Re: [osg-users] Problems with loading model in OSG 2.2

2008-06-18 Thread Robert Osfield
Hi Ricky,

2.x shouldn't be slower than 1.2, if it is then this suggests that
perhaps you are comparing debug build vs release build, or that the
graphics window that's been allocated is forcing the OpenGL driver to
run with software rendering.

You really need to pass on what hardware/drivers you are using, there
is little chance of anyone else being able to divine what is wrong.

Robert.

On Tue, Jun 17, 2008 at 9:42 PM, Ricky [EMAIL PROTECTED] wrote:
 Thank Jean-Sébastien and Robert.
 I've done it.
 But now my problem is: when I debug, there're many command lines
 appearing on the console window:

 Where is it from and can I get rid of it?
 And the second problem: although I only loaded a model but a program
 run really slow, with low frame when i rotate or zoom the object. It
 worked well and fast in OSG 1.2 So can I improve this?
 Thank you!
 ___
 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] PSSM : Win32 users, please test latest version (SVN)

2008-06-18 Thread Robert Osfield
Hi Adrain,

In future could you specify what your package contains, i.e. binaries
for running under Windows, as I downloaded expecting to find a test
model or two, or source code, but only got a bunch of dll's and
.exe's.  Alas not much use for over half the user base that don't use
Windows.

W.r.t PSSM update's I should get these reviewed today.

Robert.

On Mon, Jun 16, 2008 at 1:07 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
 hi all

 http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar

 please test latest version, this version is the version a asked robert to
 commit into SVN, should produce correct PSSM shadow

 regards

 adrian

 --
 
 Adrian Egli
 ___
 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] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-18 Thread Robert Osfield
Hi Rick,

On Wed, Jun 18, 2008 at 12:12 AM, Rick Pingry [EMAIL PROTECTED] wrote:
 Producer::KeyboardMouse::positionPointer( float x, float y )

 Any way to set the mouse position like this?

GraphicsWindow::requestWarpPointer(x,y);

and

View::requestWarpPointer(x,y);

The later will automatically work out which window to warp to.

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


[osg-users] Add get/setCoordinateSystemType to osg::CoordinateSystemNode?

2008-06-18 Thread Glenn Waldron
Robert,

I propose that osg::CoordinateSystemNode should have the same
get/setCoordinateSystemType() methods that are found in osgTerrain::Locator.
Without them, it is not possible to differentiate between a geocentric and a
projected plate carre projection.

If you agree, I will submit the change. Thanks.

Glenn

-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Add get/setCoordinateSystemType to osg::CoordinateSystemNode?

2008-06-18 Thread Robert Osfield
On Wed, Jun 18, 2008 at 12:41 PM, Glenn Waldron [EMAIL PROTECTED] wrote:
 Robert,

 I propose that osg::CoordinateSystemNode should have the same
 get/setCoordinateSystemType() methods that are found in osgTerrain::Locator.
 Without them, it is not possible to differentiate between a geocentric and a
 projected plate carre projection.

 If you agree, I will submit the change. Thanks.

I have no objection, the only thing to be wary of is if the coordinate
system string and the type disagree - this would be a garbage
in/garbage out issue, if the user sets things correctly, they will
agree, if they mess up there won't be an automatic way of checking
i.e. you'd need something like PROJ to check.

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


[osg-users] question about osg::image

2008-06-18 Thread David _

Hi

i´ve created an osg::image and i want to call the method allocateImage to 
allocate memory for the image data

void allocateImage (int s, int t, int r, GLenum pixelFormat, GLenum type, int 
packing=1)

my problem is that i can´t find a list of valid GLenum pixelFormat values and 
the same for GLenum type

in the osg::image header file i can see this macros declared at the beginning

#define GL_BGR  0x80E0
#define GL_BGRA 0x80E1
#define GL_UNSIGNED_BYTE_3_3_2  0x8032
#define GL_UNSIGNED_BYTE_2_3_3_REV  0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
#define GL_UNSIGNED_SHORT_4_4_4_4_REV   0x8365
#define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
#define GL_UNSIGNED_SHORT_1_5_5_5_REV   0x8366
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_10_10_10_2  0x8036
#define GL_UNSIGNED_INT_2_10_10_10_REV  0x8368

i want to create RGBA, RGB and Alpha (1byte per pixel) images and don´t know 
which parameters to use

i guess that the pixel format is GL_BGR and GL_BGRA for the first two ones, but 
no idea of how to declare a just alpha image

what is the GLenum type parameter???

thanks

_
MSN Noticias
http://noticias.msn.es/comunidad.aspx___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] question about osg::image

2008-06-18 Thread Raymond de Vries

Hi David,

You could take a look at an OpenGL manual page/examples since the same 
parameters need to be used for osg.


regards
Raymond


David _ wrote:

Hi

i´ve created an osg::image and i want to call the method allocateImage 
to allocate memory for the image data


void allocateImage 
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01233.html#a12 
(int s, int t, int r, GLenum pixelFormat, GLenum type, int packing=1)


my problem is that i can´t find a list of valid GLenum pixelFormat 
values and the same for GLenum type


in the osg::image header file i can see this macros declared at the 
beginning


#define GL_BGR  0x80E0
#define GL_BGRA 0x80E1
#define GL_UNSIGNED_BYTE_3_3_2  0x8032
#define GL_UNSIGNED_BYTE_2_3_3_REV  0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
#define GL_UNSIGNED_SHORT_4_4_4_4_REV   0x8365
#define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
#define GL_UNSIGNED_SHORT_1_5_5_5_REV   0x8366
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_10_10_10_2  0x8036
#define GL_UNSIGNED_INT_2_10_10_10_REV  0x8368

i want to create RGBA, RGB and Alpha (1byte per pixel) images and 
don´t know which parameters to use


i guess that the pixel format is GL_BGR and GL_BGRA for the first two 
ones, but no idea of how to declare a just alpha image


what is the GLenum type parameter???

thanks


Tecnología, moda, motor, viajes,.suscríbete a nuestros boletines para 
estar siempre a la última MSN Newsletters 
http://newsletters.msn.com/hm/maintenanceeses.asp?L=ESC=ESP=WCMaintenanceBrand=WLRU=http%3a%2f%2fmail.live.com 




___
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] Add get/setCoordinateSystemType to osg::CoordinateSystemNode?

2008-06-18 Thread Glenn Waldron
On Wed, Jun 18, 2008 at 8:06 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 On Wed, Jun 18, 2008 at 12:41 PM, Glenn Waldron [EMAIL PROTECTED]
 wrote:
  Robert,
 
  I propose that osg::CoordinateSystemNode should have the same
  get/setCoordinateSystemType() methods that are found in
 osgTerrain::Locator.
  Without them, it is not possible to differentiate between a geocentric
 and a
  projected plate carre projection.
 
  If you agree, I will submit the change. Thanks.

 I have no objection, the only thing to be wary of is if the coordinate
 system string and the type disagree - this would be a garbage
 in/garbage out issue, if the user sets things correctly, they will
 agree, if they mess up there won't be an automatic way of checking
 i.e. you'd need something like PROJ to check.


The real issue that I'm facing is this: when you use osgdem with WGS84 input
data, but without the --geocentric flag, you get a database with a projected
coordinate system (specifically Plate Carree projection).

However, the CoordinateSystemNode reports a WGS84 WKT, and the
osgTerrain::Locator node reports WGS84/PROJECTED (a type disagreement) --
both of which I would argue are incorrect.

In this scenario, the WKT should actually be a variant of this:

PROJCS[World_Plate_Carree,GEOGCS[GCS_WGS_1984,DATUM[D_WGS_1984,SPHEROID[WGS_1984,6378137,298.257223563]],PRIMEM[Greenwich,0],UNIT[Degree,0.017453292519943295]],PROJECTION[Equirectangular],PARAMETER[False_Easting,0],PARAMETER[False_Northing,0],PARAMETER[Central_Meridian,0],UNIT[Meter,1]]

Now, when you do use --geocentric, the WGS84 WKT is OK since one can assume
that this implies a geocentric database (since the OSG cannot use angular
coordinates :)

Anyway I guess this is more of a VPB issue. I appreciate your thoughts on
the matter.

Glenn

-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] question about osg::image

2008-06-18 Thread Paul Melis

David _ wrote:

Hi

i´ve created an osg::image and i want to call the method allocateImage 
to allocate memory for the image data


void allocateImage 
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01233.html#a12 
(int s, int t, int r, GLenum pixelFormat, GLenum type, int packing=1)


my problem is that i can´t find a list of valid GLenum pixelFormat 
values and the same for GLenum type


in the osg::image header file i can see this macros declared at the 
beginning

These are just copies of the ones defined by the OpenGL headers.


#define GL_BGR  0x80E0
#define GL_BGRA 0x80E1
#define GL_UNSIGNED_BYTE_3_3_2  0x8032
#define GL_UNSIGNED_BYTE_2_3_3_REV  0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
#define GL_UNSIGNED_SHORT_4_4_4_4_REV   0x8365
#define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
#define GL_UNSIGNED_SHORT_1_5_5_5_REV   0x8366
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_10_10_10_2  0x8036
#define GL_UNSIGNED_INT_2_10_10_10_REV  0x8368

i want to create RGBA, RGB and Alpha (1byte per pixel) images and 
don´t know which parameters to use


i guess that the pixel format is GL_BGR and GL_BGRA for the first two 
ones, but no idea of how to declare a just alpha image


what is the GLenum type parameter???

From my /usr/include/GL/gl.h

/* PixelFormat */
#define GL_COLOR_INDEX0x1900
#define GL_STENCIL_INDEX  0x1901
#define GL_DEPTH_COMPONENT0x1902
#define GL_RED0x1903
#define GL_GREEN  0x1904
#define GL_BLUE   0x1905
#define GL_ALPHA  0x1906
#define GL_RGB0x1907
#define GL_RGBA   0x1908
#define GL_LUMINANCE  0x1909
#define GL_LUMINANCE_ALPHA0x190A

/* PixelType */
#define GL_BITMAP 0x1A00
/*  GL_BYTE */
/*  GL_UNSIGNED_BYTE */
/*  GL_SHORT */
/*  GL_UNSIGNED_SHORT */
/*  GL_INT */
/*  GL_UNSIGNED_INT */
/*  GL_FLOAT */
/*  GL_UNSIGNED_BYTE_3_3_2_EXT */
/*  GL_UNSIGNED_SHORT_4_4_4_4_EXT */
/*  GL_UNSIGNED_SHORT_5_5_5_1_EXT */
/*  GL_UNSIGNED_INT_8_8_8_8_EXT */
/*  GL_UNSIGNED_INT_10_10_10_2_EXT */

At least, I think these are the right ones :)
The defined like GL_BYTE, etc. are commented out because they're already 
defined earlier (under DataType).


