[osg-users] Which matrix decides the world position of the vertex

2008-07-01 Thread guilianzhang
Hi,
This problem has confused me for a long time, I have made a lot of effort to 
get the matrix which translate the vertex from local coordinate to world space 
coordinate in osg, however, the result seems that the matirx I get from 
MatrixTransform does not work in glsl.

Though it seems that I can get the world position of the vertex through 
osg_ViewMatrixInverse combined with gl_ModelViewMatrix, but I think it is not 
advisable for there are so much instructions for vertex shader.

I build the indoor scene using osg2.4. Each object added to the scene is added 
to a MatrixTransform(mt) node which containing all the information of 
translation,rotation and so on, this MatrixTransform node is then added to the 
root. I send the matrix(ModelWorld = mt-getMatrix()) to the vertex shader to 
get the world position of the vertex, but the result of gl_Vertex * ModelWorld 
in glsl seems not the world position of the vertex.

Any informations about this will be appreciated.
Thanks very much for your help!



guilianzhang
2008-07-01
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Re: [osg-users] Which matrix decides the world position of the vertex

2008-07-01 Thread Robert Osfield
Hi Guilanzhang,

Could it be that you have been confused by the pre-multiple convention
of OSG maths, and post-multiple convention of GLSL maths, the opposing
conventions has turned out to be rather unfortunate, the OSG's
convention fitted we will other tools in it's early days, but alas
GLSL came along later and cemented the opposite convention.   So in
OSG land you have:

  v' = v * M

In GLSL

 v' = M * v

I would ideally like to wave a magic wand and have all the OSG and
user code moved across to the GLSL convention, but alas doing this in
practice would break lots of code.

Robert.

On Tue, Jul 1, 2008 at 9:30 AM, guilianzhang [EMAIL PROTECTED] wrote:
 Hi,
 This problem has confused me for a long time, I have made a lot of effort to
 get the matrix which translate the vertex from local coordinate to world
 space coordinate in osg, however, the result seems that the matirx I get
 from MatrixTransform does not work in glsl.

 Though it seems that I can get the world position of the vertex through
 osg_ViewMatrixInverse combined with gl_ModelViewMatrix, but I think it is
 not advisable for there are so much instructions for vertex shader.

 I build the indoor scene using osg2.4. Each object added to the scene is
 added to a MatrixTransform(mt) node which containing all the information of
 translation,rotation and so on, this MatrixTransform node is then added to
 the root. I send the matrix(ModelWorld = mt-getMatrix()) to the vertex
 shader to get the world position of the vertex, but the result of gl_Vertex
 * ModelWorld in glsl seems not the world position of the vertex.

 Any informations about this will be appreciated.
 Thanks very much for your help!
 
 guilianzhang
 2008-07-01
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Re: [osg-users] Testing of OSG and VPB SVN in prep for 2.5.3 devreleasese

2008-07-01 Thread Robert Osfield
Hi Jason,

Mathias has submitted some changed to the cmake Atomic checks/setup, I
have now checked these into SVN.  Could you do an svn update and clean
build, then let us know if it compiles OK now.

Thanks,
Robert.

On Sat, Jun 28, 2008 at 12:01 AM, Jason Daly [EMAIL PROTECTED] wrote:
 Jean-Sébastien Guay wrote:

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


 Red Hat Enterprise 5.2 32-bit, g++ 4.1, cmake 2.4.5
 Pentium D 955, Nvidia 7950GX2 on 169.12 drivers


 Builds and runs fine, although I had to manually specify
 CXXFLAGS=-march=i686 as an environment variable to get the new atomic ref
 counting to work properly.  Without that, it failed the atomic tests.
 I tried specifying the architecture inside ccmake, but it seemed that once
 the test failed, it never ran it again (I don't know if there's a
 cmake-specific command line option that would work).

 --J


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Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Robert Osfield
Hi Bob,

Last summer when testing multiple GPU rendering I found that if I
forced the serialization of the draw dispatch I actually got better
performance.  This suggest a performance problem in the driver, or it
could also have been a hardware contention.  Either way even on my
quad core, dual GPU machine serializing draw dispatch was a winner -
against what I would have expected for a properly balanced system.

I did call for testing of draw serialization from the community, but
alas got 0 feedback on this issue, so had to go with the only data
point that I had - my own experience with my system, and choice the
default to serialize the draw.  This option is configurable via the
osg::DisplaySetting classes setSerializeDrawDispatch method, or its
default setting via the env var OSG_SERIALIZE_DRAW_DISPATCH, if you
set this env var to OFF, then it'll allow the draw dispatch to run
multi-threaded.

For your tests it's unlikely to make too much difference as draw
dispatch for a textured cube will be far less than 1ms, so even doing
for draw traversals in series won't be something that breaks frame.

I'll do some more testing today to see if things have changed in the
last year, feedback on other system would be really really useful.

