Re: [osg-users] What's the mpr.dll ?

2008-04-18 Thread Mike Weiblen
never heard of it.

google sez:  mpr.dll is a module containing functions used to handle
communication between the Windows operating system and the installed
network providers.

-- mew



On Thu, Apr 17, 2008 at 8:03 PM,  [EMAIL PROTECTED] wrote:


 Hello,

 I develop a osg application,it runs right on development machine,but change
 other machine,it can't. I use DEPENDS.Exe to find the file mpr.dll have
 problem,it  show the error:

 Warning: At least one module has an unresolved import due to a missing
 export function in a delay-load dependent module.

 (Both machine have mpr.dll file,but different file date.)

 what's the mpr.dll? is there the relationship with the OSG?



 Thank you.

 Donlin

  
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Re: [osg-users] Cyclic graphs?!

2008-04-18 Thread Robert Osfield
Hi Art,

A long way back, 7 years ago, perhaps more, when I wrote
NodeVisitor I did consider adding detecting of cycles but considered
the code too costly to apply on every traverse or accept invocation.
Cyclic scene graphs are very much a special case that very few users
will ever use so adding a cost for everybody to support such a few
just doesn't make sense.  The progress of years has not changed this,
you are the first person for many years, perhaps even the first to
raise this topic on the OSG users list so its most definitely nieche.

My recomendation is to either a custom Node that overrides accept() or
traverse() to catch cycles, or to use a callback as I suggested.

Robert.

On Thu, Apr 17, 2008 at 10:09 PM, Art Tevs [EMAIL PROTECTED] wrote:
 Hi folks,

  Hmm, yeah it could be. However I haven't thought a lot
  of thread safety in a cyclic scene graph.

  Of course, for my purpose, I maybe would be able to
  redesign the problem and break the cycle in it or more
  or less leave with it by changing hte ::traverse()
  methods accordingly. However, I think, that the more
  elegant solution is to allow cycles and to catch them
  through the scene graph.

  I'll try to make some more thoughts about this. I
  think the idea with a barrier node or something like
  this would allow the user to be responsible for
  resolving the cycles. My idea is to put some
  cycle-detection code into the NodeVisitor and whenever
  it detects a path with a cycle, it could just add a
  new node, BarrierNode. The traverse method of the
  barrier node should forbid traversion of the subgraph
  per default. In this manner, we break the cycles
  automagically.
  Additional feature of it that the user defined nodes,
  derived from BarrierNode, are able to take care of
  what to do with the cycle.

  In this manner we wouldn't break any current
  functionality of the osg, because cycles are not
  allowed in any case. And by adding BarrierNodes we
  just break the cycles and just stop traversion there.


  Art

  P.S. Maybe there are some research papers from the
  beginning of scene graphs where they made already some
  thoughts on it. I wasn't able to find any ;-(
  Take a look here:
  
 http://www.gamasutra.com/view/feature/2812/dependency_graphs_in_games.php?page=3



  --- Robert Osfield [EMAIL PROTECTED] schrieb:



   Hi Art,
  
   I've never tried it myself, but the OSG should be
   able to support
   cyclic graphs, just not out of the box.  The way I'd
   do it is have a
   custom Update/Event/CullCallback that is attached to
   a node in the
   cycle, these callbacks count the number of times
   through in each
   traversal, once an max number of cycles in reach the
   traversal is
   stopped - simply be not calling the traverse method.
  
   One of the more tricky parts will be making the
   callbacks thread safe
   - much more of an issue of the cull traversal as
   update and event
   traversals are strictly single threaded so one can
   store state local
   to the callback itself.  For a thread safe cull
   traversal I guess you
   might be able to use the NodePath that the
   NodeVisitor accumulates as
   it traverses as a measure of how many times the
   cycle has been
   completed.
  
   I'd guess you should be able to write such a
   callback with just a few
   lines of code.  Perhaps this would be a nice little
   exercise for the
   community ;-)
  
   Robert.

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Re: [osg-users] picking osg objects using osgUtil::SceneView (cant find osgUtil::PickVisitor!)

2008-04-18 Thread Robert Osfield
Hi Erland,

You could use osgViewer::GraphicsWindowEmbedded to replace SceneView,
see the osgviewerGLUT and osgviewerSDL examples.

Robert.

On Thu, Apr 17, 2008 at 10:13 PM,  [EMAIL PROTECTED] wrote:
 Hei Robert.

  I would like to do that, but im working in a company and right now im trying 
 to integrating osg in a existing rendring system (which handles events, mfc 
 window, renders 3d terrain++) for rendering simple objects, so i'd rather use 
 SceneView as for now.

  I think i could be using LineProjector and IntersectVisitor to find 
 intersections..? But havent testet yet. See attachment.

  Erlend




  -Original Message-
  From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
  Sent: 17. april 2008 22:22
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] picking osg objects using osgUtil::SceneView (cant 
 find osgUtil::PickVisitor!)

  Hi Erland,

  Would it not be possible just to use osgViewer rather than SceneView.
  One of the points of osgViewer is that it provides more higher level
  functionality that users commonly require, and in doing so avoid the
  pain of end users having to implement themselves, and the pain
  involved in trying to communicate all the low level details required
  to teach a 3rd party how to implement something already implemented
  for them.

  Robert.

  On Thu, Apr 17, 2008 at 8:49 PM,  [EMAIL PROTECTED] wrote:
  
  
  
  
   I want to pick osg objects in the scene when pressing the mouse button on
   them.  I am using sceneView so i guess i cant use the osgViewer::View.
   computeIntersections and i
  
   did not find PickVisitor! Im using osg 2.3.7. So i guess i have to use
   IntersectVisitor. Is there a utility function for getting a line from 
 camera
   towards mouse position. Or do i: camera.pos - gluUnproject screen to world
  
  
  
   erlend
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Re: [osg-users] When must you use SingleThreaded threading model

2008-04-18 Thread Robert Osfield
Hi Paul,


The osgdepthpartion example would be best rewritten as a Viewer with
slave Cameras, rather than a CompositeViewer with multiple Views.
The reason for this is that depth partition cameras are conceptually
work on the same view, and are locked in sync with the view and
projection matrix of the master camera.

Robert.

On Fri, Apr 18, 2008 at 12:28 AM, Paul Martz [EMAIL PROTECTED] wrote:

  Hi all -- Another one of the examples that forces SingleThreaded is
  osgdepthpartition. I keep intending to rewrite it using CompositeViewer with
  ordered view processing, but haven't gotten around to it yet.

