Re: [osg-users] 2.8.4 RC1 tagged

2011-03-29 Thread Vincent Bourdier

Hi,

OSG, example and most of the plugins compil well (I do not have all the 
required dependencies for all plugins) on VS2010 on win XP pro


I'll try the RC2 now

Vincent.


Le 28/03/2011 22:29, Chris 'Xenon' Hanson a écrit :

On 3/28/2011 2:27 PM, Paul Martz wrote:

I'm just the svn commit monkey. Thanks should go to Chris. :-)

   I do even less. All I've had to do so far is TALK.


-Paul

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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-29 Thread PC John
  There is one research group at our university waiting for any new
  official release. They ask me from time to time about it. However, they
  are not apparently reading mailing list too often as they are busy with
  their own things. I guess that number of people would welcome the new
  release if someone would do it.
 
   Is there any feature they specifically want in a new release, or are they
 just wanting the 3.0 stable release?

If I remember correctly, it was mostly related to CMake scripts. Probably 
those responsible for finding the libraries on the disk. These should not be 
difficult to include in 2.8.4. I sent them email and will be back with the 
response soon.

John
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Re: [osg-users] Using Vertex Attributes

2011-03-29 Thread Fred Smith

hybr wrote:
 Hi Fred
 
 You can check if issue is somehow related to bounds calculation by using 
 setCullingActive(false) on your node or geometry.
 
 Cheers, Sergey

The issue is not related to bounds calculation. My bounding box is calculated 
correctly. Adding dummy geometries around my object has no effect. OSG refuses 
to handle my object with a NULL vertex array.

Could it be a bug in the trunk?

Nobody knows where the problem is here... Robert? Anybody using OSG using in a 
GL3 context which would implicitly require such a setup? Seems like the repro 
I've posted clearly shows the problem off, I'd be happy if somebody could give 
it a go.

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Re: [osg-users] Texture Buffer Objects status?

2011-03-29 Thread Fred Smith

Juan Hernando wrote:
 I'll be very busy until next Friday so I can't answer to you properly. A 
 quick answer is that I just replicated what I saw inside the OSG code 
 for other textures. If you're sure that the binding is not needed, 
 removte it. I'll try to come back to this issue later and check whether 
 it works for me or not.
 
 Cheers,
 Juan

No worries. Things work fine without the additional binding so far. I'm going 
to leave this commented out.

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Robert Osfield
Hi Mukend,

On Mon, Mar 28, 2011 at 7:51 PM, Mukund Keshav osgfo...@tevs.eu wrote:
 Thanks a lot for the reply. So this would be fine right? This is rendered in 
 the same viewport by default right?

I can't recall if osgVewer will create a viewport for you, personally
I'd do things explictly and create the viewport the whole size of the
window and assign this.  Follow the osgcamera examples.

 PS: If i were to do anaglyphs, how could i specify the settings?

For analyphs you'd use the two slave cameras and for each one assign a
StateSet to the slave Camera that changes the color write mask using
the osg::ColorMask state attribute.

Robert.
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Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Stephan Huber
Hi Thomas,

Am 28.03.11 22:40, schrieb Thomas Hogarth:
 Has anyone used alpha blending on IOS successfully? I could have sworn I
 have in the past but I've been at this for about two hours now with no luck.

I had alpha blending working on IOS, but I used vertex-colors, not
materials, and everything worked as expected.

If I find some spare time, I can test this code again.

cheers,
Stephan
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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread Robert Osfield
Hi David,

On Tue, Mar 29, 2011 at 1:51 AM, David Glenn david.e.glenn@navy.mil wrote:
 The staff here has run into an interesting problem! It seems that if you draw 
 a long line with many vector points in, that the only way that I can properly 
 control the color is to define the node array as a double, then use a number 
 other than zero. It can be 0.0001 or -0.0001 but not 0. I know that my feeble 
 mind can’t figure it out  :|  and you all, full of wisdom, would Know why  - 
 Right?   ;)
 ...

It's hard to guess what might be wrong as you don't provide enough
information about the nature of line and how it is presently coloured
or light.  I don't know what you mean be number other than zero, are
you talking vertices, normals or colours here?

Robert.
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Re: [osg-users] Queer Problem: Saved .osg Model and osgViewer showing differences

2011-03-29 Thread Robert Osfield
Hi Sanat,

On Tue, Mar 29, 2011 at 2:13 AM, Sanat Talmaki sanat.sch...@gmail.com wrote:
 Hi Robert,

 Thanks for your suggestion. I tried saving the files out as .ive and they 
 look perfect when viewed with osgviewer.

 I was just curious to know, what might be the reason for this behavior ?

Since I don't have the data like you have I can't say for sure.  As
before my best guess is precision issues.  Are the coordinates of the
model very large i.e. in the hundreds of thousands or millions?

Robert.
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Re: [osg-users] 2.8.4 RC1 tagged

2011-03-29 Thread Robert Osfield
On Mon, Mar 28, 2011 at 9:29 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 3/28/2011 2:27 PM, Paul Martz wrote:
 I'm just the svn commit monkey. Thanks should go to Chris. :-)

  I do even less. All I've had to do so far is TALK.

Working to your strengths, good good :-)
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Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Vijeesh Theningaledathil
Hi Torben

I'm sorry. I couldn't get your question. According to my knowledge, the cigi 
event processsors(classes) are event queues. so we just have to process and 
discard the data. 
I incorpaorated the example code from DumyIG  example which is bundled with 
CIGI.

Thank you!

Cheers,
Vijeesh

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Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Torben Dannhauer
Hi Vijeesh,

Your guess was right, I asked if the cigi event processor can be discarded 
after procession or if we have to store them.

So what would be the next stept I have to do to help you?

Best regards,

Torben

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Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-29 Thread PC John
Is there any feature they specifically want in a new release, or are
they just wanting the 3.0 stable release?
 
 If I remember correctly, it was mostly related to CMake scripts. Probably
 those responsible for finding the libraries on the disk. These should not
 be difficult to include in 2.8.4. I sent them email and will be back with
 the response soon.

Ok. They have problems with 2.8.3 CMake scripts and other issues in VS2010. 
That is exactly what you are going to fix. So, your release should be very 
welcomed :-) .

John
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Vincent Bourdier

Hi,

I've compiled 2.8.4-RC2 on my winXP and VS2010.
No errors.

Good job :-)

Vincent.

Le 29/03/2011 05:18, Wang Rui a écrit :

Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.

The latest version just works well, with the same environment and dependence.

Thanks,

Wang Rui


2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:

On 3/28/2011 3:50 PM, Paul Martz wrote:

I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

  Please, everyone who cares about this, grab and build this so we can have 
confidence
it's done properly and solid and can call it complete.

--
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http://www.alphapixel.com/
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Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] Using Vertex Attributes

2011-03-29 Thread Fred Smith
I can get my square if vertices reside in attribute slot number 0, not 6.

But in this case, my shader needs to be:


Code:
// vertex shader
#version 150

uniform mat4 osg_ModelViewProjectionMatrix;
in vec3 in_vertex;

void main(void)
{
   gl_Position = osg_ModelViewProjectionMatrix * gl_Vertex; // gl_Vertex here, 
not 'in_vertex'
} 




My understanding is that gl_Vertex automatically maps to attribute index 0 with 
GL 2.x. What I do not understand, however, is why replacing 'gl_Vertex' with 
'in_vertex' does not work - it should do exactly the same.

My aim being to work with a GL3 context, I'm now going to test this code with 
OSG_GL3_AVAILABLE. There, I should not be able to use gl_Vertex at all, so I 
expect in_vertex to work. If it doesn't, I'll really, really be puzzled.

Fred

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Re: [osg-users] Using Vertex Attributes

2011-03-29 Thread Sergey Polischuk
Hi Fred,

As i understand you set your vertex array in osg to vertexattrib slot 0, setup 
vertexattrib binding for shader program to slot 0 for in_vertex. What result 
you have when use in_vertex in shader instead of gl_Vertex, exactly? Did you 
convert your in_vertex to vec4 with w=1.0 in shader?  Shader compiler complains 
about something or it just dont draw anything? 

Cheers,
Sergey.

29.03.2011, 13:06, Fred Smith osgfo...@tevs.eu:
 I can get my square if vertices reside in attribute slot number 0, not 6.

 But in this case, my shader needs to be:

 Code:
 // vertex shader
 #version 150

 uniform mat4 osg_ModelViewProjectionMatrix;
 in vec3 in_vertex;

 void main(void)
 {
    gl_Position = osg_ModelViewProjectionMatrix * gl_Vertex; // gl_Vertex 
 here, not 'in_vertex'
 }

 My understanding is that gl_Vertex automatically maps to attribute index 0 
 with GL 2.x. What I do not understand, however, is why replacing 'gl_Vertex' 
 with 'in_vertex' does not work - it should do exactly the same.

 My aim being to work with a GL3 context, I'm now going to test this code with 
 OSG_GL3_AVAILABLE. There, I should not be able to use gl_Vertex at all, so I 
 expect in_vertex to work. If it doesn't, I'll really, really be puzzled.

