Re: [osg-users] Particles being culled

2008-06-27 Thread CG
I've ported Joseph's particle tutorial to osg version 2.4 and it works 
perfectly on my side. I'll try to find out the cause of this culling, thanks 
for the help so far.

 Date: Thu, 26 Jun 2008 23:14:04 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  I'm totally guessing, but perhaps setting the max particle size 
 smaller and the number of particles larger will help, as perhaps your 
 particles are large enough to be touching the terrain and thereby being 
 culled? More smaller particles might show some noticable difference...again, 
 I'm totally guessing. I hope someone else can provide some help here. Are 
 Joseph's tutorials up to date even? I haven't looked there in a long time. 
 Sorry can't be more help. -c  2008/6/26 CG [EMAIL PROTECTED]:  Hi 
 Charles,   Thanks for your help, I've narrowed it down to my terrain, 
 when I use  Joseph's terrain, the particles look good. But when I switch 
 over to my  terrain, some of the particles will get culled. How does a 
 terrain affect  the particles?   Regards,  Cg   
   Date: T
 hu, 26 Jun 2008 21:18:51 -0600  From: [EMAIL PROTECTED]  To: 
osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] Particles being 
culled   Well, make a bare-bones test program and isolate the cause, and 
post  it if necessary (in a new thread so someone else is compelled to jump 
 in and help you!). It looks like, to me, that they are just rotated,  not 
culled. Also, I guess you're using the connected system, and I  didn't 
really look at that class ... try the bare-bones debug program!  Good luck, 
 Charles   2008/6/26 CG [EMAIL PROTECTED]:   Hi Charles,   
  That didn't work too. Just don't seem to see what is culling the   
particles? Regards,   Cg 
   Date: Thu, 26 Jun 2008 08:14:55 -0600 
  From: [EMAIL PROTECTED] om   To: osg-users@lists.openscenegraph.org 
  Subject: Re: [osg-users] Particles being culled CG:   
One more tr
 y: I'm just looking at old code b/c I know I've had a   similar 
problem...and I didn't notice the next line of my code: 
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that'll make 
a difference.   -Charles On Thu, Jun 26, 2008 at 6:24 AM, 
Charles Cossé [EMAIL PROTECTED]   wrote:Sorry, then, I tried 
... maybe you should repost so Robert sees it.Charles  
 On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:Hi 
Charles,   I've tried the setParticleAlignment and it didn't 
work .   Regards,Cg   ___ 
_Date: Wed, 25 Jun 2008 23:28:53 -0600  
  From: [EMAIL PROTECTED]To: 
osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] 
Particles being culled   try:
ps-setParticleAlignment(osgParticle::ParticleSys
 tem::BILLBOARD);  On Wed, Jun 25, 2008 at 
11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, 
Thanks for the reply, what are the settings for the eye point  
   facing? BRRegards, Cg   
   Date: Wed, 25 
Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: 
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] 
Particles being culled I think the default for 
particle systems is that particles are little 
billboards which always face the viewer's eye point. It looks 
like you've undone that setting somehow, and that the billboards 
are facing   g t;  different directions. 
On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] 
 wrote:  Hi all,   I'm trying to 
simulate a smoke trail emitting from a moving  tank
  by  using  Joseph's codes but some particles 
are being culled (see  attached  picture).   
   Any ideas what are the causes?   
Thanks,   Cg  gt;  
  Make the most of what you can 
do on your PC and the Web, just  the  way   
   you  want. Windows Live  
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Re: [osg-users] Advice on Rendering Streaming video

2008-06-27 Thread J.P. Delport

Hi,

some code snippets:

[EMAIL PROTECTED] wrote:

Hey uli,

What do you mean by getting a nice image from that is a b??ch? Is the
image quality reduced?

Not sure what de-bayer algorithm I'm going to use. I have the source for
one that we have used before but I'm not sure how it will work on a
shader.

Is there an example of an osg::PixelBufferObject being used to stream to
an Image?? How is one attached to the image?
_VideoImage[i]-setImage(cameraImageWidth, cameraImageHeight, 1, 1, 
GL_LUMINANCE, GL_UNSIGNED_BYTE, gImage[i], osg::Image::NO_DELETE);		
_VideoImage[i]-setPixelBufferObject(new 
osg::PixelBufferObject(_VideoImage[i].get()));




Also, about the non-power of 2 textures can I make the texture
scaled to the nearest power of two and just modify the texture
coordinates on the quad? Will doing this avoid the CPU scalling of the
texture?

I just turn the scaling on CPU off:
_VideoTexture[i]-setImage(_VideoImage[i].get());
_VideoTexture[i]-setResizeNonPowerOfTwoHint(false);

 


-Steve


jp

 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ulrich
Hertlein
Sent: Wednesday, June 25, 2008 10:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Advice on Rendering Streaming video

[EMAIL PROTECTED] wrote:

I've already set up an orthographic2D view that will look at a quad
which will display the texture. The shader will then convert the

texture

into RGB and do the whitebalance.  I am also able to swap the texture
back and forth and maintain decent frame rates but the textures I'm
using to test are only 64x64 pixels (tank.rgba and water.rgba) and I'm
wondering if it would be too slow (30fps) to use the same method for
1000x1000 pixel images.


The texture bandwidth isn't likely to be a problem, keep in mind that
bayer 
images are only 1/3 of an RGB image of the same size.


Things to look out for is to use non-power-of-two textures or texture
rectangles 
to avoid CPU scaling of the image.


You'll also want to attach a osg::PixelBufferObject to the osg::Image.

Unfortunately getting a nice image from that is a b??ch and the shaders
can get 
complex pretty fast, the number of texture lookups is probably the most 
expensive op.  What de-bayer algorithms are you looking at?


Cheers,
/uli
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Re: [osg-users] Paged simulation and culling performance drop

2008-06-27 Thread Lionel Lagarde




The requests queuing in the database pager didn't work.



Robert Osfield wrote:

  On Thu, Jun 26, 2008 at 5:48 PM, Lionel Lagarde [EMAIL PROTECTED] wrote:
  
  
It didn't work !!!

  
  
What didn't work??

  
  
I've queued the database requests in the requestNodeFile method. These
requests are merged
in the DatabasePager lists in the run method using a little lock (just the
time of a pop).

Continuing my investigations ...

  
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Re: [osg-users] LODScaleHandler crash on unref

2008-06-27 Thread amalric alexandre
Hi Robert,

This fix is working great !!! No more texture disappearing.

Kind regards,

2008/6/26 Robert Osfield [EMAIL PROTECTED]:

 On Thu, Jun 26, 2008 at 4:42 PM, amalric alexandre
 [EMAIL PROTECTED] wrote:
  2nd Problem :
 
   I'm glad that you have reproduced the bug, loosing texture seems to me
  connected to context ID too, but I hadn't the time to go further.

 I've tracked down the problem to the reuse of contextID, something in
 itself was working correctly, but the subgraphs below the cameras
 weren't been modified to account for the removal of the previous
 contexts.  The OSG already has a mechanism to help clean up a the
 scene graph to avoid these types of problems, but in this particular
 usage combination the required relaseGLObjects() wasn't been called.

 I have now changed the GraphicsContext::removedCamera() method to it
 works out which subgraphs need the releaseGLObjects() called upon,
 this fixes the texture/display lists issues you've seen.  The changed
 GraphicsContext.cpp is attached, and also checked in to SVN.  Could
 you please try it out at your end and confirm whether it's fixed.

 Robert.

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[osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mario Valle
I want to let you known that on Linux Suse 10.3, with last minute SVN, osgthirdpersonview 
crashes after few seconds of manipulation or almost immediately in gdb (compiled 
RelWithDebInfo).

This happens with no arguments or specifying 
--CullThreadPerCameraDrawThreadPerContext
does not happens with the other threading models.

$ gdb osgthirdpersonview
... bla bla...
This GDB was configured as i586-suse-linux...
Using host libthread_db library /lib/libthread_db.so.1.
(gdb) r
Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
[Thread debugging using libthread_db enabled]
[New Thread 0xb6a19910 (LWP 29454)]
/local/OSG/OpenSceneGraph/bin/osgthirdpersonview: Could not find specified files. Trying 
cow.osg instead.

[New Thread 0xb5f1fb90 (LWP 29461)]
[New Thread 0xb571eb90 (LWP 29462)]
[New Thread 0xb4f1db90 (LWP 29463)]
[New Thread 0xb471cb90 (LWP 29464)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb5f1fb90 (LWP 29461)]
0xb7e8db78 in osg::OperationQueue::getNextOperation (this=0x814b280, 
blockIfEmpty=true)
at /local/OSG/OpenSceneGraph/include/osg/ref_ptr:28
28  ref_ptr(const ref_ptr rp) : _ptr(rp._ptr) { if (_ptr) 
_ptr-ref(); }
(gdb) where
#0  0xb7e8db78 in osg::OperationQueue::getNextOperation (this=0x814b280, 
blockIfEmpty=true)
at /local/OSG/OpenSceneGraph/include/osg/ref_ptr:28
#1  0xb7e8f331 in osg::OperationThread::run (this=0x814b190)
at /local/OSG/OpenSceneGraph/src/osg/OperationThread.cpp:399
#2  0xb7f64093 in OpenThreads::ThreadPrivateActions::StartThread 
(data=0x814b19c)
at /local/OSG/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:170
#3  0xb7a1a192 in start_thread () from /lib/libpthread.so.0
#4  0xb761a02e in clone () from /lib/libc.so.6
(gdb)

Hope this helps
mario

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Re: [osg-users] Particles being culled

2008-06-27 Thread J.P. Delport
Hi,

maybe check what texture units are used by terrain and particles.

jp

CG wrote:
 I've ported Joseph's particle tutorial to osg version 2.4 and it works 
 perfectly on my side. I'll try to find out the cause of this culling, 
 thanks for the help so far.
 
 
   Date: Thu, 26 Jun 2008 23:14:04 -0600
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   I'm totally guessing, but perhaps setting the max particle size
   smaller and the number of particles larger will help, as perhaps your
   particles are large enough to be touching the terrain and thereby
   being culled? More smaller particles might show some noticable
   difference...again, I'm totally guessing. I hope someone else can
   provide some help here. Are Joseph's tutorials up to date even? I
   haven't looked there in a long time. Sorry can't be more help.
   -c
  
   2008/6/26 CG [EMAIL PROTECTED]:
Hi Charles,
   
Thanks for your help, I've narrowed it down to my terrain, when I use
Joseph's terrain, the particles look good. But when I switch over to my
terrai n, some of the particles will get culled. How does a terrain 
 affect
the particles?
   
Regards,
Cg
   

Date: Thu, 26 Jun 2008 21:18:51 -0600
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Particles being culled
   
Well, make a bare-bones test program and isolate the cause, and post
it if necessary (in a new thread so someone else is compelled to jump
in and help you!). It looks like, to me, that they are just rotated,
not culled. Also, I guess you're using the connected system, and I
didn't really look at that class ... try the bare-bones debug program!
Good luck,
Charles
   
2008/6/26 CG [EMAIL PROTECTED] gt;:
 Hi Charles,

 That didn't work too. Just don't seem to see what is culling the
 particles?

 Regards,
 Cg

 
 Date: Thu, 26 Jun 2008 08:14:55 -0600
 From: [EMAIL PROTECTED] om
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 CG:
 One more try: I'm just looking at old code b/c I know I've had a
 similar problem...and I didn't notice the next line of my code:

 ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));

 Hopefully that 'll make a difference.
 -Charles

 On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé [EMAIL PROTECTED]
 wrote:
  Sorry, then, I tried ... maybe you should repost so Robert 
 sees it.
  Charles
 
  On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:
  Hi Charles,
 
  I've tried the setParticleAlignment and it didn't work .
 
  Regards,
  Cg
 
  ___ _
  Date: Wed, 25 Jun 2008 23:28:53 -0600
  gt; From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Particles being culled
 
  try:
  
 ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
 
 
  On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:
   Hi Charles,
  
   Thanks for the reply, what are the settings for the eye point
   facing? BR   
   Regards,
   Cg
 gt;  
   
   Date: Wed, 25 Jun 2008 23:18:07 -0600
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   I think the default for particle systems is that 
 particles are
   little
   billboards which always face the viewer's eye point. It 
 looks
   like
   you've undone that setting somehow, and that the 
 billboards are
   facing
   ;   g t;  different directions.
  
   On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] 
 wrote:
Hi all,
   
I'm trying to simulate a smoke trail emitting from a 
 moving
tank
by
using
Joseph's codes but some particles are being culled (see
attached
picture).
Any ideas what are the causes?
   
Thanks,
   
Cg
   
   gt;  
Make the most of what you can do on your PC and the 
 Web, just
the
way
you
want. Windows Live
___ BR  
osg-users
mailing list
   gt;  osg-users@lists.openscenegraph.org
   
   
   
   

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  gt ; 
   
 gt ; 
  
  
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Re: [osg-users] Advice on Rendering Streaming video

2008-06-27 Thread Ulrich Hertlein

Hi Steve,

[EMAIL PROTECTED] wrote:

What do you mean by getting a nice image from that is a b??ch? Is the image
quality reduced?


No, I'm just talking about the problem that the bayer image is missing two 
channels for every pixel and you have to somehow come up with those values.



Also, about the non-power of 2 textures can I make the texture scaled to
the nearest power of two and just modify the texture coordinates on the quad?
Will doing this avoid the CPU scalling of the texture?


Yes, that will work as well.  You can use that when the hardware doesn't support 
NPOT (or texture rectangles).


Cheers,
/uli

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Re: [osg-users] Particles being culled

2008-06-27 Thread Ulrich Hertlein

CG wrote:
Thanks for your help, I've narrowed it down to my terrain, when I use 
Joseph's terrain, the particles look good. But when I switch over to my 
terrain, some of the particles will get culled. How does a terrain 


Are you sure it's actually a culling problem and not maybe depth buffer 
precision?  The screenshot didn't make that entirely clear.


How do the terrain sizes compare?  Is yours maybe larger?

/ulrich
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Re: [osg-users] PagedLOD and IntersectionVisitor

2008-06-27 Thread Robert Osfield
Hi Paul,

On Thu, Jun 26, 2008 at 8:25 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Switch derives from Group, and if I create a Switch and set all its children
 on, I think we can all agree that it should act just like Group.

 In the same way, since PagedLOD derives from LOD, once all its children are
 loaded, I'd expect it to work just like LOD. But this isn't what I see.

Sorry but you can't make a PagedLOD work just like a LOD.  Yes it's
related but not identical as it has to have extra constraints to
enable the ability to have fallback mechanism that is essential to
PagedLOD.

If you want LOD that has children that are paged in a uniform way than
using LOD with ProxyNode as children is what you should do.

 Attached are two files, identical except that one uses an LOD and the other
 uses a PagedLOD. Run osgpick on both, and you'll see that it works fine for
 the PagedLOD case, but fails to pick anything for the LOD case.

 I suspect the problem is in how IntersectionVisitor has completely different
 logic for both LOD and PagedLOD, but without understanding the difference,
 I'm not inclined to tinker with the code.

 What do you make of it? Is the LOD test case just a badly-formed LOD because
 the max range doesn't go to zero distance? If so, again, this is a
 restriction of LOD usage that I'm not aware of, nor do I understand why it
 isn't also a restriction on PagedLOD usage...

What I make of it is you a flogging the PagedLOD because it can handle
misuse of it.  Fix the database.

Robert.
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread Robert Osfield
Hi J-S,

On Thu, Jun 26, 2008 at 8:17 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 OSG SVN on Windows Vista, VS8, CMake 2.4.8 and 2.6, builds and runs fine.

 VPB SVN on Windows Vista, VS8, CMake 2.6 (didn't take time to test on
 2.4.8), builds and runs fine.

 I'll test on my Ubuntu Virtualbox, but I suspect that's a bit unnecessary...
 Just being thorough. :-)

Wow, many thanks for testing across all these combinations.  Now
will anyone else pitch in for other platforms?? :-)

Robert.
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Re: [osg-users] multi threaded with slave camera and fbo

2008-06-27 Thread Robert Osfield
Hi Wojtek,

I believe the Image::readPixels and Image::allocateImage are valid,
changes these because of some high level behaviour is going amiss due
to it relying upon a parameter that is modified on the fly suggest to
me that perhaps the high level code is at fault i.e. the Camera
attachments/FBO setup perhaps needs to be refactored slightly.

Robert.

On Thu, Jun 26, 2008 at 9:33 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:

 Hi Robert,

 I am not sure if this is a bug, but in my opinion Image::allocateImage
 should not change internalTextureFormat or at least Image::readPixels
 should
 record and restore internalFromat after calling allocateImage.

I don't follow, are we talking about the the format in osg::Image or
the texture?

 Sorry for being imprecise. All the time I was talking about
 osg::Image::_internalTextureFormat member.

 I may submit a fix but I am not sure what is desired course of action.
 Should I remove the line changing it from Image::allocateImage or rather
 modify Image::readPixels to preserve it from modification when
 Image::allocateImage is called ? See the bits of code that could be
 affected, below.


 osg::Image::allocateImage is called from Image::readPixels, Line 608
 [...]
 void Image::readPixels(int x,int y,int width,int height,
GLenum format,GLenum type)
 {
 allocateImage(width,height,1,format,type);

 glPixelStorei(GL_PACK_ALIGNMENT,_packing);

 glReadPixels(x,y,width,height,format,type,_data);
 }
 [...]

 osg::Image::_internalTextureFormat modified in:
 Image.cpp, Image::allocateImage( int s,int t,int r,  GLenum format,GLenum
 type, int packing), Line 556
 [...]
 if (_data)
 {
 _s = s;
 _t = t;
 _r = r;
 _pixelFormat = format;
 _dataType = type;
 _packing = packing;
 _internalTextureFormat = format;
 }
 [...]


 Image::_internalTextureFormat is used (through getInternalTextureFormat
 accessor method) to select Renderbuffer format:
 FrameBufferObject.cpp,
 FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment
 attachment), Line 365:
 [...]
 osg::Image* image = attachment._image.get();
 if (image)
 {
 if (image-s()0  image-t()0)
 {
 GLenum format = attachment._image-getInternalTextureFormat();
 if (format == 0)
 format = attachment._internalFormat;
 _ximpl = new Pimpl(Pimpl::RENDERBUFFER);
 _ximpl-renderbufferTarget = new osg::RenderBuffer(image-s(),
 image-t(), format);
 [...]