  In a nutshell, if any code executed by the cull or draw threads (such as
  your own callbacks or custom nodes) isn't thread safe, then you must use
  SingleThreaded.
-Paul



  


 From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Jason
  Beverage
 Sent: Thursday, April 17, 2008 11:40 AM
 To: osg users
 Subject: [osg-users] When must you use SingleThreaded threading
  model




 Hi Robert,

 I was looking through the examples and noticed that osgphotoalbum,
  osgdistortion and a few of the other examples are explicitly setting the
  viewer to SingleThreaded threading model.  Is there anything inherit in
  those examples where you *must* use the SingleThreaded viewer model rather
  than the others?  Just curious as I'm trying to get my head around the new
  OSG threading models.

 Thanks,

 jason





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Re: [osg-users] picking osg objects using osgUtil::SceneView (cant find osgUtil::PickVisitor!)

2008-04-18 Thread Paul Melis
Looking at that example I see that swapbuffers has to be called manually 
in this case, but I fail to find the place in the source where Viewer 
checks if it is running embedded and therefore doesn't have to call 
swapbuffers itself. Can you give a hint where this is?

Paul

Robert Osfield wrote:

Hi Erland,

You could use osgViewer::GraphicsWindowEmbedded to replace SceneView,
see the osgviewerGLUT and osgviewerSDL examples.

Robert.

On Thu, Apr 17, 2008 at 10:13 PM,  [EMAIL PROTECTED] wrote:
  

Hei Robert.

 I would like to do that, but im working in a company and right now im trying 
 to integrating osg in a existing rendring system (which handles events, mfc 
 window, renders 3d terrain++) for rendering simple objects, so i'd rather 
 use SceneView as for now.

 I think i could be using LineProjector and IntersectVisitor to find 
 intersections..? But havent testet yet. See attachment.

 Erlend




 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
 Sent: 17. april 2008 22:22
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] picking osg objects using osgUtil::SceneView (cant 
 find osgUtil::PickVisitor!)

 Hi Erland,

 Would it not be possible just to use osgViewer rather than SceneView.
 One of the points of osgViewer is that it provides more higher level
 functionality that users commonly require, and in doing so avoid the
 pain of end users having to implement themselves, and the pain
 involved in trying to communicate all the low level details required
 to teach a 3rd party how to implement something already implemented
 for them.

 Robert.

 On Thu, Apr 17, 2008 at 8:49 PM,  [EMAIL PROTECTED] wrote:
 
 
 
 
  I want to pick osg objects in the scene when pressing the mouse button on
  them.  I am using sceneView so i guess i cant use the osgViewer::View.
  computeIntersections and i
 
  did not find PickVisitor! Im using osg 2.3.7. So i guess i have to use
  IntersectVisitor. Is there a utility function for getting a line from 
  camera
  towards mouse position. Or do i: camera.pos - gluUnproject screen to world
 
 
 
  erlend
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[osg-users] svn 8134 osgprerender --image

2008-04-18 Thread J.P. Delport
Hi,

with the latest SVN and osgprerender --image, I'm getting a lot of:

Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)

lines written to the screen.

Does anyone else see this? Without --image there are no errors.

On another machine I have rev 8084 and have recompiled that version and 
do not see the error then.

regards
jp

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Re: [osg-users] How to set Fonts file Path?

2008-04-18 Thread Robert Osfield
Hi Donlin,

A good way to debug file search paths is to enable verbose debug messages via:

  set OSG_NOTIFY_LEVEL=DEBUG

And then look for the output where it searches for the Font.  It could
be that the search paths on each machine is different, or that each
machine doesn't have the same set of data installed on the same paths.

To set paths you can simply do:

 set OSG_FILE_PATH=.

Or programatically:

  osgDB::setDataFilePath(...);

Robert.



On Fri, Apr 18, 2008 at 1:51 AM,  [EMAIL PROTECTED] wrote:


 Hello,all,

 I use setFont(Fonts//ARIAL.TTF) ,it can take affects on development
 machine,but after change other machine it can't show the right Fonts,why?
 (The file ARIAL.TTF is on the both machine C:\WINDOWS\Fonts\ARIAL.TTF)

 I got a little confuse:

 -

 setFont(Fonts/ARIAL.TTF);

 setFont(Fonts//ARIAL.TTF);

 setFont(Fonts\\ARIAL.TTF);

 setFont(C:\WINDOWS\Fonts\ARIAL.TTF);

 setFont(C:\\WINDOWS\\Fonts\\ARIAL.TTF);

 setFont(C://WINDOWS//Fonts//ARIAL.TTF);

 --

 Which is correct and should be?

 Thank you.



 Donlin

  
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Re: [osg-users] picking osg objects using osgUtil::SceneView (cant find osgUtil::PickVisitor!)

2008-04-18 Thread Robert Osfield
Hi Paul,

On Fri, Apr 18, 2008 at 10:18 AM, Paul Melis [EMAIL PROTECTED] wrote:
 Looking at that example I see that swapbuffers has to be called manually
  in this case, but I fail to find the place in the source where Viewer
  checks if it is running embedded and therefore doesn't have to call
  swapbuffers itself. Can you give a hint where this is?

osgViewer::Viewer/CompositeViewer don't check to see if the graphics
window is an embedded one, they just assume its not, and go ahead and
call makeCurrent and swapBuffers on the graphics window.  In the case
of GraphicsWindowEmbedded these are non ops, since they nothing about
the actual graphics context, only the app does they can't do anything
but non ops.   This does sound like a bit of recipe for disaster...
but, as long as the app is running the viewer with single context and
single threaded and does the makeCurrent and swapBuffers as required
in its own code everything works.

GraphicsWindowEmbedded is really just a an adapter that fools
osgViewer into behaving more like osgUtil::SceneView, just a far more
capable version that supports events, event handlers, camera
manipulators, database paging, all with the same API as the fullblown
osgViewer base apps.  This makes it much simpler to migrate to a full
scalable OSG app just a few code changes in the client app.

On of the key points about osgViewer is the ability to unify a full
range of usage models all within the same set of classes, this makes
providing a consistent set of API and functionality across the usage
range, and make it easier to move between different usage styles, and
for me it makes it easier to maintain, document and support.