 Fred

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Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Sergey Polischuk
Hi, ThomasTry setting BlendFunc to stateset also. I think you'll want something like osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA);Cheers,Sergey.29.03.2011, 00:40, "Thomas Hogarth" thomas.hoga...@gmail.com:Hi AllThis may be a slightly dumb question but I can't seem to get alpha blending to work on IOS. I've just finished porting my windows code (which works fine) over to IOS but now my Hud Objects alpha doesn't seem to work. The code I use to enable alpha blending on my hud objects is   osg::BlendEquation* blendEquation = new osg::BlendEquation(osg::BlendEquation::FUNC_ADD);   m_stateset-setAttributeAndModes(blendEquation,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);   //tell to sort the mesh before displaying it   m_stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);   m_stateset-setMode(GL_BLEND, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);   m_stateset-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);// just added this now as a test but still no luck I then set the alpha via a material which is already applied to the stateset with m_material-setAlpha(osg::Material::FRONT_AND_BACK, m_alpha); But no matter what I set m_alpha to I can always see the hud objects (even if i set it to zero). I checked the format of my eaglLayer and it iskEAGLColorFormatRGBA8 as it should be. Has anyone used alpha blending on IOS successfully? I could havesworn I have in the past but I've been at this for about two hours now with no luck. Thanks for any helpTom  ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___
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Re: [osg-users] Using Vertex Attributes

2011-03-29 Thread Fred Smith

hybr wrote:
 As i understand you set your vertex array in osg to vertexattrib slot 0, 
 setup vertexattrib binding for shader program to slot 0 for in_vertex. What 
 result you have when use in_vertex in shader instead of gl_Vertex, exactly? 
 Did you convert your in_vertex to vec4 with w=1.0 in shader?  Shader compiler 
 complains about something or it just dont draw anything?

Yes, I do vec4(in_vertex, 1.0) otherwise the compiler would barf.

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Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Thomas Hogarth
Hi Stephan

Problem solved, I created a .osg file in 3DS Max with a transparent material
and that worked. The only difference I could see between that files stateset
and my hud objects stateset was that Lighting was enabled. So I re enabled
lighting on my hud object and now the alpha blending is working as
expected. Must be some kind of optimisation made by the ios drivers, to not
use the material info if lighting is disabled, which is why your vertex
colour metod worked.

Now the question is do I keep using materials for this or should I switch to
vertex colours to improve performance.

Anyhow, for anyone else with the problem of alpha blending not working on
IOS when using a material, make sure you have lighting enabled.

Cheers
Tom


On 29 March 2011 08:53, Stephan Huber ratzf...@digitalmind.de wrote:

 Hi Thomas,

 Am 28.03.11 22:40, schrieb Thomas Hogarth:
  Has anyone used alpha blending on IOS successfully? I could have sworn I
  have in the past but I've been at this for about two hours now with no
 luck.

 I had alpha blending working on IOS, but I used vertex-colors, not
 materials, and everything worked as expected.

 If I find some spare time, I can test this code again.

 cheers,
 Stephan

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Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Thomas Hogarth
Hi Sergey

Thanks for the tip, I did try that but still no luck, turned out to be that
lighting was disabled. I just sent another message with a bit more info.

Thanks again
Tom

PS
I'll quickly test if it was a combination of the two.


On 29 March 2011 10:32, Sergey Polischuk pol...@yandex.ru wrote:

 Hi, Thomas

 Try setting BlendFunc to stateset also. I think you'll want something like
 osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA);

 Cheers,
 Sergey.

 29.03.2011, 00:40, Thomas Hogarth thomas.hoga...@gmail.com:

 Hi All

 This may be a slightly dumb question but I can't seem to get alpha blending
 to work on IOS. I've just finished porting my windows code (which works
 fine) over to IOS but now my Hud Objects alpha doesn't seem to work.

 The code I use to enable alpha blending on my hud objects is


  osg::BlendEquation* blendEquation = new osg::BlendEquation(osg::
 BlendEquation::FUNC_ADD);

  m_stateset-setAttributeAndModes(blendEquation,osg::StateAttribute::
 OVERRIDE|osg::StateAttribute::ON);

  //tell to sort the mesh before displaying it

  m_stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

  m_stateset-setMode(GL_BLEND, osg::StateAttribute::ON | osg::
 StateAttribute::OVERRIDE);
  m_stateset-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON | osg::
 StateAttribute::OVERRIDE);// just added this now as a test but still no
 luck

 I then set the alpha via a material which is already applied to the
 stateset with

 m_material-setAlpha(osg::Material::FRONT_AND_BACK, m_alpha);



 But no matter what I set m_alpha to I can always see the hud objects (even
 if i set it to zero). I checked the format of my eaglLayer and it is 
 kEAGLColorFormatRGBA8
 as it should be.


 Has anyone used alpha blending on IOS successfully? I could have sworn I
 have in the past but I've been at this for about two hours now with no luck.


 Thanks for any help

 Tom


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Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Thomas Hogarth
Just to confirm

It was only the Lighting issue, although Sergey's tip is still a good one

Tom

On 29 March 2011 10:35, Thomas Hogarth thomas.hoga...@gmail.com wrote:

 Hi Sergey

 Thanks for the tip, I did try that but still no luck, turned out to be that
 lighting was disabled. I just sent another message with a bit more info.

 Thanks again
 Tom

 PS
 I'll quickly test if it was a combination of the two.


 On 29 March 2011 10:32, Sergey Polischuk pol...@yandex.ru wrote:

 Hi, Thomas

 Try setting BlendFunc to stateset also. I think you'll want something like
 osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA);

 Cheers,
 Sergey.

 29.03.2011, 00:40, Thomas Hogarth thomas.hoga...@gmail.com:

 Hi All

 This may be a slightly dumb question but I can't seem to get alpha
 blending to work on IOS. I've just finished porting my windows code (which
 works fine) over to IOS but now my Hud Objects alpha doesn't seem to work.

 The code I use to enable alpha blending on my hud objects is


  osg::BlendEquation* blendEquation = new osg::BlendEquation(osg::
 BlendEquation::FUNC_ADD);

  m_stateset-setAttributeAndModes(blendEquation,osg::StateAttribute::
 OVERRIDE|osg::StateAttribute::ON);

  //tell to sort the mesh before displaying it

  m_stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

  m_stateset-setMode(GL_BLEND, osg::StateAttribute::ON | osg::
 StateAttribute::OVERRIDE);
  m_stateset-setMode(GL_ALPHA_TEST, osg::StateAttribute::ON | osg::
 StateAttribute::OVERRIDE);// just added this now as a test but still no
 luck

 I then set the alpha via a material which is already applied to the
 stateset with

 m_material-setAlpha(osg::Material::FRONT_AND_BACK, m_alpha);



 But no matter what I set m_alpha to I can always see the hud objects (even
 if i set it to zero). I checked the format of my eaglLayer and it is 
 kEAGLColorFormatRGBA8
 as it should be.


 Has anyone used alpha blending on IOS successfully? I could have sworn I
 have in the past but I've been at this for about two hours now with no luck.


 Thanks for any help

 Tom


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[osg-users] osgjs

2011-03-29 Thread Cedric Pinson
Hi,
I wanted to share improvement done on osgjs the last few months. It has
been used for a firefox demo you can watch
https://demos.mozilla.org/en-US/#globetweeter or
http://plopbyte.com:2048/globetweeter/ if the previous server is
overloaded.

If you are interested by the project look on the http://osgjs.org blog


Cedric

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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com
http://plopbyte.com


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Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Vijeesh Theningaledathil
Hi Torban

I implemented dataIO_extLinkCIGI::readTO_OBJvalues() with the code to receive 
cigi packet and decode it. So on each dataIO_eventCallback, The viewcontrol 
data is available  as a structure. Now I need to map it to the particular slots 
as you did for VCL from where the camera is controlled, I guess. So I need to 
know how to map the structure to slots. 

... 

Thank you!

Cheers,
Vijeesh

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Mukund Keshav
Hi Robert,

Thanks a lot. Will proceed as suggested by you.

Thanks,
Mukund

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Re: [osg-users] Using Vertex Attributes

2011-03-29 Thread Fred Smith
Things are extremely weird. Using in_vertex does actually work, I had 
misspecified the binding location. So the following line works

// both gl_Vertex and vec4(in_vertex,1.0) work here
gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex,1.0); 

Actually this works even if I do NOT call

program-addBindAttribLocation(std::string(in_vertex), 0);

which is really puzzling me. Weird!?!

I tried building OSG with OSG_GL3_AVAILABLE. Things build fine but I just can't 
get any rendering at all.
First GL 3.x, isn't actually used under Windows, it is still a GL 1.x context 
that is created at runtime.
You have to modify the source code to force the GL 3.x context creation 
(traits-glContextVersion = string(3.2)). The context is then created fine 
but after that nothing on the screen when running my modified sample. I always 
get an error when calling glUseProgram even though the program linked fine.

Still blocked... any help appreciated...

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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Vincent Bourdier

Hi all,

I just notice little thing that can be important :

Until 2.8.3 the generated lib file were named with a version number 
(osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib 
files are just named osg.dll, osgAnimation.dll, etc...


Is this a real choice, a VS2010 consequence, or something forgotten ?