Paul

PS I think you can find the official values through this 
(http://opengl.org/registry/api) page. The enums are defined in 
http://opengl.org/registry/api/enum.spec, but it's a bit hard to digest.

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


Re: [osg-users] question about osg::image

2008-06-18 Thread David _

problem solved

thanks

 Date: Wed, 18 Jun 2008 14:25:58 +0200
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] question about osg::image
 
 Hi David,
 
 You could take a look at an OpenGL manual page/examples since the same 
 parameters need to be used for osg.
 
 regards
 Raymond
 
 
 David _ wrote:
  Hi
 
  i´ve created an osg::image and i want to call the method allocateImage 
  to allocate memory for the image data
 
  void allocateImage 
  http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01233.html#a12
   
  (int s, int t, int r, GLenum pixelFormat, GLenum type, int packing=1)
 
  my problem is that i can´t find a list of valid GLenum pixelFormat 
  values and the same for GLenum type
 
  in the osg::image header file i can see this macros declared at the 
  beginning
 
  #define GL_BGR  0x80E0
  #define GL_BGRA 0x80E1
  #define GL_UNSIGNED_BYTE_3_3_2  0x8032
  #define GL_UNSIGNED_BYTE_2_3_3_REV  0x8362
  #define GL_UNSIGNED_SHORT_5_6_5 0x8363
  #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
  #define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
  #define GL_UNSIGNED_SHORT_4_4_4_4_REV   0x8365
  #define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
  #define GL_UNSIGNED_SHORT_1_5_5_5_REV   0x8366
  #define GL_UNSIGNED_INT_8_8_8_8 0x8035
  #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
  #define GL_UNSIGNED_INT_10_10_10_2  0x8036
  #define GL_UNSIGNED_INT_2_10_10_10_REV  0x8368
 
  i want to create RGBA, RGB and Alpha (1byte per pixel) images and 
  don´t know which parameters to use
 
  i guess that the pixel format is GL_BGR and GL_BGRA for the first two 
  ones, but no idea of how to declare a just alpha image
 
  what is the GLenum type parameter???
 
  thanks
 
  
  Tecnología, moda, motor, viajes,.suscríbete a nuestros boletines para 
  estar siempre a la última MSN Newsletters 
  http://newsletters.msn.com/hm/maintenanceeses.asp?L=ESC=ESP=WCMaintenanceBrand=WLRU=http%3a%2f%2fmail.live.com
   
 
  
 
  ___
  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

_
MSN Noticias
http://noticias.msn.es/comunidad.aspx___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] question about osg::image

2008-06-18 Thread Gordon Tomlinson
See your GL header  GL/gl.h this is were you will find most defines as per
OGL 1.2 ( maybe 1.4), after that you have to look in the extension headers

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David _
Sent: Wednesday, June 18, 2008 8:15 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] question about osg::image


Hi

i´ve created an osg::image and i want to call the method allocateImage to
allocate memory for the image data

void allocateImage
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01
233.html#a12  (int s, int t, int r, GLenum pixelFormat, GLenum type, int
packing=1)

my problem is that i can´t find a list of valid GLenum pixelFormat values
and the same for GLenum type

in the osg::image header file i can see this macros declared at the
beginning

#define GL_BGR  0x80E0
#define GL_BGRA 0x80E1
#define GL_UNSIGNED_BYTE_3_3_2  0x8032
#define GL_UNSIGNED_BYTE_2_3_3_REV  0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
#define GL_UNSIGNED_SHORT_4_4_4_4_REV   0x8365
#define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
#define GL_UNSIGNED_SHORT_1_5_5_5_REV   0x8366
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_10_10_10_2  0x8036
#define GL_UNSIGNED_INT_2_10_10_10_REV  0x8368

i want to create RGBA, RGB and Alpha (1byte per pixel) images and don´t know
which parameters to use

i guess that the pixel format is GL_BGR and GL_BGRA for the first two ones,
but no idea of how to declare a just alpha image

what is the GLenum type parameter???

thanks


  _  

Tecnología, moda, motor, viajes,.suscríbete a nuestros boletines para estar
siempre a la última MSN Newsletters
http://newsletters.msn.com/hm/maintenanceeses.asp?L=ESC=ESP=WCMaintenance
Brand=WLRU=http%3a%2f%2fmail.live.com  
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] problem with osg 2.4 stable release

2008-06-18 Thread arnaud houegbelo
Hi J-S
I have the same problem of David load png file problem.
I put the libpng13.dll in the same directory of osgdb_png.dll
but in visual studio output window the dll is called anytime
I try to read a png and then unloaded after the operation.
Do you have an other solution?
Best regards


  

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


[osg-users] problem using camera and matrix

2008-06-18 Thread walispeed
Hi all,

I am working on a program which display a little map of a particular
place.

I know the question has been already asked but I really don't
understand how to proceed.

I would like use 3d space navigator which is mapped like a simple
joystick
(with RBC9-SpaceNav driver),

values' access from axes can do with variables : etat.lX, etat.lY,
etat.lZ for translation and
etat.lRx, etat.lRy, etat.lRz for rotation which give a value between 0
and 360.

I use directinput to enable joystick too.

so, here's the problem, i want control main camera (as an helicopter)

movements of this camera moves the point of view and not the map.

I saw I don't declare a trackball/flight/..manipulator but

on the main loop  I must do something like that :

DIJOYSTATE2 etat;
Matrixd, myViewMatrix, camRot, camTrans;

viewer.realize();

while(!viewer.done())
{
  //Recover joystick's state
  joystick-etatsJoystick(etat);

  camRot.makeRotate(degreesToRadians(etat.lRx),Vec3(1,0,0),
degreesToRadians(etat.lRy),Vec3(0,0,1),
degreesToRadians(etat.lRz),Vec3(0,1,0)
   );
  camTrans.makeTranslate(etat.lX,etat.lZ,etat.lY);
  myViewMatrix = camRot*camTrans;
  viewer.getCamera()-setViewMatrix(myViewMatrix);
  viewer.frame();
}


1) my map is not centered like when i use trackball/Flight/
terrain...Manipulator
   so how to do to center my object in the middle of the screen ?
   I initialize object with positionAttitudetransform with a 60°deg
rotation of x-axis.

2) How to keep the last position when I release 3d mouse ?
   at this time, when I release, object takes his initial position.

these questions comes from missunderstanding of osg and algorithmic/
logic problems.


thanks for reading.. and answering.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenFlight exporter question

2008-06-18 Thread Paul Martz
Thanks for keeping me on my toes, Gordon. :-)

Hmm... I just went back and re-read the FLT spec section regarding LOD
Records. Throughout the description, the spec refers to distance
calculations and switch in/out distances, implying strongly that distance
is the only way to change active LODs. Finally, the section ends with the
following (arguably cryptic) text:

Significant size is a value used to calculate switch in and out
distances based on viewing parameters of your simulation display system.
This value is used internally by MultiGen-Paradigm and will be enhanced in
future versions of OpenFlight.

So this is just for internal use. We can hijack this field if we want, but
it's vague enough (based on viewing parameters of your simulation display
system) that, if ever exposed for public use, this field could be used for
just about anything.

I'm not trying to get out of doing work, and it would be trivial to map
OSG's pixel size on screen to this field. But the 16.1 spec language doesn't
convince me that this is the right thing to do. If I'm way off base, please
correct me...
   -Paul


 
 Hi Paul
 
 Err Creator/Openflight does support this ;) it's called 
 'Significant Size', which is a single value. On the Open 
 Flight LOD node 
 
 Obviously it up to the scene graph what field means ;), the 
 OSG flight loader may not support this ( not checked ), so to 
 support it Changes may need to be made to the read and write 
 
 __
 Gordon Tomlinson 
 
 Email   : [EMAIL PROTECTED]
 YIM/AIM : gordon3dBrit
 MSN IM  : [EMAIL PROTECTED]
 Website : www.vis-sim.com www.gordontomlinson.com 
 __
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Paul Martz
 Sent: Monday, June 16, 2008 11:04 PM
 To: [EMAIL PROTECTED]; 'OpenSceneGraph Users'
 Subject: Re: [osg-users] OpenFlight exporter question
 
 Hi Brian -- Your LOD node is configured to switch children 
 based on screen size. OpenFlight doesn't support this. You'll 
 need to re-model the LODs using eye distance.
 
 The LOD exporter should probably display a warning in this 
 case, but as I am in the middle of a vacation, I won't be 
 able to make that change immediately. Could you please add 
 the warning message and post to osg-submissions? Thanks.
-Paul
 
  
  Hi Paul,
  
  Yes, I thought about the version possibly being an issue, so I 
  downloaded 2.5.2 but saw the same problem.
  
  Back a few months ago, I was given a sample LOD OSG file.  
 As a test I 
  ran the converter against it, but it also had the same 
 problem.  I've 
  attached the file that Hans Elbers provided me and am curious as to 
  whether its format is correct in terms of the converter.  Are there 
  any command line switches that I need to use with osgconv?
  
  Thanks,
  Brian
  
   On Mon Jun 16 12:43 , 'Paul Martz' [EMAIL PROTECTED] sent:
  
  Hi Brian -- First, make sure you're on 2.5.x, as some
  important changes
  were made post-2.4.
  
  OSG LOD nodes are exported; see FltExportVisitor.cpp line 210. The 
  FltExportVisitor class does _not_ override apply(PagedLOD), so 
  PagedLOD nodes should be treated as regular LOD nodes for
  purposes of
  export. This means they receive no additional special
  interpretation or
  treatment (they don't write external reference records), and
  it means they must look like
  LOD nodes (they must have actual subtree children; file
  names alone are
  not sufficient).
  
  I hope that helps,
 -Paul
  
  
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   
  
 [EMAIL PROTECTED]','','','')osg-users-bou
   [EMAIL PROTECTED] On Behalf Of Brian
   Sent: Monday, June 16, 2008 9:47 AM
   To: osg-users@lists.openscenegraph.org
   Subject: [osg-users] OpenFlight exporter question
   
   Hi,
   
   I was trying to convert some OSG models to the FLT 
 format but ran 
   into a little trouble with one of the models.  Only part
  of the model
   was converted.  The model's LOD nodes were not touched by the 
   converter.  I noticed in an earlier message that paged 
 LOD support 
   does not exist yet, so is it safe to assume that what I am
  seeing is
   a direct result of that?
   
