Re: [osg-users] OSG on IPhone

2009-12-12 Thread Thomas Hogarth
Hi Robert

Missed your previous messages, just spotted them on the forum.

1) #include TargetConditionals.h

Yes, TargetConditionals.h does appear to be on all version of OSX, and my
OSX project is still building so looks safe (that's after fixing Q3).
http://www.opensource.apple.com/source/CarbonHeaders/CarbonHeaders-18.1/TargetConditionals.h


2) The OSG's existing XCode projects and deprecated, with CMake being the
route
we've been planning to the way to generate XCode projects.

I haven't looked yet, but have been looking for an excuse to learn a bit
more about CMake. I'll see what I can find out.


3) In src/osgDB/FileUtils.cpp you've added an #import
Foundation/Foundation.h

My bad, got left behind from some testing stuff, it's not actually required
(the random one floating around line 230).
Yes a compiler option is required to get XCode to treat the file as
Objective C++, also the #define COMPILE_COCOA_VERSION is needed.

4) In include/osg/GL you've added a glReadBuffer implementation

This was required to get the WindowCaptureCallback to compile and was just
done as a quick fix. Although looking at it now, that line has #defines to
stop it being used on GLES, so i'll take another look.

5) You have your own version ReaderWriterImageIO.cpp in:

Another temp fix, I seem to think the proper version is depending on Carbon
at the moment for some of the file Opening stuff. I don't think it would be
too much hassle to get it working however. I was just a bit to keen to see
some results :). I'll try have a peek this weekend and report my results.


I'd also wanted to ask your thoughts on adding other inputs to osgGA. Mutli
touch is going to be very common in the future so I feel it would be a
useful feature, but what about things like accelerometers and GPS coords?

Cheers
Tom
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Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece

2009-12-12 Thread Torben Dannhauer
Hi,

Well, now I don't understand the different between your loader/saver and your 
.modifyterrain and your pseudo loader/saver

I suppose your what-elevation-should-I-put-here LOADER callback is for 
modifying terrain on the fly during visualization

What ist your callback SAVER for?= creating terrain with VPB?

I think the problem is divided in to seperate aspects:
a) building an interface to OSG / VPB to modify terrain elevation
b) more or less sophisticated algorithms to determine what the desired 
elevation of a specifiy coordinate should be ( maybe only lifting/sinking, mybe 
smoothing like osgTDS does)

Is your available code now compatible with osg 2.9.5, oder is it any old styled 
(you mentioned something abould a code which hast to be adapted)

The background of my project:

I develope a visualization for flight simulators, focused on research 
simulators.
I am allowed to publish the whole project as open source, so when I'm finished, 
i will post it as a new nodekit. The porject is different from flightgear, 
because it is focused on the aspects of a flightsimulator, not a game ( 
framerate,, lights must be specific, multichannel projection with softedge 
blending, HAT/HOT/Collision query interface,etc.etc.etc.)

The data like airports and orthophoto is of course commercial und won't be 
posted in any way, but maybe screenshots...

The terrain modification is requiered because the airports need to be settled 
at flat
terrain.

so my problem consist of two aspects;
a) interface to osg/VPB to control elevation
b) algorithm to determine my desired algorithm. Just setting the elevation to a 
constant value is NOT enough because surface is curved and would cause an 
elevation error of about 4m on a 10km long airport.


Because my project is academic, I have no budget for developement work, but I 
would like to participate work packages to create an open source solution of my 
problem.

If you introduce me in your solution of the elevation modifikation, I'll try to 
implement a solution for the question how height area must be.

Best regards,

Torben

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Re: [osg-users] BuGLe (was: OpenGL capture/logging in OSG)

2009-12-12 Thread Alberto Luaces
Hi Paul,

Paul Martz writes:

 Please tell me about your experience with BuGLe.

Well, I haven't tested it that much, but I wrote the link because I
thought it was worth of considering since it's a new, open and active
project along the lines of GLIntercept. The last update from the latter
is from 2005, according its homepage, although I think that you said
that you developed some extensions to it, is it correct? 

 Was it easy for you to build? What platform do you use it on?

I built and ran it on Linux without problems. On its page, there are
instructions for building it with mingw under Windows. Nevertheless, it
should be possible to build it with any other compiler, since what it
does is creating an opengl32.dll that intercepts OpenGL calls.

It should work on any other system that supports LD_PRELOAD.

 How does it handle multiple threads/contexts?

I didn't try it, but the documentation takes into account multiple
contexts.

 How easy/hard is it to add support for new extensions or features?

Should be easy since all the program is written with modularisation in
mind, see the chapter of the documentation regarding that topic:

http://www.opengl.org/sdk/tools/BuGLe/documentation/extending.php#extending-guidelines-oglcontexts

Sorry if it sounded like I was proposing a complete solution to you, I
was only pointing this program in case you never heard of it before :)

Regards,

Alberto  
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[osg-users] Playing video in YUY2 pixel format.

2009-12-12 Thread alessandro terenzi
Hello,
I'm trying to play a video whose pixel format is YUY2...I'm using an
ImageStream to play the video but when I set its data to point to the
current frame's data my program crashes. I suppose it is because I'm not
using the correct pixelFormat when I first created the ImageStream. My
question is: among the pixel formats supported by OSG, which one (if any) is
supposed to be used to handle YUY2 format?

