system to let users approve that they have to follow some kind of etiquette wouldn't have big success. Users would just click on Yes, I agree as soon as they see that button. Hence, I am not sure if this is needed at all. I wasn't thinking of this, rather I just meant for a group of maintainers, like yourself and I and others regular contributors to act as the approval system. We'd recieve a post saying that someone has asked to be subscribed and when approve/disapprove/or make approval conditional on providing a more human readable user name, However checking the users manually is doable at the current registration rates (1-2 per day). Moderators (Roland) or admins (currently only me) could disable users with not clear real names and first activate them after the name was changed to something clearly. I could already start doing so with the current users. Of course it would be cool if we could get maybe a volunteer else for that, so that there is always somebody who is able to do so. Technically this would be little bit different, because I have to implement some kind of synchronization between admins/moderators, so that they know which user is currently being deactivated for the name issue and which not. Could you have a admin webpage that lists those awaiting approval? All this kind of forcing correct real name wouldn't however change the way how users are posting. I think there is even a difference in the way of posting between forum and mailing list users from the psychological point of view. eMail feels like they are slower and not editable and hence communication is get more informative. Forums are faster in use and postings could be edited and hence the discussion there becames often a chat like and therefor users forget to add signatures or even to say Hello. I think this probably depends upon an individuals preferences, I personally find mailing lists quicker and more immediate, and that forums rather awkward to contribute to. So, the problem of etiquette is hard to solve, because it depends only on the users. As for the using real names, I think I could write some kind of a system for the admins/moderators to manage users with non-informative real names. Perhaps making the duality of the forum/lists and the documenting the expected etiquette/code of conduct is required, along with existing members providing good examples of how to communicate the community, and if people are rude/awkward about following good etiquette we provide initially a gentle nudge about how one should write, then scale it up to removing subscription if they are destructive. I've only had to remove 2 subscribers from the mailing list is not far off a decade so I don't it'll be a big issue. Most people are quite good about making more of effort to fit in if asked in a appropriate way. Having better user names will certainly help, as a number of recent forum subscribers just have two letter user names which mean absolutely nothing in any language. A decent user name gives us the chance of keeping track of who's who and who's said what, and who to reply to on different topics. The problem with the email addresses used as sender's email (default osgfo...@tevs.eu) is hard to solve without making some changes also to the mailing list itself, which is not doable for me. What I could try is to change email header in the way, so that it looks like it was sent from the mail of the user, however using default's forum email in the header. However, I am not sure how mailman (osg's mailing list software) would react on this, because this is actually a way how spammers handle. I'm less concerned about the email address as the send email. Knowing that a post comes from the forum with the decent user name is sufficient for me. Perhaps if one could provide a link to the forum users online details would be sufficient for those who want to contact somebody directly. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Absolutely dark scene
Hi Robert, Thank you for your help. I've achieved my purpose. Following your instructions I realized that my problems were two: 1) On the one hand, the scene by default sets the AmbientIntensity as follows: osg::LightModel* lightmodel = new osg::LightModel; lightmodel-setAmbientIntensity(osg::Vec4(0.1f,0.1f,0.1f,1.0f)); _globalStateSet-setAttributeAndModes(lightmodel, osg::StateAttribute::ON); And due this the scene was always a little light. Then I set this value to zero in my application after create the scene: osg::LightModel* lightmodel = new osg::LightModel; lightmodel-setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); _globalStateSet-setAttributeAndModes(lightmodel, osg::StateAttribute::ON); And I got all the elements of the scene appear dark unless sea. 2) On the other, I realized that I was applying to the sea surface an OSG::Material with Emission value set to nonzero. Once I set the zero value to this parameter, all to be completely dark in my scene. -- I leave here my solution in order to it can help someone with same problem. Thanks a lot again for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8627#8627 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error!