Robert.
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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Robert Osfield
Hi J.P,

On Fri, Apr 18, 2008 at 10:53 AM, J.P. Delport [EMAIL PROTECTED] wrote:
  version 8084 (that works) already has MRT included, that's why I had it
  on another machine.

  It seems like it was the moving of the MRT to FBO that might be the problem.

Thanks for the clarification, gives us a little more to go on.
Another possible clue:

osgprerender cow.osg --image --fbo

Produces the OpenGL error, while:

osgprerender cow.osg --image --window
osgprerender cow.osg --image --fb
osgprerender cow.osg --image --pbuffer

Don't produce and error, so its certainly the FBO code itself that is at fault.

Robert.
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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Robert Osfield
Hi J.P,

Thanks for the heads up, I just tried it on my machine (Kubuntu 7.10,
7800GT) and get the same error.

My guess is that the changes to support Multiple Render Targets has
broken something in RenderStage w.r.t reading imagery.  Arrrgghghg
 two steps forward, one step back

Robert.


On Fri, Apr 18, 2008 at 10:20 AM, J.P. Delport [EMAIL PROTECTED] wrote:
 Hi,

  with the latest SVN and osgprerender --image, I'm getting a lot of:

  Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)

  lines written to the screen.

  Does anyone else see this? Without --image there are no errors.

  On another machine I have rev 8084 and have recompiled that version and
  do not see the error then.

  regards
  jp

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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread J.P. Delport
Hi Robert,

Robert Osfield wrote:
 Hi J.P,
 
 On Fri, Apr 18, 2008 at 10:53 AM, J.P. Delport [EMAIL PROTECTED] wrote:
  version 8084 (that works) already has MRT included, that's why I had it
  on another machine.

  It seems like it was the moving of the MRT to FBO that might be the problem.
 
 Thanks for the clarification, gives us a little more to go on.
 Another possible clue:
 
 osgprerender cow.osg --image --fbo
 
 Produces the OpenGL error, while:
 
 osgprerender cow.osg --image --window
 osgprerender cow.osg --image --fb
 osgprerender cow.osg --image --pbuffer
 
 Don't produce and error, so its certainly the FBO code itself that is at 
 fault.

Yes, I think I know what is wrong.

Remember how you modified the enum Camera::BufferComponent so that 
COLOR_BUFFER and COLOR_BUFFER0 were not the same? When glDrawBuffers was 
in RenderStage, it knew to only enable MRT when COLOR_BUFFER0 or later 
was attached.

However, the fbo-setAttachment call is the same for COLOR_BUFFER and 
COLOR_BUFFER0. So now FBO internally incorrectly calls glDrawBuffers 
when COLOR_BUFFER (vs COLOR_BUFFER0) is attached and this causes the error.

I'm not sure how to fix this without changing fbo-setAttachment. Still 
looking...

jp

 
 Robert.
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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Robert Osfield
Hi J.P,

On Fri, Apr 18, 2008 at 11:20 AM, J.P. Delport [EMAIL PROTECTED] wrote:
  Yes, I think I know what is wrong.

  Remember how you modified the enum Camera::BufferComponent so that
  COLOR_BUFFER and COLOR_BUFFER0 were not the same? When glDrawBuffers was
  in RenderStage, it knew to only enable MRT when COLOR_BUFFER0 or later
  was attached.

  However, the fbo-setAttachment call is the same for COLOR_BUFFER and
  COLOR_BUFFER0. So now FBO internally incorrectly calls glDrawBuffers
  when COLOR_BUFFER (vs COLOR_BUFFER0) is attached and this causes the error.


Reviewing the code in RenderStage I can see that the use of OpenGL
enum GL_COLOR_ATTACHMENT0_EXT for
both osg::Camera::COLOR_BUFFER and osg::Camera::COLOR_BUFFERi is the
source of the problem i.e. FBO
starts assuming its using MRT even when its not actually been
requested.  Here lies the problem with implicitly
turning on/off MRT.

  I'm not sure how to fix this without changing fbo-setAttachment. Still
  looking...

Change FBO so that it used osg::Camear::BufferComponent rather than
GLenum would be one way, as this would allow use to differentiate
properly.  Changing setAttatchment(GLenum,..) to
setAttatchment(osg::Camera::BufferComponent, ..) would however break
backwards compatibility.  Perhaps we could have both? I'll investigate
this avenue.

Robert.
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[osg-users] setHeight in DriveManipulator

2008-04-18 Thread Dieter Pfeffer
Hi,

how can I set the height  in DriveManipulator ?

When I use setHeight, it has no effect, specially when I remove the
intersectTraversal.

When I look in the source code, I can't find how the height effects the
calculation.

Or do I miss something ?


Thanks

Dieter


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[osg-users] error compiling last svn OSG

2008-04-18 Thread David _

Hi

i´m compiling against windows with visual studio 2005 sp1

i´ve downloaded the osg windows dependencies from the svn and i´m also using 
the gdal from the FWTools210 package. Do all the cmake stuff and the i build 
the solution

62 projects of the solution compile succesfully vs 6 failed projects

the main error i´m receiving is this one

.\GraphicsWindowWin32.cpp(1844) : error C2065: '_mouseCursor' : undeclared 
identifier

the rest of the errors are supposed to be fixed after this one is ok

any ideas

thanks

PS: the osg distribution is the one from the svn. The last beta 2.3.8 fails the 
same way.






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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Robert Osfield
Hi J.P et. al,

On Fri, Apr 18, 2008 at 12:22 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
  Change FBO so that it used osg::Camear::BufferComponent rather than
  GLenum would be one way, as this would allow use to differentiate
  properly.  Changing setAttatchment(GLenum,..) to
  setAttatchment(osg::Camera::BufferComponent, ..) would however break
  backwards compatibility.  Perhaps we could have both? I'll investigate
  this avenue.

I have gone with adding a methods:

  setAttachment(BufferComponent,...)
  getAttachment(BufferComponent)
  hasAttachment(BufferComponent)

Where  BufferComponent is simply typedef osg::Camera::BufferComponent
BufferComponent;

Internally I've changed FBO so that it now uses BufferComponent in its
internal map rather than GLenum,
this allow its to differentiate between FBO MRT and FBO non MRT paths,
something that can't be done with
GLenum alone.

I have left the original setAttachment(GLenum) methods in place for
backwards compatibility, but... it isn't as
robust as using BufferComponent due to the issue of distinguishing
between MRT and non MRT paths.  Consider
these versions deprecated.