   Thanks,
   Brian
   ___
   osg-users mailing list
   osg-users@lists.openscenegraph.org
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
  negraph.org
  
  
  
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
negraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
negraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org

[osg-users] Problems about draw Complex polygons

2008-06-18 Thread heishuijing_2000
hi everyone,
   Recently,i have some troubles with drawing complex polygon.These polygons 
contains 
Convex polygon ,concave polygon.Sometimes the polygon contains holes in it. I 
only know how to draw them using Opengl,there two methods:
   1 using glEdgeFlag()
   2 using gluTessCallBack gluTessBeginPolygon... 
 
   But these methods have some problems,they all draw points one by one,they 
don't use vertexs array. And I also don't know how to draw them using Osg and i 
don't konw whether osg has provided us with Convex decomposition Algorithm.
   Any help would be appreaciated.
 
   Thanks,
   Yang
 ___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems about draw Complex polygons

2008-06-18 Thread Robert Osfield
Hi Yang,

Try preprocessing your scene using osgUtil::Tesselator, this uses glu
to break concave polygons down into non convex primitives.  However,
ideally you should be importing data that doesn't have convex
polygons, as this would do away with the need to preprocess.

Robert.

2008/6/18 heishuijing_2000 [EMAIL PROTECTED]:
 hi everyone,
Recently,i have some troubles with drawing complex polygon.These polygons
 contains
 Convex polygon ,concave polygon.Sometimes the polygon contains holes in it.
 I only know how to draw them using Opengl,there two methods:
1 using glEdgeFlag()
2 using gluTessCallBack gluTessBeginPolygon..

But these methods have some problems,they all draw points one by one,they
 don't use vertexs array. And I also don't know how to draw them using Osg
 and i don't konw whether osg has provided us with Convex decomposition
 Algorithm.
Any help would be appreaciated.

Thanks,
Yang


 
 快来用音乐为奥运加油
 得奥运会、演唱会门票
 ___
 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


[osg-users] [Problem with osgLight]

2008-06-18 Thread Jean-Baptiste Authesserre
Hi everyone,

I have some problem with OSG Light, and I don't find answer in the osg
archives. My problem is the following : I don't understand why with the
following code my object isn't uniformly enlighten. (cf. image in attached
document)
-The black and white square of the image is centered at (0, 0, 0) (in world
frame with convention (x, y, z))
-The camera is located at (0, 0, -20)
-the light is located at (0,20, -15)


The code for activating light is the following:

/*** light
*/


//Creation of light source
osg::Light* light = new osg::Light();
osg::LightSource * lightsource = new osg::LightSource();
lightsource-setLight(light);
// put the light source in the scenegraph
root-addChild(lightsource);

// turn light on
osg::StateSet * stateset = root-getOrCreateStateSet();
lightsource-setStateSetModes(*stateset, osg::StateAttribute::ON);
light-setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
//light-setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
//light-setSpecular(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
light-setPosition(osg::Vec4d(0.0, 20.0, -15.0, 1.0));

/**/

So, I don't understand why the bottom-left corner of my square is darker
than the others corners
Has anybody an Idea?


Best regards,

Jean-Baptiste.
attachment: 001.jpg___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] CMake 2.6 problem when compile with 64bit vista

2008-06-18 Thread huiliang yang
Hi, 
I try to compile osg with cmake in vista 64bit pc, but it crash at beginning 
time and here is the error: 
Check for working C compiler: cl
Check for working C compiler: cl -- broken
CMake Error at C:/Program Files (x86)/CMake 
2.6/share/cmake-2.6/Modules/CMakeTestCCompiler.cmake:32 (MESSAGE):
The C compiler cl is not able to compile a simple test program.
It fails with the following output:
Change Dir: C:/bin/osg-bin/CMakeFiles/CMakeTmp
Run Build Command:C:\PROGRA~2\MICROS~1.0\Common7\IDE\VCExpress.exe
CMAKE_TRY_COMPILE.sln /build Debug /project cmTryCompileExec
Microsoft (R) Visual C++ Express Edition Version 9.0.21022.8.
Copyright (C) Microsoft Corp 2007. All rights reserved.
The project consists entirely of configurations that require support for
platforms which are not installed on this machine. The project cannot be
loaded.
The project consists entirely of configurations that require support for
platforms which are not installed on this machine. The project cannot be
loaded.
Invalid project
Use:
vcexpress [solutionfile | projectfile | anyfile.ext] [switches]
The first argument for devenv is usually a solution file or project file.
You can also use any other file as the first argument if you want to have
the
file open automatically in an editor. When you enter a project file, the
IDE
looks for an .sln file with the same base name as the project file in the
parent directory for the project file. If no such .sln file exists, then
the
IDE looks for a single .sln file that references the project. If no such
single
.sln file exists, then the IDE creates an unsaved solution with a default
.sln
file name that has the same base name as the project file.
Command line builds:
devenv solutionfile.sln /build [ solutionconfig ] [ /project
projectnameorfile [ /projectconfig name ] ]
Available command line switches:
/Log Logs IDE activity to the specified file for troubleshooting.
/ResetSettings Restores the IDE's default settings, optionally resets to
the specified VSSettings file.
/SafeMode Launches the IDE in safe mode loading minimal windows.
Product-specific switches:
/debugexe Open the specified executable to be debugged. The
remainder of the command line is passed to this
executable as its arguments.
/useenv Use PATH, INCLUDE, LIBPATH, and LIB environment variables
instead of IDE paths for VC++ builds.
To attach the debugger from the command line, use:
VsJITDebugger.exe -p pid
CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
CMakeLists.txt:15 (PROJECT)
Configuring done
// since CMake doesn't have 64 bit version, does that means that 64 bit cannot 
be used for cmake?
Thanks


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


[osg-users] problem with osg 2.4 stable release

2008-06-18 Thread arnaud houegbelo
Hi J-S
I finaly found my problem. Indeed osgdb_png.dll needs libpng13.dll but 
libpng13.dll needs  also zlib1.dll.
Best regards


  

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


Re: [osg-users] [Problem with osgLight]

2008-06-18 Thread Paul Melis

Jean-Baptiste Authesserre wrote:

Hi everyone,

I have some problem with OSG Light, and I don't find answer in the osg 
archives. My problem is the following : I don't understand why with 
the following code my object isn't uniformly enlighten. (cf. image in 
attached document)
-The black and white square of the image is centered at (0, 0, 0) (in 
world frame with convention (x, y, z))

-The camera is located at (0, 0, -20)
-the light is located at (0,20, -15)

If you didn't change this yourself then +Z will be the up axis, btw



The code for activating light is the following:

/*
** light */


//Creation of light source
osg::Light* light = new osg::Light();
osg::LightSource * lightsource = new osg::LightSource();
lightsource-setLight(light);
// put the light source in the scenegraph
root-addChild(lightsource);

// turn light on
osg::StateSet * stateset = root-getOrCreateStateSet();
lightsource-setStateSetModes(*stateset, osg::StateAttribute::ON);
light-setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
//light-setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
//light-setSpecular(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
light-setPosition(osg::Vec4d(0.0, 20.0, -15.0, 1.0));

/**/

So, I don't understand why the bottom-left corner of my square is 
darker than the others corners
I don't see any difference here between left and right bottom corners, 
they're equally dark IMHO. Which seems to make sense, as you've put the 
light source above and little in front of the camera, but in the center 
of the object (the X plane).


Paul

Has anybody an Idea?


Best regards,

Jean-Baptiste.


___
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] problem with osg 2.4 stable release

2008-06-18 Thread Jean-Sébastien Guay

Bonjour Arnaud,


I put the libpng13.dll in the same directory of osgdb_png.dll
but in visual studio output window the dll is called anytime
I try to read a png and then unloaded after the operation.


No, libpng13.dll should be in your PATH or in your executable's 
directory. The plugins are in OSG_BIN_DIR\osgPlugins-version, which is 
not on your PATH (and should not be) - OSG loads them directly which is 
why it works, but the libpng13.dll needs to be on the DLL search path.


It's up to you where you want to put it. I usually put it alongside 
osgNN-osg.dll (in my case my OSG_BIN_PATH is on my PATH). If you include 
the OSG DLLs alongside your application in an installer, for example, 
you should include libpng13.dll alongside the OSG DLLs (not the plugins).


Hope this helps,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Paul Melis

Hi J-S,

Jean-Sébastien Guay wrote:

Bonjour Arnaud,

I put the libpng13.dll in the same directory of osgdb_png.dll
but in visual studio output window the dll is called anytime
I try to read a png and then unloaded after the operation.
No, libpng13.dll should be in your PATH or in your executable's 
directory. The plugins are in OSG_BIN_DIR\osgPlugins-version, which 
is not on your PATH (and should not be) - OSG loads them directly 
which is why it works, but the libpng13.dll needs to be on the DLL 
search path.


It's up to you where you want to put it. I usually put it alongside 
osgNN-osg.dll (in my case my OSG_BIN_PATH is on my PATH). If you 
include the OSG DLLs alongside your application in an installer, for 
example, you should include libpng13.dll alongside the OSG DLLs (not 
the plugins).


Hope this helps,
This seems to come up quite often for the Windows users. Would linking 
against a static version of dependencies like png, jpeg, zlib, etc be a 
helpful solution?


Paul


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


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Jean-Sébastien Guay

Bonjour Arnaud,


I finaly found my problem. Indeed osgdb_png.dll needs libpng13.dll but 
libpng13.dll needs  also zlib1.dll.


Ha! I had forgotten that one. I generally just copy all the DLLs from 
the 3rdParty/bin directory to my OSG bin directory. :-)


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [Problem with osgLight]

2008-06-18 Thread Jean-Baptiste Authesserre
Hi,

I am a little confused. My camera

2008/6/18 Paul Melis [EMAIL PROTECTED]:

 Jean-Baptiste Authesserre wrote:

 Hi everyone,

 I have some problem with OSG Light, and I don't find answer in the osg
 archives. My problem is the following : I don't understand why with the
 following code my object isn't uniformly enlighten. (cf. image in attached
 document)
 -The black and white square of the image is centered at (0, 0, 0) (in
 world frame with convention (x, y, z))
 -The camera is located at (0, 0, -20)
 -the light is located at (0,20, -15)

 If you didn't change this yourself then +Z will be the up axis, btw



 The code for activating light is the following:

 /*
 ** light */


//Creation of light source
osg::Light* light = new osg::Light();
osg::LightSource * lightsource = new osg::LightSource();
lightsource-setLight(light);
// put the light source in the scenegraph
root-addChild(lightsource);

// turn light on
osg::StateSet * stateset = root-getOrCreateStateSet();
lightsource-setStateSetModes(*stateset, osg::StateAttribute::ON);
light-setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
//light-setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
//light-setSpecular(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
light-setPosition(osg::Vec4d(0.0, 20.0, -15.0, 1.0));


 /**/

 So, I don't understand why the bottom-left corner of my square is darker
 than the others corners

 I don't see any difference here between left and right bottom corners,
 they're equally dark IMHO. Which seems to make sense, as you've put the
 light source above and little in front of the camera, but in the center of
 the object (the X plane).