Thanks in advance.
Alessandro
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Re: [osg-users] [VPB] Usage question

2009-12-12 Thread Sukender

Le Fri, 11 Dec 2009 17:20:14 +0100, Chris 'Xenon' Hanson xe...@alphapixel.com 
a écrit:


On 12/11/2009 7:54 AM, Sukender wrote:

Hi all,

I've got model tiles (urban zone, files such as .osg/ive, .3ds ...) which need 
to be visualized using pagedLODs.
Can VPB do with models what it does with terrain? That is to say, can VPB help 
me in a way or another to:
- Create less detailed version of the tiles? (Am I a bit optimistic?)
- Arrange tiles under LODs/pagedLODs into a master file?
- Deform tiles according to coordinates system? (I guess so, using OGR?)
If answers are no, do you have an idea on how to acheive this goal?


  The answers, in my experience are no, no and no. ;)

  Can you clarify what your tiles are exactly? Are they a ground surface and 
building on
top of them?


Exactly! I can separate ground from other models of course. I can have DEM 
instead of terrain mesh too.



  If so, I don't expect VPB would ever be able to do #1 for you. Creating lower 
LODs of
arbitrary geometry is sort of beyond its scope.


Do you know anything that could help simplifying meshs/generatie lower LODs?



  #2 would be nice, but isn't done at this time. My experience is that the usual
work-around is to install callbacks on the PagedLOD load so that when a new 
VPB-created
terrain tile is loaded, your callback is invoked and can locate, load and 
attach any
cultural decorations like buildings and such.


I'm not sure I understand. Can you precise how you do this? What do you mean by a 
new VPB-created terrain tile is loaded?



  #3: OGR is probably way too slow to do this. There might be a way to 
translate your
model in advance into the same coordinate system VPB builds your data into 
(often
geographic lat/lon) and then employ a technique similar to osgTerrain::Locator 
to then
transform those coordinates into 3D space so that they come deformed the same 
way the
terrain tiles do. I believe it's the Locator that performs the Earth-curvature 
process.


Well I'd like to do offline processing, so OGR might be enough... or is it so 
slow that even offline processing would be too long?

Thank you.

--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] How to name the viewer window???

2009-12-12 Thread Kevin Wilder
Hi,

I came upon this post while searching for a way to do exactly the same thing. 
Now that I've found a solution, I thought I would post it for the benefit of 
everyone on this forum:

// create the windows and start the required threads.
viewer.realize();

// add a caption to the viewer window
osgViewer::Viewer::Windows ViewerWindow;
viewer.getWindows(ViewerWindow);
if (!ViewerWindow.empty())
{ 
  ViewerWindow.front()-setWindowName( MyCaption );
}

// Get windows handle for viewer window and set the viewer window icon
hWnd = FindWindow(NULL, _T(MyCaption ); 
HANDLE hIcon = LoadImage(0, MyIcon.ico, IMAGE_ICON, 0, 0, LR_LOADFROMFILE);

if( hIcon  hWnd )
{
  SendMessage(hWnd, WM_SETICON, ICON_SMALL, (LPARAM)hIcon);
}

Cheers,

Kevin

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Re: [osg-users] Transparent skydome

2009-12-12 Thread Paul Martz

Dominic Stalder wrote:

Hi there

I found out, that it makes a difference if the texture file is loaded in 
the OSG file it self or in the application. If I load it in the 
application the transparency works.


After you load it into your application and get the results you want, 
then dump your scene graph out as a .osg file and compare it to the 
original model to find out what the difference is.

   -Paul

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[osg-users] QOSGWidget display problem

2009-12-12 Thread François Bodic
Hi everybody,

I'm trying to run the osgViewerQt example since the compilation is done. When i 
launch the AdapterWidget version it works nicely but when i launch the 
QOSGWidget version the cow loaded is blinking.

Has anyone already have this problem? Do you know where it comes from?

note : when i stop the program i have the following error message :


Code:
Using QOSGWidget - QWidget + osgViewer creating the graphics context.
Windows Error #6: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation() -
 Unable to set current OpenGL rendering context. Reason: The handle is invalid.

Windows Error #6: [Screen #0] GraphicsWindowWin32::releaseContextImplementation(
) - Unable to release current OpenGL rendering context. Reason: The handle is in
valid.

Windows Error #1400: [Screen #0] GraphicsWindowWin32::unregisterWindowProcedure(
) - Unable to unregister window procedure. Reason: Invalid window handle.




Thank you by advance!

Cheers,
François
Code:




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Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-12 Thread Peter Bear
Just for the search function :)

If you get errors like this:

 error C2039: 'glBegin' : is not a member of '`global namespace''
error C3861: 'glBegin': identifier not found
error C2039: 'glEnd' : is not a member of '`global namespace''
error C3861: 'glEnd': identifier not found

turn off everything but GL3 with the gl available options to fix it.


Cheers,
Peter

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Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-12-12 Thread Paul Martz
I believe this is already in a post somewhere, so the search function 
should be covered. :-)


It'd be nice if selecting the OSG_GL3_AVAILABLE CMake variable would 
automatically re-set all the FFP-type variables, but currently it does 
not do so, and you have to do this manually.


Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466



Peter Bear wrote:

Just for the search function :)

If you get errors like this:

 error C2039: 'glBegin' : is not a member of '`global namespace''
error C3861: 'glBegin': identifier not found
error C2039: 'glEnd' : is not a member of '`global namespace''
error C3861: 'glEnd': identifier not found

turn off everything but GL3 with the gl available options to fix it.


Cheers,
Peter

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Re: [osg-users] QOSGWidget display problem

2009-12-12 Thread Martin Beckett
I have the same problem on Windows for 2.8 and 2.9.6
The only solution I have found is to rebuild Qt with experimental OpenGL 
rendering support - but that makes all the dialogs too slow to be usable.

Otherwise AdaptorWidget works well, sorry I am at a client next week so I can't 
investigate further.

Cheers,
Martin

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