 Cheers,

 Wojtek



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[osg-users] osgFX : Cartoon effect problem with textured object

2008-06-27 Thread arnaud houegbelo
Hi Mathieu,
Thanks for your answer. I had a look in osgFX/Cartoon.cpp
but I didn't realy find how I can manage it. I think I'm not a 
expert in Cartoon rendering with OSG. I must contact the 
creator of  osgFX/Cartoon.cpp for help. But I think it could
be useful for certain user to have this feature direclty in OSG.
Perharps for a next release.
Best regards,
Arnaud


  

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Re: [osg-users] multiple models, single texture

2008-06-27 Thread Robert Osfield
Hi Terry,

On Fri, Jun 27, 2008 at 5:01 AM, Terry Welsh [EMAIL PROTECTED] wrote:
 Is it possible to load multiple model files that use the same texture
 but only have the texture get loaded once?  It seems like a good way
 to save memory and reduce state changes.

The loaders don't cache images and textures, but it is possible to
combine duplicate state once the data is loaded.  The
osgUtil::Optimize::RemoveDuplicateState can be used on a whole scene
graph, and the osgDB::SharedStateManager can be used when you are
incrementally loading subgraphs.

Robert.
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Re: [osg-users] Paged simulation and culling performance drop

2008-06-27 Thread Robert Osfield
On Fri, Jun 27, 2008 at 8:10 AM, Lionel Lagarde [EMAIL PROTECTED] wrote:
 The requests queuing in the database pager didn't work.

I really do think your problems will be solved by moving to the SVN
version of the OSG, and rather than waste time looking into a problem
that has already been solved just try out the latest in SVN, even if
its just to to check that osgviewer runs your database without
hiccups, once you've established that the problem is solved then you
can make your plan.

Robert.
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Robert Osfield
Hi Mario,

What is your hardware setup?  Is it 32bit or 64bit build?

Robert.

On Fri, Jun 27, 2008 at 8:21 AM, Mario Valle [EMAIL PROTECTED] wrote:
 I want to let you known that on Linux Suse 10.3, with last minute SVN,
 osgthirdpersonview crashes after few seconds of manipulation or almost
 immediately in gdb (compiled RelWithDebInfo).
 This happens with no arguments or specifying
 --CullThreadPerCameraDrawThreadPerContext
 does not happens with the other threading models.

 $ gdb osgthirdpersonview
 ... bla bla...
 This GDB was configured as i586-suse-linux...
 Using host libthread_db library /lib/libthread_db.so.1.
 (gdb) r
 Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
 [Thread debugging using libthread_db enabled]
 [New Thread 0xb6a19910 (LWP 29454)]
 /local/OSG/OpenSceneGraph/bin/osgthirdpersonview: Could not find specified
 files. Trying cow.osg instead.
 [New Thread 0xb5f1fb90 (LWP 29461)]
 [New Thread 0xb571eb90 (LWP 29462)]
 [New Thread 0xb4f1db90 (LWP 29463)]
 [New Thread 0xb471cb90 (LWP 29464)]

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 0xb5f1fb90 (LWP 29461)]
 0xb7e8db78 in osg::OperationQueue::getNextOperation (this=0x814b280,
 blockIfEmpty=true)
at /local/OSG/OpenSceneGraph/include/osg/ref_ptr:28
 28  ref_ptr(const ref_ptr rp) : _ptr(rp._ptr) { if (_ptr)
 _ptr-ref(); }
 (gdb) where
 #0  0xb7e8db78 in osg::OperationQueue::getNextOperation (this=0x814b280,
 blockIfEmpty=true)
at /local/OSG/OpenSceneGraph/include/osg/ref_ptr:28
 #1  0xb7e8f331 in osg::OperationThread::run (this=0x814b190)
at /local/OSG/OpenSceneGraph/src/osg/OperationThread.cpp:399
 #2  0xb7f64093 in OpenThreads::ThreadPrivateActions::StartThread
 (data=0x814b19c)
at /local/OSG/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:170
 #3  0xb7a1a192 in start_thread () from /lib/libpthread.so.0
 #4  0xb761a02e in clone () from /lib/libc.so.6
 (gdb)

 Hope this helps
mario

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 Data Analysis and Visualization Services |
 http://www.cscs.ch/~mvalle
 Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
 v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] [osg-submissions] API configurat ions in aseparateConfig include file

2008-06-27 Thread Mathias Fröhlich

Hi,

On Friday 27 June 2008 05:48, James Killian wrote:
 [MemoryBarrier on available on msvc71]
Hmm, I am unsure about that.
Reading msdn, MemoryBarrier appears to be present on Vista and newer.
But given that I do not use vista and it appears to be dependent on the 
compiler  and sdk version, I am a little unsure under which define we should 
put that.
Somebody with more win32 experience than me:
Which preprocessor variable can I check here to make sure that the usage of 
that MemoryBarrier function/macro is guaranteed to be present?

 What DOES work, is the config file detecting interlocked (as you verified),
 I wonder why the use float bounding box and use float bounding sphere are
 float by default... perhaps this is a general default for all platforms.
 I've been using double instead, and things run fine.
They were.
Change it in the cmake configuration if you need.

GReetings

MAthais

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Re: [osg-users] Crash with CompositeViewer on Win32

2008-06-27 Thread Serge Lages
Hi Robert,

Thanks for the hint, it seems to be my fault. I opened the
OpenThreads/Config file to see the method used, and everything was
commented... I hade to remove my CMakeCache.txt to have the file generated
again and use the atomic pointers. Now it works like a charm !

On Thu, Jun 26, 2008 at 4:54 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Serge,

 On Thu, Jun 26, 2008 at 3:43 PM, Serge Lages [EMAIL PROTECTED]
 wrote:
  Forget to mention, in release before the crash I had this message :
 
  Warning: deleting still referenced object 0145DFF8 of type 'class
  osg::Referenced *'
   the final reference count was 2, memory corruption possible.
 
  It seems someone force the delete of the SwapBuffersOperation...

 It's sounds like reference counting has going awol on this object,
 this particular object is no different than any other
 osg::GraphicsOperation/osg::Operation, and which just subclass from
 osg::Referenced.  There isn't any codes that do explicit calls to
 delete graphics operations, including SwapBuffersOperation, and as I
 believe all usage of them will be going via osg::ref_ptr, so it does
 sound like for some reason reference count is getting corrupted.
 Could this be related to Mathias' recent changes?

 Could you tweak your OpenThreads/Config so that OpenThreads/OSG build
 using the old slow Mutexed reference counting?

 Robert.
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Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Hi,
 
Sorry, I'm lost here, how do I check the texture units?Reards,Cg



 Date: Fri, 27 Jun 2008 09:17:59 +0200 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hi,  maybe check what texture units are used by terrain and 
 particles.  jp  CG wrote:  I've ported Joseph's particle tutorial to 
 osg version 2.4 and it works   perfectly on my side. I'll try to find out 
 the cause of this culling,   thanks for the help so far.
    
 Date: Thu, 26 Jun 2008 23:14:04 -0600   From: [EMAIL PROTECTED]   To: 
 osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] Particles 
 being culled I'm totally guessing, but perhaps setting the max 
 particle size   smaller and the number of particles larger will help, as 
 perhaps your   particles are large enough to be touching the terrain and 
 thereby   being culled? More smaller particles might show some noticable 
   difference...agai
 n, I'm totally guessing. I hope someone else can   provide some help here. 
Are Joseph's tutorials up to date even? I   haven't looked there in a long 
time. Sorry can't be more help.   -c 2008/6/26 CG [EMAIL 
PROTECTED]:Hi Charles,   Thanks for your help, I've 
narrowed it down to my terrain, when I useJoseph's terrain, the 
particles look good. But when I switch over to myterrai n, some of the 
particles will get culled. How does a terrain   affectthe particles? 
  Regards,Cg    
   Date: Thu, 26 Jun 2008 21:18:51 -0600From: [EMAIL PROTECTED]  
  To: osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] 
Particles being culled   Well, make a bare-bones test program and 
isolate the cause, and postit if necessary (in a new thread so someone 
else is compelled to jumpin and help you!). It looks lik
 e, to me, that they are just rotated,not culled. Also, I guess you're 
using the connected system, and Ididn't really look at that class ... 
try the bare-bones debug program!Good luck,Charles 
  2008/6/26 CG [EMAIL PROTECTED] gt;: Hi Charles,   
  That didn't work too. Just don't seem to see what is culling the 
particles? Regards, Cg 
 Date: Thu, 26 Jun 2008 08:14:55 
-0600 From: [EMAIL PROTECTED] om To: 
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] 
Particles being culled CG: One more try: I'm 
just looking at old code b/c I know I've had a similar problem...and 
I didn't notice the next line of my code: 
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that 
'll make a differ
 ence. -Charles On Thu, Jun 26, 2008 at 6:24 
AM, Charles Cossé [EMAIL PROTECTED] wrote:  Sorry, 
then, I tried ... maybe you should repost so Robert   sees it.  
Charles   On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL 
PROTECTED] wrote:  Hi Charles,   I've 
tried the setParticleAlignment and it didn't work .   
Regards,  Cg   ___ 
_  Date: Wed, 25 Jun 2008 23:28:53 -0600 
 gt; From: [EMAIL PROTECTED]  To: 
osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] 
Particles being culled   try:
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD); 
   On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL 
PROTECTED] wrote:
Hi Charles, Thanks for the 
reply, what are the settings for the eye point 
  facing? BR  Regards,   
Cg gt; 
   Date: 
Wed, 25 Jun 2008 23:18:07 -0600   From: 
[EMAIL PROTECTED]   To: 
osg-users@lists.openscenegraph.org   
Subject: Re: [osg-users] Particles being culled 
I think the default for particle 
systems is that   particles are   little 
  billboards which always face the viewer's 
eye point. It   looks   like 
  you've undone that setting somehow, and that the   
billboards are   facing   ;   g t; 
 different directions. 
On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrot
 e:Hi all,   I'm 
trying to simulate a smoke trail emitting from a   moving
tankbyusing
Joseph's codes but some particles are being culled (see
attachedpicture).Any ideas what are 
the causes?   Thanks,   
Cg  gt;  
Make the most of what you 
can do on your PC and the   Web, justthe  
  wayyouwant. Windows Live
___ BR  
osg-users

Re: [osg-users] Crash with CompositeViewer on Win32

2008-06-27 Thread Robert Osfield
On Fri, Jun 27, 2008 at 9:49 AM, Serge Lages [EMAIL PROTECTED] wrote:
 Thanks for the hint, it seems to be my fault. I opened the
 OpenThreads/Config file to see the method used, and everything was
 commented... I hade to remove my CMakeCache.txt to have the file generated
 again and use the atomic pointers. Now it works like a charm !

Good to hear things are working again.

I wonder if the Config file generated initially was incorrect, then
CMake just used this, even when later updates to the CMake build where
checked in that fixed problems here the old erroneous Config was not
replaced.

It might be that others will come up against the same issue during
this transition between pre Config/Atomic days and what we have now.

Robert.
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread J.P. Delport

Hi,

compiled r8504 on Debian sid, g++-4.3, cmake 2.6, core 2 duo 32-bit, 
NVidia 173.14.09.


cmake said:
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success

compiled fine.

osgthirdpersonview has been running for a while, seems OK.

jp

Robert Osfield wrote:

Hi J-S,

On Thu, Jun 26, 2008 at 8:17 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:

OSG SVN on Windows Vista, VS8, CMake 2.4.8 and 2.6, builds and runs fine.

VPB SVN on Windows Vista, VS8, CMake 2.6 (didn't take time to test on
2.4.8), builds and runs fine.

I'll test on my Ubuntu Virtualbox, but I suspect that's a bit unnecessary...
Just being thorough. :-)


Wow, many thanks for testing across all these combinations.  Now
will anyone else pitch in for other platforms?? :-)

Robert.
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Robert Osfield
Hi Mario,

Look at the experience of other engineers it now looks like the Atomic
generation may have not worked correctly on an early SVN version, but
even with an SVN update the associated Config file wasn't updated to
correct itself.

Could you try removing your OpenSceneGraph/CMakeCache.txt and then
doing a ./configure;make and then see if the problem persists.

Cheers,
Robert.
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Re: [osg-users] Particles being culled

2008-06-27 Thread J.P. Delport
Hi,

sorry, I was just guessing at possible problems. We have had problems
with overlays and terrain texture units clashing, but I'm not sure it is
related to particle system and terrain.

OverlayNode-setOverlayTextureUnit(1);

Terrain texture units can in newer osgdem be set with layer option.

In other code you can look for:
setTextureAttributeAndModes(0,texture.get(),osg::StateAttribute::ON);

jp

CG wrote:
 Hi,
  
 Sorry, I'm lost here, how do I check the texture units?
 
 Reards,
 Cg
 
 
 
   Date: Fri, 27 Jun 2008 09:17:59 +0200
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   Hi,
  
   maybe check what texture units are used by terrain and particles.
  
   jp
  
   CG wrote:
I've ported Joseph's particle tutorial to osg version 2.4 and it works
perfectly on my side. I'll try to find out the cause of this culling,
thanks for the help so far.
   

 
 Date: Thu, 26 Jun 2008 23:14:04 -0600
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 I'm totally guessing, but perhaps setting the max particle size
 smaller an d the number of particles larger will help, as perhaps 
 your
 particles are large enough to be touching the terrain and thereby
 being culled? More smaller particles might show some noticable
 difference...again, I'm totally guessing. I hope someone else can
 provide some help here. Are Joseph's tutorials up to date even? I
 haven't looked there in a long time. Sorry can't be more help.
 -c

 2008/6/26 CG [EMAIL PROTECTED]:
  Hi Charles,
 
  Thanks for your help, I've narrowed it down to my terrain, when 
 I use
  Joseph's terrain, the particles look good. But when I switch 
 over to my
  terrai n, some of the particles will get culled. How does a 
 terrain
affect
  the particles?
 
  Regards,
  Cg
 
  
  Date: Thu, 26 Jun 2008 21:18:51 -0600
  From: [EMAIL PROTECTED]
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Particles being culled
 
  Well, make a bare-bones test program and isolate the cause, 
 and post
  it if necessary (in a new thread so someone else is compelled 
 to jump
  in and help you!). It looks like, to me, that they are just 
 rotated,
  not culled. Also, I guess you're using the connected system, and I
  didn't really look at that class ... try the bare-bones debug 
 program!
  Good luck,
  Charles
 
  2008/6/26 CG [EMAIL PROTECTED] gt;:
   Hi Charles,
  
   That didn't work too. Just don't seem to see what is culling the
   particles?
  
   Regards,
   Cg
  
   
   Date: Thu, 26 Jun 2008 08:14:55 -0600
   From: [EMAIL PROTECTED] om
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Particles being culled
  
   CG:
   One more try: I'm just looking at old code b/c I know I've 
 had a
  gt;  similar problem...and I didn't notice the next line of 
 my code:
  
   ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));
  
   Hopefully that 'll make a difference.
   -Charles
  
   On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé 
 [EMAIL PROTECTED]
   wrote:
Sorry, then, I tried ... maybe you should repost so Robert
sees it.
Charles
   
On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:
Hi Charles,
   
I've tried the setParticleAlignment and it didn't work .
   
Regards,
Cg
   
___ _
Date: Wed, 25 Jun 2008 23:28:53 -0600
gt; From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Particles being culled
   
try:
   
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
   
gt;
On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] 
 wrote:
 Hi Charles,

 Thanks for the reply, what are the settings for the 
 eye point
 facing? BR   
 Regards,
 Cg
   gt;  
 
 Date: Wed, 25 Jun 2008 23:18:07 -0600
 From: [EMAIL PROTECTED]
 gt; To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Particles being culled

 I think the default for particle systems is that
particles are
 little
 billboards which always face the viewer's eye point. It
looks
 like
 you've undone that setting somehow, and that the
billboards are
 

Re: [osg-users] Crash with CompositeViewer on Win32

2008-06-27 Thread Serge Lages
I think the time laps when CMake was generating erroneous Config file under
Windows was very short, and I had no luck by building at this moment.
But having the ability to force CMake to regenerate this kind of file should
be useful in the future if others modifications come.

On Fri, Jun 27, 2008 at 11:04 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 On Fri, Jun 27, 2008 at 9:49 AM, Serge Lages [EMAIL PROTECTED]
 wrote:
  Thanks for the hint, it seems to be my fault. I opened the
  OpenThreads/Config file to see the method used, and everything was
  commented... I hade to remove my CMakeCache.txt to have the file
 generated
  again and use the atomic pointers. Now it works like a charm !

 Good to hear things are working again.

 I wonder if the Config file generated initially was incorrect, then
 CMake just used this, even when later updates to the CMake build where
 checked in that fixed problems here the old erroneous Config was not
 replaced.

 It might be that others will come up against the same issue during
 this transition between pre Config/Atomic days and what we have now.

 Robert.
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Serge Lages
Hi Mario,

It really seems to be the same problem as me, just remove your CMake cache
to be sure that the OpenThread/Config file will be regenerated.

On Fri, Jun 27, 2008 at 11:19 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Mario,

 Look at the experience of other engineers it now looks like the Atomic
 generation may have not worked correctly on an early SVN version, but
 even with an SVN update the associated Config file wasn't updated to
 correct itself.

 Could you try removing your OpenSceneGraph/CMakeCache.txt and then
 doing a ./configure;make and then see if the problem persists.

 Cheers,
 Robert.
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[osg-users] Updating the OSG reference manual (doxygen pages)

2008-06-27 Thread John Vidar Larring

Hi all,

I have found that the bast way to look up in the reference manual is to 
google classes with their namespaces. E.g. if I need information on 
the class osgUtil::Optimizer then I just google that name and the 
first hit is almost always the OpenSceneGraph Class Reference for that 
class. However, several classes are missing because the last time 
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html
was generated was at Fri Jun 15 16:28:09 2007 (a little more than a year 
ago)


If someone with web server access could update these doxygen pages to 
reflect the latest stable release, I - for one - would be very happy.


Best regards,
John

PS: I know that I can generate the doxypages locally (have done so), but 
 it is not the same without the search engine;) I am not a stranger to 
studying code either, but the reference manual is helpful for getting a 
quick overview.


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[osg-users] RSS feed for ProjectNews

2008-06-27 Thread Johan Euphrosine
Hi,

Is there a way to get a RSS feed for
http://www.openscenegraph.org/projects/osg/wiki/News/ProjectNews

After talking with #trac peoples, it seems that something like
http://trac-hacks.org/wiki/FullBlogPlugin or
http://trac-hacks.org/wiki/TracBlogPlugin would allow this.

Thanks in advance.
-- 
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Re: [osg-users] Updating the OSG reference manual (doxygen pages)

2008-06-27 Thread Robert Osfield
Hi John,

I do plan to update the docs, just been rushed off my feet.  Once we
get OSG SVN stabilised and 2.5.3 out the door I'll look at getting the
docs updated.