 Paul

 Has anybody an Idea?


 Best regards,

 Jean-Baptiste.
 

 ___
 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

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


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Jean-Sébastien Guay

Hi Paul,

This seems to come up quite often for the Windows users. Would linking 
against a static version of dependencies like png, jpeg, zlib, etc be a 
helpful solution?


Not sure how the executable size would increase in that case... But 
yeah, they're pretty much required dependencies if you want to do 
anything useful, so I'd agree that it could be helpful.


Though I think when developing on Windows you need to be able to 
diagnose and fix DLL search path and dependency problems, because 
they'll bite you sooner or later. I'm not trying to imply that OSG 
should be a teaching aid in Windows programming and troubleshooting, but 
we should consider how much time we spend on making things easier for 
newbies which they'll have to learn anyways.


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Quicktime plugin livestreaming documentation/examples

2008-06-18 Thread Dieter Pfeffer
Hi

I am using osgmovie like Colin has described to visualise a live stream from
a webcam (and it works very good) - but I can only see a resolution of
320x240; is there a limitation to this resolution ? -  is there any way to
realise a higher resolution ?

Using Windows XP and OSG 2.3.6


Thanks

Dieter



Unclassified Mail



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Colin
Dunlop
Sent: Tuesday, 08 April, 2008 17:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] Quicktime plugin livestreaming
documentation/examples


Hi Adrian,

I've not documented anything on the wiki yet but below is how
the result was achieved on Windows XP. See my previous post for
any more detail. The demo/example is really just a quad with
your live feed playing - so a I've just tweaked osgmovie here
to force load the plug-in from a .live association and then
interpret the file basename to get a device and input ID -
ugly but working...

0. If you have NO QuickTime driver for your device then install
http://www.abstractplane.com/products/vdig.jsp
Use the latest version and do the manual install from the zip.
You will jave to live with the demo mode or fork out some $$$.
If your capture device has a QuickTime driver then you do not
need this VDIG for Windows thing eg BlackMagic Intensity Pro.

1. Modify the osgmovie.cpp and make sure that the .live
extension is associated with the osgdb_qt plugin:

osgDB::Registry::instance()-addFileExtensionAlias(live,qt);

2. run osgmovie --devices

 If you have any live feed devices associated with a QuickTime
 driver then this will spit out some command line options and
 associations.
 It will also spit out any pseudo Windows VDIG wrapped Direct
 Show devices in the same way

eg: ...
  4:1.liveBlackmagic HDTV 720Intensity HDTV 720p 59.94
 ...
  1:4.liveHauppauge WinTV 418 Video Capture
 (4E384A6E048F0)S-Video 3 UYVY @ 720x480

 ...

3. run osgmovie and pass it a pseudo file name that will be
translated by the plug-in to point at an input device eg
$ osgmovie x:y.live

This will force load the osgdb_qt plug-in, and then attempt to
decode the x:y.live where x and y are the input and channel of
your input - eg 5:0.live

I plan to submit to Robert an osgvideo example which wraps some
of this up a bit better.

Cheers,

Colin.


Adrian Egli OpenSceneGraph (3D) wrote:
 Hi
 any demo / example ?

 regards
 2008/4/3, Mike Greene [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:

 Colin,

Success! Using the later version of VDIG that you referenced, I was
 able to get a live stream to work with osgmovie.
 I'm using a KOCOM camera running video through a Canopus ADVC 110 A/D
 video convertor into a firewire cable.
 This is on Windows XP, OSG 2.3.5, Visual Studio 2005 debug, Quicktime
 SDK 7.3.


 Mike Greene
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 mailto:osg-users@lists.openscenegraph.org

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




 --
 
 Adrian Egli


 

 ___
 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

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


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Paul Melis

Jean-Sébastien Guay wrote:


This seems to come up quite often for the Windows users. Would 
linking against a static version of dependencies like png, jpeg, 
zlib, etc be a helpful solution?
Not sure how the executable size would increase in that case... But 
yeah, they're pretty much required dependencies if you want to do 
anything useful, so I'd agree that it could be helpful.
Yes, the increase in size would be a downside. But disk space and memory 
are fairly cheap these days. I suspect only a small number of plugins 
would increase (jpg, png, tiff, jp2).


Though I think when developing on Windows you need to be able to 
diagnose and fix DLL search path and dependency problems, because 
they'll bite you sooner or later. 

Absolutely! (I'm glad I only work with Linux these days ;-))

I'm not trying to imply that OSG should be a teaching aid in Windows 
programming and troubleshooting, but we should consider how much time 
we spend on making things easier for newbies which they'll have to 
learn anyways.
It would be interesting to know which users specifically are having 
problems:
1. using prebuilt OSG + dependencies (either Mike's deps or perhaps from 
the gnuwin32 project), not compiling their own app, are merely trying 
out the OSG

2. using prebuilt OSG + dependencies, are compiling their own app
3. using prebuilt dependencies, compiling OSG from source, compiling 
their own apps

4. compiling everything from source

I doubt that category 4 will have these DLL problems. But I'm curious 
about the spread over the other 3 categories..


Paul

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


Re: [osg-users] [Problem with osgLight]

2008-06-18 Thread Jean-Baptiste Authesserre
Sorry for the previous mail. I'm a little confused. My camera is configured
to take Y-axis as UP axis. In my 3D-model, I put the helmet so that the
bottom of the helmet correspond to negative Y, and the top to positive Y (cf
attached figure). The camera look at (0, 0, 0). Thus I can obtain the
attached image. To enlight the scene I put the light at 0 on X-axis so the
region around the bottom corners of the square be enlighten the same way
(the square is in the XY plane). However the region around bottom-left
corner is darker than the region around bottom-right corner. What have I
missed?

Jean-Baptiste

2008/6/18 Jean-Baptiste Authesserre [EMAIL PROTECTED]:

 Hi,

 I am a little confused. My camera

 2008/6/18 Paul Melis [EMAIL PROTECTED]:

 Jean-Baptiste Authesserre wrote:

 Hi everyone,

 I have some problem with OSG Light, and I don't find answer in the osg
 archives. My problem is the following : I don't understand why with the
 following code my object isn't uniformly enlighten. (cf. image in attached
 document)
 -The black and white square of the image is centered at (0, 0, 0) (in
 world frame with convention (x, y, z))
 -The camera is located at (0, 0, -20)
 -the light is located at (0,20, -15)

 If you didn't change this yourself then +Z will be the up axis, btw



 The code for activating light is the following:

 /*
 ** light */


//Creation of light source
osg::Light* light = new osg::Light();
osg::LightSource * lightsource = new osg::LightSource();
lightsource-setLight(light);
// put the light source in the scenegraph
root-addChild(lightsource);

// turn light on
osg::StateSet * stateset = root-getOrCreateStateSet();
lightsource-setStateSetModes(*stateset, osg::StateAttribute::ON);
light-setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
//light-setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
//light-setSpecular(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
light-setPosition(osg::Vec4d(0.0, 20.0, -15.0, 1.0));


 /**/

 So, I don't understand why the bottom-left corner of my square is darker
 than the others corners

 I don't see any difference here between left and right bottom corners,
 they're equally dark IMHO. Which seems to make sense, as you've put the
 light source above and little in front of the camera, but in the center of
 the object (the X plane).

 Paul

 Has anybody an Idea?


 Best regards,

 Jean-Baptiste.
 

 ___
 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



attachment: 001.jpg___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Win32 keyboard bug (was: X11 keyboard bug (+ ugly fix))

2008-06-18 Thread Jean-Sébastien Guay

Hello all,


To reproduce start the osgkeyboard example, press a few modifier
keys (let's say Ctrl and Shift) and while keeping them pressed
switch the desktop (e.g. on KDE) or minimize the window. Release
the modifier keys. Now, when you switch back or open the minimized
window, you'll see Ctrl and Shift still activated. And it's not
only an visual problem. These keys are actually not released, and
pressing 'a' will now really be seen as 'A'. That's very annoying
in FlightGear. One has to press and release the respective modifier
keys to get the missing release event.


This also happens on Win32 (SVN version)... For example, press Alt+tab 
to switch to another window, and then go back to the osgkeyboard window, 
and you'll see that the alt key is stuck.


Does anyone have a fix? I'd work on it, but it's relatively low on my 
priority list, but it's annoying.


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Upgrading from version 1.2 and Producer using Visual Studio

2008-06-18 Thread Rick Pingry
Excellent, THANKS!

For the computePixelCoords, I just copied from what Producer::KeyboardMouse
was doing, and made the appropriate changes.  I am assuming the mouse
coordinates work the same way they did before.

-- Rick

On Wed, Jun 18, 2008 at 4:48 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Rick,

 On Wed, Jun 18, 2008 at 12:12 AM, Rick Pingry [EMAIL PROTECTED]
 wrote:
  Producer::KeyboardMouse::positionPointer( float x, float y )
 
  Any way to set the mouse position like this?

 GraphicsWindow::requestWarpPointer(x,y);

 and

 View::requestWarpPointer(x,y);

 The later will automatically work out which window to warp to.

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




-- 
 Rick
Check us out at http://fringe-online.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [Problem with osgLight]

2008-06-18 Thread Paul Melis

Jean-Baptiste Authesserre wrote:
Sorry for the previous mail. I'm a little confused. My camera is 
configured to take Y-axis as UP axis. In my 3D-model, I put the helmet 
so that the bottom of the helmet correspond to negative Y, and the top 
to positive Y (cf attached figure). The camera look at (0, 0, 0). Thus 
I can obtain the attached image. To enlight the scene I put the light 
at 0 on X-axis so the region around the bottom corners of the square 
be enlighten the same way (the square is in the XY plane). However the 
region around bottom-left corner is darker than the region around 
bottom-right corner. What have I missed?
Ah! You said my object isn't uniformly enlighten in your original 
mail. With object I figured you meant the whole thing/helmet. I now 
see what you mean w.r.t. the dark corner on the square. Could it be that 
you have an incorrect normal for that corner of the square? Are the 
square and helmet one object? Does it still show when you display only 
the square (i.e. could it be an artifact that actually comes from the 
helmet, and not the square)?