Hi Robert, xh and others I have uploaded a newly packed openscenegraph-all-win32-msvc90sp1-Debug.tar.gz to the ftp area. I tested it on windows and linux so hopefully it works better. It won't be available until Robert moves it to the download site though. cheers Mattias On 3/16/09, Mattias Helsing helsin...@gmail.com wrote: Hi all, I'm not at my msvc90 machine right now so can't test until tomorrow. gunzip on linux reports failures to. I've been using 7-zip for all the packages for msvc90 so I have tested some other packages in that folder. Among others openscenegraph-all-...Release.tar.gz which seems to work with linux gunzip and tar. So - I'll repack, test and submit tomorrow. Mattias On Mon, Mar 16, 2009 at 4:09 PM, Ralph Kern usene...@rk-se.de wrote: yes, I also downloaded a fresh copy and checked it. But you can tell use 7zip on windows to first decompress it and then you can unpack the uncompressed .tar if you ignore the error message on decompression. regards Ralph Paul Melis schrieb: xh wrote: Address:http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/; The file indeed seems to be corrupt: 16:01|p...@tabu:~ gzip -t openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz gzip: openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz: unexpected end of file openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error! Are you this? Thx. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8494#8494 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Intergration with OSG
Hi all, Does anybody know if I can render one part of window in OSG, and use another framework to render the rest? Thanks. -- Cheers, Yun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error!
Thanks Mattias, file now moved down standard download page of OpenSceneGraph-2.8 visual studio 9 binaries, replacing the previous broken one. Might there be other problem files in this directory? Robert. On Tue, Mar 17, 2009 at 4:09 PM, Mattias Helsing helsin...@gmail.comwrote: Hi Robert, xh and others I have uploaded a newly packed openscenegraph-all-win32-msvc90sp1-Debug.tar.gz to the ftp area. I tested it on windows and linux so hopefully it works better. It won't be available until Robert moves it to the download site though. cheers Mattias On 3/16/09, Mattias Helsing helsin...@gmail.com wrote: Hi all, I'm not at my msvc90 machine right now so can't test until tomorrow. gunzip on linux reports failures to. I've been using 7-zip for all the packages for msvc90 so I have tested some other packages in that folder. Among others openscenegraph-all-...Release.tar.gz which seems to work with linux gunzip and tar. So - I'll repack, test and submit tomorrow. Mattias On Mon, Mar 16, 2009 at 4:09 PM, Ralph Kern usene...@rk-se.de wrote: yes, I also downloaded a fresh copy and checked it. But you can tell use 7zip on windows to first decompress it and then you can unpack the uncompressed .tar if you ignore the error message on decompression. regards Ralph Paul Melis schrieb: xh wrote: Address: http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/ The file indeed seems to be corrupt: 16:01|p...@tabu:~ gzip -t openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz gzip: openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz: unexpected end of file openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error! Are you this? Thx. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8494#8494 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VMAP Data
Jason Beverage wrote: osgGIS is probably what you want to use. It reads feature data via OGR and creates nice OSG models for your feature data. I believe it could read VMAP data by changing to the URL used for the filename. I don't recall right off hand how you do that for VMAP data, but I do know that its possible:) You should be able to google OGR + VMAP + URL and find some examples. For the use with FlightGear we're maintaining a collection of VMap0 derived layers, of which you'll find a short description here: http://wiki.osgeo.org/wiki/LandcoverDB_VMap0_Detail If the subset meets your requirements, feel free to download individual shapefiles per layer from here: http://mapserver.flightgear.org/download.psp Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Commands
Robert Osfield wrote: Hi Adam, On Tue, Mar 17, 2009 at 8:36 AM, Adam Wise wrote: This might be the wrong place to post this...but I have a simple question: how would I import an Openflight (.flt) file, and EXPORT it as a Collada (.dae) file? I downloaded the COLLADA-dom...and I know my collada viewer is working...but where would I go after that? On the command line: osgconv original.flt new.dae Programatically: #include osgDB/ReadFile #include osgDB/WriteFile { ... osg::ref_ptrosg::Node node = osgDB::readNodeFile(original.flt); if (node.valid()) osgDB::writeNodeFile(*node, new.dae); } Robert. -- Post generated by Mail2Forum Question: exactly what does this mean? Warning: Could not find plugin to write nodes to file new.dae -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8634#8634 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0-rc6 tagged, please test
