Re: [osg-users] test (please ignore)

2008-05-29 Thread Robert Osfield
Finally... Dreamhost have fixed today's screw up...

The support query I lodged today got the reply that they had run a
script on their severs to disabled inactive lists... and disabled
active ones due to a bug in their scripts..  You would have thought
they'd test the scripts offline before running them on live servers...

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] test (please ignore)

2008-05-29 Thread Paul Melis

Robert Osfield wrote:

Finally... Dreamhost have fixed today's screw up...

The support query I lodged today got the reply that they had run a
script on their severs to disabled inactive lists... and disabled
active ones due to a bug in their scripts..  You would have thought
they'd test the scripts offline before running them on live servers...
  

Hmm, that's a stupid mistake.
I'm not sure it's related, it seems to much of a coincidence, but I got a



Your message

 To:  OpenSceneGraph Users
 Subject: SVN RSS feed
 Sent:Thu, 29 May 2008 18:09:08 +0200

did not reach the following recipient(s):

osg-users@lists.openscenegraph.org on Thu, 29 May 2008 18:09:10 +0200
   You do not have permission to send to this recipient.  For
assistance, contact your system administrator.
   korteweg.uva.nl #5.7.1 smtp;554 5.7.1
osg-users@lists.openscenegraph.org: Relay access denied


from our local mail server. This seems to be a somewhat different message I'd expect for 
a disabled list.

At least the list seems to be fixed now.

Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Debugging example hangs in Cygwin and need some insight into cygwin_osgdb_osg.dll

2008-05-29 Thread Brian Keener
Alberto Luaces wrote:
  This almost seems as if iot has something to do with the actually
  writing of the osg file when it writes the data and then something not
  terminating as it should.
 
 I think this could be a non-valid example, because osgDB::DynamicLibrary on 
 UNIX (including Cygwin) only loads symbols when needed (it opens them with 
 the RTLD_LAZY specifier), so the OSG's plugin register could realize the 
 mismatch before trying to load any symbols from the DLL.

Alberto,

I'm not sure I understand.   Are you saying that even though the debug 
messages say that the dll was opened that there are still parts of the dll 
whcih have not been loaded and that it is within these areas (when they are 
finally loaded) that the interaction with cygwin causing the hang ultimately 
makes itself visible? Thus the simple fact of open and closing the dll does 
nothing that helps us unless we can get to the point of something occurring 
which causes the parts of the dll we need to be loaded.

Not really sure how to ask what I wrote above so I hope you can understand 
what I am asking.

bk




___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] VPB: Non-geocentric spherical data set

2008-05-29 Thread Paul Brewster

Hey all,

I have a couple questions about VPB.  I've been playing around with it 
for about a month now, and have reached as far as I can go.  After some 
help from here a month ago (thanks all) I spent some time digging 
through the source code to see what I could find and have reached about 
as far as I can go by myself.  It appears that I am trying to do 
something that VPB does not support yet.  I was hoping I could find a 
simple change to do what I want, but it doesn't appear to be that easy. 
 Or at least, my mind couldn't get around the code enough to figure it 
out.  Anyway, here are my questions/concerns:


1)  I am trying to do a model of the Moon.  I have data in PDS format 
that reads into GDAL just fine.  I can run osgdem -l 1 -d foo.pds -o 
bar.ive and it works fine.  If I peek at the resulting ive file, I can 
see it has a CoordinateSystemNode at the top with the right WKT in it. 
There is no Ellipsoid because the terrain is flat.  And a quick look at 
the vertices seem to put them in the right area (uses moon radius, not 
Earth radius).  But I really need to do a spherical model of the Moon, 
since I am doing Lander simulations and things like that matter.  The 
only way I know to make a spherical terrain is to use the --geocentric 
command.  After tracing all over the code, it appears that this forces 
VPB to use the WGS84 coordinate system, no matter what else I try.  When 
the intermediate and destination coordinate systems are created, it 
automatically creates the default WGS84 coordinate system with 
appropriate Ellipsoids, no matter what the input data is.  So no matter 
how I try, I always get an Earth-like Ellipsoid with WGS84 coordinate 
system in my output.  Am I doing something wrong?  Is there a 
command-line to indicate what I want the final coordinate system to be? 
 I have a WKT for the moon.  Is there a way to force that?  I tried 
entering that WKT in, but it was never used for creating the 
intermediate and destination data sets.


