[osg-users] requestContinuousUpdate not called

2007-11-06 Thread Mario Valle
I have found the reason why requestContinuousUpdate() is not been called 
in my application (that is based on osgviewerWX example).
The osgviewerWX graphics window is derived from osgViewer::GraphicsWindow
(class GraphicsWindowWX : public wxGLCanvas, public 
osgViewer::GraphicsWindow) and here I correctly add the 
TrackballManipulator and tried to
override osgViewer::GraphicsWindow::requestContinuousUpdate() without 
success.

That is because TrackballManipulator calls, when needed, 
View::requestContinuousUpdate(). So obviously overriding 
osgViewer::GraphicsWindow::requestContinuousUpdate(), as I was doing, 
has no effect.

Now I created a class derived from osgViewer::Viewer and here I redefine 
the function and this now works.

But this opens a question: which is the goal of adding a virtual 
requestContinuousUpdate() to osgViewer::GraphicsWindow? Who calls it?

Thanks for your help!
 mario

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Re: [osg-users] Function decoration....

2007-11-06 Thread Robert Osfield
Hi Neil,

I'm afriad I don't really have much to suggest on the error you have.
You could as an experiment try 2.2, and use the osgProducer library to
provide an easier porting path.

Robert.

On Nov 5, 2007 9:20 AM,  [EMAIL PROTECTED] wrote:
 Hi All,

 I'm having a slight problem building a release version of OSG1.2. I know I 
 should move to 2.2 - and a colleague of mine has - however for various 
 reasons I'm unable to at this moment.

 I'm running VS2005, and the problem I have is that I can build a debug 
 version, link it against my app, and everything is fine. When I build the 
 Release version of the OSG1.2 and link this against the release version of my 
 app I get 5 unknown function calls - as follows.

 1axtest1ctrl.obj : error LNK2001: unresolved external symbol public: 
 virtual bool __thiscall osgProducer::Viewer::realize(enum 
 Producer::CameraGroup::ThreadingModel) ([EMAIL 
 PROTECTED]@osgProducer@@[EMAIL PROTECTED]@Producer@@@Z)
 1axtest1ctrl.obj : error LNK2001: unresolved external symbol public: 
 virtual bool __thiscall osg::Group::removeChild(unsigned int,unsigned int) 
 ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED])
 1axtest1ctrl.obj : error LNK2001: unresolved external symbol public: 
 virtual bool __thiscall osg::Group::removeChild(class osg::Node *) ([EMAIL 
 PROTECTED]@osg@@[EMAIL PROTECTED]@@Z)
 1axtest1ctrl.obj : error LNK2001: unresolved external symbol public: 
 virtual bool __thiscall osg::Geode::removeDrawable(unsigned int,unsigned 
 int) ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED])
 1axtest1ctrl.obj : error LNK2019: unresolved external symbol 
 __declspec(dllimport) public: void __thiscall 
 osg::CameraNode::setRenderOrder(enum osg::CameraNode::RenderOrder) ([EMAIL 
 PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) referenced in function public: 
 unsigned long __thiscall CAxTest1Ctrl::CreateHUDNode(void) ([EMAIL 
 PROTECTED]@@QAEKXZ)
 1CorrectInitialUnitPartMatrixVisitor.obj : error LNK2019: unresolved 
 external symbol __declspec(dllimport) class osg::Matrixd __cdecl 
 osg::computeLocalToWorld(class std::vectorclass osg::Node *,class 
 std::allocatorclass osg::Node *  const ) ([EMAIL PROTECTED]@@[EMAIL 
 PROTECTED]@[EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@osg@@@std@@@std@@@Z) 
 referenced in function public: virtual void __thiscall 
 CCorrectInitialUnitPartMatrixVisitor::apply(class osg::Transform ) ([EMAIL 
 PROTECTED]@@[EMAIL PROTECTED]@@@Z)


 Sorry about that. Anyway, on closer inspection it appears that my app is 
 trying to link to
 osg::Group::removeChild(unsigned int,unsigned int) ([EMAIL 
 PROTECTED]@osg@@[EMAIL PROTECTED])

 however when I examine the OSG dll produced when building a release version 
 it contains the decorated function

 osg::Group::removeChild(unsigned int,unsigned int) ([EMAIL 
 PROTECTED]@osg@@[EMAIL PROTECTED])

 (in case you missed it, the bit that's different is the decoration).

 I've trawled through the MS documentation, played with a few compiler/linker 
 settings associated with inline functions, all to no avail.

 Has anyone got any ideas ?

 Many thanks for any help.

 Neil.




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Re: [osg-users] databasepageloader and composite viewer

2007-11-06 Thread Robert Osfield
Hi David,

Which version of the OSG are you using?

Robert.

On Nov 5, 2007 9:40 AM, David _ [EMAIL PROTECTED] wrote:

  Hi

 We´re dealing with a MDI application with multiple views of the same scene,
 which is composed by some pagelod islands.

 we´re using the composite viewer in order to have an independent camera in
 every child window and it´s working fine. The problem comes when we want to
 delete one of these windows.

 For deleting a view we use the removeView method of the composite viewer in
 order to free the osgViewer, but, sometimes it kills the databasepageloader
 too which stops all the LOD switching stuff. This is not happening all the
 viewers, just with some of them.