Philip, Philip Lowman wrote: On Tue, Feb 24, 2009 at 10:04 AM, Martin Spott martin.sp...@mgras.netwrote: Similarly to other Unix systems, there are well-known sources for AIX freeware packages which typically install into /opt/freeware/ (analogously to /usr/freeware/ on IRIX). If you could roll a list of these well-known freeware packages which install into /opt/freeware into a bug report on the CMake bug tracker I (or someone else) would probably be happy to look through the CMake Find modules and add the paths where they're needed. It's possible that libcurl may not be the only Find module with this problem. I hear you, I just got a little bit 'distracted' recently and will get back to you, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keyboard event
My bad, I didn't see that a thread was already launched and treated this problem : cf [osg-users] osg+QT MODKEY How to It was due to the conversion of QT events into osg ones. I've been through the thread and find work around but I'm not convinced it is good for long term. 2009/3/17 Robert Osfield robert.osfi...@gmail.com HI Loic, What happens when you run the osgkeyboard example? I've just tried it and it detects the page up and page down without problems. I'm working with Kubuntu 8.10. Robert. 2009/3/17 Simon Loic simon1l...@gmail.com Hi, I faced the following problem with the osgGA::GUIEventAdapter::getKey(). When ever I press an arrow key or PageUp or PageDown it returns 0 instead of the right key id. I noticed this behaviour on both windows and linux machines. Don't know if it makes a difference but I tried both with my local keyboard layout (french) and the US one. Has anyone noticed the same thing? Is there a workaround? -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Commands
On Tue, Mar 17, 2009 at 4:35 PM, Adam Wise osgfo...@tevs.eu wrote: Question: exactly what does this mean? Warning: Could not find plugin to write nodes to file new.dae What is means is that it's warning your that it couldn't find the plugin to write the nodes to the file new.dae. But then... that's exactly what it says. I don't know what more to add. Perhaps you should try asking a different questions... such as WHY it's not able to find a plugin to write the nodes to the file new.dae If you are asking this question then ask the question have you compiled and installed the dae plugin? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Commands
Robert Osfield wrote: On Tue, Mar 17, 2009 at 4:35 PM, Adam Wise wrote: Question: exactly what does this mean? Warning: Could not find plugin to write nodes to file new.dae What is means is that it's warning your that it couldn't find the plugin to write the nodes to the file new.dae. But then... that's exactly what it says. I don't know what more to add. Perhaps you should try asking a different questions... such as WHY it's not able to find a plugin to write the nodes to the file new.dae If you are asking this question then ask the question have you compiled and installed the dae plugin? Robert. -- Post generated by Mail2Forum That's what I meant...why is it not able to find the plugin? As far as I know, I BUILT the collada package, and viewer in windows. I followed the instructions in the read me. As far as installing it, there were no explicit instructions as to how to do that. Should I create a path to something? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8637#8637 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Commands
On Tue, Mar 17, 2009 at 5:18 PM, Adam Wise osgfo...@tevs.eu wrote: That's what I meant...why is it not able to find the plugin? I can't answer that, you have the machine in front of you, you know what steps you've done to build and install everything. As far as I know, I BUILT the collada package, and viewer in windows. I followed the instructions in the read me. As far as installing it, there were no explicit instructions as to how to do that. Should I create a path to something? The dae plugin should sit alongside the rest of the plugins. If you are able to load the flight plugin and the dae plugin sits alongside it is should load. To see what it is happening when the OSG tries to load the plugin/files up the notification level to DEBUG, then watch the console as it looks for the plugin and tries to load it. This might give you a hint to what might be wrong. To up the notify level set the env var OSG_NOTIFY_LEVEL to DEBUG, then run osgconv in the console. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error!