Robert.

On Fri, Jun 27, 2008 at 10:47 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:
 Hi all,

 I have found that the bast way to look up in the reference manual is to
 google classes with their namespaces. E.g. if I need information on the
 class osgUtil::Optimizer then I just google that name and the first hit
 is almost always the OpenSceneGraph Class Reference for that class. However,
 several classes are missing because the last time
 http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html
 was generated was at Fri Jun 15 16:28:09 2007 (a little more than a year
 ago)

 If someone with web server access could update these doxygen pages to
 reflect the latest stable release, I - for one - would be very happy.

 Best regards,
 John

 PS: I know that I can generate the doxypages locally (have done so), but  it
 is not the same without the search engine;) I am not a stranger to studying
 code either, but the reference manual is helpful for getting a quick
 overview.

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Re: [osg-users] multi threaded with slave camera and fbo

2008-06-27 Thread Wojciech Lewandowski

Robert,

I totaly agree that high level FBO code could be modified to avoid potential 
glitches with doubling resources.


But on low level discussion, I also think that indirect modification of 
internalTextureFormat in readPixels may bring trouble for pieces of code 
relying on Image::getInternalTextureFormat(). I did a quick scan and these 
code includes initialization of FBO Renderbuffers and initilization of 
Textures (obviously).


As far as I understand Image::setInternalTextureFormat is created to let 
programer decide what will be internal format of the texture and 
renderbuffer created from this image. Right ?


So now imagine this case. I want to create texture with RGBA32F internal 
format from an Image. I create image and set its internalTextureFormat to 
RGBA32. To fill image data I call readPixels from frame buffer. Then I 
create Texture from this image and surpirisngly end up with RGBA ubyte 
Texture. So I wanted RGBA32F texture but got RGBA. I don't think this is OK.


Cheers,
Wojtek


Hi Wojtek,

I believe the Image::readPixels and Image::allocateImage are valid,
changes these because of some high level behaviour is going amiss due
to it relying upon a parameter that is modified on the fly suggest to
me that perhaps the high level code is at fault i.e. the Camera
attachments/FBO setup perhaps needs to be refactored slightly.

Robert.

On Thu, Jun 26, 2008 at 9:33 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:


Hi Robert,


I am not sure if this is a bug, but in my opinion Image::allocateImage
should not change internalTextureFormat or at least Image::readPixels
should
record and restore internalFromat after calling allocateImage.



I don't follow, are we talking about the the format in osg::Image or
the texture?


Sorry for being imprecise. All the time I was talking about
osg::Image::_internalTextureFormat member.

I may submit a fix but I am not sure what is desired course of action.
Should I remove the line changing it from Image::allocateImage or rather
modify Image::readPixels to preserve it from modification when
Image::allocateImage is called ? See the bits of code that could be
affected, below.


osg::Image::allocateImage is called from Image::readPixels, Line 608
[...]
void Image::readPixels(int x,int y,int width,int height,
   GLenum format,GLenum type)
{
allocateImage(width,height,1,format,type);

glPixelStorei(GL_PACK_ALIGNMENT,_packing);

glReadPixels(x,y,width,height,format,type,_data);
}
[...]

osg::Image::_internalTextureFormat modified in:
Image.cpp, Image::allocateImage( int s,int t,int r,  GLenum format,GLenum
type, int packing), Line 556
[...]
if (_data)
{
_s = s;
_t = t;
_r = r;
_pixelFormat = format;
_dataType = type;
_packing = packing;
_internalTextureFormat = format;
}
[...]


Image::_internalTextureFormat is used (through getInternalTextureFormat
accessor method) to select Renderbuffer format:
FrameBufferObject.cpp,
FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment
attachment), Line 365:
[...]
osg::Image* image = attachment._image.get();
if (image)
{
if (image-s()0  image-t()0)
{
GLenum format = 
attachment._image-getInternalTextureFormat();

if (format == 0)
format = attachment._internalFormat;
_ximpl = new Pimpl(Pimpl::RENDERBUFFER);
_ximpl-renderbufferTarget = new 
osg::RenderBuffer(image-s(),

image-t(), format);
[...]


Cheers,

Wojtek



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Re: [osg-users] multi threaded with slave camera and fbo

2008-06-27 Thread Robert Osfield
Hi Wojtek,

 So now imagine this case. I want to create texture with RGBA32F internal
 format from an Image. I create image and set its internalTextureFormat to
 RGBA32. To fill image data I call readPixels from frame buffer. Then I
 create Texture from this image and surpirisngly end up with RGBA ubyte
 Texture. So I wanted RGBA32F texture but got RGBA. I don't think this is OK.

This suggest to me that one needs to pass more info into
Image::readPixels to control the internaltextureFormat, or possible
configuring things so that allocate reuses the original setting for
internaltextureFormat if its non default setting.

Robert.
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Re: [osg-users] multi threaded with slave camera and fbo

2008-06-27 Thread Wojciech Lewandowski

Hi Robert,


So now imagine this case. I want to create texture with RGBA32F internal
format from an Image. I create image and set its internalTextureFormat to
RGBA32. To fill image data I call readPixels from frame buffer. Then I
create Texture from this image and surpirisngly end up with RGBA ubyte
Texture. So I wanted RGBA32F texture but got RGBA. I don't think this is 
OK.


This suggest to me that one needs to pass more info into
Image::readPixels to control the internaltextureFormat, or possible
configuring things so that allocate reuses the original setting for
internaltextureFormat if its non default setting.


Thats exactly what I was asking for. Lets either fix Image::readPixels to 
preserve internalTextureFormat, or Image::allocateImage to not change it.


Cheers,
Wojtek


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Re: [osg-users] multi threaded with slave camera and fbo

2008-06-27 Thread Robert Osfield
Hi Wojtek,

On Fri, Jun 27, 2008 at 11:24 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
 This suggest to me that one needs to pass more info into
 Image::readPixels to control the internaltextureFormat, or possible
 configuring things so that allocate reuses the original setting for
 internaltextureFormat if its non default setting.

 Thats exactly what I was asking for. Lets either fix Image::readPixels to
 preserve internalTextureFormat, or Image::allocateImage to not change it.

I'm uneasy about changing the existing behaviour as we may well be
fixing one problem for one set of users, but introducing problems for
users that currently rely upon the existing behaviour.

Robert.
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mario Valle

32bits, Intel(R) Xeon(TM) CPU 3.00GHz quad core 4GB RAM.
GeForce 6800 GS NVIDIA Driver Version: 169.12
Suse 10.3
Let me know if other info or other tests are needed.
Ciao!
mario


Robert Osfield wrote:

Hi Mario,

What is your hardware setup?  Is it 32bit or 64bit build?

Robert.

On Fri, Jun 27, 2008 at 8:21 AM, Mario Valle [EMAIL PROTECTED] wrote:

I want to let you known that on Linux Suse 10.3, with last minute SVN,
osgthirdpersonview crashes after few seconds of manipulation or almost
immediately in gdb (compiled RelWithDebInfo).
This happens with no arguments or specifying
--CullThreadPerCameraDrawThreadPerContext
does not happens with the other threading models.

$ gdb osgthirdpersonview
... bla bla...
This GDB was configured as i586-suse-linux...
Using host libthread_db library /lib/libthread_db.so.1.
(gdb) r
Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
[Thread debugging using libthread_db enabled]
[New Thread 0xb6a19910 (LWP 29454)]
/local/OSG/OpenSceneGraph/bin/osgthirdpersonview: Could not find specified
files. Trying cow.osg instead.
[New Thread 0xb5f1fb90 (LWP 29461)]
[New Thread 0xb571eb90 (LWP 29462)]
[New Thread 0xb4f1db90 (LWP 29463)]
[New Thread 0xb471cb90 (LWP 29464)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb5f1fb90 (LWP 29461)]
0xb7e8db78 in osg::OperationQueue::getNextOperation (this=0x814b280,
blockIfEmpty=true)
   at /local/OSG/OpenSceneGraph/include/osg/ref_ptr:28
28  ref_ptr(const ref_ptr rp) : _ptr(rp._ptr) { if (_ptr)
_ptr-ref(); }
(gdb) where
#0  0xb7e8db78 in osg::OperationQueue::getNextOperation (this=0x814b280,
blockIfEmpty=true)
   at /local/OSG/OpenSceneGraph/include/osg/ref_ptr:28
#1  0xb7e8f331 in osg::OperationThread::run (this=0x814b190)
   at /local/OSG/OpenSceneGraph/src/osg/OperationThread.cpp:399
#2  0xb7f64093 in OpenThreads::ThreadPrivateActions::StartThread
(data=0x814b19c)
   at /local/OSG/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:170
#3  0xb7a1a192 in start_thread () from /lib/libpthread.so.0
#4  0xb761a02e in clone () from /lib/libc.so.6
(gdb)

Hope this helps
   mario

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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Robert Osfield
On Fri, Jun 27, 2008 at 11:48 AM, Mario Valle [EMAIL PROTECTED] wrote:
 32bits, Intel(R) Xeon(TM) CPU 3.00GHz quad core 4GB RAM.
 GeForce 6800 GS NVIDIA Driver Version: 169.12
 Suse 10.3
 Let me know if other info or other tests are needed.

The only test is the one suggested, remove your CMakeCache.txt, rerun
./configure or ccmake . to make sure it regenerates your
include/OpenThreads/Config, check the contents of this Config file to
make sure its been updated to a sensible value.

On my Kubuntu 64bit system I get a include/OpenThreads/Config that looks like:

/* -*-c++-*- OpenSceneGraph - Copyright (C) 2008 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

/
 * THIS FILE IS AUTOGENERATED BY CMAKE. DO NOT EDIT!
 /

/* Changes to the configuration reflected here can be made with ccmake on
 * unix or with cmake-gui on windows. Alternatively you can use cmake's -D
 * or -P switches to set some configuration values at cmake configuration time.
 */

#ifndef _OPENTHREADS_CONFIG
#define _OPENTHREADS_CONFIG

#define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
/* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_SUN */
/* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
/* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */

#endif
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Re: [osg-users] LODScaleHandler crash on unref

2008-06-27 Thread amalric alexandre
Hi Robert,

About my first problem concerning MFC threading an resize events, I was
thinking I resolved the bug with User Interface threads but the bug is back
if I open/close a lot of new window.

The bug appears later with this method but it doesn't resolve it.

I'm sad about it.

If someone has some experience with embedding osgViewer with MFC I'll be
gratefull to get some help.
Kind regards,
2008/6/27 amalric alexandre [EMAIL PROTECTED]:

 Hi Robert,

 This fix is working great !!! No more texture disappearing.

 Kind regards,

  2008/6/26 Robert Osfield [EMAIL PROTECTED]:

 On Thu, Jun 26, 2008 at 4:42 PM, amalric alexandre

 [EMAIL PROTECTED] wrote:
  2nd Problem :
 
   I'm glad that you have reproduced the bug, loosing texture seems to me
  connected to context ID too, but I hadn't the time to go further.

 I've tracked down the problem to the reuse of contextID, something in
 itself was working correctly, but the subgraphs below the cameras
 weren't been modified to account for the removal of the previous
 contexts.  The OSG already has a mechanism to help clean up a the
 scene graph to avoid these types of problems, but in this particular
 usage combination the required relaseGLObjects() wasn't been called.

 I have now changed the GraphicsContext::removedCamera() method to it
 works out which subgraphs need the releaseGLObjects() called upon,
 this fixes the texture/display lists issues you've seen.  The changed
 GraphicsContext.cpp is attached, and also checked in to SVN.  Could
 you please try it out at your end and confirm whether it's fixed.

 Robert.

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Re: [osg-users] LODScaleHandler crash on unref

2008-06-27 Thread Robert Osfield
Hi Amalric,

I'll have to step back from helping out with the remaining problems as
I know absolutely nothing about MFC, nor have a windows box to test
aginst.

Robert.

On Fri, Jun 27, 2008 at 12:02 PM, amalric alexandre
[EMAIL PROTECTED] wrote:
 Hi Robert,

 About my first problem concerning MFC threading an resize events, I was
 thinking I resolved the bug with User Interface threads but the bug is back
 if I open/close a lot of new window.

 The bug appears later with this method but it doesn't resolve it.

 I'm sad about it.

 If someone has some experience with embedding osgViewer with MFC I'll be
 gratefull to get some help.
 Kind regards,
 2008/6/27 amalric alexandre [EMAIL PROTECTED]:

 Hi Robert,

 This fix is working great !!! No more texture disappearing.

 Kind regards,

 2008/6/26 Robert Osfield [EMAIL PROTECTED]:

 On Thu, Jun 26, 2008 at 4:42 PM, amalric alexandre
 [EMAIL PROTECTED] wrote:
  2nd Problem :
 
   I'm glad that you have reproduced the bug, loosing texture seems to me
  connected to context ID too, but I hadn't the time to go further.

 I've tracked down the problem to the reuse of contextID, something in
 itself was working correctly, but the subgraphs below the cameras
 weren't been modified to account for the removal of the previous
 contexts.  The OSG already has a mechanism to help clean up a the
 scene graph to avoid these types of problems, but in this particular
 usage combination the required relaseGLObjects() wasn't been called.

 I have now changed the GraphicsContext::removedCamera() method to it
 works out which subgraphs need the releaseGLObjects() called upon,
 this fixes the texture/display lists issues you've seen.  The changed
 GraphicsContext.cpp is attached, and also checked in to SVN.  Could
 you please try it out at your end and confirm whether it's fixed.

 Robert.

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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread Stephan Maximilian Huber

Robert Osfield schrieb:

Hi All,

At the end of last week/start of this week I tried to go for
converging SVN to a stable enough state to go for an OSG-2.5.3 dev
release, but alas submission/build fixes/build breaks kept coming in
thick and fast, and no convergence was achieved.   So... I still want
to get a 2.5.3 dev release out, and fingers crossed the build is now
looking more robust so could users please do an svn update, build and
run on as many platforms as you can and see how things are working
out.


compiled fine on OS X 10.5 with CMake 2.6, XCode-projects
compiled fine with the XCode project part of the distribution.


cheers,
Stephan



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Re: [osg-users] multi threaded with slave camera and fbo

2008-06-27 Thread Wojciech Lewandowski

Hi Robert,


I'm uneasy about changing the existing behaviour as we may well be
fixing one problem for one set of users, but introducing problems for
users that currently rely upon the existing behaviour.


As I had my doubts as well, I have asked if allocateImage or readPixels is a 
better place for modification. Actually if I was pushed to choose, I would 
rather modify readPixels because changing internalTextureFormat as a result 
of this call is completely unintuitive. Its even more unexpected if one does 
not even directly call readPixels but only attaches image to the camera.


My postition is that its better to fix it now than risk that even more users 
will rely on this unexpected side effect. Do as you think is appropriate. 
Since I know about this I am well prepared for all endings ;-)


Cheers,
Wojtek 


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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mario Valle

Deleted CMakeCache.txt, ccmake .
recompiled, but it continue crashing. In GDB this time I have:

Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
[Thread debugging using libthread_db enabled]
[New Thread 0xb6a66910 (LWP 6697)]
/local/OSG/OpenSceneGraph/bin/osgthirdpersonview: Could not find specified files. Trying 
cow.osg instead.

[New Thread 0xb5f6cb90 (LWP 6708)]
[New Thread 0xb576bb90 (LWP 6709)]
[New Thread 0xb4f6ab90 (LWP 6710)]
[New Thread 0xb4769b90 (LWP 6711)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb576bb90 (LWP 6709)]
osg::OperationQueue::getNextOperation (this=0x814b4c0, blockIfEmpty=true)
at /local/OSG/OpenSceneGraph/include/OpenThreads/Atomic:107
107 return ++_value;
(gdb) where
#0  osg::OperationQueue::getNextOperation (this=0x814b4c0, blockIfEmpty=true)
at /local/OSG/OpenSceneGraph/include/OpenThreads/Atomic:107
#1  0xb7edc331 in osg::OperationThread::run (this=0x814b3d0)
at /local/OSG/OpenSceneGraph/src/osg/OperationThread.cpp:399
#2  0xb7fb1093 in OpenThreads::ThreadPrivateActions::StartThread 
(data=0x814b3dc)
at /local/OSG/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:170
#3  0xb7a67192 in start_thread () from /lib/libpthread.so.0
#4  0xb766702e in clone () from /lib/libc.so.6

My ./include/OpenThreads/Config has all the 5 #undef commented out.

If I manually define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS as you have, osg does 
not build.
Idem for what seems the most obvious fallback: _OPENTHREADS_ATOMIC_USE_MUTEX.

I should add that I have: gcc (GCC) 4.2.1 (SUSE Linux) and cmake version 
2.4-patch 7

Hope it helps
mario


Robert Osfield wrote:

On Fri, Jun 27, 2008 at 11:48 AM, Mario Valle [EMAIL PROTECTED] wrote:

32bits, Intel(R) Xeon(TM) CPU 3.00GHz quad core 4GB RAM.
GeForce 6800 GS NVIDIA Driver Version: 169.12
Suse 10.3
Let me know if other info or other tests are needed.


The only test is the one suggested, remove your CMakeCache.txt, rerun
./configure or ccmake . to make sure it regenerates your
include/OpenThreads/Config, check the contents of this Config file to
make sure its been updated to a sensible value.

On my Kubuntu 64bit system I get a include/OpenThreads/Config that looks like:

/* -*-c++-*- OpenSceneGraph - Copyright (C) 2008 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/

/
 * THIS FILE IS AUTOGENERATED BY CMAKE. DO NOT EDIT!
 /

/* Changes to the configuration reflected here can be made with ccmake on
 * unix or with cmake-gui on windows. Alternatively you can use cmake's -D
 * or -P switches to set some configuration values at cmake configuration time.
 */

#ifndef _OPENTHREADS_CONFIG
#define _OPENTHREADS_CONFIG

#define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
/* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_SUN */
/* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
/* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */

#endif
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Re: [osg-users] Seeking OSG texture mapping application

2008-06-27 Thread Jean-Sébastien Guay

Hello Judie,


Well, I downloaded a 30 day trial of 3DS Max 2009 and it did not have
an osg importer or exporter. 


There is an exporter, though I have no idea if it's still being 
developed and if it works with recent versions of 3DS Max.


http://sourceforge.net/projects/osgmaxexp

There is no importer I know of. Perhaps you can explore using osgconv to 
convert to some format Max can import (perhaps COLLADA, if you can build 
the OSG plugin for that), then do whatever you need in Max and save back 
into .osg (or again, COLLADA might be a good export path, since 3DS Max 
has a native COLLADA reader/writer).