Thanks.

Regards,
   Vincent.

Le 29/03/2011 05:18, Wang Rui a écrit :

Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.

The latest version just works well, with the same environment and dependence.

Thanks,

Wang Rui


2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:

On 3/28/2011 3:50 PM, Paul Martz wrote:

I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

  Please, everyone who cares about this, grab and build this so we can have 
confidence
it's done properly and solid and can call it complete.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Torben Dannhauer
Hi Vijeesh,

here is some explanation how the SLOT mechanism works currently:

it is a list of SLOT classes.

A slot class contains the following members:
* string name
* double value
* string sValue  (string value)
* enum direction: TO_OBJ | FROM_OBJ
* enum type: STRING | DOUBLE

If a software module wants to store some values which are directed TO the 
visual Objects ( e.g. object3_LAT), it searches in this list for the slot with 
the corresponding name,  type and direction and stores the value in it.

The object updater for example reads on every update in this slot list for a 
slot with the appropriate name and read the value to apply it to its own object.


This has the the following implications:
* Supposed to be very slow if lot's of variables are used: if someone searches 
in the list, he has to perform many string comparisons.
* Only strings and doubles can be stored but no complex data structures ( e.g. 
cigi containers)


My approach with the slots was only a first shot.

I would be very glad if we could discuss this, maybe also with other users in 
the forum. It would be great to construct a more sophisticated and usefull 
architecture to manage the data of the IG.

After that I would implement this solution asap, but currently I have no idea 
in which direction we should proceed.


Thank you!

Cheers,
Torben

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Re: [osg-users] Using Vertex Attributes

2011-03-29 Thread Sergey Polischuk
Hi, Fred

About things working without vertex attrib binding to program - this may be 
driver specific thing, iirc on nvidia drivers i've had samplers in shaders 
defaulted to 0 texture unit without correct uniform being set for program.

29.03.2011, 16:14, Fred Smith osgfo...@tevs.eu:
 Things are extremely weird. Using in_vertex does actually work, I had 
 misspecified the binding location. So the following line works

 // both gl_Vertex and vec4(in_vertex,1.0) work here
 gl_Position = osg_ModelViewProjectionMatrix * vec4(in_vertex,1.0);

 Actually this works even if I do NOT call

 program-addBindAttribLocation(std::string(in_vertex), 0);

 which is really puzzling me. Weird!?!

 I tried building OSG with OSG_GL3_AVAILABLE. Things build fine but I just 
 can't get any rendering at all.
 First GL 3.x, isn't actually used under Windows, it is still a GL 1.x context 
 that is created at runtime.
 You have to modify the source code to force the GL 3.x context creation 
 (traits-glContextVersion = string(3.2)). The context is then created fine 
 but after that nothing on the screen when running my modified sample. I 
 always get an error when calling glUseProgram even though the program linked 
 fine.

 Still blocked... any help appreciated...

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Re: [osg-users] Add ancillary data file to an archive

2011-03-29 Thread Thrall, Bryan
Eduardo Poyart wrote on 2011-03-28: 
 But I can't add an osg::Object to an osg::Group... I want my data to be
 saved with the scene, so I made it derive from osg::Node and added it
 to my root group. Unless there is another way?

You can add it as user data (see osg::Object::setUserData()) if it is an 
osg::Object. It looks like user data is serialized.

 On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 
   On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com
 wrote: I did it with the serializers. The document on the Wiki helped
 a lot. I   would be lost without it.  The only funny thing is that I
 had to make my class derive from Node and add  it to the scene graph,
 even though it's not graphics related at all!
 
 
   I don't know the specifics of your case, but serializers work for any
   object subclassed from osg::Object  so there isn't any need to 
 subclass
 from osg::Node.  So if you hadsome custom user data you could
   subclass from osg::Object and then provide the serializers for this
   subclass and in theory the serilizers   should then output your object.
--
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Re: [osg-users] osgjs

2011-03-29 Thread David Callu
Hi Cedric,

Really funny app.
Good Idea, Good Job.

See you
David


2011/3/29 Cedric Pinson cedric.pin...@plopbyte.com

 Hi,
 I wanted to share improvement done on osgjs the last few months. It has
 been used for a firefox demo you can watch
 https://demos.mozilla.org/en-US/#globetweeter or
 http://plopbyte.com:2048/globetweeter/ if the previous server is
 overloaded.

 If you are interested by the project look on the http://osgjs.org blog


 Cedric

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 Provide OpenGL, WebGL and OpenSceneGraph services
 +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com
 http://plopbyte.com

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[osg-users] VRML plugin working in iPhone / iOS?

2011-03-29 Thread Ryan Atkins
Has anyone had success getting the VRML plugin to work in iPhone / iOS?

I see that it requires OpenVRML which from their website has depends on Boost 
and some other optional libraries like libpng  libjpeg.

Also, has anyone have any luck with these other formats?
DAE
OBJ
FBX
3DS


Thanks,
Ryan

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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Paul Martz

On 3/28/2011 9:18 PM, Wang Rui wrote:

Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.


Is this a new problem introduced with RC2 or did it also occur with RC1? Did it 
occur with 2.8.3? Please check, thanks.

   -Paul
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Paul Martz
The LIB files have never contained the shared object version number. Those are 
encoded in the DLL file names.

   -Paul


On 3/29/2011 6:35 AM, Vincent Bourdier wrote:

Hi all,

I just notice little thing that can be important :

Until 2.8.3 the generated lib file were named with a version number
(osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib files
are just named osg.dll, osgAnimation.dll, etc...

Is this a real choice, a VS2010 consequence, or something forgotten ?

Thanks.

Regards,
Vincent.

Le 29/03/2011 05:18, Wang Rui a écrit :

Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.

The latest version just works well, with the same environment and dependence.

Thanks,

Wang Rui


2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:

On 3/28/2011 3:50 PM, Paul Martz wrote:

I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2


Please, everyone who cares about this, grab and build this so we can have
confidence
it's done properly and solid and can call it complete.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Paul Martz

Sorry, ignore previous post. I misread your email.

Did you inadvertently disable OSG_MSVC_VERSIONED_DLL in CMake? It still defaults 
to on in 2.8.4, so the only way you could be missing the shared object version 
numbers in the DLL names is if you explicitly disabled it.

   -Paul


On 3/29/2011 6:35 AM, Vincent Bourdier wrote:

Hi all,

I just notice little thing that can be important :

Until 2.8.3 the generated lib file were named with a version number
(osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib files
are just named osg.dll, osgAnimation.dll, etc...

Is this a real choice, a VS2010 consequence, or something forgotten ?

Thanks.

Regards,
Vincent.

Le 29/03/2011 05:18, Wang Rui a écrit :

Hi Paul and Chris,

I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg

It printed media information about the file correctly but didn't play
it (with only a black screen). I'm not sure if this is a plugin issue
or my own mistake at present.

The latest version just works well, with the same environment and dependence.

Thanks,

Wang Rui


2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:

On 3/28/2011 3:50 PM, Paul Martz wrote:

I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2


Please, everyone who cares about this, grab and build this so we can have
confidence
it's done properly and solid and can call it complete.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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[osg-users] compositeviewer and addeventhandler?

2011-03-29 Thread Nan WANG
Hi, everyone:

I have created a scene with 'osgViewer::CompositeViewer viewer' as root viewer. 
in CompositeViewer I add two 'osgViewer::View' one for each eye.

My question is can I addEventHandler for my root viewer which is 
CompositeViewer? as I know we can addEvenntHandler for a osgViewer::View



... 

Thank you!

Cheers,
Nan

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Re: [osg-users] VRML plugin working in iPhone / iOS?

2011-03-29 Thread Thomas Hogarth
hi Ryan

Has anyone had success getting the VRML plugin to work in iPhone / iOS?
Also, has anyone have any luck with these other formats?
DAE
OBJ
FBX
3DS

Some of those formats are fine others i'm not sure about.

DAE, if you can find the dependencies built for IOS then no probs as I think
you build OpenCollada yourself
OBJ, this plugin has no dependancies so should be fine (I think i've used it
in fact and just built fine on my machine)
FBX, i'm pretty sure this is a no show as you have to use prebuilt libs,
which at the moment don't include IOS
3DS, again no dependancies so should be fine (just built fine on my machine)

For features like skinning etc which you might be using DAE or FBX for, I
have been converting them to osgb to avoid having to build the plugins on
every platform. Works fine for me.

Cheers
Tom
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Re: [osg-users] VRML plugin working in iPhone / iOS?

2011-03-29 Thread Ryan Atkins
Thanks, Tom.

Any thoughts on VRML and OpenVRML dependencies?

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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Chris 'Xenon' Hanson
On 3/28/2011 9:18 PM, Wang Rui wrote:
 Hi Paul and Chris,
 I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
 fine in both debug and release configurations. But when I tested the
 ffmpeg plugin with:
 # osgmovie sample.mov.ffmpeg
 It printed media information about the file correctly but didn't play
 it (with only a black screen). I'm not sure if this is a plugin issue
 or my own mistake at present.
 The latest version just works well, with the same environment and dependence.

  We don't have any way to test with ffmpeg here. This was Robert's commit, so 
maybe he
can help you troubleshoot it?