Robert.
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Re: [osg-users] Composite viewer resize

2008-07-01 Thread Robert Osfield
Hi Fabien,

Does osgcomposite resize correctly for you? i.e.

   osgcompositeviewer cow.osg

I have just tried resizing and it all three views adjust their aspect
ratio correctly.  This relies upon the Camera's projection matrices
being resized by the GraphicsContext itself, your own code shouldn't
need to handle the resize, unless of course you actually want to
implement some custom resize.  You can control the resize behaviour of
the projection matrix via the Camera::setProjectionResizePolicy(..)
options are:

enum ProjectionResizePolicy
{
FIXED, /** Keep the projection matrix fixed, despite
window resizes.*/
HORIZONTAL, /** Adjust the HORIZOTNAL field of view on
window resizes.*/
VERTICAL /** Adjust the VERTICAL field of view on window resizes.*/
};


Robert.


On Tue, Jul 1, 2008 at 10:59 AM, fabien rioli
[EMAIL PROTECTED] wrote:
 Hi All,

 I'm currently having problems with the resize event redistribution with
 multiple views (in a composite viewer).
 It seems that only one of the viewers receives the resize event.
 See the attached example (.cpp) witch illustrate the problem (two viewers
 with a resize handler).
 In the resise handlers I change the projection matrix in order to show witch
 view gets the event.
 The following sreenshots shows different steps of the test.

 1.jpg : no event
 2.jpg : a first resize event ( the window have been moved)
 3.jpg : a second resize event ( resise from the bottom right corner)

 From what I have understood from osgViewer/CompositeViewer.cpp (in the
 eventTraversal) the viewer witch receives the event is the one who have the
 focus.
 I think that because every viewer in the same window is affected by the
 resizing, the may have to receive the event each other.
 Is this an intended behaviour ?

 Thank you in advance,

 Fabien

 --
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 www.tharsis-software.com
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Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Wojciech Lewandowski

Hi Bob and Robert,

We managed to get our system to run stable. Intel Core 2 Duo E6600 + 2 X 
GeForce 8800 GTS 320 MB + 3 monitors. Former crashes were indeed power 
related. It turned out we did not connect aditional 12V/5V connector to 
motherboard. It was needed when two 16xPCIex  lanes were used.


We also observed performance issues. With our demo code we had around 20 
fps. Its not much but I would not consider this total disaster either. This 
was only a test for us. In target solution we could probably use much better 
graphics and better cpu. Plus we may try to make some additional 
optimizations if needed.


So in the end I consider this a complete success. OSG works in Vista in 
multithreaded / multi gfxcard / multimonitor configurations. Thanks for the 
hints and all support.


Cheers,
Wojtek


I can draw successfully with slave cameras to all 4 screens in various 
configs in Vista, either the osgviewer across all screens, 4 independent 
screens (i.e. screens 0-3, each set @ 1440x900), or 2 double-wide screens 
(screen 0  2, each set to 2880x900). Note that in the Vista display 
settings all 4 screens are set up as 1 big extended desktop.


But I'm having TROUBLE MAINTAINING 60HZ, even though my rendered scene 
consists solely of a textured cube.


For example, with osgviewer.exe (ver 2.4) spread across all 4 screens (4 
graphics contexts):

Threading model: CullDrawThreadperContext
Event, Update,  all 4 Cull,Draw,GPU vals are small (0.xx)
The scene achieves 60Hz at times, but feels choppy, and I notice the 
middle two GPUs at times show long orange bars, which are killing the 60Hz 
rate.
All 4 CPUs are running @ approx 52% (osgviewer.exe @ 30% and dwm.exe @ 
20%)
So I also disabled desktop composition on the osgviewer.exe task, which 
sent the dwm.exe (desktop window manager) down to 0% (disabled), which 
made the rotating cube less choppy, but now can only achieve 45Hz???


I am experiencing similar results with my own osg2.4-based fourDscape 
task, with 4 cameras rendered to screen 0-3 (each @ 1440x900), with the 
same very small Cull/Draw/GPU numbers (all 4 CPUS @ 22%), but can only 
achieve 47Hz.


Any suggestions as to where to look for who/what in Vista is stealing 
resources and how to make it stop? With a single screen, 60Hz is no 
problem.


thanks.

Bob.

-
Robert Osfield wrote:

Hi Wojteck,

As a hardware sanity check you could just dual boot the machine with
Linux, this itself will bring its own learning curve, but at least
you'll have a setup that others have known work just fine.

Robert.

On Mon, Jun 30, 2008 at 3:24 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:


Hi Everyone,

I have done some OSG testing with Vista 64 bit + 2 x GeForce 8800 GTS 
320 MB

+ 3 monitors. I have attached only 3 monitors but I am sure 4 would work
either.

Unfortunately results are mixed. I was able to start osgviewer and our 
demo
app on 3 monitors. I was able to get some visual but after few frames 
driver
was dying and after few moments Vista popped up with msgbox that 
graphics
driver failed but now it is ok (or something like this).  I may not have 
the
power supply decent enough to provide the stable current so this crash 
could

be power related. I will try to arrange some heavy duty power supply and
redo the tests again later this week. Anyway it looks like at this stage
results are more promising than with XP and two different GeForces.