Good luck,

J-S
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mathias Fröhlich

Hi,

On Friday 27 June 2008 14:12, Mario Valle wrote:
 Deleted CMakeCache.txt, ccmake .
 recompiled, but it continue crashing. In GDB this time I have:

 Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
 [Thread debugging using libthread_db enabled]
 [New Thread 0xb6a66910 (LWP 6697)]
 /local/OSG/OpenSceneGraph/bin/osgthirdpersonview: Could not find specified
 files. Trying cow.osg instead.
 [New Thread 0xb5f6cb90 (LWP 6708)]
 [New Thread 0xb576bb90 (LWP 6709)]
 [New Thread 0xb4f6ab90 (LWP 6710)]
 [New Thread 0xb4769b90 (LWP 6711)]

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 0xb576bb90 (LWP 6709)]
 osg::OperationQueue::getNextOperation (this=0x814b4c0, blockIfEmpty=true)
  at /local/OSG/OpenSceneGraph/include/OpenThreads/Atomic:107
 107 return ++_value;
 (gdb) where
 #0  osg::OperationQueue::getNextOperation (this=0x814b4c0,
 blockIfEmpty=true) at
 /local/OSG/OpenSceneGraph/include/OpenThreads/Atomic:107
 #1  0xb7edc331 in osg::OperationThread::run (this=0x814b3d0)
  at /local/OSG/OpenSceneGraph/src/osg/OperationThread.cpp:399
 #2  0xb7fb1093 in OpenThreads::ThreadPrivateActions::StartThread
 (data=0x814b3dc) at
 /local/OSG/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:170 #3 
 0xb7a67192 in start_thread () from /lib/libpthread.so.0
 #4  0xb766702e in clone () from /lib/libc.so.6

 My ./include/OpenThreads/Config has all the 5 #undef commented out.

 If I manually define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS as you have, osg
 does not build. Idem for what seems the most obvious fallback:
 _OPENTHREADS_ATOMIC_USE_MUTEX.

 I should add that I have: gcc (GCC) 4.2.1 (SUSE Linux) and cmake version
 2.4-patch 7

Can you please start a build from scratch in an empty directory and tell me if 
this still does not work?

You may start cmake with --debug-trycompile and provide the output of 
builddir/CMakeFiles/CMakeError.log.

GReetings and thanks

MAthias

-- 
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Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
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Re: [osg-users] multi threaded with slave camera and fbo

2008-06-27 Thread Wojciech Lewandowski

Thanks Robert,

Attached is Image.cpp modified to not update already set 
_internalTextureFormat.


I haven't actually decided upon the merits of merging this yet though,
but it could at least be tested on this specific problem you guys are
seeing.


It does the trick. I put the breakpoint in the line where Renderbuffers are 
created, and now they use the the same exact pixelformat set from 
Image::getInternalTextureFormat().


Cheers,
Wojtek 


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[osg-users] 64bit, OS X, (was: Re: Warning on 64bits: cast to pointer from integer of different size)

2008-06-27 Thread Stephan Maximilian Huber

Hi Robert,

Robert Osfield schrieb:

As for a Cocoa implementation of GraphicsWindow and PixelBuffer, is
Cocoa fully threadable?  Are there other constraints that it'll apply
to the way we open, render to, and get events from the windows?
Not all carbon is depreceated, only stuff which has something to do with 
the UI. So windows, menus, buttons, etc should be done with cocoa. Some 
parts of Cocoa are based on Carbon AFAIK, e.g. the event-handling code.


Cocoa is fully threadable, one nitpicking problem will be the main-loop. 
Most of the cocoa applications call NSApplicationMainLoop (don't know 
the exact function-name) instead of doing it's main loop by hand. This 
could be get tricky but it should be doable.



I've started to refactor the GraphicsWindowCarbon-implementation so we 
can use parts of the code (WindowingSystemInterface, MenubarController) 
from both implementations. But there's a lot of work to do, and I am 
busy like hell :)


The quicktime-plugin is also not 64bit savvy, E. Wing has coded a 
replacement called ImageIO, but it has no movie- or live-video-support 
and works only for quicktime.


  | win32 | darwin 32bit | darwin 64bit
---+---+--+--
quicktime-image|   x   |  x   |
quicktime-video|   x   |  x   |
quicktime-live |   x   |  x   |
imageio|   |  x   |   x

So, we need a couple of defines to route to the correct plugin from 
osgDB:Registry, perhaps we should refactor the quicktime-plugin into 
three spearate plugins, one for image, one for video and one for live-video.


I suggest also a new virtual function to handle network-protocols. 
Quicktime can stream movies from http and rtsp, but the current solution 
in osgDB::Registry will reroute the request to the net-plugin.


Something like

class ReaderWriter {
   virtual bool acceptsProtocol(const std::string protocol) { return 
false; }

}

Implementations can override this method, and if no plugin handles the 
given protocol, the net-plugin can handle these per default.


What do you think?

cheers,
Stephan
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mario Valle

Just done a svn co in an empty dir


Can you please start a build from scratch in an empty directory and tell me if 
this still does not work?



Done ccmake .
then cmake --debug-trycompile

You may start cmake with --debug-trycompile and provide the output of 
builddir/CMakeFiles/CMakeError.log.



Log attached.

As soon as the build finishes, I will report back to you.


GReetings and thanks


Ciao!
mario


MAthias



--
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v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
Determining if the function pthread_create exists in the pthreads failed with the following output:
/usr/bin/gmake -f CMakeFiles/cmTryCompileExec.dir/build.make CMakeFiles/cmTryCompileExec.dir/build
gmake[1]: Entering directory `/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp'
/usr/bin/cmake -E cmake_progress_report /local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CMakeFiles 1
Building C object CMakeFiles/cmTryCompileExec.dir/CheckFunctionExists.o
/usr/bin/gcc  -DCHECK_FUNCTION_EXISTS=pthread_create   -o CMakeFiles/cmTryCompileExec.dir/CheckFunctionExists.o   -c /usr/share/cmake/Modules/CheckFunctionExists.c
Linking C executable cmTryCompileExec
/usr/bin/cmake -P CMakeFiles/cmTryCompileExec.dir/cmake_clean_target.cmake
/usr/bin/gcc  -DCHECK_FUNCTION_EXISTS=pthread_create  -fPIC CMakeFiles/cmTryCompileExec.dir/CheckFunctionExists.o   -o cmTryCompileExec -rdynamic -lpthreads 
/usr/lib/gcc/i586-suse-linux/4.2.1/../../../../i586-suse-linux/bin/ld: cannot find -lpthreads
collect2: ld returned 1 exit status
gmake[1]: *** [cmTryCompileExec] Error 1
gmake[1]: Leaving directory `/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp'
gmake: *** [cmTryCompileExec/fast] Error 2


Determining if the Q_WS_MAC exist failed with the following output:
/usr/bin/gmake -f CMakeFiles/cmTryCompileExec.dir/build.make CMakeFiles/cmTryCompileExec.dir/build
gmake[1]: Entering directory `/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp'
/usr/bin/cmake -E cmake_progress_report /local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CMakeFiles 1
Building C object CMakeFiles/cmTryCompileExec.dir/CheckSymbolExists.o
/usr/bin/gcc   -o CMakeFiles/cmTryCompileExec.dir/CheckSymbolExists.o   -c /local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c: In function 'main':
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:8: error: 'Q_WS_MAC' undeclared (first use in this function)
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:8: error: (Each undeclared identifier is reported only once
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:8: error: for each function it appears in.)
gmake[1]: *** [CMakeFiles/cmTryCompileExec.dir/CheckSymbolExists.o] Error 1
gmake[1]: Leaving directory `/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp'
gmake: *** [cmTryCompileExec/fast] Error 2

File /local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:
/* */
#include QtCore/qglobal.h

void cmakeRequireSymbol(int dummy,...){(void)dummy;}
int main()
{
#ifndef Q_WS_MAC
  cmakeRequireSymbol(0,Q_WS_MAC);
#endif
  return 0;
}

Determining if the Q_WS_WIN exist failed with the following output:
/usr/bin/gmake -f CMakeFiles/cmTryCompileExec.dir/build.make CMakeFiles/cmTryCompileExec.dir/build
gmake[1]: Entering directory `/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp'
/usr/bin/cmake -E cmake_progress_report /local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CMakeFiles 1
Building C object CMakeFiles/cmTryCompileExec.dir/CheckSymbolExists.o
/usr/bin/gcc   -o CMakeFiles/cmTryCompileExec.dir/CheckSymbolExists.o   -c /local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c: In function 'main':
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:8: error: 'Q_WS_WIN' undeclared (first use in this function)
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:8: error: (Each undeclared identifier is reported only once
/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:8: error: for each function it appears in.)
gmake[1]: *** [CMakeFiles/cmTryCompileExec.dir/CheckSymbolExists.o] Error 1
gmake[1]: Leaving directory `/local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp'
gmake: *** [cmTryCompileExec/fast] Error 2

File /local/OSG/OpenSceneGraph/CMakeFiles/CMakeTmp/CheckSymbolExists.c:
/* */
#include QtCore/qglobal.h

void cmakeRequireSymbol(int dummy,...){(void)dummy;}
int main()
{
#ifndef Q_WS_WIN
  cmakeRequireSymbol(0,Q_WS_WIN);
#endif
  return 0;
}

Performing C++ SOURCE FILE Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS failed with the following output:
/usr/bin/gmake -f CMakeFiles/cmTryCompileExec.dir/build.make CMakeFiles/cmTryCompileExec.dir/build
gmake[1]: Entering directory 

Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread Paul Martz
Hi Robert -- When I link one of my projects against current svn head, I get
Atomic::operator++() as an unresolved external symbol. 
   -Paul


2   Creating library
C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.lib and object
C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.exp
2ComputeTriMeshVisitor.obj : error LNK2019: unresolved external symbol
__declspec(dllimport) public: unsigned int __thiscall
OpenThreads::Atomic::operator++(void) ([EMAIL PROTECTED]@@QAEIXZ)
referenced in function public: class osg::ref_ptrclass
osg::TemplateArrayclass osg::Vec3f,10,3,5126   __thiscall
osg::ref_ptrclass osg::TemplateArrayclass osg::Vec3f,10,3,5126
::operator=(class osg::TemplateArrayclass osg::Vec3f,10,3,5126 *)
([EMAIL PROTECTED]@[EMAIL PROTECTED]@@$09$02$0BEAG@@osg@@@osg@@QAEAAV01
@[EMAIL PROTECTED]@osg@@$09$02$0BEAG@@1@@Z)
2MotionState.obj : error LNK2001: unresolved external symbol
__declspec(dllimport) public: unsigned int __thiscall
OpenThreads::Atomic::operator++(void) ([EMAIL PROTECTED]@@QAEIXZ)
2C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.dll : fatal error
LNK1120: 1 unresolved externals

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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread Serge Lages
Hi Paul,

I had the same problem, to resolve it, I needed to link my app with
OpenThread.

On Fri, Jun 27, 2008 at 3:05 PM, Paul Martz [EMAIL PROTECTED] wrote:

 Hi Robert -- When I link one of my projects against current svn head, I get
 Atomic::operator++() as an unresolved external symbol.
   -Paul


 2   Creating library
 C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.lib and object
 C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.exp
 2ComputeTriMeshVisitor.obj : error LNK2019: unresolved external symbol
 __declspec(dllimport) public: unsigned int __thiscall
 OpenThreads::Atomic::operator++(void) ([EMAIL PROTECTED]
 @@QAEIXZ)
 referenced in function public: class osg::ref_ptrclass
 osg::TemplateArrayclass osg::Vec3f,10,3,5126   __thiscall
 osg::ref_ptrclass osg::TemplateArrayclass osg::Vec3f,10,3,5126
 ::operator=(class osg::TemplateArrayclass osg::Vec3f,10,3,5126 *)
 ([EMAIL PROTECTED]@[EMAIL PROTECTED]@@$09$02$0BEAG@@osg@@@osg@
 @QAEAAV01
 @[EMAIL PROTECTED]@osg@@$09$02$0BEAG@@1@@Z)
 2MotionState.obj : error LNK2001: unresolved external symbol
 __declspec(dllimport) public: unsigned int __thiscall
 OpenThreads::Atomic::operator++(void) ([EMAIL PROTECTED]
 @@QAEIXZ)
 2C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.dll : fatal
 error
 LNK1120: 1 unresolved externals

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-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 devreleasese

2008-06-27 Thread James Killian


There is a current issue with VS 7.1 against any version of cmake see
Re: [osg-users][osg-submissions] API configurations in a separateConfig 
include file

thread

James Killian
- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, June 27, 2008 3:22 AM
Subject: Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 
devreleasese



Hi J-S,

On Thu, Jun 26, 2008 at 8:17 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:

OSG SVN on Windows Vista, VS8, CMake 2.4.8 and 2.6, builds and runs fine.

VPB SVN on Windows Vista, VS8, CMake 2.6 (didn't take time to test on
2.4.8), builds and runs fine.

I'll test on my Ubuntu Virtualbox, but I suspect that's a bit 
unnecessary...

Just being thorough. :-)


Wow, many thanks for testing across all these combinations.  Now
will anyone else pitch in for other platforms?? :-)

Robert.
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Re: [osg-users] PagedLOD and IntersectionVisitor

2008-06-27 Thread Paul Martz
 What I make of it is you a flogging the PagedLOD because it 
 can handle misuse of it.  Fix the database.

I encourage you to reread my previous post, as the test data I posted
clearly concerns questionable LOD behavior; the PagedLOD case works fine...
   -Paul

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Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-27 Thread Jean-Sébastien Guay

Hi James,

Good to see that things are starting to work for you. I guess VS7.1 is a 
less tested compiler as it's getting a bit old. I have no interest in 
getting it to work personally as I don't use it, and I suspect that's 
Mathias's case too. If you want to make it work under 7.1, you're 
welcome to try and submit the necessary changes.


Oh yes, and the projects which are dependent on Open Threads and OSG now 
include the build directory, so while I do not quite understand the 
install workflow that you were saying it appears that we can build the 
solution without needing to do anything with install.  To me the install 
is a folder which is ran last where, once the build has built 
successfully I click the install to put the stuff together, and then our 
client code includes and links to this folder... that way when the code 
breaks the install folder is still fine from the previous successful 
session.


Yes, that's one of the advantages of doing an install.

You seem to be doing the install manually from what I understand of your 
paragraph above though, and you don't need to. In CMake, there's a 
setting called CMAKE_INSTALL_PREFIX. Set that to wherever you want the 
bin/, include/, lib/ etc directories to be, and then after generating 
the project files, open the solution and build the INSTALL project 
(right-click it and select build). That will automatically build 
everything (as the INSTALL project is dependent on all the other 
projects) and then copy all the needed files to the directories under 
your CMAKE_INSTALL_PREFIX automatically.


Note that you need to right-click the INSTALL project and build it, 
because by default it's skipped (for people who don't want to do that). 
So just doing a build solution won't run the INSTALL target.


Doing an INSTALL is only of benefit for apps that depend on OSG, not for 
the OSG build itself. Anything that's in the OSG solution file will find 
the necessary headers and libs automatically without needing an INSTALL.


Hope this helps,

J-S
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[osg-users] cannot save osgtext::Text backdrop setting in the ive file

2008-06-27 Thread Lilinx
Hi, 
 We cannot save  osgtext::Text backdrop setting in the ive file.  Is it a bug?
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Re: [osg-users] Particles being culled

2008-06-27 Thread Jean-Sébastien Guay

Hi Cg,

Thanks for your help, I've narrowed it down to my terrain, when I use 
Joseph's terrain, the particles look good. But when I switch over to my 
terrain, some of the particles will get culled. How does a terrain 
affect the particles?


Just for the record, if a particle is partially visible, that's not 
culling, that's clipping.


If you don't want your particles clipped by the terrain, I guess you 
could put them into a higher render bin than the terrain? Perhaps others 
can confirm this.


J-S
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 devreleasese

2008-06-27 Thread Paul Martz
 Hi Robert -- When I link one of my projects against current 
 svn head, I get
 Atomic::operator++() as an unresolved external symbol. 

Sorry: This is with cmake 2.6 and VS2005 SP1.
   -Paul

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Re: [osg-users] Crash with CompositeViewer on Win32

2008-06-27 Thread James Killian

CMake just used this, even when later updates to the CMake build where
checked in that fixed problems here the old erroneous Config was not
replaced.


This is true for 2.4.8,  it continued to fail the am I win32 interlocked 
test (probably because this result was already cached)... So I also had to 
purge my cache and start over.  I have not tested this case for 2.6


James Killian
- Original Message - 
From: Robert Osfield [EMAIL PROTECTED]

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, June 27, 2008 4:04 AM
Subject: Re: [osg-users] Crash with CompositeViewer on Win32


On Fri, Jun 27, 2008 at 9:49 AM, Serge Lages [EMAIL PROTECTED] 
wrote:

Thanks for the hint, it seems to be my fault. I opened the
OpenThreads/Config file to see the method used, and everything was
commented... I hade to remove my CMakeCache.txt to have the file 
generated

again and use the atomic pointers. Now it works like a charm !


Good to hear things are working again.

I wonder if the Config file generated initially was incorrect, then
CMake just used this, even when later updates to the CMake build where
checked in that fixed problems here the old erroneous Config was not
replaced.

It might be that others will come up against the same issue during
this transition between pre Config/Atomic days and what we have now.

Robert.
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mathias Fröhlich

Mario,

On Friday 27 June 2008 15:05, Mario Valle wrote:
 Just done a svn co in an empty dir

  Can you please start a build from scratch in an empty directory and tell
  me if this still does not work?

 Done ccmake .
 then cmake --debug-trycompile

  You may start cmake with --debug-trycompile and provide the output of
  builddir/CMakeFiles/CMakeError.log.

 Log attached.
Ok, I see. You are running in gcc, i386 without any -march= compiler flag.
So gcc assumes that you want to compile for a plain old i386 (read this does 
not even mean an i486). In this case gcc is limited to an instruction set 
where no such atomic operations are available. In fact you could not even 
programm a mutex with that i386 instruction set, as well as you could not 
build any SMP machine using an i386.

In this case, when we cannot assume any atomic operations. So we need to use 
the previous mutex based behaviour.
But for that, the old mechnisms are still there. You need to ensure that 
refcounting works in a threadsafe way using either the 
OSG_THREAD_SAFE_REF_UNREF environment variable or by calling

osg::Referenced::setThreadSafeReferenceCounting(true);

before *any* concurrently used osg::Referenced object is created.
Alternatively you can uncomment that ENFORCE_THREADSAFE define in 
src/osg/Referenced.cpp that does change the default behaviour of referenced.