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Michael Weiblen
Yow, yall jumped right on the 2.8.4 thing!

If it hasn't happened already, may I request a backport of fixes to
the .3ds writer plugin from 2.9.x to 2.8.4?

cheers
-- mew


On Mon, Mar 28, 2011 at 4:50 PM, Paul Martz pma...@skew-matrix.com wrote:
 I've tagged an RC2, which includes Robert's build fixes for the ffmpeg
 plugin:

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2

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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Chris 'Xenon' Hanson
On 3/29/2011 10:16 AM, Michael Weiblen wrote:
 Yow, yall jumped right on the 2.8.4 thing!
 If it hasn't happened already, may I request a backport of fixes to
 the .3ds writer plugin from 2.9.x to 2.8.4?

  That would be 2.8.5.

  2.8.4 isn't supposed to be new features/fixes, it's just getting it to build 
properly.

 cheers
 -- mew

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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Michael Weiblen
gotcha
-- mew


On Tue, Mar 29, 2011 at 11:20 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 3/29/2011 10:16 AM, Michael Weiblen wrote:
 Yow, yall jumped right on the 2.8.4 thing!
 If it hasn't happened already, may I request a backport of fixes to
 the .3ds writer plugin from 2.9.x to 2.8.4?

  That would be 2.8.5.

  2.8.4 isn't supposed to be new features/fixes, it's just getting it to build 
 properly.

 cheers
 -- mew

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
 Contracting.
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Michael Weiblen
curious: is there like a pre-alpha MSVS  2010  available (perhaps
some developers w/ special access) that we could be testing with?

-- mew



On Tue, Mar 29, 2011 at 11:20 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 On 3/29/2011 10:16 AM, Michael Weiblen wrote:
 Yow, yall jumped right on the 2.8.4 thing!
 If it hasn't happened already, may I request a backport of fixes to
 the .3ds writer plugin from 2.9.x to 2.8.4?

  That would be 2.8.5.

  2.8.4 isn't supposed to be new features/fixes, it's just getting it to build 
 properly.

 cheers
 -- mew


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[osg-users] OSG 2.8.4 VS2010 build problem DLL versioning

2011-03-29 Thread Chris 'Xenon' Hanson
On 3/29/2011 9:21 AM, Vincent Bourdier wrote:
 OSG_MSVC_VERSIONED_DLL is still cheked in Cmake, but the DLL file have no 
 version...
 See my CMakeCache in attached file

  We've confirmed this here, but don't know what to make of it. This is Ryan 
Pavlik's
patch set:

 I've made fixes required to build the OSG 2.8 branch using Visual Studio 
 2010. I have forked the Github mirror of the OSG subversion repository, and 
 made the changes based on the latest 2.8 branch.  The changes for this fix 
 are available for review here:
 https://github.com/rpavlik/osg/compare/OpenSceneGraph-2.8...fix-vc10
 -- 
 Ryan Pavlik
 HCI Graduate Student
 Virtual Reality Applications Center
 Iowa State University

  I've copied him on this message, maybe he knows what's up with it.

-- 
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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Chris 'Xenon' Hanson
On 3/29/2011 10:37 AM, Michael Weiblen wrote:
 curious: is there like a pre-alpha MSVS  2010  available (perhaps
 some developers w/ special access) that we could be testing with?

  If you're referring to some successor to Visual Studio 2010, I haven't yet 
heard of one,
but I admit I'm not always the first to know.

 -- mew

-- 
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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

Paul Martz wrote:
 I believe you have a version problem on your hand. Do you have multiple 
 versions of OSG on your system? 


It is true that I've tried multiple versions of OSG. I began by building 2.8.3 
from source myself. After getting these errors I decided to try 2.9.9 which was 
built by a friend and seems to work for him.

I mistakenly posted the output from when I was using OSG 2.9.9 despite saying I 
was using OSG 2.8.3, sorry about that. I try to make sure to never mix OSG 
versions. When I decide to use 2.9.9 I make sure to move OSG 2.8.3 to another 
directory, update my CMake to link against 2.9.9, completely rebuild my 
baseline, and make sure LD_LIBRARY_PATH only points to the 2.9.9 lib directory.

To ensure that I'm not mixing versions I went through those steps to ensure I'm 
using 2.9.9. When I ran my application before adding the OSG 2.9.9 lib 
directory to LD_LIBRARY_PATH I got the following output...


Code:

Warning: Could not find plugin to read objects from file MyOpenFlightFile.flt.
RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x184d2f00x7fa8aa532a50
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x1a46680
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
ShaderComposer::ShaderComposer() 0x1a48210
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
ShaderComposer::ShaderComposer() 0x1a4a1a0
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
_availableQueue.size()=2
GraphicsContext::registerGraphicsContext 0x1a9e500
ShaderComposer::ShaderComposer() 0x1a9d100
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
Adding parent0x1831e20
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgPlugins-2.9.9/osgdb_openflight.so
 ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgdb_openflight.so ...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgdb_openflight.so ...
Warning: dynamic library 'osgPlugins-2.9.9/osgdb_openflight.so' does not exist 
(or isn't readable):
osgPlugins-2.9.9/osgdb_openflight.so: cannot open shared object file: No such 
file or directory
DynamicLibrary::failed loading osgPlugins-2.9.9/osgdb_openflight.so




Once I added the OSG 2.9.9 lib directory to LD_LIBRARY_PATH I got the following 
output when I ran my application...


Code:

RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x1a283700x7fddc763aa50
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
Adding parent0x1a0ce20
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x1c217f0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
Adding parent0x1a0ce20
ShaderComposer::ShaderComposer() 0x1c23380
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
ShaderComposer::ShaderComposer() 0x1c25310
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
_availableQueue.size()=2
GraphicsContext::registerGraphicsContext 0x1c79670
ShaderComposer::ShaderComposer() 0x1c78270
GraphicsContext::createNewContextID() creating 

Re: [osg-users] Add ancillary data file to an archive

2011-03-29 Thread Eduardo Poyart
I see. That's an alternative. The only thing is if I have more than one I
have to serialize my collection class as well. The way I did it so far, by
making my data items as osg::Nodes, I could add all of them to the root
group and I didn't need to serialize the collection. But I'll think about
the alternative.

Thanks, much helpful!
Eduardo

On Tue, Mar 29, 2011 at 6:31 AM, Thrall, Bryan 
bryan.thr...@flightsafety.com wrote:

 Eduardo Poyart wrote on 2011-03-28:
  But I can't add an osg::Object to an osg::Group... I want my data to be
  saved with the scene, so I made it derive from osg::Node and added it
  to my root group. Unless there is another way?

 You can add it as user data (see osg::Object::setUserData()) if it is an
 osg::Object. It looks like user data is serialized.

  On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield
  robert.osfi...@gmail.com wrote:
 
On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com
  wrote: I did it with the serializers. The document on the Wiki
 helped
  a lot. I   would be lost without it.  The only funny thing is
 that I
  had to make my class derive from Node and add  it to the scene
 graph,
  even though it's not graphics related at all!
 
 
I don't know the specifics of your case, but serializers work for
 any
object subclassed from osg::Object  so there isn't any need to
 subclass
  from osg::Node.  So if you hadsome custom user data you could
subclass from osg::Object and then provide the serializers for this
subclass and in theory the serilizers   should then output your
 object.
 --
 Bryan Thrall
 FlightSafety International
 bryan.thr...@flightsafety.com



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[osg-users] OSG 2.8.4 VS2010 build problem DLL versioning

2011-03-29 Thread Chris 'Xenon' Hanson
On 3/29/2011 10:44 AM, Chris 'Xenon' Hanson wrote:
 On 3/29/2011 9:21 AM, Vincent Bourdier wrote:
 OSG_MSVC_VERSIONED_DLL is still cheked in Cmake, but the DLL file have no 
 version...
 See my CMakeCache in attached file
   We've confirmed this here, but don't know what to make of it. This is Ryan 
 Pavlik's
 patch set:
 I've made fixes required to build the OSG 2.8 branch using Visual Studio 
 2010. I have forked the Github mirror of the OSG subversion repository, and 
 made the changes based on the latest 2.8 branch.  The changes for this fix 
 are available for review here:
 https://github.com/rpavlik/osg/compare/OpenSceneGraph-2.8...fix-vc10

  Paul did some digging, and thinks that maybe this trunk patch:

http://www.openscenegraph.org/projects/osg/changeset/11904

  Might have been the fix for this. This appears to have been the work of 
Sukender and
Wang Rui. I've copied them on this. Maybe they can tell us if this is the magic 
fairy dust
we need in order to make 2.8.x build properly on VS2010.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

robertosfield wrote:
 
 I believe few users have as many problems with getting models to load
 under unix as you have...  I suspect you are trying to make things
 more complicated than they really should be, seemingly trying you best
 to break the OSG, rather than just let it gone with what it's designed
 to do.
 


Well that came across a little harsh. I have no doubt that my troubles stem 
from me doing something incorrectly due to my ignorance (extremely little 
experience with OSG). So we both agree the problem is my fault, hopefully 
together we can find the cause?