With these changes the MRT and the non MRT FBO examples work for me.
Could users do an svn update and these out the new codes?

Robert.
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Re: [osg-users] error compiling last svn OSG

2008-04-18 Thread Robert Osfield
Hi David,

This problem was fixed right after the 2.3.8 dev release, other
Windows users have since been compiling fine so I'd recommend you do
another svn update, and that doesn't work investigate why your local
svn checkout hasn't been updating the
include/osgViewer/api/Win32/GraphicsWindowWin32 header.

Robert.

On Fri, Apr 18, 2008 at 12:54 PM, David _ [EMAIL PROTECTED] wrote:

  Hi

 i´m compiling against windows with visual studio 2005 sp1

 i´ve downloaded the osg windows dependencies from the svn and i´m also using
 the gdal from the FWTools210 package. Do all the cmake stuff and the i build
 the solution

 62 projects of the solution compile succesfully vs 6 failed projects

 the main error i´m receiving is this one

 .\GraphicsWindowWin32.cpp(1844) : error C2065: '_mouseCursor' : undeclared
 identifier

 the rest of the errors are supposed to be fixed after this one is ok

 any ideas

 thanks

 PS: the osg distribution is the one from the svn. The last beta 2.3.8 fails
 the same way.






 
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Re: [osg-users] error compiling last svn OSG

2008-04-18 Thread David _

i´m doing the checkout from this url

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.8

tell me if that is correct, and if it is not, i´ll investigate on my own why it 
is not working

thanks



 Date: Fri, 18 Apr 2008 13:35:34 +0100
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] error compiling last svn OSG
 
 Hi David,
 
 This problem was fixed right after the 2.3.8 dev release, other
 Windows users have since been compiling fine so I'd recommend you do
 another svn update, and that doesn't work investigate why your local
 svn checkout hasn't been updating the
 include/osgViewer/api/Win32/GraphicsWindowWin32 header.
 
 Robert.
 
 On Fri, Apr 18, 2008 at 12:54 PM, David _ [EMAIL PROTECTED] wrote:
 
   Hi
 
  i´m compiling against windows with visual studio 2005 sp1
 
  i´ve downloaded the osg windows dependencies from the svn and i´m also using
  the gdal from the FWTools210 package. Do all the cmake stuff and the i build
  the solution
 
  62 projects of the solution compile succesfully vs 6 failed projects
 
  the main error i´m receiving is this one
 
  .\GraphicsWindowWin32.cpp(1844) : error C2065: '_mouseCursor' : undeclared
  identifier
 
  the rest of the errors are supposed to be fixed after this one is ok
 
  any ideas
 
  thanks
 
  PS: the osg distribution is the one from the svn. The last beta 2.3.8 fails
  the same way.
 
 
 
 
 
 
  
  Todo ruedas: información práctica y todo el glamour del mundo del motor. MSN
  Estilo y Tendencias
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Re: [osg-users] error compiling last svn OSG

2008-04-18 Thread Jean-Sébastien Guay
Hi David,

 i´m doing the checkout from this url
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.8

That refers to the tag directly, so it's identical to the 2.3.8 tarball 
you had. You won't get any subsequent updates.

Check out from

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/

instead.

J-S
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Re: [osg-users] error compiling last svn OSG

2008-04-18 Thread David _

thanks, it´s working now

 Date: Fri, 18 Apr 2008 08:54:09 -0400
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] error compiling last svn OSG
 
 Hi David,
 
  i´m doing the checkout from this url
  http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.8
 
 That refers to the tag directly, so it's identical to the 2.3.8 tarball 
 you had. You won't get any subsequent updates.
 
 Check out from
 
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/
 
 instead.
 
 J-S
 -- 
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
 http://www.cm-labs.com/
  http://whitestar02.webhop.org/
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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Robert Osfield
Hi All,

  With these changes the MRT and the non MRT FBO examples work for me.
  Could users do an svn update and these out the new codes?

I have just done more testing, and found that while the follow works:

  osgprerender cow.osg --image --fbo

Without the --image it fails - I just get a back window.

  osgprerender cow.osg --fbo

As yet I don't know why, other RTT effect like osgspotlight and osgshadow work.

Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.9devrelease

2008-04-18 Thread Robert Osfield
Hi All,

Many thanks for the the testing and feedback.  Alas I'm afraid I'll
now further testing as this morning I've checked in a couple of bug
fixes that will need build and runtime testing.

I also forgot to mention, the SVN version of the OSG is now under
feature freeze, so only bug and build fixes from here on out to 2.4.

Could users do an svn update, build and run to see if the SVN version
is ready for 2.3.9?  Thanks in advance,

Robert.
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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Alberto Luaces
The SVN gives this error:

[  1%] Building CXX object src/osg/CMakeFiles/osg.dir/FrameBufferObject.o

/home/alberto/OSGSVN2/trunk/src/osg/FrameBufferObject.cpp: In member 
function ‘void osg::FrameBufferObject::updateDrawBuffers()’:
/home/alberto/OSGSVN2/trunk/src/osg/FrameBufferObject.cpp:619: 

error: ‘COLOR_BUFFER15’ is not a member of ‘osg::Camera’

make[2]: *** [src/osg/CMakeFiles/osg.dir/FrameBufferObject.o] Error 1
make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2
make: *** [all] Error 2


El Viernes 18 Abril 2008ES 15:37:42 Robert Osfield escribió:
 Hi All,

 I've tracked down the below problem and checked in a bug fix for it.
 So please svn udpate and test.

 Robert.

 On Fri, Apr 18, 2008 at 2:16 PM, Robert Osfield

 [EMAIL PROTECTED] wrote:
   I have just done more testing, and found that while the follow works:
 
 
osgprerender cow.osg --image --fbo
 
   Without the --image it fails - I just get a back window.
 
osgprerender cow.osg --fbo
 
   As yet I don't know why, other RTT effect like osgspotlight and
  osgshadow work.
 
   Robert.



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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Robert Osfield
Hi Alberto,

Sorry, missed this check in (I was managing multiple patches at once.)
 The include/osg/Camera updates are now checked in.

Robert.