Paul


Jean-Baptiste

2008/6/18 Jean-Baptiste Authesserre [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED]:


Hi,

I am a little confused. My camera

2008/6/18 Paul Melis [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]:

Jean-Baptiste Authesserre wrote:

Hi everyone,

I have some problem with OSG Light, and I don't find
answer in the osg archives. My problem is the following :
I don't understand why with the following code my object
isn't uniformly enlighten. (cf. image in attached document)
-The black and white square of the image is centered at
(0, 0, 0) (in world frame with convention (x, y, z))
-The camera is located at (0, 0, -20)
-the light is located at (0,20, -15)

If you didn't change this yourself then +Z will be the up
axis, btw



The code for activating light is the following:

/*
** light */


   //Creation of light source
   osg::Light* light = new osg::Light();
   osg::LightSource * lightsource = new osg::LightSource();
   lightsource-setLight(light);
   // put the light source in the scenegraph
   root-addChild(lightsource);

   // turn light on
   osg::StateSet * stateset = root-getOrCreateStateSet();
   lightsource-setStateSetModes(*stateset,
osg::StateAttribute::ON);
   light-setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
   //light-setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
   //light-setSpecular(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
   light-setPosition(osg::Vec4d(0.0, 20.0, -15.0, 1.0));


/**/

So, I don't understand why the bottom-left corner of my
square is darker than the others corners

I don't see any difference here between left and right bottom
corners, they're equally dark IMHO. Which seems to make sense,
as you've put the light source above and little in front of
the camera, but in the center of the object (the X plane).

Paul

Has anybody an Idea?


Best regards,

Jean-Baptiste.



___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org

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



___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto: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
  


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


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Jean-Sébastien Guay

Hi Paul,

Yes, the increase in size would be a downside. But disk space and memory 
are fairly cheap these days. I suspect only a small number of plugins 
would increase (jpg, png, tiff, jp2).


I think we need to quantify it. Then we can evaluate if it's significant 
or not.


If I have 16 OSG apps which all include (for example, I didn't try it) 
5MB of dependencies statically linked each, that's 80MB instead of 5 
(for the DLLs which could be shared). However, if I need to link to a 
specific version of OSG+deps, I'd need my application to include the 
specific DLLs in its directory anyways, so no savings there...


Perhaps linking to static dependencies could be an option in the CMake 
generation process, with the deps binary packages including static libs, 
and the default being static. Then if others want to compile and link to 
DLLs, they can switch the option in OSG's CMake config.


Here I am suggesting ideas which I don't have time to implement... Shame 
on me.


It would be interesting to know which users specifically are having 
problems:
1. using prebuilt OSG + dependencies (either Mike's deps or perhaps from 
the gnuwin32 project), not compiling their own app, are merely trying 
out the OSG

2. using prebuilt OSG + dependencies, are compiling their own app
3. using prebuilt dependencies, compiling OSG from source, compiling 
their own apps

4. compiling everything from source


Are you suggesting a poll? Doing this on the mailing list would be a bit 
hard to keep track of... (Incidentally, I'm mostly in 3, though I'll 
have to move to 4 for 64 bit soon)


Does the wiki have a poll functionality? Or perhaps we could use 
Gordon's forum for that?


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Paul Melis

Hi J-S,
Jean-Sébastien Guay wrote:


Yes, the increase in size would be a downside. But disk space and 
memory are fairly cheap these days. I suspect only a small number of 
plugins would increase (jpg, png, tiff, jp2).


I think we need to quantify it. Then we can evaluate if it's 
significant or not.


If I have 16 OSG apps which all include (for example, I didn't try it) 
5MB of dependencies statically linked each, that's 80MB instead of 5 
(for the DLLs which could be shared). However, if I need to link to a 
specific version of OSG+deps, I'd need my application to include the 
specific DLLs in its directory anyways, so no savings there...
I wasn't suggesting that _apps_ link statically, merely that the plugin 
DLLs link statically against their (non-OSG) dependencies.


Perhaps linking to static dependencies could be an option in the CMake 
generation process, with the deps binary packages including static 
libs, and the default being static. Then if others want to compile and 
link to DLLs, they can switch the option in OSG's CMake config.


Here I am suggesting ideas which I don't have time to implement... 
Shame on me.

Spoken like a true open source contributor :)


It would be interesting to know which users specifically are having 
problems:
1. using prebuilt OSG + dependencies (either Mike's deps or perhaps 
from the gnuwin32 project), not compiling their own app, are merely 
trying out the OSG

2. using prebuilt OSG + dependencies, are compiling their own app
3. using prebuilt dependencies, compiling OSG from source, compiling 
their own apps

4. compiling everything from source


Are you suggesting a poll? Doing this on the mailing list would be a 
bit hard to keep track of... (Incidentally, I'm mostly in 3, though 
I'll have to move to 4 for 64 bit soon). Does the wiki have a poll 
functionality? Or perhaps we could use Gordon's forum for that?
Well, it was more of a philosophical question, but a poll would be 
interesting. Using the ML for that will be horrible, although easy to 
do. I don't think trac supports polls out of the box. If we could have a 
web-based poll on the forum site we'd only have to publicize it on 
osg-users.


What do you mean with the 4th mailing list for 64 bit, b.t.w?

Paul


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


Re: [osg-users] OpenFlight exporter question

2008-06-18 Thread Gordon Tomlinson
Hi Paul

If I can remember back enough ;) I believe this was added in for Vega Prime
and basically its the scenegraphs that takes this value and maps it to a
screen pixel size, if this field is anything other than zero then its is
assumed  if the scenegraph supports this it will use that value rather than
distance switching.

I would say the docs wording is poor, its not an internal thing, creator
does not use this it’s a scenegraph/run-time param or at least the last
version Creator I used 3.0 

So I would say there is no problem using this, as I believe that’s its use
;)


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, June 18, 2008 9:27 AM
To: [EMAIL PROTECTED]; 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenFlight exporter question

Thanks for keeping me on my toes, Gordon. :-)

Hmm... I just went back and re-read the FLT spec section regarding LOD
Records. Throughout the description, the spec refers to distance
calculations and switch in/out distances, implying strongly that distance
is the only way to change active LODs. Finally, the section ends with the
following (arguably cryptic) text:

Significant size is a value used to calculate switch in and out
distances based on viewing parameters of your simulation display system.
This value is used internally by MultiGen-Paradigm and will be enhanced in
future versions of OpenFlight.

So this is just for internal use. We can hijack this field if we want, but
it's vague enough (based on viewing parameters of your simulation display
system) that, if ever exposed for public use, this field could be used for
just about anything.

I'm not trying to get out of doing work, and it would be trivial to map
OSG's pixel size on screen to this field. But the 16.1 spec language doesn't
convince me that this is the right thing to do. If I'm way off base, please
correct me...
   -Paul


 
 Hi Paul
 
 Err Creator/Openflight does support this ;) it's called 'Significant 
 Size', which is a single value. On the Open Flight LOD node
 
 Obviously it up to the scene graph what field means ;), the OSG flight 
 loader may not support this ( not checked ), so to support it Changes 
 may need to be made to the read and write
 
 __
 Gordon Tomlinson
 
 Email   : [EMAIL PROTECTED]
 YIM/AIM : gordon3dBrit
 MSN IM  : [EMAIL PROTECTED] Website : www.vis-sim.com 
 www.gordontomlinson.com 
 __
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul 
 Martz
 Sent: Monday, June 16, 2008 11:04 PM
 To: [EMAIL PROTECTED]; 'OpenSceneGraph Users'
 Subject: Re: [osg-users] OpenFlight exporter question
 
 Hi Brian -- Your LOD node is configured to switch children based on 
 screen size. OpenFlight doesn't support this. You'll need to re-model 
 the LODs using eye distance.
 
 The LOD exporter should probably display a warning in this case, but 
 as I am in the middle of a vacation, I won't be able to make that 
 change immediately. Could you please add the warning message and post 
 to osg-submissions? Thanks.
-Paul
 
  
  Hi Paul,
  
  Yes, I thought about the version possibly being an issue, so I 
  downloaded 2.5.2 but saw the same problem.
  
  Back a few months ago, I was given a sample LOD OSG file.  
 As a test I
  ran the converter against it, but it also had the same
 problem.  I've
  attached the file that Hans Elbers provided me and am curious as to 
  whether its format is correct in terms of the converter.  Are there 
  any command line switches that I need to use with osgconv?
  
  Thanks,
  Brian
  
   On Mon Jun 16 12:43 , 'Paul Martz' [EMAIL PROTECTED] sent:
  
  Hi Brian -- First, make sure you're on 2.5.x, as some
  important changes
  were made post-2.4.
  
  OSG LOD nodes are exported; see FltExportVisitor.cpp line 210. The 
  FltExportVisitor class does _not_ override apply(PagedLOD), so 
  PagedLOD nodes should be treated as regular LOD nodes for
  purposes of
  export. This means they receive no additional special
  interpretation or
  treatment (they don't write external reference records), and
  it means they must look like
  LOD nodes (they must have actual subtree children; file
  names alone are
  not sufficient).
  
  I hope that helps,
 -Paul
  
  
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   
  
 [EMAIL PROTECTED]','','','')osg-users-bou
   [EMAIL PROTECTED] On Behalf Of Brian
   Sent: Monday, June 16, 2008 9:47 AM
   To: osg-users@lists.openscenegraph.org
   Subject: [osg-users] OpenFlight exporter question
   
   Hi,
   
   I was trying to convert some OSG models to the FLT
 format but ran
   into a little trouble with one of the models.  Only part
  of the model
   was converted.  The model's LOD nodes were not touched by the 
   converter.  I noticed in an earlier message that paged
 LOD support
   

Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Jean-Sébastien Guay

Hi Paul,

I wasn't suggesting that _apps_ link statically, merely that the plugin 
DLLs link statically against their (non-OSG) dependencies.


Ah, I hadn't seen it that way. It would in that case increase the size 
of plugins that use the same dependencies (zlib is used by multiple 
plugins I think), and the thing with multiple OSG versions using more 
space would remain. But it would be much better than linking apps 
statically.


Well, it was more of a philosophical question, but a poll would be 
interesting. Using the ML for that will be horrible, although easy to 
do. I don't think trac supports polls out of the box. If we could have a 
web-based poll on the forum site we'd only have to publicize it on 
osg-users.


I think we could use Gordon's http://www.vis-sim.com/ for that, it 
already has lots of OSG-related content so it wouldn't be out of place. 
But I agree, it's not as active as the mailing list, so we'd need to 
publicize the poll on the mailing list.



What do you mean with the 4th mailing list for 64 bit, b.t.w?


Not 4th mailing list, 4th option in your enumerated list of 
possibilities of using prebuilt vs self-compiled OSG/dependencies. 
Mike's 3rd Party binary package is for 32 bit, so if I want to compile 
OSG in 64 bit I'll have to recompile the dependencies in 64 bit myself.