 As soon as the build finishes, I will report back to you.

Are you running with the environment variable OSG_THREAD_SAFE_REF_UNREF set or 
unset?

Greetings

MAthias

-- 
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Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
-- 
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Florian Geyer,
Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Prof. Dr. Hanns Ruder
Sitz/Registered Office: Tuebingen
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Re: [osg-users] Osgswig

2008-06-27 Thread Luigi Calori
Hi Harmut, I did not know you were still working on osgswig, If it can 
help, I attach some mods we have done to develop some code based on osgswig

We have tried to add wrapping to write node visitor derived python
I include all our mods, (we have also mod cmake to covert .dll to pyd)
It is tested  under win XP with osg 2.5
We have also tried it under Linux and it compiles correctly but has some 
runtime problems
We have also integrated osg window with wxpython, it is working under 
windows but bad performance under linux


I attach a patch built with tortoise patch

Hope it helps

Luigi

Hartmut Seichter wrote:



Nope we are around and kicking. Unfortunately nothing to show yet: I 
am working on getting most of the nested classes integrated.


Hartmut


Gerrick Bivins wrote:


Hi all,
Does anyone know if osgswig is being maintained anymore? Site on 
google code doesn’t seem like it’s being updated anymore.

Has the project moved or is it just dead?
biv


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Index: CMakeLists.txt
===
--- CMakeLists.txt  (revision 117)
+++ CMakeLists.txt  (working copy)
@@ -171,3 +171,11 @@
   IMMEDIATE @ONLY)
 ADD_CUSTOM_TARGET(uninstall
   ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
+
+##to get all the variables of Cmake
+GET_CMAKE_PROPERTY(MYVARS VARIABLES)
+FOREACH(myvar ${MYVARS})
+   FILE(APPEND ${CMAKE_CURRENT_BINARY_DIR}/AllVariables.txt
+   ${myvar} --${${myvar}}-\n
+   )
+ENDFOREACH(myvar)
\ No newline at end of file
Index: CMakeModules/FindOSG.cmake
===
--- CMakeModules/FindOSG.cmake  (revision 117)
+++ CMakeModules/FindOSG.cmake  (working copy)
@@ -1,16 +1,17 @@
 # Locate gdal
 # This module defines
 # OSG_LIBRARY
-# OSG_FOUND, if false, do not try to link to osg 
+# OSG_FOUND, if false, do not try to link to gdal 
 # OSG_INCLUDE_DIR, where to find the headers
 #
 # $OSG_DIR is an environment variable that would
 # correspond to the ./configure --prefix=$OSG_DIR
 #
 # Created by Robert Osfield. 
-# Edited By R.C.Molenaar to include debug versions
+SET(OSG_DIR  CACHE PATH set to base osg install path)
 
 FIND_PATH(OSG_INCLUDE_DIR osg/Node
+${OSG_DIR}/include
 $ENV{OSG_DIR}/include
 $ENV{OSG_DIR}
 $ENV{OSGDIR}/include
@@ -24,38 +25,40 @@
 /opt/local/include # DarwinPorts
 /opt/csw/include # Blastwave
 /opt/include
-/cygdrive/c/Program Files/OpenSceneGraph/include
 [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/include
 /usr/freeware/include
 )
-
 MACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME)
 
-FIND_LIBRARY(${MYLIBRARY}
-NAMES ${MYLIBRARYNAME}
+FIND_LIBRARY(${MYLIBRARY}_DEBUG
+NAMES ${MYLIBRARYNAME}d
 PATHS
+${OSG_DIR}/lib/Debug
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/debug
 $ENV{OSG_DIR}/lib
-$ENV{OSG_DIR}/bin
 $ENV{OSG_DIR}
 $ENV{OSGDIR}/lib
 $ENV{OSGDIR}
 $ENV{OSG_ROOT}/lib
 ~/Library/Frameworks
 /Library/Frameworks
+/usr/local/lib
+/usr/lib
 /sw/lib
 /opt/local/lib
 /opt/csw/lib
 /opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
 [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/lib
 /usr/freeware/lib64
 )
 
-FIND_LIBRARY(${MYLIBRARY}_DEBUG
-NAMES ${MYLIBRARYNAME}d
+FIND_LIBRARY(${MYLIBRARY}
+NAMES ${MYLIBRARYNAME}
 PATHS
+${OSG_DIR}/lib/Release
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/Release
 $ENV{OSG_DIR}/lib
 $ENV{OSG_DIR}
 $ENV{OSGDIR}/lib
@@ -63,46 +66,84 @@
 $ENV{OSG_ROOT}/lib
 ~/Library/Frameworks
 /Library/Frameworks
+/usr/local/lib
+/usr/lib
 /sw/lib
 /opt/local/lib
 /opt/csw/lib
 /opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
 [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ 
Manager\\Environment;OSG_ROOT]/lib
 /usr/freeware/lib64
 )
+#MESSAGE(--${${MYLIBRARY}}--${${MYLIBRARY}_DEBUG}--)
+IF( NOT 

Re: [osg-users] Updating the OSG reference manual (doxygen pages)

2008-06-27 Thread Jean-Sébastien Guay

Hi John,

If someone with web server access could update these doxygen pages to 
reflect the latest stable release, I - for one - would be very happy.


I have been asking for this for a while. Jose Luis Hidalgo is the one 
who set up the new web server, but right now it seems that there is some 
administrative change where the server is hosted and he has trouble 
getting access (at least that's what I understood from his last 
message). Hopefully he can get that resolved soon, as I too find it a 
shame that the doxygen on the site is that old...


J-S
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Re: [osg-users] Osgswig

2008-06-27 Thread Gerrick Bivins
Any plans for building java binding with Cmake?


On 6/27/08 8:27 AM, Luigi Calori [EMAIL PROTECTED] wrote:

 Hi Harmut, I did not know you were still working on osgswig, If it can
 help, I attach some mods we have done to develop some code based on osgswig
 We have tried to add wrapping to write node visitor derived python
 I include all our mods, (we have also mod cmake to covert .dll to pyd)
 It is tested  under win XP with osg 2.5
 We have also tried it under Linux and it compiles correctly but has some
 runtime problems
 We have also integrated osg window with wxpython, it is working under
 windows but bad performance under linux
 
 I attach a patch built with tortoise patch
 
 Hope it helps
 
 Luigi
 
 Hartmut Seichter wrote:
 
 
 Nope we are around and kicking. Unfortunately nothing to show yet: I
 am working on getting most of the nested classes integrated.
 
 Hartmut
 
 
 Gerrick Bivins wrote:
 
 Hi all,
 Does anyone know if osgswig is being maintained anymore? Site on
 google code doesn¹t seem like it¹s being updated anymore.
 Has the project moved or is it just dead?
 biv
 
 
 ___
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 Index: CMakeLists.txt
 ===
 --- CMakeLists.txt (revision 117)
 +++ CMakeLists.txt (working copy)
 @@ -171,3 +171,11 @@
IMMEDIATE @ONLY)
  ADD_CUSTOM_TARGET(uninstall
${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
 +
 +##to get all the variables of Cmake
 +GET_CMAKE_PROPERTY(MYVARS VARIABLES)
 +FOREACH(myvar ${MYVARS})
 + FILE(APPEND ${CMAKE_CURRENT_BINARY_DIR}/AllVariables.txt
 +  ${myvar} --${${myvar}}-\n
 + )
 +ENDFOREACH(myvar)
 \ No newline at end of file
 Index: CMakeModules/FindOSG.cmake
 ===
 --- CMakeModules/FindOSG.cmake (revision 117)
 +++ CMakeModules/FindOSG.cmake (working copy)
 @@ -1,16 +1,17 @@
  # Locate gdal
  # This module defines
  # OSG_LIBRARY
 -# OSG_FOUND, if false, do not try to link to osg
 +# OSG_FOUND, if false, do not try to link to gdal
  # OSG_INCLUDE_DIR, where to find the headers
  #
  # $OSG_DIR is an environment variable that would
  # correspond to the ./configure --prefix=$OSG_DIR
  #
  # Created by Robert Osfield.
 -# Edited By R.C.Molenaar to include debug versions
 +SET(OSG_DIR  CACHE PATH set to base osg install path)
  
  FIND_PATH(OSG_INCLUDE_DIR osg/Node
 +${OSG_DIR}/include
  $ENV{OSG_DIR}/include
  $ENV{OSG_DIR}
  $ENV{OSGDIR}/include
 @@ -24,38 +25,40 @@
  /opt/local/include # DarwinPorts
  /opt/csw/include # Blastwave
  /opt/include
 -/cygdrive/c/Program Files/OpenSceneGraph/include
  [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\
 Manager\\Environment;OSG_ROOT]/include
  /usr/freeware/include
  )
 -
  MACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME)
  
 -FIND_LIBRARY(${MYLIBRARY}
 -NAMES ${MYLIBRARYNAME}
 +FIND_LIBRARY(${MYLIBRARY}_DEBUG
 +NAMES ${MYLIBRARYNAME}d
  PATHS
 +${OSG_DIR}/lib/Debug
 +${OSG_DIR}/lib
 +$ENV{OSG_DIR}/lib/debug
  $ENV{OSG_DIR}/lib
 -$ENV{OSG_DIR}/bin
  $ENV{OSG_DIR}
  $ENV{OSGDIR}/lib
  $ENV{OSGDIR}
  $ENV{OSG_ROOT}/lib
  ~/Library/Frameworks
  /Library/Frameworks
 +/usr/local/lib
 +/usr/lib
  /sw/lib
  /opt/local/lib
  /opt/csw/lib
  /opt/lib
 -/cygdrive/c/Program\ Files/OpenSceneGraph/lib
 -/cygdrive/c/Program\ Files/OpenSceneGraph/bin
 -/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
  [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\
 Manager\\Environment;OSG_ROOT]/lib
  /usr/freeware/lib64
  )
  
 -FIND_LIBRARY(${MYLIBRARY}_DEBUG
 -NAMES ${MYLIBRARYNAME}d
 +FIND_LIBRARY(${MYLIBRARY}
 +NAMES ${MYLIBRARYNAME}
  PATHS
 +${OSG_DIR}/lib/Release
 +${OSG_DIR}/lib
 +$ENV{OSG_DIR}/lib/Release
  $ENV{OSG_DIR}/lib
  $ENV{OSG_DIR}
  $ENV{OSGDIR}/lib
 @@ -63,46 +66,84 @@
  $ENV{OSG_ROOT}/lib
  ~/Library/Frameworks
  /Library/Frameworks
 +/usr/local/lib
 +/usr/lib
  /sw/lib
  /opt/local/lib
  /opt/csw/lib
  /opt/lib
 -/cygdrive/c/Program\ Files/OpenSceneGraph/lib
 -/cygdrive/c/Program\ Files/OpenSceneGraph/bin
 -/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
  

Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-27 Thread James Killian


We are going to move to VS 9,  we have been wanting to do that for a long 
time now.   Aside from osg not building, I overlooked the OpenMP option 
available to VS 8 and 9.  We want high performance from osg so, *hopefully 
OpenMP will help.  I am going to start a thread on performance here real 
soon for anyone interested.


Perhaps there should be plans to ditch 7.1 if no one is using it now.

Thanks for explaining the install... I was right clicking on ALL_BUILD and 
then INSTALL, but I suppose I could just do INSTALL, if it breaks it will 
not start copying.


*OpenMP has not been easy/intuitive to use with unpredictable performance 
results.



James Killian
- Original Message - 
From: Jean-Sébastien Guay [EMAIL PROTECTED]

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, June 27, 2008 8:17 AM
Subject: Re: [osg-users] [osg-submissions] API configurations in 
aseparateConfig include file




Hi James,

Good to see that things are starting to work for you. I guess VS7.1 is a 
less tested compiler as it's getting a bit old. I have no interest in 
getting it to work personally as I don't use it, and I suspect that's 
Mathias's case too. If you want to make it work under 7.1, you're welcome 
to try and submit the necessary changes.


Oh yes, and the projects which are dependent on Open Threads and OSG now 
include the build directory, so while I do not quite understand the 
install workflow that you were saying it appears that we can build the 
solution without needing to do anything with install.  To me the install 
is a folder which is ran last where, once the build has built 
successfully I click the install to put the stuff together, and then our 
client code includes and links to this folder... that way when the code 
breaks the install folder is still fine from the previous successful 
session.


Yes, that's one of the advantages of doing an install.

You seem to be doing the install manually from what I understand of your 
paragraph above though, and you don't need to. In CMake, there's a setting 
called CMAKE_INSTALL_PREFIX. Set that to wherever you want the bin/, 
include/, lib/ etc directories to be, and then after generating the 
project files, open the solution and build the INSTALL project 
(right-click it and select build). That will automatically build 
everything (as the INSTALL project is dependent on all the other projects) 
and then copy all the needed files to the directories under your 
CMAKE_INSTALL_PREFIX automatically.


Note that you need to right-click the INSTALL project and build it, 
because by default it's skipped (for people who don't want to do that). So 
just doing a build solution won't run the INSTALL target.


Doing an INSTALL is only of benefit for apps that depend on OSG, not for 
the OSG build itself. Anything that's in the OSG solution file will find 
the necessary headers and libs automatically without needing an INSTALL.


Hope this helps,

J-S
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread Jean-Sébastien Guay

Hi Paul,


Hi Robert -- When I link one of my projects against current svn head, I get
Atomic::operator++() as an unresolved external symbol. 
   -Paul


Make sure you link to OpenThreads.lib. Before, only OSG code would call 
OpenThreads directly (unless you created threads yourself), so you did 
not need to link to it, since osg.lib already linked to it. But now, 
since all ref_ptrs use atomic reference counting (whose implementation 
on Windows is in src/OpenThreads/Atomic.cpp to avoid including windows.h 
in a header), your code also calls code in OpenThreads, so you need to 
link to it in your project.


Hope that explains it.

J-S
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Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-27 Thread Jean-Sébastien Guay

Hi James,


Perhaps there should be plans to ditch 7.1 if no one is using it now.


I think we should wait to see if anyone finds a fix so it compiles on 
7.1. It has to come from someone who uses it though, as that's something 
that I personally can't check (since I don't have 7.1).


Thanks for explaining the install... I was right clicking on ALL_BUILD 
and then INSTALL, but I suppose I could just do INSTALL, if it breaks it 
will not start copying.


Exactly, in the INSTALL step it will say that there's a missing file and 
stop. At the bottom you'll see the number of failed projects as usual - 
if for example there are 2, you know that one project failed to compile 
and the INSTALL project failed as a result of that.


J-S
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Re: [osg-users] Freetype doesn't show up in .net2005

2008-06-27 Thread Kim C Bale
Thanks that solved it.

Kim.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: 26 June 2008 16:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] Freetype doesn't show up in .net2005

Hi Kim,

 FREETYPE_INCLUDE_DIR_freetype2 = C:/Build/OpenSceneGraph
 2.4/3rdParty/include/freetype
 FREETYPE_INCLUDE_DIR_ft2build = C:/Build/OpenSceneGraph
 2.4/3rdParty/include/
 FREETYPE_LIBRARY_DEBUG = C:/Build/OpenSceneGraph
 2.4/3rdParty/lib/freetype219_D.lib

There is another value, FREETYPE_LIBRARY, which is only shown when Show 
advanced values is checked in CMake. (why?)  So I guess if you set that 
it'll generate the project.

I agree that there are problems detecting the dependencies when you 
specify the 3rdParty directory manually (using ACTUAL_3RDPARTY_DIR). I 
don't know why that happens. I always put my 3rdParty dir as a sibling 
of the OpenSceneGraph dir (which contains src/, include/, etc.) and that 
works for me (tm), so perhaps doing that would help. But in the case 
that's not possible, perhaps you could check out 
CMakeModules/Find3rdPartyDependencies.cmake and try to find out what's 
wrong with it in your usage pattern?

Hope this helps,

J-S
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mario Valle



Ok, I see. You are running in gcc, i386 without any -march= compiler flag.
So gcc assumes that you want to compile for a plain old i386 (read this does 
not even mean an i486). In this case gcc is limited to an instruction set 
where no such atomic operations are available. In fact you could not even 
programm a mutex with that i386 instruction set, as well as you could not 
build any SMP machine using an i386.



Ahi Ahi Ahi!!

That means that I'm working without this optimization since the beginning?
And nevertheless OSG is so fast?

I specify in the advanced cmake options:
CMAKE_C_FLAGS-march=i486 -mtune=i486
CMAKE_CXX_FLAGS  -march=i486 -mtune=i486
Then configure and generate, but the ./include/OpenThreads/Config file continues with 
everything commented out. Have I missed something?


In this case, when we cannot assume any atomic operations. So we need to use 
the previous mutex based behaviour.
But for that, the old mechnisms are still there. You need to ensure that 
refcounting works in a threadsafe way using either the 
OSG_THREAD_SAFE_REF_UNREF environment variable or by calling


OK, thanks. But for now I want only to contribute with my ignorance :-) to polish this OSG 
functionality.



osg::Referenced::setThreadSafeReferenceCounting(true);

before *any* concurrently used osg::Referenced object is created.
Alternatively you can uncomment that ENFORCE_THREADSAFE define in 
src/osg/Referenced.cpp that does change the default behaviour of referenced.



As soon as the build finishes, I will report back to you.


OK, now crashes in another place, see below. This run has been done before changing 
march/mtune.


Are you running with the environment variable OSG_THREAD_SAFE_REF_UNREF set or 
unset?



Unset


Greetings

MAthias


Thanks Mathias!
mario


$ gdb osgthirdpersonview
GNU gdb 6.6.50.20070726-cvs
Copyright (C) 2007 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for details.
This GDB was configured as i586-suse-linux...
Using host libthread_db library /lib/libthread_db.so.1.
(gdb) r
Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
[Thread debugging using libthread_db enabled]
[New Thread 0xb6a21910 (LWP 22570)]
/local/OSG/OpenSceneGraph/bin/osgthirdpersonview: Could not find specified files. Trying 
cow.osg instead.