Hi Robert, On 3/17/09, Robert Osfield robert.osfi...@gmail.com wrote: Thanks Mattias, file now moved down standard download page of OpenSceneGraph-2.8 visual studio 9 binaries, replacing the previous broken one. thanks Might there be other problem files in this directory? I have tested quite a few but not all I think. No other files that I tried were defect. I tried to extract them using linux tar/gunzip which should be a good test. Will make sure they all work as soon as possible. Mattias Robert. On Tue, Mar 17, 2009 at 4:09 PM, Mattias Helsing helsin...@gmail.comwrote: Hi Robert, xh and others I have uploaded a newly packed openscenegraph-all-win32-msvc90sp1-Debug.tar.gz to the ftp area. I tested it on windows and linux so hopefully it works better. It won't be available until Robert moves it to the download site though. cheers Mattias On 3/16/09, Mattias Helsing helsin...@gmail.com wrote: Hi all, I'm not at my msvc90 machine right now so can't test until tomorrow. gunzip on linux reports failures to. I've been using 7-zip for all the packages for msvc90 so I have tested some other packages in that folder. Among others openscenegraph-all-...Release.tar.gz which seems to work with linux gunzip and tar. So - I'll repack, test and submit tomorrow. Mattias On Mon, Mar 16, 2009 at 4:09 PM, Ralph Kern usene...@rk-se.de wrote: yes, I also downloaded a fresh copy and checked it. But you can tell use 7zip on windows to first decompress it and then you can unpack the uncompressed .tar if you ignore the error message on decompression. regards Ralph Paul Melis schrieb: xh wrote: Address: http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/ The file indeed seems to be corrupt: 16:01|p...@tabu:~ gzip -t openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz gzip: openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz: unexpected end of file openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error! Are you this? Thx. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8494#8494 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
Hi John, Could you check cmakes' Modules directory to see what it's providing for FreeType, it could be that it doesn't provide the FREETYPE_INCLUDE_DIRS. Robert. On Tue, Mar 17, 2009 at 5:41 PM, john casu osgfo...@tevs.eu wrote: Robert, as you can see, from my original post, there's no FREETYPE_INCLUDE_DIRS defined in CMakeCache.txt, just the envvars for the two sub-paths, and the FREETYPE_LIBRARY envvar for the library. I'm using cmake 2.6.3, which is the most recent version. btw, I should point out that all I'm doing to build OSG is a vanilla ./configure ; make command, which is why I raised the issue. The freetype lib itself comes from OS/X 10.5.6 SDK/Xcode 3.1.2, which I'm guessing one needs to have installed to do the build to begin with. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8639#8639 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin Collada
Patrick, If I test the current plugin with the Collada logo file that is available from the Collada model bank https://collada.org/owl/ I experience no problems. -What test file are you using? -Could you send the .dae file? (unless it's already publically available) -Did you test with more than one file? -Describe the exception. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8642#8642 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
The system cmake file for FreeType on OS/X is /Applications/CMake\ 2.6-3.app/Contents/share/cmake-2.6/Modules/FindFreetype.cmake and it does set the variables: # set the user variables IF(FREETYPE_INCLUDE_DIR_ft2build AND FREETYPE_INCLUDE_DIR_freetype2) SET(FREETYPE_INCLUDE_DIRS ${FREETYPE_INCLUDE_DIR_ft2build};${FREETYPE_INCLUDE_DIR_freetype2}) ENDIF(FREETYPE_INCLUDE_DIR_ft2build AND FREETYPE_INCLUDE_DIR_freetype2) SET(FREETYPE_LIBRARIES ${FREETYPE_LIBRARY}) # handle the QUIETLY and REQUIRED arguments and set FREETYPE_FOUND to TRUE if # all listed variables are TRUE INCLUDE(FindPackageHandleStandardArgs) FIND_PACKAGE_HANDLE_STANDARD_ARGS(Freetype DEFAULT_MSG FREETYPE_LIBRARY FREETYPE_INCLUDE_DIRS) MARK_AS_ADVANCED(FREETYPE_LIBRARY FREETYPE_INCLUDE_DIR_freetype2 FREETYPE_INCLUDE_DIR_ft2build) That last MARK_AS_ADVANCED line looks hinky to me, btw. I put in a quick disabling of freetype (setting FOUND_FREETYPE to NO) in the OSG version of this cmake file. If it fails to build, then I'd venture a guess that cmake is grabbing it's own cmake file instead of the OSG version. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8643#8643 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
btw, I just noticed, the spelling of the two files is different, where you guys capitalize the middle T. The system file: FindFreetype.cmake OSG: FindFreeType.cmake would that be a problem ?? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8644#8644 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] osgdb_freetype build problem on Mac OS/X 10.5.6
the workaround of setting FREETYPE_FOUND to NO works, so CMake is definitely picking the local version of FindFreeType.cmake -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8645#8645 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error!