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Jean-Sébastien Guay

Hi Robert,


So if you want to go static link of external dependencies under
Windows then guys, you have my backing.


I agree, Paul's idea is a great one for the initial user experience on 
Windows. Though I would keep it optional, just default to static, since 
there are cases where you'd want DLLs for dependencies but in that case 
you should know what you're doing.


Thanks,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Gordon Tomlinson
No problem doing a poll on http://www.vis-sim.com/3dsceneBB/, the form is
setup for users to create polls...

( please note I have *.gmail.com on new account addresses disabled due to
high spam attacks, I will turn this off if needed

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Wednesday, June 18, 2008 11:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release

Hi J-S,
Jean-Sébastien Guay wrote:

 Yes, the increase in size would be a downside. But disk space and 
 memory are fairly cheap these days. I suspect only a small number of 
 plugins would increase (jpg, png, tiff, jp2).

 I think we need to quantify it. Then we can evaluate if it's 
 significant or not.

 If I have 16 OSG apps which all include (for example, I didn't try it) 
 5MB of dependencies statically linked each, that's 80MB instead of 5 
 (for the DLLs which could be shared). However, if I need to link to a 
 specific version of OSG+deps, I'd need my application to include the 
 specific DLLs in its directory anyways, so no savings there...
I wasn't suggesting that _apps_ link statically, merely that the plugin DLLs
link statically against their (non-OSG) dependencies.

 Perhaps linking to static dependencies could be an option in the CMake 
 generation process, with the deps binary packages including static 
 libs, and the default being static. Then if others want to compile and 
 link to DLLs, they can switch the option in OSG's CMake config.

 Here I am suggesting ideas which I don't have time to implement... 
 Shame on me.
Spoken like a true open source contributor :)

 It would be interesting to know which users specifically are having
 problems:
 1. using prebuilt OSG + dependencies (either Mike's deps or perhaps 
 from the gnuwin32 project), not compiling their own app, are merely 
 trying out the OSG 2. using prebuilt OSG + dependencies, are 
 compiling their own app 3. using prebuilt dependencies, compiling OSG 
 from source, compiling their own apps 4. compiling everything from 
 source

 Are you suggesting a poll? Doing this on the mailing list would be a 
 bit hard to keep track of... (Incidentally, I'm mostly in 3, though 
 I'll have to move to 4 for 64 bit soon). Does the wiki have a poll 
 functionality? Or perhaps we could use Gordon's forum for that?
Well, it was more of a philosophical question, but a poll would be
interesting. Using the ML for that will be horrible, although easy to do. I
don't think trac supports polls out of the box. If we could have a web-based
poll on the forum site we'd only have to publicize it on osg-users.

What do you mean with the 4th mailing list for 64 bit, b.t.w?

Paul


___
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] problem with osg 2.4 stable release

2008-06-18 Thread Gordon Tomlinson
Just a side note, some Plugins licenses do not allow static linking so you
need to check that issue

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Wednesday, June 18, 2008 10:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release

Hi J-S,

Jean-Sébastien Guay wrote:
 Bonjour Arnaud,
 I put the libpng13.dll in the same directory of osgdb_png.dll but in 
 visual studio output window the dll is called anytime I try to read a 
 png and then unloaded after the operation.
 No, libpng13.dll should be in your PATH or in your executable's 
 directory. The plugins are in OSG_BIN_DIR\osgPlugins-version, which 
 is not on your PATH (and should not be) - OSG loads them directly 
 which is why it works, but the libpng13.dll needs to be on the DLL 
 search path.

 It's up to you where you want to put it. I usually put it alongside 
 osgNN-osg.dll (in my case my OSG_BIN_PATH is on my PATH). If you 
 include the OSG DLLs alongside your application in an installer, for 
 example, you should include libpng13.dll alongside the OSG DLLs (not 
 the plugins).

 Hope this helps,
This seems to come up quite often for the Windows users. Would linking
against a static version of dependencies like png, jpeg, zlib, etc be a
helpful solution?

Paul


___
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] problem with osg 2.4 stable release

2008-06-18 Thread Paul Melis

Gordon Tomlinson wrote:

No problem doing a poll on http://www.vis-sim.com/3dsceneBB/, the form is
setup for users to create polls...
  

Would voting there imply registration on the forum?

I've tried to formulate a poll below. It's impossible to cover every 
possibility, of course.

For OS/X there are no prebuilt packages, right?

How do you get your OpenSceneGraph binaries?

(Windows) I use Mike Weiblen's precompiled binaries for both OSG and its 
dependencies

(Windows) I compile OSG from source, but use precompiled dependencies
(Windows) I compile OSG and its dependencies from source
(Windows) Other
(Linux) I compile OSG from source myself
(Linux) I use packages provided by my distribution
(Linux) Other

Paul


( please note I have *.gmail.com on new account addresses disabled due to
high spam attacks, I will turn this off if needed

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Wednesday, June 18, 2008 11:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release

Hi J-S,
Jean-Sébastien Guay wrote:
  
Yes, the increase in size would be a downside. But disk space and 
memory are fairly cheap these days. I suspect only a small number of 
plugins would increase (jpg, png, tiff, jp2).
  
I think we need to quantify it. Then we can evaluate if it's 
significant or not.


If I have 16 OSG apps which all include (for example, I didn't try it) 
5MB of dependencies statically linked each, that's 80MB instead of 5 
(for the DLLs which could be shared). However, if I need to link to a 
specific version of OSG+deps, I'd need my application to include the 
specific DLLs in its directory anyways, so no savings there...


I wasn't suggesting that _apps_ link statically, merely that the plugin DLLs
link statically against their (non-OSG) dependencies.
  
Perhaps linking to static dependencies could be an option in the CMake 
generation process, with the deps binary packages including static 
libs, and the default being static. Then if others want to compile and 
link to DLLs, they can switch the option in OSG's CMake config.


Here I am suggesting ideas which I don't have time to implement... 
Shame on me.


Spoken like a true open source contributor :)
  

It would be interesting to know which users specifically are having
problems:
1. using prebuilt OSG + dependencies (either Mike's deps or perhaps 
from the gnuwin32 project), not compiling their own app, are merely 
trying out the OSG 2. using prebuilt OSG + dependencies, are 
compiling their own app 3. using prebuilt dependencies, compiling OSG 
from source, compiling their own apps 4. compiling everything from 
source
  
Are you suggesting a poll? Doing this on the mailing list would be a 
bit hard to keep track of... (Incidentally, I'm mostly in 3, though 
I'll have to move to 4 for 64 bit soon). Does the wiki have a poll 
functionality? Or perhaps we could use Gordon's forum for that?


Well, it was more of a philosophical question, but a poll would be
interesting. Using the ML for that will be horrible, although easy to do. I
don't think trac supports polls out of the box. If we could have a web-based
poll on the forum site we'd only have to publicize it on osg-users.

What do you mean with the 4th mailing list for 64 bit, b.t.w?

Paul


___
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

  


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


Re: [osg-users] [Problem with osgLight]

2008-06-18 Thread Paul Melis

Jean-Baptiste Authesserre wrote:
This is the result when I remove the helmet. I really don(t 
understand. The square is obtained thanks to the following way. I 
ceated a cube with blender 3*3*0.1 (small depth along th Z-axis)
I load on that cube a texture. I attach to this mail the result 
without the helmet and the texture attached to the cube.

It's very strange...
You can check the .osg file exported by Blender to see if the normals 
are set correctly. There shouldn't be that many for this simple model I 
suspect.


Paul



2008/6/18 Paul Melis [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:

Jean-Baptiste Authesserre wrote:

Sorry for the previous mail. I'm a little confused. My camera
is configured to take Y-axis as UP axis. In my 3D-model, I put
the helmet so that the bottom of the helmet correspond to
negative Y, and the top to positive Y (cf attached figure).
The camera look at (0, 0, 0). Thus I can obtain the attached
image. To enlight the scene I put the light at 0 on X-axis so
the region around the bottom corners of the square be
enlighten the same way (the square is in the XY plane).
However the region around bottom-left corner is darker than
the region around bottom-right corner. What have I missed?

Ah! You said my object isn't uniformly enlighten in your
original mail. With object I figured you meant the whole
thing/helmet. I now see what you mean w.r.t. the dark corner on
the square. Could it be that you have an incorrect normal for that
corner of the square? Are the square and helmet one object? Does
it still show when you display only the square (i.e. could it be
an artifact that actually comes from the helmet, and not the square)?

Paul


Jean-Baptiste

2008/6/18 Jean-Baptiste Authesserre [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]:


   Hi,

   I am a little confused. My camera

   2008/6/18 Paul Melis [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]
   mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:


   Jean-Baptiste Authesserre wrote:

   Hi everyone,

   I have some problem with OSG Light, and I don't find
   answer in the osg archives. My problem is the
following :
   I don't understand why with the following code my
object
   isn't uniformly enlighten. (cf. image in attached
document)
   -The black and white square of the image is centered at
   (0, 0, 0) (in world frame with convention (x, y, z))
   -The camera is located at (0, 0, -20)
   -the light is located at (0,20, -15)

   If you didn't change this yourself then +Z will be the up
   axis, btw



   The code for activating light is the following:

   /*
   ** light */


  //Creation of light source
  osg::Light* light = new osg::Light();
  osg::LightSource * lightsource = new
osg::LightSource();
  lightsource-setLight(light);
  // put the light source in the scenegraph
  root-addChild(lightsource);

  // turn light on
  osg::StateSet * stateset =
root-getOrCreateStateSet();
  lightsource-setStateSetModes(*stateset,
   osg::StateAttribute::ON);
  light-setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
  //light-setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
  //light-setSpecular(osg::Vec4d(1.0, 1.0, 1.0,
1.0));
  light-setPosition(osg::Vec4d(0.0, 20.0, -15.0,
1.0));

 
 /**/


   So, I don't understand why the bottom-left corner of my
   square is darker than the others corners

   I don't see any difference here between left and right
bottom
   corners, they're equally dark IMHO. Which seems to make
sense,
   as you've put the light source above and little in front of
   the camera, but in the center of the object (the X plane).

   Paul

   Has anybody an Idea?


   Best regards,

   Jean-Baptiste.
 
 


   ___
   osg-users mailing list
   

Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Paul Melis

Paul Melis wrote:

Gordon Tomlinson wrote:
No problem doing a poll on http://www.vis-sim.com/3dsceneBB/, the 
form is

setup for users to create polls...
  

Would voting there imply registration on the forum?