2)  My data is in a Polar Stereographic projection, rather than a 
cylindrical type projection.  Which means that the center of the image 
is the North (or South) Pole.  Lat lines radially extend from the center 
and Lon-lines are concentric rings around the center.  When I use this 
on for a --geocentric data set, it shows up as a partial wedge or 
orange slice from the north pole to about 75 degrees North.  It 
appears to me that it is being treated like a cylindrical projection.  I 
have not looked into this problem as much.  Is this a GDAL issue?  Where 
does the projection from a given pixel to a Lat-Lon happen?


Anyway, thanks for the help.  VPB is a pretty amazing piece of software. 
 I've been able to do huge datasets quickly and easily, so I'm really 
excited to get it working on the Moon too.  I appreciate any help.


Paul Brewster
Data Visualization and Analysis Lab
NASA Langley Research Center
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Problem with osgProducerViewer on new GeForce video cards

2008-05-29 Thread Yefei He
Hello, folks,

Some time ago there was a discussion here about osgviewer 
rendering junk when running in multi-threaded mode on newer 
GeForce video cards and multi-core CPUs. One solution was to 
use single-threaded mode instead. This works on my own Windows 
XP box as well, but when I tried osgProducerViewer, it seems 
to render junk regardless of what threading mode I'm using. I 
tried setting the environmental variable OSG_CAMERA_THREADING 
to SingleThreaded to make it run in single threaded mode. At 
least that's what I think as the way to turn the producer 
viewer into single-threaded mode. Has anybody encountered 
this as well? Found solutions? My set up has a Intel Core2 
Quad Q9300 and two GeForce 9800GX2 cards, although right now 
there are only two displays connected to a single video card.
 
Cheers,

Yefei



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problem with osgProducerViewer on new GeForce videocards

2008-05-29 Thread Vican, Justin E.
Hi Yefei,
I can't offer any insight into the multi-cpu issue, but I think the
environment variable OSG_THREADING is the one that you want to use.
-Justin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yefei
He
Sent: Thursday, May 29, 2008 6:18 PM
To: OSG Users
Subject: [osg-users] Problem with osgProducerViewer on new GeForce
videocards

Hello, folks,

Some time ago there was a discussion here about osgviewer 
rendering junk when running in multi-threaded mode on newer 
GeForce video cards and multi-core CPUs. One solution was to 
use single-threaded mode instead. This works on my own Windows 
XP box as well, but when I tried osgProducerViewer, it seems 
to render junk regardless of what threading mode I'm using. I 
tried setting the environmental variable OSG_CAMERA_THREADING 
to SingleThreaded to make it run in single threaded mode. At 
least that's what I think as the way to turn the producer 
viewer into single-threaded mode. Has anybody encountered 
this as well? Found solutions? My set up has a Intel Core2 
Quad Q9300 and two GeForce 9800GX2 cards, although right now 
there are only two displays connected to a single video card.
 
Cheers,

Yefei



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgDEM usage...

2008-05-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I've made an attempt in generating a database using my own height field and
texture per the instructions located at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.

 

So far, I have not had any luck in getting the height field to display
correctly. The texture is present just fine but the terrain is either
completely flat or is uncorrelated with the texture. This is the command I'm
issuing to generate the terrain.

 

osgdem --xx 90 --yy 90 -t n39_texture.tif --xx 90 --yy 90 -d n39_height_.tif
-l 4 -v 0.1 -o myterrain.ive -a myterrain.osga

The height field tif file comes from a 1 degree by 1 degree of DTED that is
3 arc second level 1, hence the reason for my spacing of 90 meters. If I
increase the -v option scaling factor from 0.1 to 50, the terrain height
shows up but it is totally uncorrelated with the texture.

 

If anyone has any input on what I'm doing wrong or missing, it would be most
appreciated if you could point it out.

 

-Shayne



smime.p7s
Description: S/MIME cryptographic signature
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] CMake issue on RHEL 5

2008-05-29 Thread Jason Daly

Hi, all,

On Red Hat Enterprise 5 (update 2), I'm getting the following from CMake
with the latest svn:

CMake Error: PkgConfig_DIR is not set.  It must be set to the directory
containing PkgConfigConfig.cmake in order to use PkgConfig.


This is with CMake 2.4.5 (the version that ships with RHEL 5).  I
checked out the 2.4.0 tag, and that one builds fine, so I'm guessing
this came from the recent additions for the SVG plugin.


--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How can I archieve antialiasing in osg 2.4?