 How can we avoid this (killing a view of the composite viewer without
 killing the LOD stuff)???
 How can we check if the databasepageloader is gone and re-start it??

 thanks in advance

 help would be really appreciated



 
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Re: [osg-users] Scaling images

2007-11-06 Thread Robert Osfield
Hi Guy,

If you hardware is capable of non power of two textures switch off the
hint to resize non power of two textures:

  texture-setResizeNonPowerOfTwoHint(false);

Robert.

On Nov 6, 2007 5:48 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:


 Hi,
  I'm trying to send float data beyond the range of [0, 1] to a texture.
 I set the texture and the image format to float. If the image size is power
 of two, things seems to be ok, but if the sizes are different it seems the
 the gluScaleImage command truncate the values in some manner (it's even not
 clamping everything above 1.0 to 1.0 and everything below 0 to 0, but some
 truncation that leaes only the fraction of the value). Any ideas how to
 prevent it from happenning?

 thanks,
  Guy
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Re: [osg-users] osgSim::OpenFlightOptimizer

2007-11-06 Thread Brede Johansen
Hi,

I believe Jasons memory is correct.  Now the regular optimizer is up
to the task.

  IIRC, it was used at one point by the newer OpenFlight plugin to handle
 some of the lower-level optimization (things that the regular Optimizer
 couldn't do).

Regards,
Brede


On 11/6/07, Robert Osfield [EMAIL PROTECTED] wrote:
 On Nov 4, 2007 10:54 PM, Paul Martz [EMAIL PROTECTED] wrote:
  Robert -- If you'd like, I could submit a code change that marks this class
  as deprecated.

 If it's not being used then we could remove it for 2.4.  Perhaps Brede
 might be able to add something to this.

 For 2.2.1 we'll need to live it in just for backwards compatibility,
 so for this a comment in the docs that this is deprecated would be
 appropriate.
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[osg-users] SVN XCode repositoryhas filename issue

2007-11-06 Thread Philip Taylor
This is an academic issue for me, but I thought I'd just pass it along.

Having downloaded the entire OSG repository (using the Tortoise SVN tool)
onto my home WinXP system, the tool hit a problem when it reached one of the
Xcode projects under the Tags (tagged releases) repository. I think this was
either the osgProducer_OpenSceneGraph_BranchPoint or
Producer_OpenSceneGraph_BranchPoint release, but I can't remember which - it
may have been another.

Anyhow, SVN gets itself confused because it downloads a filename in one case
and then gets asked to download the same filename with some letters in the
alternative (upper/ lower) case. This will work ok on case sensitive systems
(ie Linux and Apple) but not on case insensitive Windows, where both
filenames resolve to the same filename. The result is that Tortoise SVN
gives up reporting errors, because it can't create the second file and it
leaves things locked.

Obviously the lock issue is down to Tortoise, but the filename issue may
require resolution, or perhaps this email appearing in the archives may
suffice.

I'm a WinXP user but have just started a Linux project so get to see the
best and worst of both (let battle commence!!!)

PhilT

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[osg-users] Placing camera manually

2007-11-06 Thread Sashidhar Guntury
Hi!
 I want to manually place the camera at a point. For that I
have written the following two functions. The second function returns
a view which is added to the viewer. But the problem is that whatever
values I fill in the osg::Matrix::translate(osg::Vec3(...)), nothing
seems to be happening. The view remains the same...

osg::MatrixTransform* setPosition(osg::Node* scene, osg::BoundingSphere* bs){
osg::MatrixTransform* mTop = new osg::MatrixTransform;
mTop-setName(Top View);

mTop-setMatrix(osg::Matrix::rotate(osg::inDegrees(90.0),osg::Vec3(1.0,0.0,0.0))
* osg::Matrix::translate(osg::Vec3(100.0, 600.0, 0.0)));  /*All
changes done here*/

mTop-setMatrix(n);
mTop-addChild(scene);
return mTop;
}

osgViewer::View* createTopView(osg::Node* scene){
osgViewer::View* topView = new osgViewer::View;
osg::BoundingSphere bsh = scene-getBound();
cout  bsh.radius()  endl;

topView-getCamera()-setProjectionMatrixAsPerspective(60.0f,
(double)traits-width/(double)traits-height, 1.0, 1000.0);
topView-getCamera()-setViewport(new osg::Viewport(0, 0,
(traits-width)/5, (traits-height)/5));
topView-getCamera()-setGraphicsContext(gc.get());
topView-getCamera()-setClearColor(osg::Vec4(0.4f, 0.4f, 0.4f, 1.0f));

topView-getCamera()-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

topView-setSceneData(setPosition(scene, bsh));
return topView;
}

 why does it happen so? In the
NPS Tutorials, in the 10th tutorial, there was some code which helped
manually place a camera. In that tutorial, the guy has taken the
inverse of the view matrix. Why? Am I missing something?? :(
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Re: [osg-users] Placing camera manually

2007-11-06 Thread Adrian Egli
do you have an active motion model, ? Yes, the motion model overwrite each
frame the view's position, may writting a own motion model helps.