I've tried to formulate a poll below. It's impossible to cover every 
possibility, of course.
Hmm, people that are merely trying out the OSG and using Mike's prebuilt 
OSG binaries might not have a clue what dependencies we're talking 
about, as these are included in the package already.


Paul

For OS/X there are no prebuilt packages, right?

How do you get your OpenSceneGraph binaries?

(Windows) I use Mike Weiblen's precompiled binaries for both OSG and 
its dependencies

(Windows) I compile OSG from source, but use precompiled dependencies
(Windows) I compile OSG and its dependencies from source
(Windows) Other
(Linux) I compile OSG from source myself
(Linux) I use packages provided by my distribution
(Linux) Other

Paul

( please note I have *.gmail.com on new account addresses disabled 
due to

high spam attacks, I will turn this off if needed

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul 
Melis

Sent: Wednesday, June 18, 2008 11:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release

Hi J-S,
Jean-Sébastien Guay wrote:
 
Yes, the increase in size would be a downside. But disk space and 
memory are fairly cheap these days. I suspect only a small number 
of plugins would increase (jpg, png, tiff, jp2).
  
I think we need to quantify it. Then we can evaluate if it's 
significant or not.


If I have 16 OSG apps which all include (for example, I didn't try 
it) 5MB of dependencies statically linked each, that's 80MB instead 
of 5 (for the DLLs which could be shared). However, if I need to 
link to a specific version of OSG+deps, I'd need my application to 
include the specific DLLs in its directory anyways, so no savings 
there...

I wasn't suggesting that _apps_ link statically, merely that the 
plugin DLLs

link statically against their (non-OSG) dependencies.
 
Perhaps linking to static dependencies could be an option in the 
CMake generation process, with the deps binary packages including 
static libs, and the default being static. Then if others want to 
compile and link to DLLs, they can switch the option in OSG's CMake 
config.


Here I am suggesting ideas which I don't have time to implement... 
Shame on me.


Spoken like a true open source contributor :)
 

It would be interesting to know which users specifically are having
problems:
1. using prebuilt OSG + dependencies (either Mike's deps or perhaps 
from the gnuwin32 project), not compiling their own app, are merely 
trying out the OSG 2. using prebuilt OSG + dependencies, are 
compiling their own app 3. using prebuilt dependencies, compiling 
OSG from source, compiling their own apps 4. compiling everything 
from source
  
Are you suggesting a poll? Doing this on the mailing list would be a 
bit hard to keep track of... (Incidentally, I'm mostly in 3, though 
I'll have to move to 4 for 64 bit soon). Does the wiki have a poll 
functionality? Or perhaps we could use Gordon's forum for that?


Well, it was more of a philosophical question, but a poll would be
interesting. Using the ML for that will be horrible, although easy to 
do. I
don't think trac supports polls out of the box. If we could have a 
web-based

poll on the forum site we'd only have to publicize it on osg-users.

What do you mean with the 4th mailing list for 64 bit, b.t.w?

Paul


___
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 



  


___
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] problem with osg 2.4 stable release

2008-06-18 Thread Gordon Tomlinson
I could turn the reg requirements of on the Poll/forum if folks don't won't
to register 

Looks like only one option can be voted for, but if non registered voting is
allowed you may be able to vote more than once



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, June 18, 2008 11:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release

Hi Paul,

 Would voting there imply registration on the forum?

I think so, and I don't think there's a good way to get around that...

 I've tried to formulate a poll below. It's impossible to cover every 
 possibility, of course.
 For OS/X there are no prebuilt packages, right?

Would voting for multiple selections be allowed? I use OSG on Win32 and
Linux for instance... If not, we could do multiple polls one per platform,
or just concentrate on Win32 since that's where the problem is more
prominent.

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
___
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] problem with osg 2.4 stable release

2008-06-18 Thread Gordon Tomlinson
OK I have change the Poll forum
http://www.vis-sim.com/3dsceneBB/viewforum.php?f=34

To aid the poll for OSG I have relaxed permissions, you don't need to be
registered ( but I'll have to watch what happens )

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, June 18, 2008 11:49 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release

Hi Paul,

 Would voting there imply registration on the forum?

I think so, and I don't think there's a good way to get around that...

 I've tried to formulate a poll below. It's impossible to cover every 
 possibility, of course.
 For OS/X there are no prebuilt packages, right?

Would voting for multiple selections be allowed? I use OSG on Win32 and
Linux for instance... If not, we could do multiple polls one per platform,
or just concentrate on Win32 since that's where the problem is more
prominent.

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
___
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


[osg-users] osgField / osgIntrospection

2008-06-18 Thread Jim Vaughan

Hi,

I've been looking at the osgField node kit (http://orihalcon.jp/osgfield/). It 
looks like it enables some
really nice functionality, but hasn't been updated since 2006.


Is anyone available of a similar node kit (or a tutorial on osgIntrospection), 
that would allow me
to do animations on things like MatrixTransform nodes using properties?

Thanks in advance,
Jim.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenFlight exporter question

2008-06-18 Thread Brian

Hi Paul,

Out of curiosity I tried changing the range mode from PIXEL_SIZE_ON_SCREEN to 
DISTANCE_FROM_EYE_POINT which should be the same as re-modeling the LODs using 
eye distance.  The model will load as an OSG file in osgViewer, however when it 
is converted to an OpenFlight model, it does not appear at all.  Converting the 
FLT file back to an OSG produces interesting results.

While the vertices are all correct, only one of the two models is written to 
the FLT file.  Also, the RangeMode is correct, but the RangeList contains only 
one element instead of the original two.  Debugging shows that 
FltExportVisitor::apply (osg::Geode node) is only called twice instead of the 
expected three times (once for the first range and twice for the second.)

Confusing the issue further, the FltExportVisitor::apply(osg::LOD lodNode) 
function correctly sees that lodNode should have two LODs.  However, the 
writePushTraverseWritePop function has no effect the first time through the 
loop.  Stepping into the code, I noticed that the 
osg::Node::traverse(NodeVisitor ) is being called, which by default does 
nothing.   The second time through the loop is when the aforementioned 
FltExportVisitor::apply(osg::Geode) function is reached twice.  

I thought that I would see what happened if the lone Geode in the lodsample.osg 
file was added to a group.  While the osgviewer could view the file, the 
osgconv program could not.  Converting the resulting FLT file from this test 
back to an OSG file resulted in a five line file:

Group {
  name lod2
  nodeMask 0x
  cullingActive TRUE
}

Brian



 On Mon Jun 16 23:03 , 'Paul Martz' [EMAIL PROTECTED] sent:

Hi Brian -- Your LOD node is configured to switch children based on screen
size. OpenFlight doesn't support this. You'll need to re-model the LODs
using eye distance.

The LOD exporter should probably display a warning in this case, but as I am
in the middle of a vacation, I won't be able to make that change
immediately. Could you please add the warning message and post to
osg-submissions? Thanks.
   -Paul

 
 Hi Paul,
 
 Yes, I thought about the version possibly being an issue, so 
 I downloaded 2.5.2 but saw the same problem.
 
 Back a few months ago, I was given a sample LOD OSG file.  As 
 a test I ran the converter against it, but it also had the 
 same problem.  I've attached the file that Hans Elbers 
 provided me and am curious as to whether its format is 
 correct in terms of the converter.  Are there any command 
 line switches that I need to use with osgconv?
 
 Thanks,
 Brian 
 
  On Mon Jun 16 12:43 , 'Paul Martz' [EMAIL PROTECTED] sent:
 
 Hi Brian -- First, make sure you're on 2.5.x, as some 
 important changes 
 were made post-2.4.
 
 OSG LOD nodes are exported; see FltExportVisitor.cpp line 210. The 
 FltExportVisitor class does _not_ override apply(PagedLOD), so 
 PagedLOD nodes should be treated as regular LOD nodes for 
 purposes of 
 export. This means they receive no additional special 
 interpretation or 
 treatment (they don't write external reference records), and 
 it means they must look like
 LOD nodes (they must have actual subtree children; file 
 names alone are 
 not sufficient).
 
 I hope that helps,
-Paul
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  
 [EMAIL PROTECTED]','','','')osg-users-bou
  [EMAIL PROTECTED] On Behalf Of Brian
  Sent: Monday, June 16, 2008 9:47 AM
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] OpenFlight exporter question
  
  Hi,
  
  I was trying to convert some OSG models to the FLT format but ran 
  into a little trouble with one of the models.  Only part 
 of the model 
  was converted.  The model's LOD nodes were not touched by the 
  converter.  I noticed in an earlier message that paged LOD support 
  does not exist yet, so is it safe to assume that what I am 
 seeing is 
  a direct result of that?
  
  Thanks,
  Brian
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
 negraph.org
 
 
 


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


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Gordon Tomlinson
No I turned off the need to register for the Poll 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Wednesday, June 18, 2008 11:38 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release

Gordon Tomlinson wrote:
 No problem doing a poll on http://www.vis-sim.com/3dsceneBB/, the form 
 is setup for users to create polls...
   
Would voting there imply registration on the forum?

I've tried to formulate a poll below. It's impossible to cover every
possibility, of course.
For OS/X there are no prebuilt packages, right?

How do you get your OpenSceneGraph binaries?

(Windows) I use Mike Weiblen's precompiled binaries for both OSG and its
dependencies
(Windows) I compile OSG from source, but use precompiled dependencies
(Windows) I compile OSG and its dependencies from source
(Windows) Other
(Linux) I compile OSG from source myself
(Linux) I use packages provided by my distribution
(Linux) Other

Paul

 ( please note I have *.gmail.com on new account addresses disabled due 
 to high spam attacks, I will turn this off if needed

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul 
 Melis
 Sent: Wednesday, June 18, 2008 11:12 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] problem with osg 2.4 stable release

 Hi J-S,
 Jean-Sébastien Guay wrote:
   
 Yes, the increase in size would be a downside. But disk space and 
 memory are fairly cheap these days. I suspect only a small number of 
 plugins would increase (jpg, png, tiff, jp2).
   
 I think we need to quantify it. Then we can evaluate if it's 
 significant or not.

 If I have 16 OSG apps which all include (for example, I didn't try 
 it) 5MB of dependencies statically linked each, that's 80MB instead 
 of 5 (for the DLLs which could be shared). However, if I need to link 
 to a specific version of OSG+deps, I'd need my application to include 
 the specific DLLs in its directory anyways, so no savings there...
 
 I wasn't suggesting that _apps_ link statically, merely that the 
 plugin DLLs link statically against their (non-OSG) dependencies.
   
 Perhaps linking to static dependencies could be an option in the 
 CMake generation process, with the deps binary packages including 
 static libs, and the default being static. Then if others want to 
 compile and link to DLLs, they can switch the option in OSG's CMake
config.