2008-05-29 Thread Leeten

Hi, all

I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH 
something in it. The lines and edges of polygons in my scene are jagged( shown 
in the attachment ), so I'm trying to find some antialiasing way.  I've tried 
the fllowed way which seemed helped nothing.

1) set the Mode of scene group with GL_MULTISAMPLE_ARB;
2) using osg:: DisplaySetting-insence()-setSampleNum( 4 or 8 or 16 );
3) set the Attribute of scece root with osg::Hint or osg::MultiSample;

all above occured nothing change of the jagged edges and lines. Could someone 
hits me a little?

PS: I'm not using osgViewer::Viewer directly, I'm using osgUtil:: SceneView to 
render my scene and developing on VC 2003.net.

3x.
2008-05-30 



Leeten 
attachment: problem.JPG___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How can I archieve antialiasing in osg 2.4?

2008-05-29 Thread Jason Daly
Leeten wrote:
 Hi, all
 I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH
 something in it. The lines and edges of polygons in my scene are
 jagged(shownin the attachment), so I'm trying to find some
 antialiasing way. I've tried the fllowed way which seemed helped nothing.
 1) set theMode of scene group with GL_MULTISAMPLE_ARB;
 2) using osg:: DisplaySetting-insence()-setSampleNum(4 or 8 or 16);
 3) set the Attribute of scece root with osg::Hint or osg::MultiSample;
 all above occured nothing change of the jagged edges and lines. Could
 someone hits me a little?

Your hardware has to support multisample anti-aliasing for the above
code to work. What hardware are you running? (If we know what you have,
we might be able to give you more specific help).

Try looking in the display properties. If you've got Nvidia hardware,
look in the Manage 3D Settings panel of Nvidia Control Panel and try
changing the Antialiasing - Setting property.

--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Error in Viewer.Frame()

2008-05-29 Thread Mike Greene

Using Windows XP, VS2005 debug, OSG 2.3.7.

Getting an exception inviewer.frame(OSGSimTime);   the first time 
through the render loop. Looking at the auto variable values, it appears 
that BoundingSphere has returned an error.


I do call :
 terrainGroup-addChild(terrainNode);
  const osg::BoundingSphere bs = terrainNode-getBound();

but not in the actual render loop. Its value seem OK.

The actual exception occurs
in
vector

at this line here:

  _Myt operator++()
   {// preincrement
_--  this line_   _SCL_SECURE_VALIDATE(this-_Mycont != NULL);
   _SCL_SECURE_VALIDATE_RANGE(_Myptr  ((_Myvec 
*)(this-_Mycont))-_Mylast);

   ++_Myptr;
   return (*this);
   }-

VStudio Auto variable values:

   _Mycont0x {_Myfirstiter=??? }const 
std::_Container_base *
   _MyfirstiterCXX0017: Error: symbol  not found   
-this{_ptr=0x }
std::_Vector_const_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node 
  * const

-ptr{_ptr=0x }osg::ref_ptrosg::Node
-_ptr0x {_initialBound={...} 
_computeBoundCallback={...} _boundingSphere={...} ...}osg::Node *
+osg::Object{_name={...} _dataVariance=??? _userData={...} 
}osg::Object
+_initialBound{_center={...} _radius=??? }
osg::BoundingSphere
+_computeBoundCallback{_ptr=??? }
osg::ref_ptrosg::Node::ComputeBoundingSphereCallback
-_boundingSphere{_center={...} _radius=??? }
osg::BoundingSphere

-_center{_v=0x004b }osg::Vec3f
-_v0x004bfloat [3]
   [0]CXX0030: Error: expression cannot be evaluated   
   [1]CXX0030: Error: expression cannot be evaluated   
   [2]CXX0030: Error: expression cannot be evaluated   
   _radiusCXX0030: Error: expression cannot be evaluated   
   _boundingSphereComputedCXX0030: Error: expression cannot be 
evaluated   
   _parents{_Myfirst=??? _Mylast=??? _Myend=??? }
std::vectorosg::Group *,std::allocatorosg::Group * 

+_updateCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback
   _numChildrenRequiringUpdateTraversalCXX0030: Error: 
expression cannot be evaluated   
+_eventCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback
   _numChildrenRequiringEventTraversalCXX0030: Error: 
expression cannot be evaluated   
+_cullCallback{_ptr=??? }osg::ref_ptrosg::NodeCallback
   _cullingActiveCXX0030: Error: expression cannot be evaluated   
   _numChildrenWithCullingDisabledCXX0030: Error: expression 
cannot be evaluated   
   _numChildrenWithOccluderNodesCXX0030: Error: expression 
cannot be evaluated   
   _nodeMaskCXX0030: Error: expression cannot be evaluated   
   _descriptions{_Myfirst=??? _Mylast=??? _Myend=??? }
std::vectorstd::basic_stringchar,std::char_traitschar,std::allocatorchar 
,std::allocatorstd::basic_stringchar,std::char_traitschar,std::allocatorchar 
  