2007/11/6, Sashidhar Guntury [EMAIL PROTECTED]:

 Hi!
  I want to manually place the camera at a point. For that I
 have written the following two functions. The second function returns
 a view which is added to the viewer. But the problem is that whatever
 values I fill in the osg::Matrix::translate(osg::Vec3(...)), nothing
 seems to be happening. The view remains the same...

 osg::MatrixTransform* setPosition(osg::Node* scene, osg::BoundingSphere*
 bs){
 osg::MatrixTransform* mTop = new osg::MatrixTransform;
 mTop-setName(Top View);
 mTop-setMatrix(osg::Matrix::rotate(osg::inDegrees(90.0
 ),osg::Vec3(1.0,0.0,0.0))
 * osg::Matrix::translate(osg::Vec3(100.0, 600.0, 0.0)));  /*All
 changes done here*/

 mTop-setMatrix(n);
 mTop-addChild(scene);
 return mTop;
 }

 osgViewer::View* createTopView(osg::Node* scene){
 osgViewer::View* topView = new osgViewer::View;
 osg::BoundingSphere bsh = scene-getBound();
 cout  bsh.radius()  endl;

 topView-getCamera()-setProjectionMatrixAsPerspective(60.0f,
 (double)traits-width/(double)traits-height, 1.0, 1000.0);
 topView-getCamera()-setViewport(new osg::Viewport(0, 0,
 (traits-width)/5, (traits-height)/5));
 topView-getCamera()-setGraphicsContext(gc.get());
 topView-getCamera()-setClearColor(osg::Vec4(0.4f, 0.4f, 0.4f,
 1.0f));

 
 topView-getCamera()-setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

 topView-setSceneData(setPosition(scene, bsh));
 return topView;
 }

  why does it happen so? In the
 NPS Tutorials, in the 10th tutorial, there was some code which helped
 manually place a camera. In that tutorial, the guy has taken the
 inverse of the view matrix. Why? Am I missing something?? :(
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Re: [osg-users] databasepageloader and composite viewer

2007-11-06 Thread David _

Hi Robert

we´re currently using OSG 2.2 under windows compiled with visual studio 2005


 Date: Tue, 6 Nov 2007 09:01:07 +
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] databasepageloader and composite viewer
 
 Hi David,
 
 Which version of the OSG are you using?
 
 Robert.
 
 On Nov 5, 2007 9:40 AM, David _ [EMAIL PROTECTED] wrote:
 
   Hi
 
  We´re dealing with a MDI application with multiple views of the same scene,
  which is composed by some pagelod islands.
 
  we´re using the composite viewer in order to have an independent camera in
  every child window and it´s working fine. The problem comes when we want to
  delete one of these windows.
 
  For deleting a view we use the removeView method of the composite viewer in
  order to free the osgViewer, but, sometimes it kills the databasepageloader
  too which stops all the LOD switching stuff. This is not happening all the
  viewers, just with some of them.
 
  How can we avoid this (killing a view of the composite viewer without
  killing the LOD stuff)???
  How can we check if the databasepageloader is gone and re-start it??
 
  thanks in advance
 
  help would be really appreciated
 
 
 
  
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Re: [osg-users] databasepageloader and composite viewer

2007-11-06 Thread Robert Osfield
Hi David,

I've had a quick check through View.cpp and the destructor doesn't do
anything more than unref the Scene object that should be shared
between each of your views, and as such shouldn't actually do anything
to the DatabasePager directly.  The same goes for
CompositeViewer::removeView, it shouldn't change anything with the
database pager directly.

Do each of the View have their own GraphicsWindow?  I wonder if this
is where the problems stem from.

Robert.

On Nov 6, 2007 11:12 AM, David _ [EMAIL PROTECTED] wrote:

  Hi Robert

 we´re currently using OSG 2.2 under windows compiled with visual studio 2005


  Date: Tue, 6 Nov 2007 09:01:07 +
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] databasepageloader and composite viewer


 
  Hi David,
 
  Which version of the OSG are you using?
 
  Robert.
 
  On Nov 5, 2007 9:40 AM, David _ [EMAIL PROTECTED] wrote:
  
   Hi
  
   We´re dealing with a MDI application with multiple views of the same
 scene,
   which is composed by some pagelod islands.
  
   we´re using the composite viewer in order to have an independent camera
 in
   every child window and it´s working fine. The problem comes when we want
 to
   delete one of these windows.
  
   For deleting a view we use the removeView method of the composite viewer
 in
   order to free the osgViewer, but, sometimes it kills the
 databasepageloader
   too which stops all the LOD switching stuff. This is not happening all
 the
   viewers, just with some of them.
  
   How can we avoid this (killing a view of the composite viewer without
   killing the LOD stuff)???
   How can we check if the databasepageloader is gone and re-start it??
  
   thanks in advance
  
   help would be really appreciated
  
  
  
   
   Express yourself instantly with MSN Messenger! MSN Messenger
  
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Re: [osg-users] databasepageloader and composite viewer

2007-11-06 Thread David _

Hi Robert,

i´ll explaing the process we´re following and maybe you can see if we´re doing 
something wrong

we´re using wxwidgets to manage the windows system which is composed by a MDI 
parent frame and many MDI child frames which all share the same parent frame.

each MDI child frame (which is itself a new window) has it´s own openGL canvas 
and it´s own osgViewer. We also have one global compositeViewer for the whole 
application.