 Here I am suggesting ideas which I don't have time to implement... 
 Shame on me.
 
 Spoken like a true open source contributor :)
   
 It would be interesting to know which users specifically are having
 problems:
 1. using prebuilt OSG + dependencies (either Mike's deps or perhaps 
 from the gnuwin32 project), not compiling their own app, are merely 
 trying out the OSG 2. using prebuilt OSG + dependencies, are 
 compiling their own app 3. using prebuilt dependencies, compiling 
 OSG from source, compiling their own apps 4. compiling everything 
 from source
   
 Are you suggesting a poll? Doing this on the mailing list would be a 
 bit hard to keep track of... (Incidentally, I'm mostly in 3, though 
 I'll have to move to 4 for 64 bit soon). Does the wiki have a poll 
 functionality? Or perhaps we could use Gordon's forum for that?
 
 Well, it was more of a philosophical question, but a poll would be 
 interesting. Using the ML for that will be horrible, although easy to 
 do. I don't think trac supports polls out of the box. If we could have 
 a web-based poll on the forum site we'd only have to publicize it on
osg-users.

 What do you mean with the 4th mailing list for 64 bit, b.t.w?

 Paul


 ___
 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

   

___
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] Joining two types of cloths

2008-06-18 Thread Paul Melis

lucas Grijander wrote:

Dear all,

in my application I have to model a cloth that has two regions with 
different properties (stiffness and bending parameters). Since we 
cannot specify this when creating a cloth, I tried to create two 
different cloths and tried to join them. From the several options for 
attachments of cloths, I use the attachVertexToShape function.
Are you sure you are on the right mailing list? Seems more like an 
Ogre-related question :)


http://svn.nxogre.org/branches/1.0/NxOgre/include/NxOgreCloth.h

Paul


One of the cloths is made by cutting a portion of the other cloth, so 
they will share the joining vertices. I created a small sphere in 
every vertex and I attached the corresponding vertices from both 
cloths to the same sphere, and so on... As you can see in the picture, 
it works quite well, both cloths move together, but there is a problem 
with the stiffness/bending properties on the closest vertices. Both 
cloths maintain their different properties but next to the frontier 
they behave completely wrong... Do you have any idea of why is this 
happening? any solution?


On the other hand, any clue of doing the same cloth joining with 
another strategy?


thanks in advance!!

regards

Jaime Garcia.


Discover the new Windows Vista Learn more! 
http://search.msn.com/results.aspx?q=windows+vistamkt=en-USform=QBRE





___
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] CMake 2.6 problem when compile with 64bit vista

2008-06-18 Thread Bill Hoffman

huiliang yang wrote:

Hi,

 

I try to compile osg with cmake in vista 64bit pc, but it crash at 
beginning time and here is the error:


 

 


Check for working C compiler: cl

Check for working C compiler: cl -- broken

CMake Error at C:/Program Files (x86)/CMake 
2.6/share/cmake-2.6/Modules/CMakeTestCCompiler.cmake:32 (MESSAGE):


The C compiler cl is not able to compile a simple test program.

It fails with the following output:

Change Dir: C:/bin/osg-bin/CMakeFiles/CMakeTmp

Run Build Command:C:\PROGRA~2\MICROS~1.0\Common7\IDE\VCExpress.exe

CMAKE_TRY_COMPILE.sln /build Debug /project cmTryCompileExec

Microsoft (R) Visual C++ Express Edition Version 9.0.21022.8.

Copyright (C) Microsoft Corp 2007. All rights reserved.

The project consists entirely of configurations that require support for

platforms which are not installed on this machine. The project cannot be

loaded.


What generator did you pick when you ran CMake?

// since CMake doesn't have 64 bit version, does that means that 64 bit 
cannot be used for cmake?


That should not be the case.


--
Bill Hoffman
Kitware, Inc.
28 Corporate Drive
Clifton Park, NY 12065
[EMAIL PROTECTED]
http://www.kitware.com
518-371-3971 (phone and fax)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] problem with osg 2.4 stable release

2008-06-18 Thread Gordon Tomlinson
 
HI

OK the POLL is UP at http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1035

There's a slight glitch the forum software will not allow me to set voting
to a non-registered user...
So you need to register :(, I will see if I can hack the PHP/db tonight to
allow this to happen






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


[osg-users] osgViewer Custom Graphics Operations

2008-06-18 Thread Argentieri, John-P63223
Robert/OSG,

What is the plan for OSG to grant us the ability to insert custom
graphics operations in a controlled order? What I mean is, what if we
want to process our own application-level callbacks immediately after
makeCurrent() and immediately before swapBuffers() using
osgViewer::CompositeViewer?

There are too many things that we can't do using
osgViewer::CompositeViewer and Camera/Cull callbacks.

osgViewer::CompositeViewer doesn't permit us to do image-readPixels in
order to do a screen capture. I've read all your advice on the topic in
this forum. It just doesn't work.

We have to roll our own render loop to the point that I never even call
renderTraversals(). I made my own method that substitutes that method.
Of course, I don't have access to the barriers, so my viewer must be
single threaded.

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


Re: [osg-users] osgViewer Custom Graphics Operations

2008-06-18 Thread Vican, Justin E.
Hi John,

I don't know what else you are trying to do, but as far as screen
capturing goes, it is supported by the composite viewer.  It is not
explicitly supported by the osgViewer:CompositeViewer class, but it can
be done through a derived osg::Camera::DrawCallback.  The callback can
be added to each osg::Camera in the osgViewer::CompositeViewer through
the osg::Camera::setFinalDrawCallback() method.

 

Hope this helps,

Justin

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, June 18, 2008 3:37 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] osgViewer Custom Graphics Operations

 

Robert/OSG, 

What is the plan for OSG to grant us the ability to insert custom
graphics operations in a controlled order? What I mean is, what if we
want to process our own application-level callbacks immediately after
makeCurrent() and immediately before swapBuffers() using
osgViewer::CompositeViewer?

There are too many things that we can't do using
osgViewer::CompositeViewer and Camera/Cull callbacks. 

osgViewer::CompositeViewer doesn't permit us to do image-readPixels in
order to do a screen capture. I've read all your advice on the topic in
this forum. It just doesn't work.

We have to roll our own render loop to the point that I never even call
renderTraversals(). I made my own method that substitutes that method.
Of course, I don't have access to the barriers, so my viewer must be
single threaded.

John Argentieri 

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


Re: [osg-users] osgViewer Custom Graphics Operations

2008-06-18 Thread Argentieri, John-P63223
Justin,
 
I tried the exact same thing as this, but I did a setPostDrawCallback
instead of setFinalDrawCallback. Do you think that could make the
difference? We are doing all sorts of things with OSG that might
interfere.
 
John



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vican,
Justin E.
Sent: Wednesday, June 18, 2008 4:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer Custom Graphics Operations



Hi John,

I don't know what else you are trying to do, but as far as screen
capturing goes, it is supported by the composite viewer.  It is not
explicitly supported by the osgViewer:CompositeViewer class, but it can
be done through a derived osg::Camera::DrawCallback.  The callback can
be added to each osg::Camera in the osgViewer::CompositeViewer through
the osg::Camera::setFinalDrawCallback() method.

 

Hope this helps,

Justin

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, June 18, 2008 3:37 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] osgViewer Custom Graphics Operations

 

Robert/OSG, 

What is the plan for OSG to grant us the ability to insert custom
graphics operations in a controlled order? What I mean is, what if we
want to process our own application-level callbacks immediately after
makeCurrent() and immediately before swapBuffers() using
osgViewer::CompositeViewer?

There are too many things that we can't do using
osgViewer::CompositeViewer and Camera/Cull callbacks. 

osgViewer::CompositeViewer doesn't permit us to do image-readPixels in
order to do a screen capture. I've read all your advice on the topic in
this forum. It just doesn't work.

We have to roll our own render loop to the point that I never even call
renderTraversals(). I made my own method that substitutes that method.
Of course, I don't have access to the barriers, so my viewer must be
single threaded.

John Argentieri 

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


Re: [osg-users] osgViewer Custom Graphics Operations

2008-06-18 Thread Vican, Justin E.
Hi John,

The difference is small, but it can cause problems.  The post draw
callback is executed after the cameras scenegraph is rendered, but
before any POST_RENDER camera nodes in the graph are rendered.
POST_RENDER camera nodes are commonly used for 2D displays (i.e. HUD
displays).  If you are trying to capture a HUD with the post draw
callback, it won't work.  However, it should work for anything that is
not inside a POST_RENDER camera.  Robert added the final draw callback
shortly after the OSG2.2 release after this issue was discovered.  The
final draw callback is called after everything in the scenegraph
(including POST_RENDER cameras) is rendered.  If you are trying to do
screen captures, I would definitely use the final draw callback.

 

Also, what arguments are you passing to the image::readPixels call?  You
will have to pass the x, y, width, and height values from the camera
viewport to this method.

 

-Justin

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, June 18, 2008 4:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer Custom Graphics Operations

 

Justin,

 

I tried the exact same thing as this, but I did a setPostDrawCallback
instead of setFinalDrawCallback. Do you think that could make the
difference? We are doing all sorts of things with OSG that might
interfere.

 

John

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vican,
Justin E.
Sent: Wednesday, June 18, 2008 4:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer Custom Graphics Operations

Hi John,

I don't know what else you are trying to do, but as far as screen
capturing goes, it is supported by the composite viewer.  It is not
explicitly supported by the osgViewer:CompositeViewer class, but it can
be done through a derived osg::Camera::DrawCallback.  The callback can
be added to each osg::Camera in the osgViewer::CompositeViewer through
the osg::Camera::setFinalDrawCallback() method.

 

Hope this helps,

Justin

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri, John-P63223
Sent: Wednesday, June 18, 2008 3:37 PM
To: [EMAIL PROTECTED]
Subject: [osg-users] osgViewer Custom Graphics Operations

 

Robert/OSG, 

What is the plan for OSG to grant us the ability to insert custom
graphics operations in a controlled order? What I mean is, what if we
want to process our own application-level callbacks immediately after
makeCurrent() and immediately before swapBuffers() using
osgViewer::CompositeViewer?

There are too many things that we can't do using
osgViewer::CompositeViewer and Camera/Cull callbacks. 

osgViewer::CompositeViewer doesn't permit us to do image-readPixels in
order to do a screen capture. I've read all your advice on the topic in
this forum. It just doesn't work.

We have to roll our own render loop to the point that I never even call
renderTraversals(). I made my own method that substitutes that method.
Of course, I don't have access to the barriers, so my viewer must be
single threaded.

John Argentieri 

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