[New Thread 0xb5f28b90 (LWP 22581)]
[New Thread 0xb5727b90 (LWP 22583)]
[New Thread 0xb4f26b90 (LWP 22584)]
[New Thread 0xb4725b90 (LWP 22585)]
Warning: deleting still referenced object 0x806cfd0 of type 
'PN3osg10ReferencedE'
 the final reference count was 1, memory corruption possible.
Warning: deleting still referenced object 0x806cfd0 of type 
'PN3osg10ReferencedE'
 the final reference count was 4294967295, memory corruption possible.
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb5727b90 (LWP 22583)]
0xb7f61635 in typeinfo for osg::Scissor () from 
/local/OSG/OpenSceneGraph/lib/libosg.so.39
(gdb) where
#0  0xb7f61635 in typeinfo for osg::Scissor () from 
/local/OSG/OpenSceneGraph/lib/libosg.so.39
#1  0xb7e6c5c4 in osg::Group::traverse (this=0x8056d50, [EMAIL PROTECTED])
at /local/OSG/OpenSceneGraph/src/osg/Group.cpp:62
#2  0xb7bd58c1 in osgUtil::CullVisitor::apply (this=0x8102668, [EMAIL 
PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/NodeVisitor:181
#3  0xb7e6dbaa in osg::Group::accept (this=0x8056d50, [EMAIL PROTECTED])
at /local/OSG/OpenSceneGraph/include/osg/Group:38
#4  0xb7c679a2 in osgUtil::SceneView::cullStage (this=0x8101750, [EMAIL 
PROTECTED],
[EMAIL PROTECTED], cullVisitor=0x8102668, rendergraph=0x8102488, 
renderStage=0x81024d8,

viewport=0x814a9f0) at 
/local/OSG/OpenSceneGraph/src/osgUtil/SceneView.cpp:926
#5  0xb7c633ea in osgUtil::SceneView::cull (this=0x8101750)
at /local/OSG/OpenSceneGraph/src/osgUtil/SceneView.cpp:792
#6  0xb7ad39c1 in osgViewer::Renderer::cull (this=0x8101530)
at /local/OSG/OpenSceneGraph/src/osgViewer/Renderer.cpp:302
#7  0xb7ad2afa in osgViewer::Renderer::operator() (this=0x8101530, 
object=0x8100a18)
at /local/OSG/OpenSceneGraph/src/osgViewer/Renderer.cpp:624
#8  0xb7e96427 in osg::OperationThread::run (this=0x814b3d0)
at /local/OSG/OpenSceneGraph/src/osg/OperationThread.cpp:413
#9  0xb7f6b093 in OpenThreads::ThreadPrivateActions::StartThread 
(data=0x814b3dc)
at /local/OSG/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:170
#10 0xb7a22192 in start_thread () from /lib/libpthread.so.0
#11 0xb762202e in clone () from /lib/libc.so.6
(gdb)
--
Ing. Mario Valle
Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale 

Re: [osg-users] Updating the OSG reference manual (doxygen pages)

2008-06-27 Thread Thrall, Bryan
John Vidar Larring wrote on Friday, June 27, 2008 4:48 AM:
 PS: I know that I can generate the doxypages locally (have done so),
but
   it is not the same without the search engine;) I am not a stranger
to
 studying code either, but the reference manual is helpful for getting
a
 quick overview.

Maybe Google Desktop would help with that?

-- 
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FlightSafety International
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Jean-Sébastien Guay

Hi Mario,


I specify in the advanced cmake options:
CMAKE_C_FLAGS-march=i486 -mtune=i486
CMAKE_CXX_FLAGS  -march=i486 -mtune=i486
Then configure and generate, but the ./include/OpenThreads/Config file 
continues with everything commented out. Have I missed something?


I think you need to remove your CMakeCache.txt and the 
build/include/OpenThreads/Config file, otherwise CMake doesn't take into 
account the changes to regenerate it because it sees the old one. (at 
least that's what I gather from some previous posts today)


J-S
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread Jean-Sébastien Guay

Hi Robert,


I'll test on my Ubuntu Virtualbox, but I suspect that's a bit unnecessary...
Just being thorough. :-)


Wow, many thanks for testing across all these combinations.  Now
will anyone else pitch in for other platforms?? :-)


The last one (Ubuntu) has now built correctly (as expected :-) ). I 
don't yet have VPB on that VM, so didn't test that.


J-S
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[osg-users] Debug Libraries error (0xc0150002)

2008-06-27 Thread Mark Henderson
Hi,
I'm running my app in VS2005  debug mode.

I was getting crashes using readNodeFile, and as per the advice of this
mailing list I downloaded and unzipped the osg debug libraries.  Now my
application throws an error when innitializing,

'learnOSG.exe': Loaded 'C:\Program
Files\OpenSceneGraph\bin\osg35-osgDBd.dll', No symbols loaded.
LDR: LdrpWalkImportDescriptor() failed to probe C:\Program
Files\OpenSceneGraph\bin\osg35-osgDBd.dll for its manifest, ntstatus
0xc0150002


I haven't found any mentions of that error in relation to osg, but every
solution to it I could find for other systems involved getting service pack
1 or replacing the library with a newer/fixed version.  This machine has
service pack 2, so the first isn't the problem.


My own application is only using four of the .lib files,  osgd.lib
osgViewerd.lib osgDBd.lib osgGAd.lib

I also tried it with the osgviewerGlut example, using debug mode and all the
debug libraries, and got the same error.


-Mark
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 dev releasese

2008-06-27 Thread Paul Martz
Atomic::operator++() issue is now resolved by modifying my external projects
to link with the additional OpenThreads library. Thanks for the assistance.
   -Paul

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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mathias Fröhlich

Mario,

On Friday 27 June 2008 16:09, Mario Valle wrote:
  Ok, I see. You are running in gcc, i386 without any -march= compiler
  flag. So gcc assumes that you want to compile for a plain old i386 (read
  this does not even mean an i486). In this case gcc is limited to an
  instruction set where no such atomic operations are available. In fact
  you could not even programm a mutex with that i386 instruction set, as
  well as you could not build any SMP machine using an i386.

 Ahi Ahi Ahi!!

 That means that I'm working without this optimization since the beginning?
 And nevertheless OSG is so fast?

 I specify in the advanced cmake options:
 CMAKE_C_FLAGS-march=i486 -mtune=i486
 CMAKE_CXX_FLAGS  -march=i486 -mtune=i486
 Then configure and generate, but the ./include/OpenThreads/Config file
 continues with everything commented out. Have I missed something?
Ok, then throw away your build to make sure that nothing si left.

I am not sure how many things are cached in what part of the cmake build 
system. I just want to be sure ...

Then set again the cflags. And better set them to something 
like -march=pentiumpro. Also do not forget to include -O or -O3 or something 
like that. Without you do not get any optimizations I guess ...

Then ensure that cmake does not see previous caches ...

BTW: does anybody know a way to tell cmake that a variable should not be 
cached?

  In this case, when we cannot assume any atomic operations. So we need to
  use the previous mutex based behaviour.
  But for that, the old mechnisms are still there. You need to ensure that
  refcounting works in a threadsafe way using either the
  OSG_THREAD_SAFE_REF_UNREF environment variable or by calling

 OK, thanks. But for now I want only to contribute with my ignorance :-) to
 polish this OSG functionality.

  osg::Referenced::setThreadSafeReferenceCounting(true);
 
  before *any* concurrently used osg::Referenced object is created.
  Alternatively you can uncomment that ENFORCE_THREADSAFE define in
  src/osg/Referenced.cpp that does change the default behaviour of
  referenced.
 
  As soon as the build finishes, I will report back to you.

 OK, now crashes in another place, see below. This run has been done before
 changing march/mtune.

  Are you running with the environment variable OSG_THREAD_SAFE_REF_UNREF
  set or unset?

 Unset
Can you test with this variable set?

I believe that these thread safety defaults in osg are not good in face of 
that multithreaded viewer stuff, but I just left them as is.

Robert,
Should we include that ENFORCE_THREADSAFE define in the cmake configuration? 
And in face of all this threading usage in osg, should the default change to 
on?

And, yes, I should write a wiki page. I hope to find some time today ...

Greetings

Mathias

-- 
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Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
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Re: [osg-users] Debug Libraries error (0xc0150002)

2008-06-27 Thread Jean-Sébastien Guay

Hi Mark,

I haven't found any mentions of that error in relation to osg, but every 
solution to it I could find for other systems involved getting service 
pack 1 or replacing the library with a newer/fixed version.  This 
machine has service pack 2, so the first isn't the problem.


I think they mean VS2005 SP1, not Windows XP SP1 - so SP1 for the 
compiler, not the OS. Check the Microsoft site. It's essential to have 
VS2005 SP1, otherwise you'll get weird crashes in debug mode, since the 
binaries Mike compiled were built with VS2005 SP1.


J-S
--
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Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Sorry for the wrong word, i think my terrain is too heavy for my machine, I'll 
test it on another machine. I've put the particles into a renderbin that is 
higher than the terrain but the the particles still get clipped.

 Date: Fri, 27 Jun 2008 09:19:50 -0400 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hi Cg,   Thanks for your help, I've narrowed it down to my 
 terrain, when I use   Joseph's terrain, the particles look good. But when I 
 switch over to my   terrain, some of the particles will get culled. How 
 does a terrain   affect the particles?  Just for the record, if a 
 particle is partially visible, that's not  culling, that's clipping.  If 
 you don't want your particles clipped by the terrain, I guess you  could put 
 them into a higher render bin than the terrain? Perhaps others  can confirm 
 this.  J-S --  __ 
 Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ 
 http://whitestar02.webhop.org/ 
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Re: [osg-users] Particles being culled

2008-06-27 Thread Jean-Sébastien Guay

Hello Cg,

Sorry for the wrong word, 


Hehe that's ok, there's a lot of terminology and some terms are 
similar... I guess I just expected that someone who's name is Cg would 
know the CG terminology :-)


Sorry I can't help more,

J-S
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Re: [osg-users] Particles being culled

2008-06-27 Thread CG
 Hehe that's ok, there's a lot of terminology and some terms are  similar... 
 I guess I just expected that someone who's name is Cg would  know the CG 
 terminology :-)
 
hehe, because my initial is Cg, thanks for the help.

 Date: Fri, 27 Jun 2008 10:50:01 -0400 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hello Cg,   Sorry for the wrong word,   Hehe that's ok, 
 there's a lot of terminology and some terms are  similar... I guess I just 
 expected that someone who's name is Cg would  know the CG terminology :-) 
  Sorry I can't help more,  J-S --  
 __ Jean-Sebastien Guay 
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Mario Valle



Mathias Fröhlich wrote:

Ok, then throw away your build to make sure that nothing si left.

I am not sure how many things are cached in what part of the cmake build 
system. I just want to be sure ...


Then set again the cflags. And better set them to something 
like -march=pentiumpro. Also do not forget to include -O or -O3 or something 
like that. Without you do not get any optimizations I guess ...


Then ensure that cmake does not see previous caches ...


Done, but nothing changes

BTW: does anybody know a way to tell cmake that a variable should not be 
cached?



Are you running with the environment variable OSG_THREAD_SAFE_REF_UNREF
set or unset?

Unset

Can you test with this variable set?


Yes, it crashes the same...

I believe that these thread safety defaults in osg are not good in face of 
that multithreaded viewer stuff, but I just left them as is.


Robert,
Should we include that ENFORCE_THREADSAFE define in the cmake configuration? 
And in face of all this threading usage in osg, should the default change to 
on?


And, yes, I should write a wiki page. I hope to find some time today ...

Greetings

Mathias


Thanks Mathias!
Now I go home for the weekend, maybe Monday things will be better...
Ciao!
mario

--
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Data Analysis and Visualization Services | http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] Debug Libraries error (0xc0150002)

2008-06-27 Thread Gordon Tomlinson
It is Service Pack 1 for Visual Studio 2005

This is a MUST have patch for VS  

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, June 27, 2008 10:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Debug Libraries error (0xc0150002)

Hi Mark,

 I haven't found any mentions of that error in relation to osg, but 
 every solution to it I could find for other systems involved getting 
 service pack 1 or replacing the library with a newer/fixed version.  
 This machine has service pack 2, so the first isn't the problem.

I think they mean VS2005 SP1, not Windows XP SP1 - so SP1 for the compiler,
not the OS. Check the Microsoft site. It's essential to have
VS2005 SP1, otherwise you'll get weird crashes in debug mode, since the
binaries Mike compiled were built with VS2005 SP1.

J-S
--
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 http://whitestar02.webhop.org/
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Re: [osg-users] Debug Libraries error (0xc0150002)

2008-06-27 Thread Mark Henderson
Looks like that fixed the problem.  Thanks.

-Mark

On Fri, Jun 27, 2008 at 11:07 AM, Gordon Tomlinson 
[EMAIL PROTECTED] wrote:

 It is Service Pack 1 for Visual Studio 2005

 This is a MUST have patch for VS

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jean-Sébastien Guay
 Sent: Friday, June 27, 2008 10:44 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Debug Libraries error (0xc0150002)

 Hi Mark,

  I haven't found any mentions of that error in relation to osg, but
  every solution to it I could find for other systems involved getting
  service pack 1 or replacing the library with a newer/fixed version.
  This machine has service pack 2, so the first isn't the problem.

 I think they mean VS2005 SP1, not Windows XP SP1 - so SP1 for the compiler,
 not the OS. Check the Microsoft site. It's essential to have
 VS2005 SP1, otherwise you'll get weird crashes in debug mode, since the
 binaries Mike compiled were built with VS2005 SP1.

 J-S
 --
 __
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 http://whitestar02.webhop.org/
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Re: [osg-users] Debug Libraries error (0xc0150002)

2008-06-27 Thread Mike Weiblen
(clarifying comment added to the download section on http://mew.cx/osg/)
-- mew


On Fri, Jun 27, 2008 at 9:44 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Mark,

 I haven't found any mentions of that error in relation to osg, but every
 solution to it I could find for other systems involved getting service pack
 1 or replacing the library with a newer/fixed version.  This machine has
 service pack 2, so the first isn't the problem.

 I think they mean VS2005 SP1, not Windows XP SP1 - so SP1 for the compiler,
 not the OS. Check the Microsoft site. It's essential to have VS2005 SP1,
 otherwise you'll get weird crashes in debug mode, since the binaries Mike
 compiled were built with VS2005 SP1.

 J-S
 --
 __
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http://whitestar02.webhop.org/
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Re: [osg-users] Debug Libraries error (0xc0150002)

2008-06-27 Thread Jean-Sébastien Guay

Hi Mike,


(clarifying comment added to the download section on http://mew.cx/osg/)


Thanks, good idea.

J-S
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Re: [osg-users] osgthirdpersonview crashes on Linux

2008-06-27 Thread Paul Martz
 Done, but nothing changes

Did it work OK with 2.5.2?
   -Paul

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Re: [osg-users] Seeking OSG texture mapping application

2008-06-27 Thread Judie


On Jun 26, 4:50 pm, Paul Martz [EMAIL PROTECTED] wrote:
 Hi Judie -- Glad to see you're back with OSG.

 Another modeling option would be output your OSG data as .flt, load it into
 Carbon Graphics Geo, make your changes, then save as .flt (or .geo) and load
 back into your OSG app.

  So now I am trying to find the texture coordinates. I have
  just started on this leg so I won't ask any stupid questions
  until I have more info.

 In your .osg file, look for TexCoordArray?

Yes, I have found out about that from your book, OSG Quck Start Guide.

I want my metal machined piece to look like the cow.osg in the viewer.
I wanted to open the cow.osg in a modeling application so I could
understand the texture mapping applied. I will try the Carbon Graphics
Geo. Or maybe I can figure it out by looking at the cow.osg file in an
ascii reader.

Thanks,

Judie
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Re: [osg-users] Seeking OSG texture mapping application

2008-06-27 Thread Judie


On Jun 27, 5:26 am, Jean-Sébastien Guay [EMAIL PROTECTED]
labs.com wrote:
 Hello Judie,

  Well, I downloaded a 30 day trial of 3DS Max 2009 and it did not have
  an osg importer or exporter.

 There is an exporter, though I have no idea if it's still being
 developed and if it works with recent versions of 3DS Max.

 http://sourceforge.net/projects/osgmaxexp

 There is no importer I know of. Perhaps you can explore using osgconv to
 convert to some format Max can import (perhaps COLLADA, if you can build
 the OSG plugin for that), then do whatever you need in Max and save back
 into .osg (or again, COLLADA might be a good export path, since 3DS Max
 has a native COLLADA reader/writer).

That is a good idea. I will look into it.

Thanks,

Judie
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Re: [osg-users] Osgswig

2008-06-27 Thread Luigi Calori
well not from me... I do not know Java well... but adding a new 
language wrapping in CMake should not be too difficult.


Gerrick Bivins wrote:


Any plans for building java binding with Cmake?


On 6/27/08 8:27 AM, Luigi Calori [EMAIL PROTECTED] wrote:

 


Hi Harmut, I did not know you were still working on osgswig, If it can
help, I attach some mods we have done to develop some code based on osgswig
We have tried to add wrapping to write node visitor derived python
I include all our mods, (we have also mod cmake to covert .dll to pyd)
It is tested  under win XP with osg 2.5
We have also tried it under Linux and it compiles correctly but has some
runtime problems
We have also integrated osg window with wxpython, it is working under
windows but bad performance under linux

I attach a patch built with tortoise patch

Hope it helps

Luigi

Hartmut Seichter wrote:

   


Nope we are around and kicking. Unfortunately nothing to show yet: I
am working on getting most of the nested classes integrated.