On Fri, Apr 18, 2008 at 2:44 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
 The SVN gives this error:

  [  1%] Building CXX object src/osg/CMakeFiles/osg.dir/FrameBufferObject.o

  /home/alberto/OSGSVN2/trunk/src/osg/FrameBufferObject.cpp: In member
  function 'void osg::FrameBufferObject::updateDrawBuffers()':
  /home/alberto/OSGSVN2/trunk/src/osg/FrameBufferObject.cpp:619:

  error: 'COLOR_BUFFER15' is not a member of 'osg::Camera'

  make[2]: *** [src/osg/CMakeFiles/osg.dir/FrameBufferObject.o] Error 1
  make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2
  make: *** [all] Error 2


  El Viernes 18 Abril 2008ES 15:37:42 Robert Osfield escribió:


  Hi All,
  
   I've tracked down the below problem and checked in a bug fix for it.
   So please svn udpate and test.
  
   Robert.
  
   On Fri, Apr 18, 2008 at 2:16 PM, Robert Osfield
  
   [EMAIL PROTECTED] wrote:
 I have just done more testing, and found that while the follow works:
   
   
  osgprerender cow.osg --image --fbo
   
 Without the --image it fails - I just get a back window.
   
  osgprerender cow.osg --fbo
   
 As yet I don't know why, other RTT effect like osgspotlight and
osgshadow work.
   
 Robert.





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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Robert Osfield
Hi All,

I've tracked down the below problem and checked in a bug fix for it.
So please svn udpate and test.

Robert.

On Fri, Apr 18, 2008 at 2:16 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
  I have just done more testing, and found that while the follow works:


   osgprerender cow.osg --image --fbo

  Without the --image it fails - I just get a back window.

   osgprerender cow.osg --fbo

  As yet I don't know why, other RTT effect like osgspotlight and osgshadow 
 work.

  Robert.

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[osg-users] Geometry

2008-04-18 Thread Vincent Bourdier
Hi All,

I've a new problem, which is about Geometries.

this is simple : I've a node, already with a texture, and I want to put a
second texture on it. BUT, the second texture have to be well positioned on
the node, without depending on the Geometry's texture coordinates...

I've tried osg::TexGen and osg::TextureCubeMap but the second texture is
never put correctly on the node...

How can I get the texture coordinates ? or how can I put the second texture
right on the node ?
Thanks.

Regards,
   Vincent.
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Re: [osg-users] Geometry

2008-04-18 Thread Brian R Hill
Vincent,

I'm not sure what you're trying to do. The second texture will only look
right on the geometry if you define the texture coordinates to make it
right.

Each texture has it's own texture coordinates:
osg::Geometry::setTexCoordArray(texture unit, texture coordinate array)

The first texture should use texture unit 0 and the second should use
texture unit 1.

Brian

[EMAIL PROTECTED] wrote: -


To: osg osg-users@lists.openscenegraph.org
From: Vincent Bourdier [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 04/18/2008 10:17AM
Subject: [osg-users] Geometry

Hi All,

I've a new problem, which is about Geometries.

this is simple : I've a node, already with a texture, and I want to put a
second texture on it. BUT, the second texture have to be well positioned on
the node, without depending on the Geometry's texture coordinates...

I've tried osg::TexGen and osg::TextureCubeMap but the second texture is
never put correctly on the node...

How can I get the texture coordinates ? or how can I put the second texture
right on the node ?
Thanks.

Regards,
   Vincent.
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Re: [osg-users] Geometry

2008-04-18 Thread Vincent Bourdier
Brian,
ok so if I understand well, i can set a second array of coordinate of
texture. but for that I need the geometry... and i only can get the drawable
from a geode... so how can I get the geometry ?

thanks for help.

Vincent.

2008/4/18, Brian R Hill [EMAIL PROTECTED]:

 Vincent,

 I'm not sure what you're trying to do. The second texture will only look
 right on the geometry if you define the texture coordinates to make it
 right.

 Each texture has it's own texture coordinates:
 osg::Geometry::setTexCoordArray(texture unit, texture coordinate array)

 The first texture should use texture unit 0 and the second should use
 texture unit 1.

 Brian

 [EMAIL PROTECTED] wrote: -


 To: osg osg-users@lists.openscenegraph.org
 From: Vincent Bourdier [EMAIL PROTECTED]
 Sent by: [EMAIL PROTECTED]
 Date: 04/18/2008 10:17AM
 Subject: [osg-users] Geometry


 Hi All,

 I've a new problem, which is about Geometries.

 this is simple : I've a node, already with a texture, and I want to put a
 second texture on it. BUT, the second texture have to be well positioned
 on
 the node, without depending on the Geometry's texture coordinates...

 I've tried osg::TexGen and osg::TextureCubeMap but the second texture is
 never put correctly on the node...

 How can I get the texture coordinates ? or how can I put the second
 texture
 right on the node ?
 Thanks.

 Regards,
Vincent.

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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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 delete without copying and kindly advise us by e-mail of the mistake in
 delivery. NOTE: Regardless of content, this e-mail shall not operate to
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 written
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Re: [osg-users] Geometry

2008-04-18 Thread Jean-Sébastien Guay
Bonjour Vincent,

 this is simple : I've a node, already with a texture, and I want to put 
 a second texture on it. BUT, the second texture have to be well 
 positioned on the node, without depending on the Geometry's texture 
 coordinates...

Geometry can (and should) have texture coordinates for each texture unit 
you want to use. In your case you want to use units 0 and 1, so you 
should have texture coordinates for units 0 and 1.

 I've tried osg::TexGen and osg::TextureCubeMap but the second texture is 
 never put correctly on the node...

 Option 1 

osg::TexGen generates texture coordinates in a few different modes. It 
might be what you want, but it might not. See glTexGen (search Google or 
consult the red book) for a description of the different modes TexGen 
supports. In your case, if your first texture (unit 0) is applied 
correctly and you want to generate texture coordinates on unit 1 using a 
TexGen, you should use:

   osg::ref_ptrosg::TexGen texgen = new osg::TexGen;
   texgen-setMode( the mode you want );
   geometry-getOrCreateStateSet()-setTextureAttributeAndModes(1,
   texgen.get(), osg::StateAttribute::ON);

The 1 there specifies the texture unit you want the TexGen to affect.