+_stateset{_ptr=??? }osg::ref_ptrosg::StateSet






Stack Trace :

   
osg33-osgd.dll!std::_Vector_const_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node 
 ::operator++()  Line 117 + 0x33 bytesC++
   
osg33-osgd.dll!std::_Vector_iteratorosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node 
 ::operator++()  Line 337C++
osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  
Line 60 + 0x8 bytesC++
osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  
Line 181 + 0x1c bytesC++
osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node  
node={...})  Line 36 + 0xf bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  
Line 236 + 0x22 bytesC++
osg33-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  
Line 38 + 0x41 bytesC++
osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  
Line 62 + 0x25 bytesC++
osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  
Line 181 + 0x1c bytesC++
osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node  
node={...})  Line 36 + 0xf bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group  node={...})  
Line 236 + 0x22 bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Transform  
node={...})  Line 248 + 0x22 bytesC++
osg33-osgd.dll!osg::NodeVisitor::apply(osg::Camera  node={...})  
Line 249 + 0x22 bytesC++
osg33-osgd.dll!osg::Camera::accept(osg::NodeVisitor  nv={...})  
Line 46 + 0x41 bytesC++
   
osg33-osgUtild.dll!osgUtil::GLObjectsOperation::operator()(osg::GraphicsContext 
* context=0x033a6dc0)  Line 174 + 0x2f bytesC++
osg33-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * 
object=0x033a6dc0)  Line 50 + 0x19 bytesC++
osg33-osgd.dll!osg::OperationThread::run()  Line 413 + 0x26 bytes   
C++


Re: [osg-users] How can I archieve antialiasing in osg 2.4?

2008-05-29 Thread Leeten

Hi, Jason

Thanks for your answer.

I use NV 8800GTS( is it weird ? ) and I have turned on all the options, but it 
changed nothing. And there is another clew I found. If I run the osg example 
osgViewer with --samples 8 my_scene_file, it seems more smooth.

2008-05-30 



Leeten 



 
发件人: Jason Daly 
发送时间: 2008-05-30  10:06:44 
收件人: OpenSceneGraph Users 
抄送: 
主题: Re: [osg-users] How can I archieve antialiasing in osg 2.4? 
Leeten wrote: 

Hi, all

I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH 
something in it. The lines and edges of polygons in my scene are jagged( shown 
in the attachment ), so I'm trying to find some antialiasing way.  I've tried 
the fllowed way which seemed helped nothing.

1) set the Mode of scene group with GL_MULTISAMPLE_ARB;
2) using osg:: DisplaySetting-insence()-setSampleNum( 4 or 8 or 16 );
3) set the Attribute of scece root with osg::Hint or osg::MultiSample;

all above occured nothing change of the jagged edges and lines. Could someone 
hits me a little?

Your hardware has to support multisample anti-aliasing for the above code to 
work.  What hardware are you running?  (If we know what you have, we might be 
able to give you more specific help).  

Try looking in the display properties.  If you've got Nvidia hardware, look in 
the Manage 3D Settings panel of Nvidia Control Panel and try changing the 
Antialiasing - Setting property.

--J
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How can I archieve antialiasing in osg 2.4?

2008-05-29 Thread Paul Martz
osgthirdpersonview turns on multisampling. Run it to see if your  
hardware is capable of multisampling.

   -Paul


On May 29, 2008, at 7:05 PM, Leeten wrote:



Hi, all

I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or  
GL_POLYGON_SMOOTH something in it. The lines and edges of polygons  
in my scene are jagged( shown in the attachment ), so I'm trying to  
find some antialiasing way.  I've tried the fllowed way which seemed  
helped nothing.


1) set the Mode of scene group with GL_MULTISAMPLE_ARB;
2) using osg:: DisplaySetting-insence()-setSampleNum( 4 or 8 or  
16 );
3) set the Attribute of scece root with osg::Hint or  
osg::MultiSample;


all above occured nothing change of the jagged edges and lines.  
Could someone hits me a little?


PS: I'm not using osgViewer::Viewer directly, I'm using osgUtil::  
SceneView to render my scene and developing on VC 2003.net.