I didn't think my setup was overly complicated and I thought I was staying out 
of OSG's way. These are the steps I went through to get where I am now...

1.) Downloaded the OSG 2.8.3 source code.
2.) Used the CMake GUI to generate a make file for OSG.
3.) Ran make to build the OSG libraries and executables.
4.) Copied the OSG libraries, headers, and executables into a pretty standard 
ThirdParty directory in my project (that directory's structure was described in 
my first post).
5.) In my projects CMake I specify where that OSG ThirdParty directory is and I 
specify that my project depends on OSG (the CMake statements that do this were 
also in my first post).
6.) Used CMake to generate a make file for my project.
7.) Built my project without error using make.
8.) Ran my application and OSG said it couldn't find the FLT plugin.
9.) Tried adding OSG's lib directory to LD_LIBRARY_PATH but that just caused my 
application to crash.

I view those steps as being pretty standard and simplistic but clearly I'm 
doing something wrong. hopefully something sticks out as being obviously 
incorrect.


robertosfield wrote:
 
 We can only guess what this might be as you explanation of
 what you have done doesn't provide enough useful information.
 


I tried my best to explain everything I thought was relevant. Perhaps I am 
omitting something because I don't believe it to be useful. If you could tell 
me what type of information would make it easier for you to figure out where 
I'm going wrong then I'd be more than happy to give you that information. I'm 
more than happy to go into extreme detail...I'd even provide you with a 
simplified version of my codebase if that would help.


robertosfield wrote:
 
 If Paul is correct and you are getting a crash because you've linked
 your application to OSG-2.8.3 and then at runtime forcing the loading
 of the osgPlugins-2.9.9/osdb_openflight.so
 


I was very hopeful that was the case but it just doesn't seem to be. I just 
built my application against OSG 2.9.9 and my LD_LIBRARY_PATH pointed to OSG 
2.9.9's lib directory and I still crash. It appears as though this is not the 
cause of my problem.


robertosfield wrote:
 
 All you should have to do is set the LD_LIBRARY_PATH to path to the
 libraries, and let the OSG at runtime append the osgPlugins-version so
 that it can find the appropriate plugin.
 


That is what I think I'm doing. I'm setting LD_LIBRARY_PATH to point to 
/work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib/

Of course inside OpenSceneGraph-2.9.9/lib there is an osgPlugins-2.9.9 
directory which contains the OpenFlight plugin. I can only assume that OSG is 
looking in that directory.


robertosfield wrote:
 
 Now if you aren't finding
 the plugins if you use this approach then it suggests that you have
 placed the osgPlugins-version directory into the library directory as
 it should be.
 


OSG only says it can't find the plugin when I do NOT set LD_LIBRARY_PATH. When 
I do set LD_LIBRARY_PATH my application simply crashes, OSG doesn't tell me if 
it found the plugin or not. Again my osgPlugins directory is in 
/work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib/osgPlugins-2.9.9
 and I'm setting LD_LIBRARY_PATH to be 
/work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib


robertosfield wrote:
 
 Now the OSG does have a proper install script and if
 you use it will place all the libraries and plugins in all the correct
 directories, perhaps you've bypassed this completely and are copying
 stuff around by hand and screwing things up.  As I said we can only
 guess.
 


It is my understanding that make install copies the OSG files from the build 
into system level directories (perhaps it can be configured to copy those files 
anywhere). I have not run make install, only make.

I'm hoping to keep OSG on a level that is local to my project (as opposed to a 
system level). I'd like to take my project's source code and third party 
dependencies and check them into SVN. Then a developer can checkout that 
repository to a local directory and build it without having to make any system 
level changes...everything is kept local to that checkout folder.

I have to assume that OSG can function if it isn't placed wherever make 
install places it but since I'm copying stuff around by hand I'll run make 
install and try to make sure that I'm 

Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 On Tue, Mar 29, 2011 at 1:51 AM, David Glenn  wrote:
 
  The staff here has run into an interesting problem! It seems that if you 
  draw a long line with many vector points in, that the only way that I can 
  properly control the color is to define the node array as a double, then 
  use a number other than zero. It can be 0.0001 or -0.0001 but not 0. I know 
  that my feeble mind can’t figure it out  :|  and you all, full of wisdom, 
  would Know why  - Right?   ;)
  ...
  
 
 It's hard to guess what might be wrong as you don't provide enough
 information about the nature of line and how it is presently coloured
 or light.  I don't know what you mean be number other than zero, are
 you talking vertices, normals or colours here?
 
 Robert.
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


Well, security has been a real pain lately, (it takes an act of congress to 
drag out a snippet code for you to see) so I just have to explain it the best I 
can.

I have a line trail that I make as the object moves along the screen.
The line is determined by the user but can have 100 to 200 points that make it 
up that can be many kilometers long.

Every cycle I add a new length to the line and tale one away. I do this by 
adjusting the vertex array that I added to the geometry at the start. After I 
make the changes to that, I call the dirty bit to refresh that. I also have a 
color array that I have set to a color. I grab that array and reset the color 
for that array (at the 0 point where I first set it) and I call a dirty bit on 
that. I also do the same for the Normal array but I use a saved setting of the 
normal (the normal never gets changed) and I call a dirty bit on that. 

All this changes the position of the line and the line snakes happily along the 
path of the object.

The problem was that the color had issues changing! If a changed the color to 
black( 0.0,0.0,0.0,1.0) or white (1.0,1.0,1.0,1.0) it’s OK, but if I do a gray 
(0.6,0.6,0.6,1.0) I would get a white. If a force the normal array to be a 
double and use something like (0.01f,0.01,1.0f) and the color is set to gray I 
would get that color.


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Paul Martz
You should be able to see in your Notify output, it's clear that OSG isn't 
including your OSG bin directory in its search path. If I recall from your OP, 
that path is something like:

  ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/bin

If this directory is not in your PATH, then it's odd that *any* OSG executables 
even run, such as osgversion. You should add it, of course, as you would add any 
package's binary directory to your PATH. (This is *nix 101, and not specific to 
OSG.)


If that directory is already in your PATH, then it's mysterious that OSG doesn't 
include it in its search. You could set a breakpoint in osgDB::findLibraryFile 
to see why it's missing this directory, or just look at the source.

   -Paul



On 3/29/2011 11:03 AM, Ed LaFave wrote:


Paul Martz wrote:

I believe you have a version problem on your hand. Do you have multiple 
versions of OSG on your system?



It is true that I've tried multiple versions of OSG. I began by building 2.8.3 
from source myself. After getting these errors I decided to try 2.9.9 which was 
built by a friend and seems to work for him.

I mistakenly posted the output from when I was using OSG 2.9.9 despite saying I 
was using OSG 2.8.3, sorry about that. I try to make sure to never mix OSG 
versions. When I decide to use 2.9.9 I make sure to move OSG 2.8.3 to another 
directory, update my CMake to link against 2.9.9, completely rebuild my 
baseline, and make sure LD_LIBRARY_PATH only points to the 2.9.9 lib directory.

To ensure that I'm not mixing versions I went through those steps to ensure I'm 
using 2.9.9. When I ran my application before adding the OSG 2.9.9 lib 
directory to LD_LIBRARY_PATH I got the following output...


Code:

Warning: Could not find plugin to read objects from file MyOpenFlightFile.flt.
RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x184d2f00x7fa8aa532a50
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x1a46680
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
ShaderComposer::ShaderComposer() 0x1a48210
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
ShaderComposer::ShaderComposer() 0x1a4a1a0
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
_availableQueue.size()=2
GraphicsContext::registerGraphicsContext 0x1a9e500
ShaderComposer::ShaderComposer() 0x1a9d100
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
Adding parent0x1831e20
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgPlugins-2.9.9/osgdb_openflight.so
 ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgdb_openflight.so ...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgdb_openflight.so ...
Warning: dynamic library 'osgPlugins-2.9.9/osgdb_openflight.so' does not exist 
(or isn't readable):
osgPlugins-2.9.9/osgdb_openflight.so: cannot open shared object file: No such 
file or directory
DynamicLibrary::failed loading osgPlugins-2.9.9/osgdb_openflight.so




Once I added the OSG 2.9.9 lib directory to LD_LIBRARY_PATH I got the following 
output when I ran my application...


Code:

RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x1a283700x7fddc763aa50
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
Adding parent0x1a0ce20
DatabasePager::addDatabaseThread() 

Re: [osg-users] VRML plugin working in iPhone / iOS?

2011-03-29 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Ryan,

On 03/29/2011 05:46 PM, Ryan Atkins wrote:
 Thanks, Tom.
 
 Any thoughts on VRML and OpenVRML dependencies?
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38018#38018
 

I am quite sure OpenVRML will not work on iOS out of the box. There are
lots of dependencies that would have to be ported for it to work and I
am sure nobody did that. Furthermore, the renderer included in OpenVRML
is pretty much standard OpenGL 2.x, it certainly does not support OpenGL
ES needed on iOS and thus the code will fail to compile. However, feel
free to contact authors and ask them directly.

On the other hand, I would stay away from VRML as a plague - it is a
long obsolete format, the plugin doesn't support every VRML feature and
parsing it is very expensive. You will be far better off using one of
the binary formats, especially when you are on an embedded device with
limited memory and CPU power. Most likely you need to only export some
meshes and materials, VRML is a a huge overkill for that.