Then you would add your texture as you normally do, but to unit 1 as well.

   osg::ref_ptrosg::Texture2D texture = new osg::Texture2D(
   osgDB::readImageFile(blah.jpg));
   geometry-getOrCreateStateSet()-setTextureAttributeAndModes(1,
   texture.get(), osg::StateAttribute::ON);

 Option 2 

But as I said, TexGen only generates texture coordinates in a few 
specific modes. If you want something else, you'll have to make texture 
coordinates in your modeling program, or programmatically... For example:

   osg::ref_ptrosg::Vec2Array texcoordsUnit1 = new osg::Vec2Array;

   // Populate the Vec2Array with texture coordinates, normally as
   // many Vec2 instances as you have vertices in your geometry.

   geomtry-setTexCoordArray(1, texcoordsUnit1.get());

Again, assigned to unit 1.

 Option 3 

You could also use the same texture coordinates on unit 1 as on unit 0:

   geometry-setTexCoordArray(1, geometry-getTexCoordArray(0));

(I think that should work, never tested it, but if it doesn't work you 
could clone the texcoord array from unit 0 and then assign it to unit 1)

So you see, lots of options. It all depends on what you want as your 
texture coordinates!

Hope this helps, and hope it was comprehensible... :-)

J-S
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Re: [osg-users] Geometry

2008-04-18 Thread Jean-Sébastien Guay
Bonjour Vincent,

 ok so if I understand well, i can set a second array of coordinate of 
 texture. but for that I need the geometry... and i only can get the 
 drawable from a geode... so how can I get the geometry ?

Use a NodeVisitor to get to the geode you want (only you can know which 
one you want, either by name or any other trait, or just find any 
geode), and then get its drawables and check to see if they're instances 
of osg::Geometry.

Check the examples for uses of NodeVisitor to find a node.

J-S
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 http://whitestar02.webhop.org/
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Re: [osg-users] Geometry

2008-04-18 Thread Vincent Bourdier
Hi Jean-Sébastien,

This is a very clear and complete explanation.

I'll will try all these to get the best in my case.

thanks a lot for these quick answers !!

Regards,
   Vincent.

2008/4/18, Jean-Sébastien Guay [EMAIL PROTECTED]:

 Bonjour Vincent,


  ok so if I understand well, i can set a second array of coordinate of
  texture. but for that I need the geometry... and i only can get the
  drawable from a geode... so how can I get the geometry ?


 Use a NodeVisitor to get to the geode you want (only you can know which
 one you want, either by name or any other trait, or just find any
 geode), and then get its drawables and check to see if they're instances
 of osg::Geometry.

 Check the examples for uses of NodeVisitor to find a node.


 J-S
 --
 __
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  http://whitestar02.webhop.org/
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Re: [osg-users] Geometry

2008-04-18 Thread Brian R Hill
Vincent,

The geode can have any number of drawables associated with it. You need to
know which one you are interested in.

for (unsigned int ii=0; iigeode-getNumDrawables(); ++ii)
{
   osg::Geometry * geom = dynamic_castosg::Geometry
   *(geode-getDrawable(ii));
   if (geom)
   {
  // do your stuff here
   }
}


Brian
[EMAIL PROTECTED] wrote: -


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Vincent Bourdier [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 04/18/2008 10:32AM
Subject: Re: [osg-users] Geometry

Brian,
ok so if I understand well, i can set a second array of coordinate of
texture. but for that I need the geometry... and i only can get the
drawable from a geode... so how can I get the geometry ?

thanks for help.

Vincent.


2008/4/18, Brian R Hill  [EMAIL PROTECTED] :
Vincent,

I'm not sure what you're trying to do. The second texture will only look
right on the geometry if you define the texture coordinates to make it
right.

Each texture has it's own texture coordinates:
osg::Geometry::setTexCoordArray(texture unit, texture coordinate array)

The first texture should use texture unit 0 and the second should use
texture unit 1.

Brian

- [EMAIL PROTECTED] wrote: -


To: osg  osg-users@lists.openscenegraph.org 
From: Vincent Bourdier  [EMAIL PROTECTED] 
Sent by: [EMAIL PROTECTED]
Date: 04/18/2008 10:17AM
Subject: [osg-users] Geometry


Hi All,

I've a new problem, which is about Geometries.

this is simple : I've a node, already with a texture, and I want to put a
second texture on it. BUT, the second texture have to be well positioned on
the node, without depending on the Geometry's texture coordinates...

I've tried osg::TexGen and osg::TextureCubeMap but the second texture is
never put correctly on the node...

How can I get the texture coordinates ? or how can I put the second texture
right on the node ?
Thanks.

Regards,
   Vincent.

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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for2.3.9devrelease

2008-04-18 Thread Andy Skinner
On all three platforms on which I compiled, I got an error:
FrameBufferObject:619: error: 'COLOR_BUFFER15' is not a member of
'osg::Camera'.

I just did svn update in my root directory before compiling.  Should
I have done something else?

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, April 18, 2008 9:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre
for2.3.9devrelease

Hi All,

Many thanks for the the testing and feedback.  Alas I'm afraid I'll
now further testing as this morning I've checked in a couple of bug
fixes that will need build and runtime testing.

I also forgot to mention, the SVN version of the OSG is now under
feature freeze, so only bug and build fixes from here on out to 2.4.

Could users do an svn update, build and run to see if the SVN version
is ready for 2.3.9?  Thanks in advance,

Robert.
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g
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Re: [osg-users] svn 8134 osgprerender --image

2008-04-18 Thread Alberto Luaces
Ok, it builds now, osgprerender --image works if what is intended is to 
invert the colours of a rectangle inside of the cow texture. I really never 
tried that example with the --image switch, but I think it's doing its work 
nicely.

El Viernes 18 Abril 2008ES 15:55:54 Robert Osfield escribió:
 Hi Alberto,

 Sorry, missed this check in (I was managing multiple patches at once.)
  The include/osg/Camera updates are now checked in.

 Robert.

 On Fri, Apr 18, 2008 at 2:44 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
  The SVN gives this error:
 
   [  1%] Building CXX object
  src/osg/CMakeFiles/osg.dir/FrameBufferObject.o
 
   /home/alberto/OSGSVN2/trunk/src/osg/FrameBufferObject.cpp: In member
   function 'void osg::FrameBufferObject::updateDrawBuffers()':
   /home/alberto/OSGSVN2/trunk/src/osg/FrameBufferObject.cpp:619:
 
   error: 'COLOR_BUFFER15' is not a member of 'osg::Camera'
 
   make[2]: *** [src/osg/CMakeFiles/osg.dir/FrameBufferObject.o] Error 1
   make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2
   make: *** [all] Error 2
 
   El Viernes 18 Abril 2008ES 15:37:42 Robert Osfield escribió:
   Hi All,
  
I've tracked down the below problem and checked in a bug fix for it.
So please svn udpate and test.
   