the process we follow for creating each MDI Child Window is, create the new 
frame, create the new openglcanvas inside the new frame, create a new 
osgviewer, associate the osgviewer with the canvas using 
osg_viewer-getCamera()-setGraphicsContext(gl_canvas);, call the SetScene 
method of the viewer to tell him which scene is going to be shown and finally 
we call the addView method of the compositeViewer passing the new * viewer as a 
parameter

for deleting the window we first use the composite_viewer-removeView(viewer) 
and then we delete the wxWidgets stuff, no direct calls to the viewer 
destructor is used. Does the remoview kills the viewer??? we believe it does 
because we see no memory leaks when the application closes. we´re not using a 
ref_ptr in the viewer because we had some problems with the deleting order of 
the widgets, we´ll try to find a way to use it and maybe it helps a little

if you see something which you think is not right, please tell us

 Date: Tue, 6 Nov 2007 11:20:57 +
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] databasepageloader and composite viewer
 
 Hi David,
 
 I've had a quick check through View.cpp and the destructor doesn't do
 anything more than unref the Scene object that should be shared
 between each of your views, and as such shouldn't actually do anything
 to the DatabasePager directly.  The same goes for
 CompositeViewer::removeView, it shouldn't change anything with the
 database pager directly.
 
 Do each of the View have their own GraphicsWindow?  I wonder if this
 is where the problems stem from.
 
 Robert.
 
 On Nov 6, 2007 11:12 AM, David _ [EMAIL PROTECTED] wrote:
 
   Hi Robert
 
  we´re currently using OSG 2.2 under windows compiled with visual studio 2005
 
 
   Date: Tue, 6 Nov 2007 09:01:07 +
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] databasepageloader and composite viewer
 
 
  
   Hi David,
  
   Which version of the OSG are you using?
  
   Robert.
  
   On Nov 5, 2007 9:40 AM, David _ [EMAIL PROTECTED] wrote:
   
Hi
   
We´re dealing with a MDI application with multiple views of the same
  scene,
which is composed by some pagelod islands.
   
we´re using the composite viewer in order to have an independent camera
  in
every child window and it´s working fine. The problem comes when we want
  to
delete one of these windows.
   
For deleting a view we use the removeView method of the composite viewer
  in
order to free the osgViewer, but, sometimes it kills the
  databasepageloader
too which stops all the LOD switching stuff. This is not happening all
  the
viewers, just with some of them.
   
How can we avoid this (killing a view of the composite viewer without
killing the LOD stuff)???
How can we check if the databasepageloader is gone and re-start it??
   
thanks in advance
   
help would be really appreciated
   
   
   

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Re: [osg-users] databasepageloader and composite viewer

2007-11-06 Thread Robert Osfield
Hi David,

There a few too many parts in this set up for me to fully understand
the ins and outs to it I'm afraid.  W.r.t. memory one needs to be
careful about ciruclar references i.e. the window owning the viewer vs
viewer owning the window.  Having the GraphicsWindowWx be handled as a
proxy object might be the best way to tackle this, with the WxWidget
owning the GraphicsWindowWx and the Viewer's Camera owning
GraphicsWindowWx, if the WxWidget goes out of scope then the
GraphicsWindowWx wouldn't but would need to be switched off.

Robert.

On Nov 6, 2007 12:15 PM, David _ [EMAIL PROTECTED] wrote:

  Hi Robert,

 i´ll explaing the process we´re following and maybe you can see if we´re
 doing something wrong

 we´re using wxwidgets to manage the windows system which is composed by a
 MDI parent frame and many MDI child frames which all share the same parent
 frame.

 each MDI child frame (which is itself a new window) has it´s own openGL
 canvas and it´s own osgViewer. We also have one global compositeViewer for
 the whole application.

 the process we follow for creating each MDI Child Window is, create the new
 frame, create the new openglcanvas inside the new frame, create a new
 osgviewer, associate the osgviewer with the canvas using
 osg_viewer-getCamera()-setGraphicsContext(gl_canvas);, call the SetScene
 method of the viewer to tell him which scene is going to be shown and
 finally we call the addView method of the compositeViewer passing the new *
 viewer as a parameter

 for deleting the window we first use the
 composite_viewer-removeView(viewer) and then we delete the wxWidgets stuff,
 no direct calls to the viewer destructor is used. Does the remoview kills
 the viewer??? we believe it does because we see no memory leaks when the
 application closes. we´re not using a ref_ptr in the viewer because we had
 some problems with the deleting order of the widgets, we´ll try to find a
 way to use it and maybe it helps a little

 if you see something which you think is not right, please tell us

  Date: Tue, 6 Nov 2007 11:20:57 +


  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] databasepageloader and composite viewer
 
  Hi David,
 
  I've had a quick check through View.cpp and the destructor doesn't do
  anything more than unref the Scene object that should be shared
  between each of your views, and as such shouldn't actually do anything
  to the DatabasePager directly. The same goes for
  CompositeViewer::removeView, it shouldn't change anything with the
  database pager directly.
 
  Do each of the View have their own GraphicsWindow? I wonder if this
  is where the problems stem from.
 
  Robert.
 
  On Nov 6, 2007 11:12 AM, David _ [EMAIL PROTECTED] wrote:
  
   Hi Robert
  
   we´re currently using OSG 2.2 under windows compiled with visual studio
 2005
  
  
Date: Tue, 6 Nov 2007 09:01:07 +
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] databasepageloader and composite viewer
  
  
   
Hi David,
   
Which version of the OSG are you using?
   