If your data are in VRML, convert them on the desktop and use only the
converted files on the device.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.10 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org/

iD8DBQFNkiyyn11XseNj94gRAlzRAJ9+/BnaehGDe3tg1/HfYcz2BjLh9QCfRsds
7zP21LWpP03AiBElvM3gbTg=
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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

robertosfield wrote:
 Now the OSG does have a proper install script and if
 you use it will place all the libraries and plugins in all the correct
 directories


I still haven't solved this problem but I am perhaps a step closer so in the 
interest of keeping this thread up to date I'll fill you in.

I've switched back to OSG 2.8.3 and as robertosfield suggested I used the 
install script to have OSG automatically put the headers/binaries into the 
directory my application expects them to be (instead of doing this by hand). 
Perhaps there are countless differences between what I was doing by hand and 
what the install script did but the biggest difference I noticed was that the 
script created a lib64 folder instead of the lib directory that I was 
creating by hand.

After running the install script I rebuilt my application. I began by running 
my application without setting LD_LIBRARY_PATH. Surprisingly this results in a 
segmentation fault (previously OSG would just say it couldn't find the plugin) 
and the output that is generated seems to indicate that OSG was at least able 
to find the OpenFlight plugin...


Code:

itr='/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3'
FindFileInPath() : trying 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgPlugins-2.8.3/osgdb_openflight.so
 ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgPlugins-2.8.3/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgPlugins-2.8.3/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.8.3/osgdb_openflight.so 
...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.8.3/osgdb_openflight.so 
...
itr='/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3'
FindFileInPath() : trying 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgdb_openflight.so
 ...
FindFileInPath() : USING 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgdb_openflight.so
Segmentation fault




Given that OSG was able to find the plugin without me having to set 
LD_LIBRARY_PATH, I fully expected the same behavior if I did set 
LD_LIBRARY_PATH. So just to be thorough I set LD_LIBRARY_PATH to be 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64 and when 
I ran my application I got the exact same behavior as I did when 
LD_LIBRARY_PATH wasn't set.

So now it appears as though I do not have to set LD_LIBRARY_PATH but I still 
have to figure out why OSG crashes once it says it is using the plugin. Of 
course it is completely possible that the cause of this crash is my application 
and not OSG...I will have to verify that next.

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Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-29 Thread Jitrapon Tiachunpun
Hi,

Thank you for your answers! 

What I was asking was, could osg load mdl model files into any obj or osg files 
with all the textures in as part of an object in the world? 

My guess is that it could, since osgviewer can view it anyway. 


Jitt

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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

Paul Martz wrote:
 You should be able to see in your Notify output, it's clear that OSG isn't 
 including your OSG bin directory in its search path. If I recall from your 
 OP, 
 that path is something like:
 ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/bin
 
 If this directory is not in your PATH, then it's odd that *any* OSG 
 executables 
 even run, such as osgversion. You should add it, of course, as you would add 
 any 
 package's binary directory to your PATH. (This is *nix 101, and not specific 
 to 
 OSG.)


You are correct OSG's bin directory is not on my PATH but that was by intention 
(perhaps incorrectly so).

On the Windows side I make sure my application knows where the OSG bin is 
because thats where the OSG dll files are. However, on the Linux side I believe 
the OSG bin directory only contains executables and therefore I didn't think my 
application would care about the bin. Just to be sure though I added the OSG 
bin to my PATH and my application still crashes with a segmentation fault just 
as it did in my last post.

Interestingly enough if use the following commands


Code:

export 
LD_LIBRARY_PATH=/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/
./osgviewer /some/path/MyOpenFlightFile.flt




then I'm able to use OSG to successfully render MyOpenFlight file. Yet I get a 
segmentation fault when my application links to the OSG libraries and tries to 
programmatically load that same OpenFlight file.

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Mukund Keshav
Hi Robert,

Well this is the code i have written so far, im getting two windows when i 
specify quadBufferStereo as false.


Code:
int main( int argc, char **argv )
{

// if not loaded assume no arguments passed in, try use default mode 
instead.
osg::ref_ptrosg::MatrixTransform object = new osg::MatrixTransform;
osg::ref_ptrosg::Node obj = osgDB::readNodeFile(cow.osg);
object-addChild(obj);
   
// 
=
// construct the viewer.
osgViewer::Viewer viewer;


viewer.setUpViewInWindow(100, 100, 640, 480);
// 
==


// 
==
// Place the object.
osg::Matrix m, s;
m.makeTranslate(0, 0, -4000);
s.makeScale(50, 50, 50);

object-setMatrix(osg::Matrix::identity());
object-setMatrix(s * m);
// 
==


osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;   
traits-width = 640;
traits-height = 480;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
//traits-quadBufferStereo = true;

osg::ref_ptrosg::GraphicsContext gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

// = Left eye   

osg::ref_ptrosg::Camera camera = new osg::Camera;
osg::Matrix lookPos1;

lookPos1.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), 
osg::Vec3f(0, 1, 0) );

camera-setViewMatrix(osg::Matrix::identity());
camera-setViewMatrix(lookPos1);
camera-setViewport(0, 0, 640, 480);

camera-setGraphicsContext(gc.get());   
camera-setDrawBuffer(GL_BACK_LEFT);

camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 
20);

osg::ColorMask *col1 = new osg::ColorMask; 
col1-setRedMask(true);
osg::StateSet *state1 = new osg::StateSet;  
state1-setAttribute(col1);

camera-setStateSet(state1);

// add this slave camera to the viewer, with a shift left of the 
projection matrix
viewer.addSlave(camera.get(), osg::Matrixd::translate(params), 
osg::Matrixd());


// = Right eye   
   
osg::ref_ptrosg::Camera camera1 = new osg::Camera;
osg::Matrix lookPos2;

lookPos2.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), 
osg::Vec3f(0, 1, 0) );

camera1-setViewMatrix(osg::Matrix::identity());
camera1-setViewMatrix(lookPos2);
camera1-setViewport(0, 0, 640, 480);

camera1-setGraphicsContext(gc.get());
camera1-setDrawBuffer(GL_BACK_RIGHT);

camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera1-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 
20);

osg::ColorMask *col2 = new osg::ColorMask; 
col2-setRedMask(true);
osg::StateSet *state2 = new osg::StateSet;  
state1-setAttribute(col2);

camera1-setStateSet(state2);


// add this slave camera to the viewer, with a shift right of the 
projection matrix
viewer.addSlave(camera1.get(), osg::Matrixd::translate(params), 
osg::Matrixd());

// 
===


   // set the scene to render
viewer.setSceneData(object.get());

viewer.run();

}





Here is a snapshot of the output: im not sure where i'm going wrong.  The cow 
model appears black. 

http://img220.imageshack.us/i/88575177.png/

Also, im getting the following warning:
detected OpenGL error , invalid operation , after RenderBin::draw(,)

Could you please help? 

Thanks,
Mukund

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[osg-users] Compiling iOS / iPhone - build errors

2011-03-29 Thread Ryan Atkins
I'm trying to build the latest source from Git for the iPhone
https://github.com/openscenegraph/osg.git

'GL_COMPILE' was not declared in scope
'glNewList' was not declared in this scope
'glEndList' was not declared in this scope
'glCallList' was not declared in this scope

I've followed the instructions in README.txt, but I get thousands of the above 
errors.  I also have added the frameworks: QuartzCore, Foundation, OpenGLES, 
UIKit, CoreGraphics as they were added from my ccmake.

In my ccmake configuration there wasn't an option to disable OSG_GLU_AVAILABLE 
as per the instructions.

Also, I downloaded OpenFrameworks Git to get the FREETYPE libraries and set 
them up like this (with absolute paths, but i've truncated here):

FREETYPE_INCLUDE_DIR_freetype2: openFrameworks/libs/freetype/include/freetype2
FREETYPE_INCLUDE_DIR: openFrameworks/libs/freetype/include/freetype2
FREETYPE_LIBRARY: openFrameworks/libs/freetype/lib/iphone/freetype-iphone.a

Thanks,
Ryan

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Robert Osfield
Hi Mukend,

If you are creating your own viewer cameras and associated graphics
contexts then you don't need to call any of the setUpView*() methods,
otherwise you will just end up with the windows and camera it creates
and the ones you create.

Also when you are not using quad buffer stereo the draw/read buffers
of the camera should just be set the GL_BACK.

Robert.

On Tue, Mar 29, 2011 at 9:06 PM, Mukund Keshav osgfo...@tevs.eu wrote:
 Hi Robert,

 Well this is the code i have written so far, im getting two windows when i 
 specify quadBufferStereo as false.