3x.
2008-05-30
Leeten
problem.JPG___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Error in Viewer.Frame()

2008-05-29 Thread Paul Martz

1) If there was a call stack in that email, I missed it.
2) Does the problem occur on SVN head?
3) Can you post an .osg file that reproduces the problem in osgviewer?
   -Paul


On May 29, 2008, at 8:40 PM, Mike Greene wrote:


Using Windows XP, VS2005 debug, OSG 2.3.7.

Getting an exception inviewer.frame(OSGSimTime);   the first  
time through the render loop. Looking at the auto variable values,  
it appears that BoundingSphere has returned an error.


I do call :
  terrainGroup-addChild(terrainNode);
   const osg::BoundingSphere bs = terrainNode-getBound();

but not in the actual render loop. Its value seem OK.

The actual exception occurs
in
 vector

at this line here:

   _Myt operator++()
{// preincrement
 --  this line   _SCL_SECURE_VALIDATE(this-_Mycont != NULL);
_SCL_SECURE_VALIDATE_RANGE(_Myptr  ((_Myvec *)(this- 
_Mycont))-_Mylast);

++_Myptr;
return (*this);
}-

VStudio Auto variable values:

_Mycont0x {_Myfirstiter=??? }const  
std::_Container_base *

_MyfirstiterCXX0017: Error: symbol  not found
-this{_ptr=0x } 
std 
::_Vector_const_iterator 
osg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node
* const

-ptr{_ptr=0x }osg::ref_ptrosg::Node
-_ptr0x {_initialBound={...}  
_computeBoundCallback={...} _boundingSphere={...} ...}osg::Node *
+osg::Object{_name={...} _dataVariance=???  
_userData={...} }osg::Object
+_initialBound{_center={...} _radius=??? } 
osg::BoundingSphere
+_computeBoundCallback{_ptr=??? } 
osg::ref_ptrosg::Node::ComputeBoundingSphereCallback
-_boundingSphere{_center={...} _radius=??? } 
osg::BoundingSphere

-_center{_v=0x004b }osg::Vec3f
-_v0x004bfloat [3]
[0]CXX0030: Error: expression cannot be evaluated
[1]CXX0030: Error: expression cannot be evaluated
[2]CXX0030: Error: expression cannot be evaluated
_radiusCXX0030: Error: expression cannot be evaluated
_boundingSphereComputedCXX0030: Error: expression cannot  
be evaluated
_parents{_Myfirst=??? _Mylast=??? _Myend=??? } 
std::vectorosg::Group *,std::allocatorosg::Group * 
+_updateCallback{_ptr=??? } 
osg::ref_ptrosg::NodeCallback
_numChildrenRequiringUpdateTraversalCXX0030: Error:  
expression cannot be evaluated
+_eventCallback{_ptr=??? } 
osg::ref_ptrosg::NodeCallback
_numChildrenRequiringEventTraversalCXX0030: Error:  
expression cannot be evaluated
+_cullCallback{_ptr=??? } 
osg::ref_ptrosg::NodeCallback
_cullingActiveCXX0030: Error: expression cannot be  
evaluated
_numChildrenWithCullingDisabledCXX0030: Error:  
expression cannot be evaluated
_numChildrenWithOccluderNodesCXX0030: Error: expression  
cannot be evaluated

_nodeMaskCXX0030: Error: expression cannot be evaluated
_descriptions{_Myfirst=??? _Mylast=??? _Myend=??? } 
std 
::vector 
std::basic_stringchar,std::char_traitschar,std::allocatorchar  
 
,std 
::allocator 
std::basic_stringchar,std::char_traitschar,std::allocatorchar  
  

+_stateset{_ptr=??? }osg::ref_ptrosg::StateSet






Stack Trace :