Robert.
   
On Fri, Apr 18, 2008 at 2:16 PM, Robert Osfield
   
[EMAIL PROTECTED] wrote:
  I have just done more testing, and found that while the follow
 works:


   osgprerender cow.osg --image --fbo

  Without the --image it fails - I just get a back window.

   osgprerender cow.osg --fbo

  As yet I don't know why, other RTT effect like osgspotlight and
 osgshadow work.

  Robert.


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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for2.3.9devrelease

2008-04-18 Thread Robert Osfield
Hi Andy,

This error was a missing check-in that has now been checked in.  An
svn update will fix this.

Robert.

On Fri, Apr 18, 2008 at 4:07 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
 On all three platforms on which I compiled, I got an error:
  FrameBufferObject:619: error: 'COLOR_BUFFER15' is not a member of
  'osg::Camera'.

  I just did svn update in my root directory before compiling.  Should
  I have done something else?


  andy

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Robert
  Osfield

 Sent: Friday, April 18, 2008 9:41 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre
  for2.3.9devrelease



 Hi All,

  Many thanks for the the testing and feedback.  Alas I'm afraid I'll
  now further testing as this morning I've checked in a couple of bug
  fixes that will need build and runtime testing.

  I also forgot to mention, the SVN version of the OSG is now under
  feature freeze, so only bug and build fixes from here on out to 2.4.

  Could users do an svn update, build and run to see if the SVN version
  is ready for 2.3.9?  Thanks in advance,

  Robert.


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Re: [osg-users] setHeight in DriveManipulator

2008-04-18 Thread Paul Martz
You can control this with an environment variable. The following is from the
OSG Reference Manual v2.2:
 
3.2.16 OSG_DRIVE_MANIPULATOR_HEIGHT

Specifies the view offset from ground level that the DriveManipulator uses.
The value is in world coordinate units.

Valid values: Any floating-point number.

Default value: 1.5

Hope that helps,
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dieter
Pfeffer
Sent: Friday, April 18, 2008 5:32 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] setHeight in DriveManipulator


Hi,
 
how can I set the height  in DriveManipulator ?  
 
When I use setHeight, it has no effect, specially when I remove the
intersectTraversal. 
 
When I look in the source code, I can't find how the height effects the
calculation.
 
Or do I miss something ?
 
 
Thanks
 
Dieter
 
 
Unclassified Mail
 

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Re: [osg-users] [Help]occlusion quey node does not work when theoccluder node is set cullface

2008-04-18 Thread Paul Martz
OcclusionQueryNode works  by performing occlusion tests against the contents
of the depth buffer. If your ceiling is being face culled and therefore not
writing into the depth buffer, then it shouldn't occlude the furniture, and
OcclusionQueryNode should render them. If this isn't happening, something
else must be wrong.
 
Can you post a .osg file that reproduces the problem in osgviewer?
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of wangzhuhhjj
Sent: Thursday, April 17, 2008 10:09 PM
To: osg-users
Subject: [osg-users] [Help]occlusion quey node does not work when
theoccluder node is set cullface


 
hi,guys
 
I'm using occlusion query node of osg2.3.7 and it's wonderful. But I met a
problem that I put the ceiling and floor of a room in root and the
furnitures in room in occlusion query node. Then I set ceiling's face
osg::CullFace::FRONT and floor as osg::CullFace::BACK, so that when I see
from top of the floor, I can see the things in the room because the ceiling
is culled, however when I see from in the room, I can also see the ceiling.
Then the problem comes, when I use occlusion query node, I found that when I
see from top of the room and the ceiling is culled, the furnitures in the
room also don't render, I think the problem is that although the ceiling is
culled, it can still occlude the furnitures. Because the floor and the
ceiling is in the same node (different drawables) and can not placed in
different group, so are there any methods to solve this kind of problem ?
thanks a lot!
 
shubo
 
 

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Re: [osg-users] When must you use SingleThreaded threading model

2008-04-18 Thread Paul Martz
Hi J-S -- Perhaps I was being too precise. The question in the subject line
is: When must you use SingleThreaded threading model? And the correct
answer to that question is any time you must use code that isn't thread
safe. :-)

Instead, if the question were worded as: How can I avoid having to use
SingleThreaded?, then certainly I would have phrased my answer similar to
your post below.

Thanks for providing that additional information.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Jean-Sébastien Guay
 Sent: Thursday, April 17, 2008 8:20 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] When must you use SingleThreaded 
 threading model
 
 Hi Paul,
 
  In a nutshell, if any code executed by the cull or draw 
 threads (such 
  as your own callbacks or custom nodes) isn't thread safe, then you 
  must use SingleThreaded.
 
 With all due respect, I would reword that: if any code 
 executed by the cull or draw threads (such as your own 
 callbacks or custom nodes) isn't thread safe, then you 
 must... make it thread safe. Running the viewer/OSG code 
 single threaded is just a workaround, not a solution.
 
 With multi-core machines being so widespread these days, I 
 would say that running any moderate-to-large-sized app single 
 threaded just doesn't cut it. And I think the OSG examples 
 should show good practice, and as such whenever possible 
 should show how to make things thread safe (if needed).
 
 J-S
 -- 
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
 http://www.cm-labs.com/
  http://whitestar02.webhop.org/
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Re: [osg-users] Please test SVN of OpenSceneGraph in prefor2.3.9devrelease

2008-04-18 Thread Andy Skinner
OK, latest SVN compiled on those same platforms.

It is a good bit more work to try it out with our code, and I may wait
until 2.3.9 for that.  I don't expect a problem once it compiles, but
I'll check it before 2.4.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Skinner
Sent: Friday, April 18, 2008 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in
prefor2.3.9devrelease

On all three platforms on which I compiled, I got an error:
FrameBufferObject:619: error: 'COLOR_BUFFER15' is not a member of
'osg::Camera'.

I just did svn update in my root directory before compiling.  Should
I have done something else?

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, April 18, 2008 9:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre
for2.3.9devrelease

Hi All,

Many thanks for the the testing and feedback.  Alas I'm afraid I'll
now further testing as this morning I've checked in a couple of bug
fixes that will need build and runtime testing.

I also forgot to mention, the SVN version of the OSG is now under
feature freeze, so only bug and build fixes from here on out to 2.4.