 Code:
 int main( int argc, char **argv )
 {

    // if not loaded assume no arguments passed in, try use default mode 
 instead.
        osg::ref_ptrosg::MatrixTransform object = new osg::MatrixTransform;
        osg::ref_ptrosg::Node obj = osgDB::readNodeFile(cow.osg);
        object-addChild(obj);

        // 
 =
        // construct the viewer.
        osgViewer::Viewer viewer;


        viewer.setUpViewInWindow(100, 100, 640, 480);
        // 
 ==


        // 
 ==
        // Place the object.
        osg::Matrix m, s;
        m.makeTranslate(0, 0, -4000);
        s.makeScale(50, 50, 50);

        object-setMatrix(osg::Matrix::identity());
        object-setMatrix(s * m);
        // 
 ==


        osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits;
        traits-width = 640;
        traits-height = 480;
        traits-windowDecoration = true;
        traits-doubleBuffer = true;
        traits-sharedContext = 0;
        //traits-quadBufferStereo = true;

        osg::ref_ptrosg::GraphicsContext gc = 
 osg::GraphicsContext::createGraphicsContext(traits.get());

        // = Left eye   
 
        osg::ref_ptrosg::Camera camera = new osg::Camera;
        osg::Matrix lookPos1;

        lookPos1.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), 
 osg::Vec3f(0, 1, 0) );

        camera-setViewMatrix(osg::Matrix::identity());
        camera-setViewMatrix(lookPos1);
        camera-setViewport(0, 0, 640, 480);

        camera-setGraphicsContext(gc.get());
        camera-setDrawBuffer(GL_BACK_LEFT);
        
 camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
        camera-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 
 20);

        osg::ColorMask *col1 = new osg::ColorMask;
        col1-setRedMask(true);
        osg::StateSet *state1 = new osg::StateSet;
        state1-setAttribute(col1);

        camera-setStateSet(state1);

        // add this slave camera to the viewer, with a shift left of the 
 projection matrix
        viewer.addSlave(camera.get(), osg::Matrixd::translate(params), 
 osg::Matrixd());


        // = Right eye   
 
        osg::ref_ptrosg::Camera camera1 = new osg::Camera;
        osg::Matrix lookPos2;

        lookPos2.lookAt( osg::Vec3f(0, 0, 8000), osg::Vec3f(0, 0, 0), 
 osg::Vec3f(0, 1, 0) );

        camera1-setViewMatrix(osg::Matrix::identity());
        camera1-setViewMatrix(lookPos2);
        camera1-setViewport(0, 0, 640, 480);

        camera1-setGraphicsContext(gc.get());
        camera1-setDrawBuffer(GL_BACK_RIGHT);
        
 camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
        camera1-setProjectionMatrixAsFrustum(-640, 640, -480, 480, 1900, 
 20);

        osg::ColorMask *col2 = new osg::ColorMask;
        col2-setRedMask(true);
        osg::StateSet *state2 = new osg::StateSet;
        state1-setAttribute(col2);

        camera1-setStateSet(state2);


        // add this slave camera to the viewer, with a shift right of the 
 projection matrix
        viewer.addSlave(camera1.get(), osg::Matrixd::translate(params), 
 osg::Matrixd());

        // 
 ===


       // set the scene to render
        viewer.setSceneData(object.get());

        viewer.run();

 }





 Here is a snapshot of the output: im not sure where i'm going wrong.  The cow 
 model appears black.

 http://img220.imageshack.us/i/88575177.png/

 Also, im getting the following warning:
 detected OpenGL error , invalid operation , after RenderBin::draw(,)

 Could you please help?

 Thanks,
 Mukund

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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Paul Martz

On 3/29/2011 1:58 PM, Ed LaFave wrote:

Interestingly enough if use the following commands


Code:

export 
LD_LIBRARY_PATH=/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/
./osgviewer /some/path/MyOpenFlightFile.flt




then I'm able to use OSG to successfully render MyOpenFlight file. Yet I get a 
segmentation fault when my application links to the OSG libraries and tries to 
programmatically load that same OpenFlight file.


That's a good data point. Sounds like a mismatch between the .lib files your app 
linked with and the .so files found at runtime.

   -Paul
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Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Most of the IG industry uses CIGI to pass data from the host to the IG
(and back for end of frame and mission functions stuff). I'm sure the
architecture is well defined on this. 

For starters, you can take a look at Boeing's Multi Purpose Viewer
software which is an IG test bed for the CIGI protocol. They interface
it to a generic host. The Multi Purpose Viewer uses OSG on the backend
for rendering.

This might give you some ideas on what you can do to add CIGI into your
IG stuff...

-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Tuesday, March 29, 2011 6:45 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual

Hi Vijeesh,

here is some explanation how the SLOT mechanism works currently:

it is a list of SLOT classes.

A slot class contains the following members:
* string name
* double value
* string sValue  (string value)
* enum direction: TO_OBJ | FROM_OBJ
* enum type: STRING | DOUBLE

If a software module wants to store some values which are directed TO
the visual Objects ( e.g. object3_LAT), it searches in this list for the
slot with the corresponding name,  type and direction and stores the
value in it.

The object updater for example reads on every update in this slot list
for a slot with the appropriate name and read the value to apply it to
its own object.


This has the the following implications:
* Supposed to be very slow if lot's of variables are used: if someone
searches in the list, he has to perform many string comparisons.
* Only strings and doubles can be stored but no complex data structures
( e.g. cigi containers)


My approach with the slots was only a first shot.

I would be very glad if we could discuss this, maybe also with other
users in the forum. It would be great to construct a more sophisticated
and usefull architecture to manage the data of the IG.

After that I would implement this solution asap, but currently I have no
idea in which direction we should proceed.


Thank you!

Cheers,
Torben

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Jean-Sébastien Guay

Hi Mukund,


camera-setDrawBuffer(GL_BACK_LEFT); 


...


camera1-setDrawBuffer(GL_BACK_RIGHT);


I'm pretty sure you can't use GL_BACK_LEFT and GL_BACK_RIGHT if you're 
not in quad buffer... You need to use GL_BACK for both. That probably 
explains the OpenGL error.


Also, if you have a scale in a matrixTransform, you need to use 
GL_NORMALIZE or GL_RESCALE_NORMAL in your node's stateset, otherwise 
you'll be using non-unit normals (the normals are also scaled by the 
modelview matrix). That probably explains the black cow.


// right after object-setMatrix(s * m);
object-getOrCreateStateSet()-setMode(GL_NORMALIZE, 
osg::StateAttribute::ON);


Finally, for your 2 windows, well you're using setUpViewInWindow() which 
creates one window, and you're using osg::GraphicsContext::create() 
which creates another one. The viewer's main camera is rendering to the 
former, and your 2 slave cameras are rendering to the latter. You could 
just remove setUpViewInWindow(), and set the same graphics context for 
the viewer's main camera as the other 2 cameras (viewer.getCamera()).


Note that in your current setup, you have another problem, which is that 
both slave cameras render to the same graphics context but by default 
they will both clear the color and depth buffers. If you do it as I said 
above, the master camera should have no scene data, but should clear the 
color buffer. The two slaves should have the same scene data, and should 
both clear only the depth buffer. Have a look at the examples to see how 
this is done (setClearMask(...)).


Hope this helps,

J-S
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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread Robert Osfield
Hi David,

On Tue, Mar 29, 2011 at 7:39 PM, David Glenn david.e.glenn@navy.mil wrote:
 I have a line trail that I make as the object moves along the screen.
 The line is determined by the user but can have 100 to 200 points that make 
 it up that can be many kilometers long.

Are you seeing precision issues on the data?


 Every cycle I add a new length to the line and tale one away. I do this by 
 adjusting the vertex array that I added to the geometry at the start. After I 
 make the changes to that, I call the dirty bit to refresh that. I also have a 
 color array that I have set to a color. I grab that array and reset the color 
 for that array (at the 0 point where I first set it) and I call a dirty bit 
 on that. I also do the same for the Normal array but I use a saved setting of 
 the normal (the normal never gets changed) and I call a dirty bit on that.

Perhaps the update is going astray.  Trying perioidically outputing
the line to a .osg/.osgt or .ive/.osgb file and then have a look at
the data in osgviewer.  Is the colour problem still aparent.

I'd also suggest switching off display lists for the data, as it
sounds like the data will be small enough to not cause problems with
downloading every frame.

Another thing you could try is try doing a fixed length vertex/normal
array and use a DrawArrays setting to pick out the required length of
vertices for the line.  Another tweak would be to modify the
vertex/normal you require at a position incremented each addition and
grow the DrawArray length till it hits the maximum length of line you
want in the array, then let the line wrap around by creating two
DrawArrays.  This approach would allow you to just update a single
vertex and normal on each update.


 The problem was that the color had issues changing! If a changed the color to 
 black( 0.0,0.0,0.0,1.0) or white (1.0,1.0,1.0,1.0) it’s OK, but if I do a 
 gray (0.6,0.6,0.6,1.0) I would get a white. If a force the normal array to be 
 a double and use something like (0.01f,0.01,1.0f) and the color is set to 
 gray I would get that color.

I really can't guess why using doubles might make a difference to the
colour, it simply doesn't make sense as OpenGL will be casting
everything down to floats for the graphics card anyway, and normals
really don't require that level of precision.  If would suspect
anything then it'd be a memory error in managing the arrays,

Robert.
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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Robert Osfield
Hi Ed,

You say you are getting a seg fault when the openflight plugin looks
like it's loaded, for me this is progress, and if you are getting a
seg fault then continue on this path.