Robert.
   
On Nov 5, 2007 9:40 AM, David _ [EMAIL PROTECTED] wrote:

 Hi

 We´re dealing with a MDI application with multiple views of the same
   scene,
 which is composed by some pagelod islands.

 we´re using the composite viewer in order to have an independent
 camera
   in
 every child window and it´s working fine. The problem comes when we
 want
   to
 delete one of these windows.

 For deleting a view we use the removeView method of the composite
 viewer
   in
 order to free the osgViewer, but, sometimes it kills the
   databasepageloader
 too which stops all the LOD switching stuff. This is not happening
 all
   the
 viewers, just with some of them.

 How can we avoid this (killing a view of the composite viewer
 without
 killing the LOD stuff)???
 How can we check if the databasepageloader is gone and re-start it??

 thanks in advance

 help would be really appreciated



 
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Re: [osg-users] removeChild not freeing memory

2007-11-06 Thread C C
Yeah I verified through the debugger that the reference count reaches 0.

However you may be correct about the memory release...all I've been using to
check that is the Memory Used column of the task manager that Windows XP
provides.  The main reason that I thought the memory was not being freed was
that in my program whenever I loaded and unloaded you could see small
amounts of memory being released from iteration to iteration based off of
some other pointers that were getting deleted, which is why I expected to
see a memory drop after a removeChild call.  I figured if I saw a memory
drop after some other pointer deletions there would also be a memory drop
after a removeChild.  Is that incorrect?

Thx a lot for the help.

On 11/5/07, Paul Martz [EMAIL PROTECTED] wrote:

  Are you using a debugger to verify that the reference count reaches zero?
 If you have another ref_ptr referencing the top-level node, the reference
 count will not drop to zero and memory won't be freed.

 How are you inferring that memory isn't freed? Some operating systems only
 free memory back to the process rather than back to the OS, so the process
 size remains the same (it includes the size of freed memory, which is
 available for reallocation).
-Paul


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *C C
 *Sent:* Monday, November 05, 2007 2:17 PM
 *To:* osg-users@lists.openscenegraph.org
 *Subject:* [osg-users] removeChild not freeing memory

 Hi all,

 This is a total noob question, but I must assume that I'm either doing
 something incorrectly or misunderstanding how removeChild works.  I have a
 program that is loading/unloading model *.osg files on the fly.  When I do a
 removeChild on the model's node, no memory seems to be released.  Thus as I
 load/unload more models the memory used goes up, which will eventually lead
 to a crash.

 Just to try this on a simple scale, I went to the osgshadowtexture example
 since I knew that a readNodeFile call was made to load cessna.osg, and
 made some small modifications.  In the main loop of the program I wait for
 about 500 iterations after the readNodeFile call, and then I remove all of
 the children from the node called model in the program.  This obviously
 succeeds because if I continue running the example the default blue shows
 with all models removed.  Unfortunately, no memory gets freed.  Shouldn't
 the memory used go down after that though?  Even if I wait for multiple
 iterations after the removal the memory used does not go down.

 Is there something blatantly wrong with what I'm doing?  If so could you
 tell me what I need to do in order to free the memory that was taken up by
 the loading of the cessna.osg?

 Thanks in advance.

 -CC


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[osg-users] Scaling images truncates data

2007-11-06 Thread [EMAIL PROTECTED]
Hi,
 I'm trying to send float data beyond the range of [0, 1] to a texture.
I set the texture and the image format to float. If the image size is power of 
two, things seems to be ok, but if the sizes are different it seems the the 
gluScaleImage command truncate the values in some manner (it's even not 
clamping everything above 1.0 to 1.0 and everything below 0 to 0, but some 
truncation that leaes only the fraction of the value). Any ideas how to prevent 
it from happenning?

thanks,
 Guy
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Re: [osg-users] Scaling images

2007-11-06 Thread [EMAIL PROTECTED]
ok, thanks, but the main question is why gluScaleImage destroy the data in
the image and how do I prevent it.

thanks,
 Guy.
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 06, 2007 11:12 AM
Subject: Re: [osg-users] Scaling images


 Hi Guy,

 If you hardware is capable of non power of two textures switch off the
 hint to resize non power of two textures:

   texture-setResizeNonPowerOfTwoHint(false);

 Robert.

 On Nov 6, 2007 5:48 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
 
  Hi,
   I'm trying to send float data beyond the range of [0, 1] to a texture.
  I set the texture and the image format to float. If the image size is
power
  of two, things seems to be ok, but if the sizes are different it seems
the
  the gluScaleImage command truncate the values in some manner (it's even
not
  clamping everything above 1.0 to 1.0 and everything below 0 to 0, but
some
  truncation that leaes only the fraction of the value). Any ideas how to
  prevent it from happenning?
 
  thanks,
   Guy
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Re: [osg-users] Scaling images truncates data

2007-11-06 Thread Robert Osfield
Please read my message from earlier today.

On Nov 6, 2007 3:23 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:



 Hi,
  I'm trying to send float data beyond the range of [0, 1] to a texture.
 I set the texture and the image format to float. If the image size is power
 of two, things seems to be ok, but if the sizes are different it seems the
 the gluScaleImage command truncate the values in some manner (it's even not
 clamping everything above 1.0 to 1.0 and everything below 0 to 0, but some
 truncation that leaes only the fraction of the value). Any ideas how to
 prevent it from happenning?

 thanks,
  Guy
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Re: [osg-users] CompileContexts problems

2007-11-06 Thread Robert Osfield
Hi Serge,

I have no experience of using this feature under Windows so I really
can't provide any direction.  It could be a bug on the OSG side, it
could be a bug in the OpenGL driver, I really couldn't say.