Could users do an svn update, build and run to see if the SVN version
is ready for 2.3.9?  Thanks in advance,

Robert.
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[osg-users] OpenSceneGraph-2.3.9 developer release tagged, release candidate for OpenSceneGraph-2.4 stable.

2008-04-18 Thread Robert Osfield
Hi All,

Many thanks for the build testing and assistance on getting bugs
characterised and fixed.  Virtue of these fixes
 we have stepped closer to OpenSceneGraph-2.4 stable release, and
today's 2.3.9 developer release is release
candidate for the final 2.4 stable release.

Details on OpenSceneGraph-2.3.9 can be found at:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

 * OpenSceneGraph-2.3.9, released on 18th April 2008. Now in feature
freeze for imminent OpenSceneGraph-2.4 stable release, so only bug and
build fixes have been made. OpenSceneGraph-2.3.9 is a release
candidate for 2.4.

source package : OpenSceneGraph-2.3.9.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.9
OpenSceneGraph


Please test thoroughly on as many platforms as you can.  If you find a
problem please post to the list, and fixes to osg-submissions as whole
files.  With any fixes please double check that the fix doesn't have
any unintended side effects as we are now just days away from 2.4.

My plan is to let 2.3.9 be tested, and then based on feedback from
this make another candidate release on Monday, then all going well
make the release on Tuesday or Wednesday next week.  The latest date
for 2.4 is next Friday, otherwise we'll loose our window for another
couple of weeks.

Many thanks in advance,
Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.9 dev release

2008-04-18 Thread Robert Osfield
Hi Daniel,

I have made no changes to StateSet, not for a long time, last changes
were in a submission back in December.

I can only guess that you have mixed OpenGL versions such that the OSX
OpenGL headers are setting GLenum to one thing, then another header
such as from GLX is setting it to another i.e. something like ones
long and ones uint.

Robert.

On Fri, Apr 18, 2008 at 7:45 PM, Daniel Moos [EMAIL PROTECTED] wrote:
 Hi Robert,

 I compiled the newest svn version under mac osx 10.5.2 with the existing
 xcode project without problems.
 But if i try to compile our application I get the following new error:


 Undefined symbols:
   osg::StateSet::setMode(unsigned int, unsigned int), referenced from:

 flowmenu::FlowMenu::FlowMenu(osg::ref_ptrflowmenu::FlowMenuViewConfig)in
 FlowMenu.o
 ld: symbol(s) not found

 Anyone have an idea what to do?
 I found the following link on a apple specific page...
 http://lists.apple.com/archives/X11-users/2005/Sep/msg00025.html

 Thanks for your great work.
 Daniel Moos



 Am 17.04.2008 um 16:44 schrieb Robert Osfield:


 Hi All,

 I'm planning to make a 2.3.9 dev release today.  Could SVN users do an
 svn update and try out compile and build.

 I have just checked in updates to the Quicktime plugin from Stephan
 Huber, these will need to be tested by Windows and OSX users that use
 the Quicktime plugin.

 Thanks in advance for you efforts,
 Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.9 dev release

2008-04-18 Thread Daniel Moos

Hi Robert,

Thanks to your answer. You describe the right problem.
If i set the following parameter in the xcode project, the application  
was build successfully.


Base SDK Path:
$(DEVELOPER_SDK_DIR)/MacOSX10.4u.sdk

Thanks,
Daniel Moos


Am 18.04.2008 um 21:26 schrieb Robert Osfield:


Hi Daniel,

I have made no changes to StateSet, not for a long time, last changes
were in a submission back in December.

I can only guess that you have mixed OpenGL versions such that the OSX
OpenGL headers are setting GLenum to one thing, then another header
such as from GLX is setting it to another i.e. something like ones
long and ones uint.

Robert.

On Fri, Apr 18, 2008 at 7:45 PM, Daniel Moos [EMAIL PROTECTED] wrote:

Hi Robert,

I compiled the newest svn version under mac osx 10.5.2 with the  
existing

xcode project without problems.
But if i try to compile our application I get the following new  
error:



Undefined symbols:
 osg::StateSet::setMode(unsigned int, unsigned int), referenced  
from:


flowmenu 
::FlowMenu::FlowMenu(osg::ref_ptrflowmenu::FlowMenuViewConfig)in

FlowMenu.o
ld: symbol(s) not found

Anyone have an idea what to do?
I found the following link on a apple specific page...
http://lists.apple.com/archives/X11-users/2005/Sep/msg00025.html

Thanks for your great work.
Daniel Moos



Am 17.04.2008 um 16:44 schrieb Robert Osfield:


Hi All,

I'm planning to make a 2.3.9 dev release today.  Could SVN users do  
an

svn update and try out compile and build.

I have just checked in updates to the Quicktime plugin from Stephan
Huber, these will need to be tested by Windows and OSX users that use
the Quicktime plugin.

Thanks in advance for you efforts,
Robert.
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Re: [osg-users] setResizeNonPowerOfTwoHint supresses messages only?

2008-04-18 Thread Jason Daly

Hi, Mike,


Mike Greene wrote:
 While this did stop the messages from coming to the screen about the 
 texture being resized, it did NOT seem to speed things up. I have two 
 sets of texture sequences - one that is 800 x 600 and one that is 1024 
 x 512. The latter probably runs 10 times faster, even though there is 
 more pixel information in the file.

Does your hardware support the ARB_texture_non_power_of_two extension?  
If not, the textures will get resized anyway.

You can also try using osg::TextureRectangle instead.  The only issue 
here is that you'll have to switch to non-normalized texture coordinates 
for your geometry.


--J
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[osg-users] Some optimization of glActiveTexture

2008-04-18 Thread Art Tevs
Hi Robert,

there is currently some unoptimized code in the osg.
If one do specify for example 10 texture attributes
for a stateset like this:

stateset-setTextureAttribute(i, new
osg::Texture2D());

and after some time you remove this attributes, there
is still an unneccessary call to glActiveTexture. So
the OpenGL calls afterwards are looking like this:

glBlah
glBlah

glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE2);
...
glActiveTexture(GL_TEXTURE9);

glBlah
glBlah


Even if this don't break any functionality it is just
an unneeded pipeline state change, which can be
removed I think.

The problem is maybe in the PositionStateContainer,
because this is the only one which do set texture
active unit based on some lists. I'll try to track
down this and maybe provide some optimization patch
later. Or you can just take a look by yourself.


Best regards,
Art




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