The next thing you should do is run your application in gdb or similar
debugging tool and get a stack trace.  Post this strack trace.

Without a stack trace it next to impossible to guess what might be the
cause.  The OpenFlight plugin isn't often picked up as causing crashes
so as first guess I'd say it's not the most likely place to look for
the cause.  The rest of osgDB is also well used by lots of other
developers year in year doing what you are in theory supposed to be
doing without crashes, so again this isn't the a likely hotspot for
problems.

The most likely place would perhaps be some code in your application
that is assuming that a node pointer is always not null, or always a
certain type of node, and end up derefencing a null pointer or similar
error.  Another avenue to look into is the issue of case in filenames,
Windows filesystem is not case senstive, while unices are all case
senstive, this means errors in the case of filenames can get
overlooked when developing under Windows but under Linux and other
OS's the files aren't located as the names aren't recognized.

Robert.
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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Mukund Keshav
Hi J-S,

Thanks a lot! It almost worked. i made the following changes:


Code:
camera-addChild(object.get());
camera1-addChild(object.get());

camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
camera1-setClearMask(GL_DEPTH_BUFFER_BIT);



clearing only depth buffer for the first and second camera was giving a black 
screen. So i just cleared the color buffer as well.

Well, could you please tell how i can specify setClearMask() for the master 
camera? (the viewer)

Also, i wasn't able to get anaglyphs. Here is the snap:

http://img593.imageshack.us/f/73302341.png/


Thanks,
Mukund

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Mukund Keshav
Hi Robert,

Thanks. i have corrected those errors as per yours and J-S' suggestions. Well 
lastly, there seems to be some problem with getting the anaglyphs.

im trying to obtain both since i can test anaglyphs at home.

Code:

osg::ColorMask *col2 = new osg::ColorMask; 
col2-setBlueMask(true);
osg::StateSet *state2 = new osg::StateSet;  
state1-setAttribute(col2);




i have given setBlueMask(true) and setRedmask(true) respectively. Wha other 
settings do i need to change?

Thanks,
Mukund

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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread David Glenn

robertosfield wrote:
 Hi David,
 
 Are you seeing precision issues on the data?
 
 

Not off hand the trails seem to be as stable as everything else! What should I 
looking for? I may be missing what ever it is!


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] VRML plugin working in iPhone / iOS?

2011-03-29 Thread John F. Richardson
Try posting this to openvrml-deve...@lists.sourceforge.net

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ryan Atkins
Sent: Tuesday, March 29, 2011 8:47 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VRML plugin working in iPhone / iOS?

Thanks, Tom.

Any thoughts on VRML and OpenVRML dependencies?

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Re: [osg-users] Node Nomals effecting color in line Primitives

2011-03-29 Thread David Glenn
Greetings Robort!

I checked and I have display list set to False, VBO set to True and Data 
Verince is set to DYNAMIC.

... 

D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-29 Thread Jason Daly

On 03/29/2011 03:52 PM, Jitrapon Tiachunpun wrote:

Hi,

Thank you for your answers!

What I was asking was, could osg load mdl model files into any obj or osg files 
with all the textures in as part of an object in the world?


Yes, definitely.  In fact the .bsp loader relies on this in order to 
load .mdl props into Half-Life 2 maps.


--J

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Re: [osg-users] Compiling iOS / iPhone - build errors

2011-03-29 Thread Jason Daly

On 03/29/2011 04:14 PM, Ryan Atkins wrote:

I'm trying to build the latest source from Git for the iPhone
https://github.com/openscenegraph/osg.git

'GL_COMPILE' was not declared in scope
'glNewList' was not declared in this scope
'glEndList' was not declared in this scope
'glCallList' was not declared in this scope


Those functions are for display lists, which aren't available in OpenGL ES.


I've followed the instructions in README.txt, but I get thousands of the above 
errors.  I also have added the frameworks: QuartzCore, Foundation, OpenGLES, 
UIKit, CoreGraphics as they were added from my ccmake.

In my ccmake configuration there wasn't an option to disable OSG_GLU_AVAILABLE 
as per the instructions.

Also, I downloaded OpenFrameworks Git to get the FREETYPE libraries and set 
them up like this (with absolute paths, but i've truncated here):

FREETYPE_INCLUDE_DIR_freetype2: openFrameworks/libs/freetype/include/freetype2
FREETYPE_INCLUDE_DIR: openFrameworks/libs/freetype/include/freetype2
FREETYPE_LIBRARY: openFrameworks/libs/freetype/lib/iphone/freetype-iphone.a


I'm not the OSG iPhone expert, but I don't think those settings are your 
problem.  It sounds like you've got CMake set up to compile for regular 
OpenGL and not OpenGL ES.  I believe you need to turn off 
OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, and OSG_GL3_AVAILABLE, and turn on 
OSG_GLES1_AVAILABLE and/or OSG_GLES2_AVAILABLE (depending on which model 
iPhone you're targeting).


If you've got these settings correct, then something else is going on, 
and you'll have to wait for more qualified help  :-)


--J
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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave
Paul Martz and robertosfield, thanks for your help.

In addition to OSG my application has another third party dependency, for the 
sake of anonymity lets just call it PAIN_IN_THE_REAR. As the name implies 
PAIN_IN_THE_REAR is absolutely awful and has been a reliable source of head 
aches for several years now.

Normally I would begin debugging any mysterious crash with an eye towards 
PAIN_IN_THE_REAR. However, in this case I gave PAIN_IN_THE_REAR a free pass 
because I had only setup the dependency on PAIN_IN_THE_REAR...I hadn't yet 
written any code that actually used PAIN_IN_THE_REAR. Well it turns out that 
just removing the dependency on PAIN_IN_THE_REAR fixed all of the problems I 
thought I was having with OSG.

Unfortunately, I will need OSG and PAIN_IN_THE_REAR to play nice together so I 
will have to continue debugging this. Obviously I'm expecting my problem to be 
caused solely by PAIN_IN_THE_REAR but if my debugging turns up anything that 
might be relevant to the OSG community then I'll be sure to follow up with a 
post explaining what I learned.[/img]

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Re: [osg-users] OSG Stereoscopy (2)

2011-03-29 Thread Jean-Sébastien Guay

Hi Mukund,


Well, could you please tell how i can specify setClearMask() for the master 
camera? (the viewer)


viewer.getCamera()-setClearMask(GL_COLOR_BUFFER_BIT);

And then you can remove the color buffer bit from camera. You just need 
to clear the color buffer once, at the beginning of the render (so when 
the viewer's main camera is traversed), and clear the depth buffer when 
rendering each of your slave cameras.



Also, i wasn't able to get anaglyphs. Here is the snap:

http://img593.imageshack.us/f/73302341.png/


I think ColorMask defaults to all components true. So by setting the red 
to true in one camera, and the blue to true in the other, you're not 
changing anything. You need to set green and blue to false in one 
camera, and red to false in the other (because I think red-blue anaglyph 
is actually red-cyan, so one eye red, the other green+blue).


I think this is all setup code you could have looked at in SceneView. It 
might not do the anaglyph with slave cameras, but the details like this 
one are the same, so you would have had somewhere to start from.


Hope this helps,

J-S
--
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Re: [osg-users] Compiling iOS / iPhone - build errors

2011-03-29 Thread Ryan Atkins
Thanks Jason. 

I have OSG_GLES1_AVAILABLE set to  ON.

GLES2 gives me a lot more errors.

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Re: [osg-users] Compiling iOS / iPhone - build errors

2011-03-29 Thread Jorge Izquierdo Ciges
Have you tried turning OFF every GL except GLES? and also ... have you put
the values to compile for GLES 1? Remember that you have to set some options
besides the avaible flag.

2011/3/30 Ryan Atkins ryatk...@gmail.com

 Thanks Jason.

 I have OSG_GLES1_AVAILABLE set to  ON.

 GLES2 gives me a lot more errors.

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Re: [osg-users] 2.8.4 RC2 tagged

2011-03-29 Thread Wang Rui
Hi Paul and Chris,

2011/3/29 Paul Martz pma...@skew-matrix.com:
 Is this a new problem introduced with RC2 or did it also occur with RC1? Did
 it occur with 2.8.3? Please check, thanks.

2.8.3 has the same problem. And I've made some progress now. After
comment the following lines in the osgmovie example:
/*
if (image-isImageTranslucent())
{
osg::notify(osg::NOTICE)Transparent movie, enabling
blending.std::endl;
drawable-getOrCreateStateSet()-setMode(GL_BLEND, osg::StateAttribute::ON);

drawable-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
}
*/

The movie appears and works well (in both 2.8.3 and 2.8.4-rc2). I
believe that the ffmpeg plugin has already worked but the quad is
totally transparent incorrectly. Hope somebody could help test it
because I'm not familiar to the ffmpeg implementation personally.

Cheers,

Wang Rui
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Re: [osg-users] Camera control in osgvisual

2011-03-29 Thread Vijeesh Theningaledathil
Hi Torben

Thanks for your explanation on slots mechanism. Still I couldn't make out where 
the slot values are assigned to observer position and attitude. I'll look in to 
MPV implementation and see any better implementation. 

... 

Thank you!

Cheers,
Vijeesh

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