Have you tried you app on other OS's other drivers?

Robert.

On Nov 6, 2007 3:44 PM, Serge Lages [EMAIL PROTECTED] wrote:
 Hi Robert and all,

  I am currently having a problem with the DatabasePager and the
 CompileContexts feature. (First of all I am using the SVN version under
 WinXP and Visual Express edition, with a 8600GTS graphical card and latest
 NVidia drivers).

 When I activate it (calling
 osg::DisplaySettings::instance()-setCompileContextsHint(true)), it seems
 that the DatabasePager mix some drawables and I have wrong objects at the
 wrong place. See the attached picture to better understand the problem. What
 is very weird is that the nodes I request are composed of transforms and a
 geode with the terrain geometry, and the request returns the correct
 transforms but an incorrect geometry.
 This problem occurs only if I activate the CompileContext, without it I
 can't reproduce it.

 I am also having another issue with the CompileContext, my application crash
 on exit with this error message :

 R6025
 - pure virtual function call

 Any idea on how to fix these issues ?
 Thanks in advance.

 --
 Serge Lages
 http://www.tharsis-software.com
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Re: [osg-users] CompileContexts problems

2007-11-06 Thread Serge Lages
On 11/6/07, Robert Osfield [EMAIL PROTECTED] wrote:

 Hi Serge,

 I have no experience of using this feature under Windows so I really
 can't provide any direction.  It could be a bug on the OSG side, it
 could be a bug in the OpenGL driver, I really couldn't say.

 Have you tried you app on other OS's other drivers?


I have only Windows/NVidia computers to test right now. :/
I will try to look further where it comes from. But if you have any idea on
where to investigate I would grantly appreciate. :)

-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] CompileContexts problems

2007-11-06 Thread Robert Osfield
On Nov 6, 2007 4:24 PM, Serge Lages [EMAIL PROTECTED] wrote:
 I have only Windows/NVidia computers to test right now. :/
 I will try to look further where it comes from. But if you have any idea on
 where to investigate I would grantly appreciate. :)

I'm afraid I don't know where to start, this is really an type of
problem that requires debugging on the client machine.

Robert.
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Re: [osg-users] HDR - RGB8 vs RAW

2007-11-06 Thread Guerrero, Michael (CIV)
Thanks for your reply David.

 

My results seem unaffected by whether I use an ivec4 or the float
version of vec4.  I used ivec4 because the author of renderwriterhdr.cpp
left commented shader code for the conversion from RGBE to float with
the ivec4.  Check out readerwriterhdr.cpp line 80 to see what I'm
talking about.

 

I am in fact using RGBA8 textures.  At first I suspected that no
filtering was being applied so I tried using osg::Texture::NEAREST with
the RGB8 LDR texture for comparison.  Although it became more blocky
looking as expected, it still look reasonable.  This is in sharp
contrast to the RAW texture which shows dramatic artifacts.

 

For quick reference:

RGB8: http://img162.imageshack.us/img162/8467/hdrrgb8rn7.jpg

RAW: http://img206.imageshack.us/img206/8574/hdrrawza9.jpg

 

Any insight is appreciated,

Michael Guerrero ( Delta3D )

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Tuesday, November 06, 2007 1:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] HDR - RGB8 vs RAW

 

Michael

 

 

-   With the option RGB8  ( osgDB::ReaderWriter::Options(
RGB8 )  )

o  The image is converted to LDR before being stored in a
texture.

 Doesn't that defy the whole point of being HDR to begin with?


Yes,  although it allows you to at least read in RGBE / Radiance format
files, so that you can use HDR assets in LDR pipelines. That's one thing
we fall back to - we generate and ship all our assets in HDR, but
depending on the eventual hardware, it may fallback to an LDR load if
the card can't handle it. 

 

 

The problem is that my rendering results are different.


Firstly, why ivec4 in the textureRGBE code? If you try just vec4
does it get better? I would have thought you wanted floats here... 

Secondly, could this be an interpolation issue? Is the texture format
RGBA8 or 32F (I would have thought that you would be using RGBA8, but
you never know). Most of the hardware we support doesn't support LINEAR
interpolation on float textures, so we have to do it by hand, as it
were. 

Hope that helps,

David



 

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Re: [osg-users] OSGEdit 0.7.0 RC1

2007-11-06 Thread Rubén López

El lun, 05-11-2007 a las 12:19 -0500, Jeremy L. Moles escribió:
 On Mon, 2007-11-05 at 12:33 +0100, Harald A. wrote:
  HI,
  
  great to hear that a new version of osgedit is comming.
  
  here my evaluatoin report for the current rc1
  
  
  Build was not realy easy,
 
 I really love the effort that goes into OSGEdit, but I can't help but
 agree with this. I'm more than competent when it comes to building
 software and using a development environment, and I just didn't have the
 energy required to fix the build system to make it work for me...
 