Hi again, Have now downloaded and extracted them all and verified all archives with linux tar Mattias On Tue, Mar 17, 2009 at 6:43 PM, Mattias Helsing helsin...@gmail.com wrote: Hi Robert, On 3/17/09, Robert Osfield robert.osfi...@gmail.com wrote: Thanks Mattias, file now moved down standard download page of OpenSceneGraph-2.8 visual studio 9 binaries, replacing the previous broken one. thanks Might there be other problem files in this directory? I have tested quite a few but not all I think. No other files that I tried were defect. I tried to extract them using linux tar/gunzip which should be a good test. Will make sure they all work as soon as possible. Mattias Robert. On Tue, Mar 17, 2009 at 4:09 PM, Mattias Helsing helsin...@gmail.comwrote: Hi Robert, xh and others I have uploaded a newly packed openscenegraph-all-win32-msvc90sp1-Debug.tar.gz to the ftp area. I tested it on windows and linux so hopefully it works better. It won't be available until Robert moves it to the download site though. cheers Mattias On 3/16/09, Mattias Helsing helsin...@gmail.com wrote: Hi all, I'm not at my msvc90 machine right now so can't test until tomorrow. gunzip on linux reports failures to. I've been using 7-zip for all the packages for msvc90 so I have tested some other packages in that folder. Among others openscenegraph-all-...Release.tar.gz which seems to work with linux gunzip and tar. So - I'll repack, test and submit tomorrow. Mattias On Mon, Mar 16, 2009 at 4:09 PM, Ralph Kern usene...@rk-se.de wrote: yes, I also downloaded a fresh copy and checked it. But you can tell use 7zip on windows to first decompress it and then you can unpack the uncompressed .tar if you ignore the error message on decompression. regards Ralph Paul Melis schrieb: xh wrote: Address: http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9/ The file indeed seems to be corrupt: 16:01|p...@tabu:~ gzip -t openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz gzip: openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz: unexpected end of file openscenegraph-all-2.8.0-win32-x86-vc90sp1-Debug.tar.gz decompression is error! Are you this? Thx. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8494#8494 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin Collada
Patrick Roiss wrote: Hi, i have a problem. I would like to see files written in Collada (DAE). I build and compile the plugin (collada-dom) and osg with no errors. now if i try to open a collada-test file (collada-logo) i get an exception. what have i done wrong :-)? I know my information is to low, so what else do you know? i use windows XP and Visual Studio 2008 Express Patrick, A common problem is using a collada dom compiled against the Release C runtime with and OSG compiled against a Debug C runtime and vice versa. Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Commands
Adam Wise wrote: Robert Osfield wrote: On Tue, Mar 17, 2009 at 4:35 PM, Adam Wise wrote: Question: exactly what does this mean? Warning: Could not find plugin to write nodes to file "new.dae" What is means is that it's warning your that it couldn't find the plugin to write the nodes to the file "new.dae". But then... that's exactly what it says. I don't know what more to add. Perhaps you should try asking a different questions... such as WHY it's not able to find a plugin to write the nodes to the file "new.dae" If you are asking this question then ask the question have you compiled and installed the dae plugin? Robert. -- Post generated by Mail2Forum That's what I meant...why is it not able to find the plugin? As far as I know, I BUILT the collada package, and viewer in windows. I followed the instructions in the read me. As far as installing it, there were no explicit instructions as to how to do that. Should I create a path to something? A fairly fundamental check is to see if you have a file osgdb_dae.[dll|so] in the directory where all your other OSG plugins are located. On a recent windows install this will probably be "c:\Program Files\OpenSceneGraph\bin\osgPlugins-2.8.0. If you have not, then you have not built the OSG Collada plugin. The OSG Collada plugin is built as part of the OSG build, it is not part of the Collada DOM library build. Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Hi Robert, all I wasn't thinking of this, rather I just meant for a group of maintainers, like yourself and I and others regular contributors to act as the approval system. We'd recieve a post saying that someone has asked to be subscribed and when approve/disapprove/or make approval conditional on providing a more human readable user name, Could you have a admin webpage that lists those awaiting approval? Ok, this is doable. I am currently working on this. However in order to do so, you, Robert, has also to be registered on the forum. I will then give you according permissions, so that you are able to see those users and also able to approve them. Perhaps making the duality of the forum/lists and the documenting the expected etiquette/code of conduct is required, along with existing members providing good examples of how to