osg33-osgd.dll! 
std 
::_Vector_const_iterator 
osg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node   
::operator++()  Line 117 + 0x33 bytesC++
 osg33-osgd.dll! 
std 
::_Vector_iterator 
osg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node   
::operator++()  Line 337C++
 osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor   
nv={...})  Line 60 + 0x8 bytesC++
 osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node   
node={...})  Line 181 + 0x1c bytesC++
 osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node   
node={...})  Line 36 + 0xf bytesC++
 osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group   
node={...})  Line 236 + 0x22 bytesC++
 osg33-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})   
Line 38 + 0x41 bytesC++
 osg33-osgd.dll!osg::Group::traverse(osg::NodeVisitor   
nv={...})  Line 62 + 0x25 bytesC++
 osg33-osgd.dll!osg::NodeVisitor::traverse(osg::Node   
node={...})  Line 181 + 0x1c bytesC++
 osg33-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::Node   
node={...})  Line 36 + 0xf bytesC++
 osg33-osgd.dll!osg::NodeVisitor::apply(osg::Group   
node={...})  Line 236 + 0x22 bytesC++
 osg33-osgd.dll!osg::NodeVisitor::apply(osg::Transform   
node={...})  Line 248 + 0x22 bytesC++
 osg33-osgd.dll!osg::NodeVisitor::apply(osg::Camera   
node={...})  Line 249 + 0x22 bytesC++
 osg33-osgd.dll!osg::Camera::accept(osg::NodeVisitor   
nv={...})  Line 46 + 0x41 bytesC++
 osg33-osgUtild.dll!osgUtil::GLObjectsOperation::operator() 

[osg-users] Loading OSG Models in OpenGL code

2008-05-29 Thread Sid
 Hi,

Is there any way, I could load an osg model, use some of the osg api
functionalities in an opengl code and render it using opengl,
not through osg as in osgviewerGLUT example.


-- 
Siddharth Choudhary
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Realistic Explosions needed!

2008-05-29 Thread Michele Bosi
Hi Neusch,
a technique that is often used in videogames is a mix of particle
systems and animated sprites/texture.
Usually you start by rendering an animated explosion using Maya or 3D
Studio then the animation is exported as a set of textures which will
be used later. In your simulation your explosion will be a billboard
whose texture is animated using the previously rendered textures. To
achieve a more realistic effect then you add one or more particle
systems that simulate debris scattered around with its smoke trail and
maybe a couple of small polygonal objects projected away from the
explosion.
By adding more animated billboards symultaneously with different
pre-rendered explosions you can achieve quite impressive effects. Of
course the final result of this technique depends on the skill of your
Maya/3D Studio/Blender modeller.

A variant of this technique is to procedurally generate your animated
texture, you could start from a noise function or game-of-like kind of
function or a more physically correct algorithm that simulates fire.

You might also be interested in the Vulcan Demo by Hubert Nguyen
from NVIDIA: http://http.developer.nvidia.com/GPUGems/gpugems_ch06.html

Regards,
Michele

On Wed, May 28, 2008 at 2:40 PM, Neusch, Dominik, SDGE1
[EMAIL PROTECTED] wrote:
 Hi,



 I am just programming a special effects module that uses OpenSceneGraph.
 What I need is an explosion or explosion effect that looks as good and
 realistic as possible. First thing I tried was the
 osgParticle::ExplosionEffect. Its ok, but I need something that looks like
 the explosion on the image that I have attached to this mail.

 Next thing I tried was the Delta3D Particle Editor. The result was much
 better, but still not enough. It is very difficult to add fragments to the
 explosion that fly away with a smoke trail behind. For example is it not
 possible to add an emitter to the fragment.

 I also tried the OSG Exporter for 3ds max. But the exporter only exports
 spray and snow particle systems, and in my opinion it is not possible to
 design good looking explosions with that two particle systems. Furthermore
 the two particle systems were not exported correctly, so I gave it up.

 Is there another possibility to create realistic explosion effects with OSG?
 Or did somebody have success in exporting an explosion from 3ds max to OSG?



 Any ideas?



 Thanks,



 Dominic Neusch



 
 Dominic Neusch
 Diplomand

 EADS
 Defence  Security
 System Design Center Germany - SDGE1
 88039 Friedrichshafen - Deutschland
 Telephone: +49 (0) 7545 8-2686
 Fax: +49 (0) 7545 8-9630
 Email: mailto:[EMAIL PROTECTED]

 www.eads.com

 EADS Deutschland GmbH
 Registered Office: Ottobrunn
 District Court of Munich HRB 107 648
 Chairman of the Supervisory Board: Dr. Thomas Enders
 Managing Directors: Dr. Stefan Zoller (chairman), Michael Hecht

 This E-mail and any attachment(s) to it are for the addressee's use only.
 It is strictly confidential and may contain legally privileged information.
 No confidentiality or privilege is waived or lost by any mistransmission.
 If you are not the intended addressee, then please delete it from your
 system and notify the sender immediateley. You are hereby notified that any
 use,
 disclosure, copying or any action taken in reliance on it is strictly
 prohibited and may be unlawful. - Thank you.

 Before printing this e-mail, think about our environmental responsibility



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org