  I do not have installed my developmentstuff
  systemwide, and scons ignored my enviroment vars
  (LIBRARY_PATH, CPLUS_INCLUDE_PATH C_INCLUDE_PATH and also (in parts) CPATH)
  

The migration from automake/autoconf to SCons have lost a lot of
standard things like these that just worked automagically, and I am
too used to install things system-wide (making my own debian packages if
needed). 
Could you provide some pointer to documentation on the standard building
variables? I will try to support them before the final release.

Thanks.


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Re: [osg-users] OSGEdit 0.7.0 RC1

2007-11-06 Thread Jeremy L. Moles
On Tue, 2007-11-06 at 20:11 +0100, Rubén López wrote:
 El lun, 05-11-2007 a las 12:19 -0500, Jeremy L. Moles escribió:
  On Mon, 2007-11-05 at 12:33 +0100, Harald A. wrote:
   HI,
   
   great to hear that a new version of osgedit is comming.
   
   here my evaluatoin report for the current rc1
   
   
   Build was not realy easy,
  
  I really love the effort that goes into OSGEdit, but I can't help but
  agree with this. I'm more than competent when it comes to building
  software and using a development environment, and I just didn't have the
  energy required to fix the build system to make it work for me...
  
   I do not have installed my developmentstuff
   systemwide, and scons ignored my enviroment vars
   (LIBRARY_PATH, CPLUS_INCLUDE_PATH C_INCLUDE_PATH and also (in parts) 
   CPATH)
   
 
 The migration from automake/autoconf to SCons have lost a lot of
 standard things like these that just worked automagically, and I am
 too used to install things system-wide (making my own debian packages if
 needed). 
 Could you provide some pointer to documentation on the standard building
 variables? I will try to support them before the final release.
 
 Thanks.

Sure. I'm anxious to get it working with as little effort as possible...
however, if my work makes it easier in the long run then I'm more than
willing to contribute.

I can try my hand at it and submit a patch generated by svn diff--is
this acceptable?

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[osg-users] OSG_MAX_TEXTURE_SIZE

2007-11-06 Thread Paul Martz
Hi Robert -- I'm in the middle of writing an environment variable reference,
and I'm a little confused by OSG_MAX_TEXTURE_SIZE -- what its for, when it
has an effect, etc.
 
As near as I can tell, it overrides the _maxTextureSize member variable for
both Texture and Font, but only if its smaller than the current value
(which, I assume, comes from OpenGL). However, _maxTextureSize itself only
appears to be referenced if non-power of 2 textures are not available, in
which case it's used in the computation to determine the maximum power of 2
dimension for the texture during resize.
 
Am I missing something here? Why would a user ever set this?
 
Thanks. Any additional info will help make this a better document. :-)
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 
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[osg-users] DatabasePager -- dead code?

2007-11-06 Thread Paul Martz
Hi Robert -- DatabasePager has a method
getMinimumTimeAvailableForGLCompileAndDeletePerFrame(), which returns the
value of the variable _minimumTimeAvailableForGLCompileAndDeletePerFrame.
 
As far as I can tell, neither the function nor the variable are ever
referenced in any meaningful way -- they have zero effect on the code. Is
this a work in progress, or is it deprecated and can be removed in a future
release?
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 
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[osg-users] DepthBuffer grid

2007-11-06 Thread russelmg
Hi,

To start, I am grabbing the depthBuffer from the video card using the 
readPixel (0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT) method.

First, I will create a camera that will be positioned above the scene's 
geometry and point straight down.
I'd like to take the data from the depth buffer and transfer it into 
memory.
Next, using the data, I'd like to create a grid and translate all the 
depths to height above geometry.


If I have an osg::Image *depth_buffer, 
I believe that: depth_buffer-data() takes the depthbuffer from the video 
card into memory.
How can I store all the data into an array, iterate through it, and 
convert the normalized values into meaningful height values?


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Re: [osg-users] DepthBuffer grid

2007-11-06 Thread Paul Martz
 


Hi, 

To start, I am grabbing the depthBuffer from the video card using the
readPixel (0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT) method. 

First, I will create a camera that will be positioned above the scene's
geometry and point straight down. 
I'd like to take the data from the depth buffer and transfer it into memory.

Next, using the data, I'd like to create a grid and translate all the depths
to height above geometry. 


If I have an osg::Image *depth_buffer, 
I believe that: depth_buffer-data() takes the depthbuffer from the video
card into memory. 
How can I store all the data into an array, iterate through it, and convert
the normalized values into meaningful height values?  
 

You'll need to write code to do this. A simple nested for loop should do the
trick.
   -Paul 
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Re: [osg-users] PickHandler Class on Quick Start Guide

2007-11-06 Thread Renan Mendes
Hi, there, Paul.

 I have tried to adapt your PickHandler class to solve my specific
problem, but I couldn't. Please, help me out. Honestly I haven't completely
understand it (when you check for Intersections and stuff like this) but I
imagined that all I had to do was to put my own methods after the if
(_selectedNode.valid()) condition.

 Well, let me elaborate a little bit more on my software's current
situation.

 There is a Point class, that is osg::MatrixTransform's daughter. Each
Point's instance has a geode child, which carries a sphere with a certain
color. What I need to do is change the sphere's color after this shape was
selected by mouse picking. I've tried creating a method changeColor, that
belonged to the Point class, and I've made the PickHandler a daughter of
that class, so that it would have access to the method.
 Specifics of the method aside, what do I have to do to call that
method? Is it simply by writing _selectedNode-changeColor(); in the above
mentioned condition's nest? That doesn't seem to work very well Do I
have to declare _selectedNode as a global variable before the definition of
the class? If yes, what kind o pointer would it be?