communicate the community, and if people are rude/awkward about following good etiquette we provide initially a gentle nudge about how one should write, then scale it up to removing subscription if they are destructive. I've only had to remove 2 subscribers from the mailing list is not far off a decade so I don't it'll be a big issue. Most people are quite good about making more of effort to fit in if asked in a appropriate way. Ok, this is also doable, however one would need to continuosly moderate the forum/read all messages. Currently there is only me and Roland who are moderating the forum. If we could get some more volunteers for checking the etiquette it would be great! This makes sure that there is always somebody who is able to moderate. Having better user names will certainly help, as a number of recent forum subscribers just have two letter user names which mean absolutely nothing in any language. A decent user name gives us the chance of keeping track of who's who and who's said what, and who to reply to on different topics. How about Ed ? No, this is not true. There are names with just 2 letters, maybe not in our european languages, but in other there are (chinese?) ;) And we could not force users to write there first and last name, because maybe they want to have some kind of anonymity, which has to be respected. However, I agree that names like Xh or maybe are not acceptable. Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8651#8651 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadowMap Problems
I'm trying to use osgShadow, I read examples on osg website and try to run this code But the shadow appears strangely like this picture: http://i475.photobucket.com/albums/rr113/tek3D/shadow.jpg Here is the code I tested: int main() { osgViewer::Viewer viewer; osg::ref_ptrosg::Group root = new osg::Group; // create light source. osg::LightSource* lightsource = new osg::LightSource; osg::Light* light = new osg::Light; lightsource-setLight(light); light-setDirection(osg::Vec3(0,10,0)); light-setPosition(osg::Vec4(0,0,90,1.0f)); light-setAmbient(osg::Vec4(0.00f,0.00f,0.08f,1.0f)); light-setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); root-addChild(lightsource); //shadow const int ReceivesShadowTraversalMask = 0x1; const int CastsShadowTraversalMask = 0x2; osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new osgShadow::ShadowedScene; shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask); osg::ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap; shadowedScene-setShadowTechnique(sm.get()); int mapres = 1024; sm-setTextureSize(osg::Vec2s(mapres,mapres)); sm-setLight(light); osg::Node* cessna1 = osgDB::readNodeFile(car68/car68.3DS); cessna1-setNodeMask(CastsShadowTraversalMask); osg::Node* cessna2 = osgDB::readNodeFile(lai.flt); cessna2-setNodeMask(ReceivesShadowTraversalMask); osg::MatrixTransform* positioned = new osg::MatrixTransform; osg::Matrix mat = osg::Matrix::rotate(2.7, osg::Vec3(0,0,1)); positioned-setMatrix(mat*positioned-getMatrix()*osg::Matrix::translate(10, 40,2)); positioned-addChild(cessna1); shadowedScene-addChild(positioned); shadowedScene-addChild(cessna2); root-addChild(shadowedScene); viewer.setSceneData(root); return viewer.run(); } Could anyone help me with this problem? Thanks in advance! image001.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [OS X] Request for testing the new Cocoa backend + imageio-plugin
I just ran a preliminary test, and the imageio plugin seemed to load and work correctly. I will post more as I test further. Thanks Stephan for integrating this! -Eric On Wed, Mar 4, 2009 at 11:09 AM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi all, I've finished the coding of the new Cocoa backend for osgViewer and I integrated the imageio-plugin from E.Wing into CMake / the XCode-project. I did some tests but as of my limited ressources I can't test every combination of hardware etc. So please if you have some spare-time and an OS X machine can you please test the new code? Thanks! *Here's how to get the new code:* svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/osg-cocoa-dev or if you already have svn trunk on your computer svn switch http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/osg-cocoa-dev start CMake and change the following two options: OSG_WINDOWING_SYSTEM = Cocoa (X11, Carbon, and Cocoa available) OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio (imageio + quicktime available) If you want to compile for 64bit, be sure to change CMAKE_OSX_ARCHITECTURES to ppc;i386;ppc64;x86_64, (the carbon backend and quicktime are not compatible with 64bit, and get not compiled even when enabled!) create your project files, compile and test against your application / environment. If you want to use the depecated os x project then be sure to define the follwing flags for the project: USE_DARWIN_COCOA_IMPLEMENTATION (for cocoa backend) USE_DARWIN_CARBON_IMPLEMENTATION (for carbon backend) for osgDB: DARWIN_IMAGEIO (imagio as default image-plugin) DARWIN_QUICKTIME (quicktime as default image-plugin) *What's missing, not tested:* + I don't know if all tablet-events are handled well, because my tablet does not support all available events (rotation + tilt) + if you resize a window you'll get some artifacts while resizing, I don't know how to fix this, I tried some approaches but nothing good came up + switching from fullscreen to windowed mode and vice versa works only for the main-screen reliably (this affects also the carbon backend). See my other post regarding this issue. #scroll-wheel-events are not tested that well. SO, I hope no major problems arise, and we can merge the staff with trunk the next days. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Discontinuous view and loading (readNodeFile)