Hartmut


Gerrick Bivins wrote:

 


Hi all,
Does anyone know if osgswig is being maintained anymore? Site on
google code doesn¹t seem like it¹s being updated anymore.
Has the project moved or is it just dead?
biv


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Index: CMakeLists.txt
===
--- CMakeLists.txt (revision 117)
+++ CMakeLists.txt (working copy)
@@ -171,3 +171,11 @@
  IMMEDIATE @ONLY)
ADD_CUSTOM_TARGET(uninstall
  ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake)
+
+##to get all the variables of Cmake
+GET_CMAKE_PROPERTY(MYVARS VARIABLES)
+FOREACH(myvar ${MYVARS})
+ FILE(APPEND ${CMAKE_CURRENT_BINARY_DIR}/AllVariables.txt
+  ${myvar} --${${myvar}}-\n
+ )
+ENDFOREACH(myvar)
\ No newline at end of file
Index: CMakeModules/FindOSG.cmake
===
--- CMakeModules/FindOSG.cmake (revision 117)
+++ CMakeModules/FindOSG.cmake (working copy)
@@ -1,16 +1,17 @@
# Locate gdal
# This module defines
# OSG_LIBRARY
-# OSG_FOUND, if false, do not try to link to osg
+# OSG_FOUND, if false, do not try to link to gdal
# OSG_INCLUDE_DIR, where to find the headers
#
# $OSG_DIR is an environment variable that would
# correspond to the ./configure --prefix=$OSG_DIR
#
# Created by Robert Osfield.
-# Edited By R.C.Molenaar to include debug versions
+SET(OSG_DIR  CACHE PATH set to base osg install path)

FIND_PATH(OSG_INCLUDE_DIR osg/Node
+${OSG_DIR}/include
$ENV{OSG_DIR}/include
$ENV{OSG_DIR}
$ENV{OSGDIR}/include
@@ -24,38 +25,40 @@
/opt/local/include # DarwinPorts
/opt/csw/include # Blastwave
/opt/include
-/cygdrive/c/Program Files/OpenSceneGraph/include
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\
Manager\\Environment;OSG_ROOT]/include
/usr/freeware/include
)
-
MACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME)

-FIND_LIBRARY(${MYLIBRARY}
-NAMES ${MYLIBRARYNAME}
+FIND_LIBRARY(${MYLIBRARY}_DEBUG
+NAMES ${MYLIBRARYNAME}d
PATHS
+${OSG_DIR}/lib/Debug
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/debug
$ENV{OSG_DIR}/lib
-$ENV{OSG_DIR}/bin
$ENV{OSG_DIR}
$ENV{OSGDIR}/lib
$ENV{OSGDIR}
$ENV{OSG_ROOT}/lib
~/Library/Frameworks
/Library/Frameworks
+/usr/local/lib
+/usr/lib
/sw/lib
/opt/local/lib
/opt/csw/lib
/opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release
[HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\
Manager\\Environment;OSG_ROOT]/lib
/usr/freeware/lib64
)

-FIND_LIBRARY(${MYLIBRARY}_DEBUG
-NAMES ${MYLIBRARYNAME}d
+FIND_LIBRARY(${MYLIBRARY}
+NAMES ${MYLIBRARYNAME}
PATHS
+${OSG_DIR}/lib/Release
+${OSG_DIR}/lib
+$ENV{OSG_DIR}/lib/Release
$ENV{OSG_DIR}/lib
$ENV{OSG_DIR}
$ENV{OSGDIR}/lib
@@ -63,46 +66,84 @@
$ENV{OSG_ROOT}/lib
~/Library/Frameworks
/Library/Frameworks
+/usr/local/lib
+/usr/lib
/sw/lib
/opt/local/lib
/opt/csw/lib
/opt/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/lib
-/cygdrive/c/Program\ Files/OpenSceneGraph/bin
-/cygdrive/c/Projects/OpenSceneGraph/Build/lib/release

Re: [osg-users] osgViewer help needed

2008-06-27 Thread Argentieri, John-P63223
Robert,

We've created our own event processing system. We need to manage a
common scene with different node masks, switch node settings, etc. The
problem is that the event traversal and update traversal happens for all
views before the cull/draw traversal. So if we follow your methods of
processing events in the event traversal or update traversal, we end up
with all views looking like the most recently created view, instead of
being unique. If I change the scene graph in the camera's final draw
callback, it works but OSG spits out a bunch of OpenGL errors for what
I'm assuming is the current frame. Thanks for your time.

Sincerely,
John 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, June 26, 2008 6:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer help needed

Hi John,

What operation are you needing to do?

Robert.

On Tue, Jun 24, 2008 at 12:30 AM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 All,

 I need to have a callback from within osgViewer::CompositeViewer that 
 happens just before each graphics context's renderer does cull_draw().

 It can't be part of the cull traversal or the camera's pre-draw 
 traversal, or the update traversal. Single threaded, and right before
the cull traversal.
 Does anyone know of a way that this can be done without gutting
osgViewer?

 Many thanks,
 John Argentieri

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g
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Re: [osg-users] OcclusionQueryNode Multiple Contexts

2008-06-27 Thread Doug McCorkle


On Jun 17, 2008, at 8:47 AM, Todd J. Furlong wrote:


Paul,

Thanks, I will dig deeper.  I've been in touch with Doug in the past  
about VR Juggler  OSG interaction, and we were able to squash a bug  
or two on the VR Juggler side.  However, my configuration (multiple  
graphics cards on one machine) tends to turn up more issues.


We have used OQN tools in this type of configuration without problems.  
We could be doing something different in our VR Juggler app that may  
be getting us around this problem.


Doug

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Re: [osg-users] osgViewer::CompositeViewer Thread Safety

2008-06-27 Thread Argentieri, John-P63223
Robert,

We are making modifications to the scene graph from the application/GUI
thread, and we create a Graphics thread that runs the frame() loop. We
also have our own mutex which we lock() while frame() is being called,
or while modifying the scene graph from the GUI thread. There are also
times that the Graphics thread will call some of the same functions that
lock() this mutex, via OSG Node Cull callbacks, camera final draw
callbacks, etc. As I said before, our CompositeViewer is set to
SINGLE_THREADED.

My question is, if I am not calling frame() and modifying the scene in
the GUI thread at the same time, is it necessary to call
stopThreading/startThreading?

John 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, June 26, 2008 6:23 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer::CompositeViewer Thread Safety

Hi John,

Could you give a bit more context to when in the frame and what thread
you are doing operations from, without this info there is really no
chance to help you.

As a general not CompositeViewer and Viewer are identical when it comes
to threading - they even share the same code for doing the rendering and
threading.

Robert.

On Tue, Jun 24, 2008 at 4:07 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Guys,

 Is it safe to modify the scene graph outside of frame() with 
 CompositeViewer with ThreadingModel SINGLE_THREADED, even if I don't
call stopThreading()?

 We are changing the node mask of certain elements during the root 
 node's cull callback. This turns certain draw elements on or off, but 
 more importantly it turns the textures mapped to those elements on or 
 off as well.

 The issue that I am seeing is that if I call stopThreading, the 
 textures mapped to the draw elements are not the ones that I assigned,

 but random ones that exist on other elements. This might be some kind 
 of display list corruption or something.

 One more question: If someone has seen this behavior before, is there 
 a way to set up the draw elements so that this issue does not occur 
 when I call stopThreading?

 I appreciate any input that you guys can provide that may help me on 
 this issue.

 Sincerely,

 John Argentieri
 Software Engineer
 GENERAL DYNAMICS
 C4 Systems
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Re: [osg-users] 64bit, OS X, (was: Re: Warning on 64bits: cast to pointer from integer of different size)

2008-06-27 Thread Robert Osfield
HI Stephan,

On Fri, Jun 27, 2008 at 2:03 PM, Stephan Maximilian Huber
[EMAIL PROTECTED] wrote:
 As for a Cocoa implementation of GraphicsWindow and PixelBuffer, is
 Cocoa fully threadable?  Are there other constraints that it'll apply
 to the way we open, render to, and get events from the windows?

 Not all carbon is depreceated, only stuff which has something to do with the
 UI. So windows, menus, buttons, etc should be done with cocoa. Some parts of
 Cocoa are based on Carbon AFAIK, e.g. the event-handling code.

 Cocoa is fully threadable, one nitpicking problem will be the main-loop.
 Most of the cocoa applications call NSApplicationMainLoop (don't know the
 exact function-name) instead of doing it's main loop by hand. This could be
 get tricky but it should be doable.

Thanks for the info.  Not being driven by an event loop is absolutely
essential for visual simulation apps, so we have to figure out a way
to do it.

 I've started to refactor the GraphicsWindowCarbon-implementation so we can
 use parts of the code (WindowingSystemInterface, MenubarController) from
 both implementations. But there's a lot of work to do, and I am busy like
 hell :)

While the current implementations work I don't think there is an urgent need.

 The quicktime-plugin is also not 64bit savvy, E. Wing has coded a
 replacement called ImageIO, but it has no movie- or live-video-support and
 works only for quicktime.

  | win32 | darwin 32bit | darwin 64bit
 ---+---+--+--
 quicktime-image|   x   |  x   |
 quicktime-video|   x   |  x   |
 quicktime-live |   x   |  x   |
 imageio|   |  x   |   x

The only selling point of quicktime for me is the movie support, as we
have lots of image plugins that work just fine already, so it'd be
movie integration that I'd see as the key thing to get moved to.  I
recall the Apple API for video is now Core Video, it this right?  Does
it support live and video streams?

I also feel that replacing quicktime with DirectShow under Windows is
the right way to.  So it might be possible to drop Quicktime
completely once we have replacements under Windows and OSX in place.

 So, we need a couple of defines to route to the correct plugin from
 osgDB:Registry, perhaps we should refactor the quicktime-plugin into three
 spearate plugins, one for image, one for video and one for live-video.

Once we have the plugins building we can easily tweak the alias in Registry.

 I suggest also a new virtual function to handle network-protocols. Quicktime
 can stream movies from http and rtsp, but the current solution in
 osgDB::Registry will reroute the request to the net-plugin.

 Something like

 class ReaderWriter {
   virtual bool acceptsProtocol(const std::string protocol) { return false;
 }
 }

 Implementations can override this method, and if no plugin handles the given
 protocol, the net-plugin can handle these per default.

 What do you think?

I recognize that we need some general mechanism, bit I haven't yet
thought about how we might go about implementing it.  An
acceptsProtocol(..) methods at first glance looks like something that
might work out OK, one would really need to dive in a try out an
implementation to know how well it serves the purpose.

Robert.
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Re: [osg-users] cannot save osgtext::Text backdrop setting in the ive file

2008-06-27 Thread Robert Osfield
On Fri, Jun 27, 2008 at 2:19 PM, Lilinx [EMAIL PROTECTED] wrote:
  We cannot save  osgtext::Text backdrop setting in the ive file.  Is it a
 bug?

Maybe, go check the source code for the Text.cpp in the ive plugin out.

Robert.
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Re: [osg-users] osgViewer help needed

2008-06-27 Thread Robert Osfield
Hi John,

It's sounds like you are abusing the OSG, i.e. using in ways that it's
not designed to be used.  Refactoring your scene graph usage slightly
will probably fix the problems you have without having to fight the
OSG continuously.

First up some basics,  the updating of the scene graph is designed to
be be done wholly before the cull and draw traversals, this makes it
possible to thread the scene graph without requiring complex
multi-buffering that you'd find in Performer/OpenSG.   You should
consider updating the scene graph during cull and draw prohibited.
The only exception to this is when you multi-buffer internal
structures.

Now given thrashing node parameters like you are doing is prohibited,
so next you need to find an alternative, the hint of how to do it is
in the last sentance above - you need to buffer you scene graph
elements so that instead of one object that you change the state of,
you have one node or one data element per view/camera.  You can do
this via cull callbacks that's maintain local buffer of data that is
selected on the fly, or to just use separate subgraphs with the
topmost node unique for each view/camera.   You can set the cull masks
individually for cameras, so you could use NodeMask's to select which
part of the scene graph you want to use in each instance.

Now if you don't want to follow this advice, we then I'm afraid I'll
just stand back and stop giving you support on this topic, I really
don't have time to go chasing people abusing the scene graph.

Robert.



On Fri, Jun 27, 2008 at 5:14 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Robert,

 We've created our own event processing system. We need to manage a
 common scene with different node masks, switch node settings, etc. The
 problem is that the event traversal and update traversal happens for all
 views before the cull/draw traversal. So if we follow your methods of
 processing events in the event traversal or update traversal, we end up
 with all views looking like the most recently created view, instead of
 being unique. If I change the scene graph in the camera's final draw
 callback, it works but OSG spits out a bunch of OpenGL errors for what
 I'm assuming is the current frame. Thanks for your time.

 Sincerely,
 John

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Thursday, June 26, 2008 6:16 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgViewer help needed

 Hi John,

 What operation are you needing to do?

 Robert.

 On Tue, Jun 24, 2008 at 12:30 AM, Argentieri, John-P63223
 [EMAIL PROTECTED] wrote:
 All,

 I need to have a callback from within osgViewer::CompositeViewer that
 happens just before each graphics context's renderer does cull_draw().

 It can't be part of the cull traversal or the camera's pre-draw
 traversal, or the update traversal. Single threaded, and right before
 the cull traversal.
 Does anyone know of a way that this can be done without gutting
 osgViewer?

 Many thanks,
 John Argentieri

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Re: [osg-users] osgViewer::CompositeViewer Thread Safety

2008-06-27 Thread Robert Osfield
On Fri, Jun 27, 2008 at 5:20 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Robert,

 We are making modifications to the scene graph from the application/GUI
 thread, and we create a Graphics thread that runs the frame() loop. We
 also have our own mutex which we lock() while frame() is being called,
 or while modifying the scene graph from the GUI thread. There are also
 times that the Graphics thread will call some of the same functions that
 lock() this mutex, via OSG Node Cull callbacks, camera final draw
 callbacks, etc. As I said before, our CompositeViewer is set to
 SINGLE_THREADED.

 My question is, if I am not calling frame() and modifying the scene in
 the GUI thread at the same time, is it necessary to call
 stopThreading/startThreading?

If your frame loop is running single threaded then
stopTheading/startThreading will do nothing whatso ever.
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Re: [osg-users] PagedLOD and IntersectionVisitor

2008-06-27 Thread Robert Osfield
On Fri, Jun 27, 2008 at 2:14 PM, Paul Martz [EMAIL PROTECTED] wrote:
 What I make of it is you a flogging the PagedLOD because it
 can handle misuse of it.  Fix the database.

 I encourage you to reread my previous post, as the test data I posted
 clearly concerns questionable LOD behavior; the PagedLOD case works fine...

Just re-read, and tested the paged.osg and lod.osg files, and confirm
at my end that the picking ist working for paged.osg but not lod.osg.

The IntersectionVistor code should be using the LOD::traverse()
method, and the TRAVERSE_ACTIVE_CHILDREN method in particular.  This
code itself has been pretty reliable for a number of years, so I'd
guess it's correct.  Perhaps its the getDistanceToViewPoint code is
not producing appropriate values.

Robert.
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Re: [osg-users] How to take a picture of my scene?

2008-06-27 Thread Carlos Sanches
My code :

  osg::Image *Ximage;



 osg::Camera* cam = new osg::Camera;

cam-setProjectionMatrixAsPerspective(20,1,20,100);
 cam-setViewport(0,0,640,180);
 cam-setClearColor(osg::Vec4(0.7,0.7,1,1));

  osgViewer::Viewer viewer;
 viewer.setSceneData( root );
 viewer.setCameraManipulator(new
osgGA::TrackballManipulator);
 //viewer.setCamera(cam);
 viewer.addEventHandler( new
myKeyboardEventHandler );
 viewer.realize();



while( !viewer.done() )
{



  cam-setViewMatrixAsLookAt(
osg::Vec3(posx,posy,posz),

 osg::Vec3(tposx,tposy,tposz),
 osg::Vec3(0,0,1) );




   Ximage-readPixels(100,100,640,480, GL_RGBA,  GL_UNSIGNED_BYTE);
 osgDB::writeImageFile(*Ximage,teste.bmp);

   viewer.frame();

}


The image teste.bmp is black .  I m trying the example osgScreenCapture but
some errors is appearing .
http://www.somarmeteorologia.com.br
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Re: [osg-users] osgViewer help needed

2008-06-27 Thread Argentieri, John-P63223
Robert,

That will be difficult to achieve. What if each view had a unique root
node, and each root node had an update callback?

Would all of the update callbacks be triggered during the update
traversal?

This means that if I want Selection Geometry to be unique per view,
that I would have to give each view a unique group to attach the
selection geometry to. Am I understanding this?

As far as the cull callbacks go, what are you saying is legal to
perform? What is multi-buffering of internal structures? What does it
mean to select from the multi-buffer?

Thanks for your advice,

John



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 27, 2008 12:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer help needed

Hi John,

It's sounds like you are abusing the OSG, i.e. using in ways that it's
not designed to be used.  Refactoring your scene graph usage slightly
will probably fix the problems you have without having to fight the OSG
continuously.

First up some basics,  the updating of the scene graph is designed to be
be done wholly before the cull and draw traversals, this makes it
possible to thread the scene graph without requiring complex
multi-buffering that you'd find in Performer/OpenSG.   You should
consider updating the scene graph during cull and draw prohibited.
The only exception to this is when you multi-buffer internal structures.

Now given thrashing node parameters like you are doing is prohibited, so
next you need to find an alternative, the hint of how to do it is in the
last sentance above - you need to buffer you scene graph elements so
that instead of one object that you change the state of, you have one
node or one data element per view/camera.  You can do this via cull
callbacks that's maintain local buffer of data that is selected on the
fly, or to just use separate subgraphs with the
topmost node unique for each view/camera.   You can set the cull masks
individually for cameras, so you could use NodeMask's to select which
part of the scene graph you want to use in each instance.

Now if you don't want to follow this advice, we then I'm afraid I'll
just stand back and stop giving you support on this topic, I really
don't have time to go chasing people abusing the scene graph.

Robert.



On Fri, Jun 27, 2008 at 5:14 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Robert,

 We've created our own event processing system. We need to manage a 
 common scene with different node masks, switch node settings, etc. The

 problem is that the event traversal and update traversal happens for 
 all views before the cull/draw traversal. So if we follow your methods

 of processing events in the event traversal or update traversal, we 
 end up with all views looking like the most recently created view, 
 instead of being unique. If I change the scene graph in the camera's 
 final draw callback, it works but OSG spits out a bunch of OpenGL 
 errors for what I'm assuming is the current frame. Thanks for your
time.

 Sincerely,
 John

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Robert Osfield
 Sent: Thursday, June 26, 2008 6:16 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgViewer help needed

 Hi John,

 What operation are you needing to do?

 Robert.

 On Tue, Jun 24, 2008 at 12:30 AM, Argentieri, John-P63223 
 [EMAIL PROTECTED] wrote:
 All,

 I need to have a callback from within osgViewer::CompositeViewer that

 happens just before each graphics context's renderer does
cull_draw().

 It can't be part of the cull traversal or the camera's pre-draw 
 traversal, or the update traversal. Single threaded, and right before
 the cull traversal.
 Does anyone know of a way that this can be done without gutting
 osgViewer?

 Many thanks,
 John Argentieri

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Re: [osg-users] osgViewer help needed

2008-06-27 Thread Robert Osfield
Hi John,

I have pointed you in the right direction.  You can do what you need
to do using node masks and multiple node/buffers.

Robert.

On Fri, Jun 27, 2008 at 7:27 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Robert,

 That will be difficult to achieve. What if each view had a unique root
 node, and each root node had an update callback?

 Would all of the update callbacks be triggered during the update
 traversal?

 This means that if I want Selection Geometry to be unique per view,
 that I would have to give each view a unique group to attach the
 selection geometry to. Am I understanding this?

 As far as the cull callbacks go, what are you saying is legal to
 perform? What is multi-buffering of internal structures? What does it
 mean to select from the multi-buffer?

 Thanks for your advice,

 John



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Friday, June 27, 2008 12:53 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgViewer help needed

 Hi John,

 It's sounds like you are abusing the OSG, i.e. using in ways that it's
 not designed to be used.  Refactoring your scene graph usage slightly
 will probably fix the problems you have without having to fight the OSG
 continuously.