 By answering this, you'll make someone eternally grateful to you!

Renan M Z Mendes
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Re: [osg-users] PickHandler Class on Quick Start Guide

2007-11-06 Thread Paul Martz
Hi Renan -- Sounds like maybe you don't have the complete source? You can
download it from here: http://www.skew-matrix.com/OSGQSG/index.html
 
You say calling the method in _selectedNode doesn't seem to work very well
but you haven't told me how it fails so that's tough to diagnose. Does it
compile? If so, does it crash because the pointer is NULL? 
 
You said your sphere was a shape. Do you mean a ShapeDrawable? If so, I
believe the Intersector classes are limited to picking Geometry classes...
not sure, check the code.
 
Hope that helps,
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Renan
Mendes
Sent: Tuesday, November 06, 2007 4:15 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] PickHandler Class on Quick Start Guide


Hi, there, Paul.

 I have tried to adapt your PickHandler class to solve my specific
problem, but I couldn't. Please, help me out. Honestly I haven't completely
understand it (when you check for Intersections and stuff like this) but I
imagined that all I had to do was to put my own methods after the if
(_selectedNode.valid()) condition.

 Well, let me elaborate a little bit more on my software's current
situation.

 There is a Point class, that is osg::MatrixTransform's daughter. Each
Point's instance has a geode child, which carries a sphere with a certain
color. What I need to do is change the sphere's color after this shape was
selected by mouse picking. I've tried creating a method changeColor, that
belonged to the Point class, and I've made the PickHandler a daughter of
that class, so that it would have access to the method. 
 Specifics of the method aside, what do I have to do to call that
method? Is it simply by writing _selectedNode-changeColor(); in the above
mentioned condition's nest? That doesn't seem to work very well Do I
have to declare _selectedNode as a global variable before the definition of
the class? If yes, what kind o pointer would it be? 

 By answering this, you'll make someone eternally grateful to you!

Renan M Z Mendes


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Re: [osg-users] PickHandler Class on Quick Start Guide

2007-11-06 Thread Renan Mendes
Hi, Paul.

   I do have the complete version. You had already given me the address to
download some time ago.

  Well, I have just made some tests. I've create a simple method (just to
print a prompt message) when the node was mouse picked, but it didn't work.
Do you think that's because my Point class instances are matrix and not
shapes? How can I adapt your code for that objective?

   Thanks again.


   Renan M Z Mendes
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Re: [osg-users] PickHandler Class on Quick Start Guide

2007-11-06 Thread Paul Martz
If you're trying to pick a Drawable that isn't a Geometry, unmodified OSG
won't pick it. You'll need to derive your own Intersector class to perform
picking on custom Drawables.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Renan
Mendes
Sent: Tuesday, November 06, 2007 4:52 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] PickHandler Class on Quick Start Guide


Hi, Paul.

   I do have the complete version. You had already given me the address to
download some time ago.

  Well, I have just made some tests. I've create a simple method (just to
print a prompt message) when the node was mouse picked, but it didn't work.
Do you think that's because my Point class instances are matrix and not
shapes? How can I adapt your code for that objective? 

   Thanks again.


   Renan M Z Mendes


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[osg-users] Tank Traversing across terrain

2007-11-06 Thread weng heng sze tho
Hi,

I'm trying to make a tank move across a terrain.

The terrain is created by reading the image files of Puget Sound that i downloaded from http://www.cc.gatech.edu/projects/large_models/ps.html
as mentioned in the quick step-by-step guide for OsgDem. Then I setElevationLayer and setColorLayer to an instance of  osgTerrain::TerrainNode. The terrain seems to display fine.

I added a "tank" node and attached it to a PositionAttitudeTransform. To make the "tank" move, it is set to a callback whereby it sets the new position of the tank to make it look like it is moving in a circle. The callback needs to check the elevation of the terrain so that the tanks "moves" according to terrain, so to do this I used the function "computeTerrainIntersection" from the example osgparticleeffects. Problem is, computeTerrainIntersection doesn't seem to be able to detect the elevation. I stepped through this function and it seems that  osgUtil::IntersectVisitor doesn't seem to get any "hits". I did notice however that if  I build the terrain by setting its elevation using osgHeightField  as is used in the example osgparticleeffects, the elevation can be detected just fine.

How do I make the function "computeTerrainIntersection" return me the correct elevetion? 

Thanks in advance for your help.

Weng Heng
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Re: [osg-users] Scaling images

2007-11-06 Thread [EMAIL PROTECTED]
ok, thanks.
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 06, 2007 6:03 PM
Subject: Re: [osg-users] Scaling images


 On Nov 6, 2007 3:30 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  ok, thanks, but the main question is why gluScaleImage destroy the data
in
  the image and how do I prevent it.

 For info on gluScaleImage supports you'll need to read up on the GLU
 implementation you have installed.

 As for preventing, well this is a GLU issue, and not something the OSG
 community can do anything about.  The best I can recommend is to NOT
 use gluScaleImage by using non power of two texture support as
 mentioned in my previous email.

 Robert.
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