Sukender: cca sorry it's my mystake, this is word in my native language and in english it means something like about Robert Osfield: I hope that I understand your replies correctly, I have started to edit osganimate solution project (which is suggest in how to start) and in this project I try to write some implementation from osg example folder. I didn't start in my own project as you write here Are you doing your own rendering ... Tomorow in the morning I can send here my modified osganimate.cpp where i have put some implementation, maybe it would be helpfull ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8655#8655 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Please ignore this message...
Sorry guys, I am just testing some functionality. Hence please ignore this message. Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8659#8659 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Please ignore this message...
test continues... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8661#8661 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Commands
rogerjames99 wrote: Adam Wise wrote: Robert Osfield wrote: On Tue, Mar 17, 2009 at 4:35 PM, Adam Wise wrote: Question: exactly what does this mean? Warning: Could not find plugin to write nodes to file new.dae What is means is that it's warning your that it couldn't find the plugin to write the nodes to the file new.dae. But then... that's exactly what it says. I don't know what more to add. Perhaps you should try asking a different questions... such as WHY it's not able to find a plugin to write the nodes to the file new.dae If you are asking this question then ask the question have you compiled and installed the dae plugin? Robert. -- Post generated by Mail2Forum That's what I meant...why is it not able to find the plugin? As far as I know, I BUILT the collada package, and viewer in windows. I followed the instructions in the read me. As far as installing it, there were no explicit instructions as to how to do that. Should I create a path to something? A fairly fundamental check is to see if you have a file osgdb_dae.[dll|so] in the directory where all your other OSG plugins are located. On a recent windows install this will probably be c:Program FilesOpenSceneGraphbinosgPlugins-2.8.0. If you have not, then you have not built the OSG Collada plugin. The OSG Collada plugin is built as part of the OSG build, it is not part of the Collada DOM library build. Roger -- Post generated by Mail2Forum DynamicLibrary::failed loading osgPlugins-2.8.0/osgdb_daed.dll Warning: Could not find plugin to write nodes to file new.dae. So it's likely that I didn't build the OSG collada plugin. The closest thing I could find to that plugin was osgdb_daed.dll.embed.manifest. Which was located in C:\OpenSceneGraph-2.8.0\build\src\osgPlugins\dae\osgdb_dae.dir\Debug. It was well hidden for the most part. So, just to clarify, using visual studio 2008, how would I build the collada dom library? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8662#8662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] New feature: removed default email adress
Hi folks, I have changed now the forum's scripts slightly to remove the default email adress osgfo...@tevs.eu from the mails sent by the forum users. Now all posts which are forwarded to the mailing lists will use user's email adress in the From: header tag. This is a default behavior and can be disabled in your profile settings. However please note that you still have not to be registered on the mailing list, because mails are sent now with the Sender: osgfo...@tevs.eu header tag allowing your posts still be delivered to the mailing list. If this message comes through to the mailing list, then everything works fine ;) Best regards, Art P.S. For usual users: you do not have to do anything. Everything should work without any profile changes or any other special kind of behavior. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8663#8663 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Hi folks, this is a reminder of the running poll about next osgUserMeeting. Current results are: Paris, France [ 7 ] Marseile, France[ 0 ] Strassbourg, France [ 1 ] Prague, Czech Republic [ 1 ] Genova, Italy [ 1 ] Brussel, Belgium[ 2 ] Zuerich, Switzerland[ 1 ] Luxembourg, Luxembourg [ 1 ] Munich, Germany [ 0 ] Frankfurt Am Main, Germanyy [ 1 ] Stuttgart, Germany [ 2 ] I want to join, I do not care about the city: [ 2 ] Best regards, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8664#8664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who