 First up some basics,  the updating of the scene graph is designed to be
 be done wholly before the cull and draw traversals, this makes it
 possible to thread the scene graph without requiring complex
 multi-buffering that you'd find in Performer/OpenSG.   You should
 consider updating the scene graph during cull and draw prohibited.
 The only exception to this is when you multi-buffer internal structures.

 Now given thrashing node parameters like you are doing is prohibited, so
 next you need to find an alternative, the hint of how to do it is in the
 last sentance above - you need to buffer you scene graph elements so
 that instead of one object that you change the state of, you have one
 node or one data element per view/camera.  You can do this via cull
 callbacks that's maintain local buffer of data that is selected on the
 fly, or to just use separate subgraphs with the
 topmost node unique for each view/camera.   You can set the cull masks
 individually for cameras, so you could use NodeMask's to select which
 part of the scene graph you want to use in each instance.

 Now if you don't want to follow this advice, we then I'm afraid I'll
 just stand back and stop giving you support on this topic, I really
 don't have time to go chasing people abusing the scene graph.

 Robert.



 On Fri, Jun 27, 2008 at 5:14 PM, Argentieri, John-P63223
 [EMAIL PROTECTED] wrote:
 Robert,

 We've created our own event processing system. We need to manage a
 common scene with different node masks, switch node settings, etc. The

 problem is that the event traversal and update traversal happens for
 all views before the cull/draw traversal. So if we follow your methods

 of processing events in the event traversal or update traversal, we
 end up with all views looking like the most recently created view,
 instead of being unique. If I change the scene graph in the camera's
 final draw callback, it works but OSG spits out a bunch of OpenGL
 errors for what I'm assuming is the current frame. Thanks for your
 time.

 Sincerely,
 John

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Robert Osfield
 Sent: Thursday, June 26, 2008 6:16 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgViewer help needed

 Hi John,

 What operation are you needing to do?

 Robert.

 On Tue, Jun 24, 2008 at 12:30 AM, Argentieri, John-P63223
 [EMAIL PROTECTED] wrote:
 All,

 I need to have a callback from within osgViewer::CompositeViewer that

 happens just before each graphics context's renderer does
 cull_draw().

 It can't be part of the cull traversal or the camera's pre-draw
 traversal, or the update traversal. Single threaded, and right before
 the cull traversal.
 Does anyone know of a way that this can be done without gutting
 osgViewer?

 Many thanks,
 John Argentieri

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

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


 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
 or
 g
 ___
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 osg-users@lists.openscenegraph.org
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Re: [osg-users] osgViewer help needed

2008-06-27 Thread Gordon Tomlinson
Node Masks is the thing to look at using 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, June 27, 2008 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer help needed

Robert,

That will be difficult to achieve. What if each view had a unique root node,
and each root node had an update callback?

Would all of the update callbacks be triggered during the update traversal?

This means that if I want Selection Geometry to be unique per view, that I
would have to give each view a unique group to attach the selection geometry
to. Am I understanding this?

As far as the cull callbacks go, what are you saying is legal to perform?
What is multi-buffering of internal structures? What does it mean to select
from the multi-buffer?

Thanks for your advice,

John



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 27, 2008 12:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer help needed

Hi John,

It's sounds like you are abusing the OSG, i.e. using in ways that it's not
designed to be used.  Refactoring your scene graph usage slightly will
probably fix the problems you have without having to fight the OSG
continuously.

First up some basics,  the updating of the scene graph is designed to be be
done wholly before the cull and draw traversals, this makes it possible to
thread the scene graph without requiring complex
multi-buffering that you'd find in Performer/OpenSG.   You should
consider updating the scene graph during cull and draw prohibited.
The only exception to this is when you multi-buffer internal structures.

Now given thrashing node parameters like you are doing is prohibited, so
next you need to find an alternative, the hint of how to do it is in the
last sentance above - you need to buffer you scene graph elements so that
instead of one object that you change the state of, you have one node or one
data element per view/camera.  You can do this via cull callbacks that's
maintain local buffer of data that is selected on the fly, or to just use
separate subgraphs with the
topmost node unique for each view/camera.   You can set the cull masks
individually for cameras, so you could use NodeMask's to select which part
of the scene graph you want to use in each instance.

Now if you don't want to follow this advice, we then I'm afraid I'll just
stand back and stop giving you support on this topic, I really don't have
time to go chasing people abusing the scene graph.

Robert.



On Fri, Jun 27, 2008 at 5:14 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Robert,

 We've created our own event processing system. We need to manage a 
 common scene with different node masks, switch node settings, etc. The

 problem is that the event traversal and update traversal happens for 
 all views before the cull/draw traversal. So if we follow your methods

 of processing events in the event traversal or update traversal, we 
 end up with all views looking like the most recently created view, 
 instead of being unique. If I change the scene graph in the camera's 
 final draw callback, it works but OSG spits out a bunch of OpenGL 
 errors for what I'm assuming is the current frame. Thanks for your
time.

 Sincerely,
 John

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Robert Osfield
 Sent: Thursday, June 26, 2008 6:16 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgViewer help needed

 Hi John,

 What operation are you needing to do?

 Robert.

 On Tue, Jun 24, 2008 at 12:30 AM, Argentieri, John-P63223 
 [EMAIL PROTECTED] wrote:
 All,

 I need to have a callback from within osgViewer::CompositeViewer that

 happens just before each graphics context's renderer does
cull_draw().

 It can't be part of the cull traversal or the camera's pre-draw 
 traversal, or the update traversal. Single threaded, and right before
 the cull traversal.
 Does anyone know of a way that this can be done without gutting
 osgViewer?

 Many thanks,
 John Argentieri

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Re: [osg-users] osgViewer help needed

2008-06-27 Thread Argentieri, John-P63223
Gordon,

When do you change the node masks? Also, node masks are limited by the
number of bits they contain. In a simulation, we could have 1000
entities. Some are not selected, selected, highlighted etc in each view.
We'd run out of bits pretty quickly.

John

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Friday, June 27, 2008 2:39 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] osgViewer help needed

Node Masks is the thing to look at using 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Argentieri,
John-P63223
Sent: Friday, June 27, 2008 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer help needed

Robert,

That will be difficult to achieve. What if each view had a unique root
node, and each root node had an update callback?

Would all of the update callbacks be triggered during the update
traversal?

This means that if I want Selection Geometry to be unique per view,
that I would have to give each view a unique group to attach the
selection geometry to. Am I understanding this?

As far as the cull callbacks go, what are you saying is legal to
perform?
What is multi-buffering of internal structures? What does it mean to
select from the multi-buffer?

Thanks for your advice,

John



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 27, 2008 12:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer help needed

Hi John,

It's sounds like you are abusing the OSG, i.e. using in ways that it's
not designed to be used.  Refactoring your scene graph usage slightly
will probably fix the problems you have without having to fight the OSG
continuously.

First up some basics,  the updating of the scene graph is designed to be
be done wholly before the cull and draw traversals, this makes it
possible to thread the scene graph without requiring complex
multi-buffering that you'd find in Performer/OpenSG.   You should
consider updating the scene graph during cull and draw prohibited.
The only exception to this is when you multi-buffer internal structures.

Now given thrashing node parameters like you are doing is prohibited, so
next you need to find an alternative, the hint of how to do it is in the
last sentance above - you need to buffer you scene graph elements so
that instead of one object that you change the state of, you have one
node or one data element per view/camera.  You can do this via cull
callbacks that's maintain local buffer of data that is selected on the
fly, or to just use separate subgraphs with the
topmost node unique for each view/camera.   You can set the cull masks
individually for cameras, so you could use NodeMask's to select which
part of the scene graph you want to use in each instance.

Now if you don't want to follow this advice, we then I'm afraid I'll
just stand back and stop giving you support on this topic, I really
don't have time to go chasing people abusing the scene graph.

Robert.



On Fri, Jun 27, 2008 at 5:14 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Robert,

 We've created our own event processing system. We need to manage a 
 common scene with different node masks, switch node settings, etc. The

 problem is that the event traversal and update traversal happens for 
 all views before the cull/draw traversal. So if we follow your methods

 of processing events in the event traversal or update traversal, we 
 end up with all views looking like the most recently created view, 
 instead of being unique. If I change the scene graph in the camera's 
 final draw callback, it works but OSG spits out a bunch of OpenGL 
 errors for what I'm assuming is the current frame. Thanks for your
time.

 Sincerely,
 John

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Robert Osfield
 Sent: Thursday, June 26, 2008 6:16 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgViewer help needed

 Hi John,

 What operation are you needing to do?

 Robert.

 On Tue, Jun 24, 2008 at 12:30 AM, Argentieri, John-P63223 
 [EMAIL PROTECTED] wrote:
 All,

 I need to have a callback from within osgViewer::CompositeViewer that

 happens just before each graphics context's renderer does
cull_draw().

 It can't be part of the cull traversal or the camera's pre-draw 
 traversal, or the update traversal. Single threaded, and right before
 the cull traversal.
 Does anyone know of a way that this can be done without gutting
 osgViewer?

 Many thanks,
 John Argentieri

 ___
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 osg-users@lists.openscenegraph.org

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 org


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Re: [osg-users] osgViewer help needed

2008-06-27 Thread Robert Osfield
On Fri, Jun 27, 2008 at 7:41 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Gordon,

 When do you change the node masks? Also, node masks are limited by the
 number of bits they contain. In a simulation, we could have 1000
 entities. Some are not selected, selected, highlighted etc in each view.
 We'd run out of bits pretty quickly.

You don't have 1000's of views do you?

Please have a look at the osgstereimage example to see how camera cull
masks and node masks can be used together.

Robert.
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Re: [osg-users] osgViewer help needed

2008-06-27 Thread Gordon Tomlinson
 
Well you could do it many  ways, it seems like you have 2 main states
pickable/not pickable then you have  your views, you would not have a
seperate mask for every objects(If you want unique for every then you could
encode an ID in the nodes/objects top node and store it in its  name)


So you have for 2 views

Camera mask stays at 0xff

Then each views would have a mask for the selection to say what is pickable
in that view, so this would give you 15 views

 0xfff (thedefault) coulc be say the not selectable mask in any view

Selectable groups and nodevistors would then use something like

0x0001 the node would selectable in view 0

0x0010 the node would selectable in view 1

0x0100 the node would selectable in view 2

Etc etc



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, June 27, 2008 2:42 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer help needed

Gordon,

When do you change the node masks? Also, node masks are limited by the
number of bits they contain. In a simulation, we could have 1000 entities.
Some are not selected, selected, highlighted etc in each view.
We'd run out of bits pretty quickly.

John

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Friday, June 27, 2008 2:39 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] osgViewer help needed

Node Masks is the thing to look at using 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, June 27, 2008 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer help needed

Robert,

That will be difficult to achieve. What if each view had a unique root node,
and each root node had an update callback?

Would all of the update callbacks be triggered during the update traversal?

This means that if I want Selection Geometry to be unique per view, that I
would have to give each view a unique group to attach the selection geometry
to. Am I understanding this?

As far as the cull callbacks go, what are you saying is legal to perform?
What is multi-buffering of internal structures? What does it mean to select
from the multi-buffer?

Thanks for your advice,

John



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 27, 2008 12:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer help needed

Hi John,

It's sounds like you are abusing the OSG, i.e. using in ways that it's not
designed to be used.  Refactoring your scene graph usage slightly will
probably fix the problems you have without having to fight the OSG
continuously.

First up some basics,  the updating of the scene graph is designed to be be
done wholly before the cull and draw traversals, this makes it possible to
thread the scene graph without requiring complex
multi-buffering that you'd find in Performer/OpenSG.   You should
consider updating the scene graph during cull and draw prohibited.
The only exception to this is when you multi-buffer internal structures.

Now given thrashing node parameters like you are doing is prohibited, so
next you need to find an alternative, the hint of how to do it is in the
last sentance above - you need to buffer you scene graph elements so that
instead of one object that you change the state of, you have one node or one
data element per view/camera.  You can do this via cull callbacks that's
maintain local buffer of data that is selected on the fly, or to just use
separate subgraphs with the
topmost node unique for each view/camera.   You can set the cull masks
individually for cameras, so you could use NodeMask's to select which part
of the scene graph you want to use in each instance.

Now if you don't want to follow this advice, we then I'm afraid I'll just
stand back and stop giving you support on this topic, I really don't have
time to go chasing people abusing the scene graph.

Robert.



On Fri, Jun 27, 2008 at 5:14 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 Robert,

 We've created our own event processing system. We need to manage a 
 common scene with different node masks, switch node settings, etc. The

 problem is that the event traversal and update traversal happens for 
 all views before the cull/draw traversal. So if we follow your methods

 of processing events in the event traversal or update traversal, we 
 end up with all views looking like the most recently created view, 
 instead of being unique. If I change the scene graph in the camera's 
 final draw callback, it works but OSG spits out a bunch of OpenGL 
 errors for what I'm assuming is the current frame. Thanks for your
time.

 Sincerely,
 John

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Robert Osfield
 Sent: Thursday, June 26, 2008 6:16 AM
 To: OpenSceneGraph Users
 

Re: [osg-users] How to take a picture of my scene?

2008-06-27 Thread Gordon Tomlinson
You most likely do not have a valid Opengl Context as you doing this in the
main Application thread
 
You will need to make you application single threaded if you want to do it
this way
 
Or the traditional way would be with a post draw call back ( there are many
examples floating around )

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Carlos
Sanches
Sent: Friday, June 27, 2008 2:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to take a picture of my scene?


My code :

  osg::Image *Ximage;  



 osg::Camera* cam = new osg::Camera;
 
cam-setProjectionMatrixAsPerspective(20,1,20,100);
 cam-setViewport(0,0,640,180);
 cam-setClearColor(osg::Vec4(0.7,0.7,1,1));
 
  osgViewer::Viewer viewer;
 viewer.setSceneData( root );
 viewer.setCameraManipulator(new
osgGA::TrackballManipulator);
 //viewer.setCamera(cam);
 viewer.addEventHandler( new
myKeyboardEventHandler );
 viewer.realize();
 
   
 
while( !viewer.done() )
{  

 

  cam-setViewMatrixAsLookAt( 
osg::Vec3(posx,posy,posz),
 
osg::Vec3(tposx,tposy,tposz),
 osg::Vec3(0,0,1) ); 
 
  


   Ximage-readPixels(100,100,640,480, GL_RGBA,  GL_UNSIGNED_BYTE);

 osgDB::writeImageFile(*Ximage,teste.bmp);

   viewer.frame();
 
}


The image teste.bmp is black .  I m trying the example osgScreenCapture but
some errors is appearing .
 http://www.somarmeteorologia.com.br 

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[osg-users] Glut/OSG occlusion

2008-06-27 Thread Mark Henderson
Hi,

When I was playing around with the osgviewerGlut example, I realized that
there was no actual interaction between the what I was drawing with openGL
and with osg.  It seems like whatever is drawn later occludes what is
already there.  When viewer-frame() is called, even what should be clear
background blocks out already drawn objects.

I've tried messing around with camera settings (and broken my application in
many interesting ways), but I can't figure out how to avoid losing all of my
already rendered stuff when I call viewer-frame.  I would prefer to have
the osg objects interact enough with the openGL drawing to render by depth,
but even getting OSG to not occlude everything already drawn would be nice.


Thanks for your help,
Mark Henderson
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Re: [osg-users] Glut/OSG occlusion

2008-06-27 Thread Jean-Sébastien Guay

Hello Mark,

I've tried messing around with camera settings (and broken my 
application in many interesting ways), but I can't figure out how to 
avoid losing all of my already rendered stuff when I call 
viewer-frame.  I would prefer to have the osg objects interact enough 
with the openGL drawing to render by depth, but even getting OSG to not 
occlude everything already drawn would be nice. 


Mixing straight OpenGL code with OSG is always a bit perilous as you 
leave yourself open to all kinds of issues with leftover state frm one 
side of the app affecting the other side.


But to answer your question,

viewer-getCamera()-setClearMask(0x0);

will make it so that OSG does not clear either the depth buffer or the 
color buffer when it starts to render, so what was there before stays. 
That means that any information in the z-buffer and color buffer from 
your OpenGL render will stay there and be tested when OSG renders.


If you need the opposite, then just don't call glClear() at the 
beginning of your OpenGL rendering.


Note that you need at least one of the two paths to clear the depth and 
color buffers, the first one to render in a given frame (OpenGL or OSG) 
should be the one to do it.


Also note that transparency / blending probably won't work right, since 
transparent objects will be drawn by OSG at the end of its drawing, then 
your OpenGL opaque objects will get drawn over them and then your own 
OpenGL transparent objects (or the opposite, OpenGL then OSG). Just 
another reason not to mix OpenGL and OSG. OSG takes care of that for you.


Hope this helps,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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[osg-users] how osg quicktime plugin handle quicktime message?

2008-06-27 Thread hui
Hi, 
 
I am working on quicktime real time streaming and hope can make it work as the 
osg plugin. But I cannot find any part that osg qt plugin handle quicktime 
message. For network streaming, I think quicktime need to contact with windows 
system to get message. Is that right? 
 
Thanks in advance
 
Hui


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Re: [osg-users] How to take a picture of my scene?

2008-06-27 Thread Jeremy Moles
I made all of the osgWidget videos using Bugle; it's really the best
thing I've found for this kind of thing.

On Thu, 2008-06-26 at 14:09 -0400, Vican, Justin E. wrote:
 Hi Carlos,
 As Robert mentioned, there has been a lot of discussion about this topic
 recently.  I posted a camera callback code update to the
 osgcompositeviewer example a few days ago (attached).  It should do the
 trick for you.  
 
 As far as stringing the frames together into a movie, in the past I have
 done this using FFMPEG.  If you use an image naming scheme similar to
 the one in this code example, you should be able to reconstruct a movie
 in any format that you choose.  I'm sure that there are numerous other
 tools that can accomplish this.  If you're using something else, I'd be
 interested to hear what tools you've used, and how well they worked.
 Hope this helps,
 Justin
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Thursday, June 26, 2008 1:14 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to take a picture of my scene?
 
 On Thu, Jun 26, 2008 at 5:52 PM, Carlos Sanches [EMAIL PROTECTED]
 wrote:
  I m doing this :
 
Ximage-readPixels(100,100,640,480, GL_RGBA,  GL_UNSIGNED_BYTE);
osgDB::writeImageFile(*Ximage,teste.bmp);
 
   but this is creating a black image :(
 
 You are likely just reading pixels from the wrong thread.   Where
 abouts to you call the readPixles?
 
 Have you look at the osgscreencapture example in the SVN version of
 the OSG for inspiration.
 
 Robert.
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