Hi folks, I've setted up a Rule-page http://forum.openscenegraph.org/rules.php describing the etiquette of forum/mailing list use. I have also setted up anything which is needed to disable users with non-valid realnames. Users could now be deactivated, so that they can not post anything, but are still able to login and change there profile settings. I do not really like the idea of activating the registration by administrators, because this makes the forum dependent on administrator online times and could also bring the registration rates down. However, I propose just have couple of volunteer moderators/admins which will disable a user as soon as him break one of the rules described on the page. User will then still be able to access their profile and change it according to the rules. Users are then also able to write a PM (private message) to any of the moderators/administrators, so that they could reactivate the account. I will let now all users know that there are new rules which has to be investigated by them. During the week I would check the profiles and deactivate those, which still use cryptic real names. Cheers, Art P.S. Please let me know if you would like to add some rules or to change the existing ones. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8666#8666 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Draw a triangle with front and back faces
Hi, I am trying to draw a triangle with filled front and back faces. In this way, even the normal of it has a wrong direction, I can still have it rendered correctly. I know how to do this in OpenGL, while didn't figure it out in OSG. Has anyone done this before? Please help me out with some sample code. Thanks a lot! Ruqin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading crashduetoosgDb::Registry::instance()
I'll have a crack at it, unless someone else is already doing it. I've got an environment here that exercises the issue consistently. Anthony From: Robert Osfield [mailto:robert.osfi...@gmail.com] Sent: Tuesday, 17 March 2009 8:22 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Multithreading crashduetoosgDb::Registry::instance() HI Richard + Paul, Thanks for explanation. Feel free to dive in an code up such a solution. Robert. On Tue, Mar 17, 2009 at 10:17 AM, Schmidt, Richard richard.schm...@eads.com wrote: The document is about a design pattern called double locking, which is especially suitable for singleton objects in multithreaded environments. The pattern is essentially this: static Singleton *instance (void) { // First check if (instance_ == 0) { // Ensure serialization (guard // constructor acquires lock_). GuardMutex guard (lock_); // Double check. if (instance_ == 0) instance_ = new Singleton; } return instance_; // guard destructor releases lock_. } The guard mutex is only accessed in the initialization phase of the singleton. Once instance_ is set the guard does not need to be queried anymore. Richard ___ Von: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert Osfield Gesendet: Dienstag, 17. März 2009 11:07 An: OpenSceneGraph Users Betreff: Re: [osg-users] Multithreading crash duetoosgDb::Registry::instance() 2009/3/17 Schmidt, Richard richard.schm...@eads.com http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf http://www.cs.wustl.edu/%7Eschmidt/PDF/DC-Locking.pdf Could you explain what the above document is all about... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] a limit of osg::ReaderWriter interface
Hi all, I notice that osg::ReaderWriter includes a series of interface like readNode(std::istream ,const Options*) which read data from stream buffer and has no file name passed in. There is a problem here when reading the file with a name like aa.ive.gz.curl. The curl plugin read file data into a stream buffer, and then call plugin gz across the interface shown above which not realized in gz to read it further, so it failed! The interface CAN'T be realized in gz for lack of a file name which is needed in gz to determini which pluin to use in the followed step. regards, ren___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG QT events
Hi guys! I try to modify QOSGWidget to work with QT dialogs so I have one problem If I show my dialog like this in keyboard section void keyPressEvent( QKeyEvent* event ) { if(event-key()==Qt::Key_F11 ) main_dialog-show(); } Dialog is shown above osg window and when closed osg window works fine. But I want to show this dialog based on my app statenot based on keyboard event. Let's say I need to show this dialog when Variable flag_start=true; so I set in my updatecallback flag_start=true and in paintevent I made Like this virtual void paintEvent( QPaintEvent * event ) { if (flag_start) { main-show(); Flag_start=false; } frame(); } But when I've done this way I see dialog and it works fine but my osg window halt. So my question how to work with osg events with QT? Thanx in advance Bye ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org