Cheers,
Wojtek




- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Monday, June 30, 2008 10:34 AM
Subject: Re: [osg-users] Rendering to multiple graphics cards
Thanks, Bob.
This is a relief ;-).  I don't have the acces to similar Vista setup
yet.  Will try to grab two boards and do the checks this week.Will post 
a

meesage with results when I am done.

Thanks again.
Wojtek


- Original Message -
From: Bob Balfour
To: OpenSceneGraph Users
Sent: Sunday, June 29, 2008 2:32 AM
Subject: Re: [osg-users] Rendering to multiple graphics cards
I have two Nvidia 8800 cards on a Windows Vista platform (HP), and 
setting
traits-screenNum to 0 or 1 as Robert indicated does send the rendering 
to
the appropriate graphics cards.  I used code very similar to the 
osgcamera

example, multipleWindowMultipleCameras method.

Does anyone have experience setting up a 4-monitor (each 1440x900) 
system on
Windows Vista? I have 2 osgcameras/contexts rendering 
left-half/right-half

of the scene.  With 2 Nvidia graphics cards both in dual-head mode, if I
render each camera to a viewport 2880x900 I'm hoping that the scene will 
be

spread properly over the 4 monitors (will try it shortly once I round up
four HD monitors), without configuring the extending the desktop 
option in

Windows, which seems to take considerable resources in the dwm.exe task
(dynamic window manager), which appears to have an OSG rendering
performance impact.  Anyone 

Re: [osg-users] The story continues: osgthirdpersonview crashes on Linux

2008-07-01 Thread Mario Valle

Last SVN checkout works perfectly!

Now I have only to understand why the GCC builtins are not configured on my 
system.

You say I'm forced to define the environment variable CXXFLAGS to -march=i686 before 
running ccmake . ? It is not possible to define CMAKE_CXX_FLAGS and CMAKE_C_FLAGS inside 
Cmake?


Thanks!
mario



Mathias Fröhlich wrote:

Hi,

On Monday 30 June 2008 15:51, Mario Valle wrote:

Hope this helps you. Ciao!


Yep this helps, thanks.
The fix needs to look somehow different, but I will provide a full submission 
to Robert ...


Greetings

Mathais



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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] The story continues: osgthirdpersonview crashes on Linux

2008-07-01 Thread Mathias Fröhlich

Hi,

On Tuesday 01 July 2008 13:14, Mario Valle wrote:
 Last SVN checkout works perfectly!
Good to hear.

 Now I have only to understand why the GCC builtins are not configured on my
 system.

 You say I'm forced to define the environment variable CXXFLAGS to
 -march=i686 before running ccmake . ? It is not possible to define
 CMAKE_CXX_FLAGS and CMAKE_C_FLAGS inside Cmake? 
And don't forget to switch on optimizations of your choice, since this might 
override the release C*FLAGS settings ...

Greetings

Mathias

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[osg-users] Reg: Using Multiple viewers in split screen

2008-07-01 Thread Neeraj Bagdia
Hi,

I want to use split screen showing 2-4 screens but I want different viewers.
For eg.  one is default and the other must follow a node. I tried to read
from the tutorials on the site but they seem to be outdated. I didn't get a
clear view from the osgcamera example either. Any help is deeply
appreciated.

Thanks in advance.

Neeraj Bagdia
IIIT-Hyderabad
India
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Re: [osg-users] Composite viewer resize

2008-07-01 Thread fabien rioli
On Tue, Jul 1, 2008 at 12:23 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Fabien,

 Does osgcomposite resize correctly for you? i.e.

   osgcompositeviewer cow.osg


Thanks for your answer Robert.

Yes, the composite viewer does work fine for the aspect ratio. The
projection matrices changes in my example were only here to show that the
resize event wasn't send to the two viewers.

I work on an application with multiple viewers that needs to shows a grid of
objects of a setted number of collums and lines.
I also need to display objects of the same ratio, so I change horizontal and
vertical space between the objects to have the same number of objecst
*and*keep their aspect. Sometimes the viewer with the grid gets the
resize event,
sometimes it's an other one, but never both of them.

Fabien.



 I have just tried resizing and it all three views adjust their aspect
 ratio correctly.  This relies upon the Camera's projection matrices
 being resized by the GraphicsContext itself, your own code shouldn't
 need to handle the resize, unless of course you actually want to
 implement some custom resize.  You can control the resize behaviour of
 the projection matrix via the Camera::setProjectionResizePolicy(..)
 options are:

enum ProjectionResizePolicy
{
FIXED, /** Keep the projection matrix fixed, despite
 window resizes.*/
HORIZONTAL, /** Adjust the HORIZOTNAL field of view on
 window resizes.*/
VERTICAL /** Adjust the VERTICAL field of view on window
 resizes.*/
};


 Robert.


 On Tue, Jul 1, 2008 at 10:59 AM, fabien rioli
 [EMAIL PROTECTED] wrote:
  Hi All,
 
  I'm currently having problems with the resize event redistribution with
  multiple views (in a composite viewer).
  It seems that only one of the viewers receives the resize event.
  See the attached example (.cpp) witch illustrate the problem (two viewers
  with a resize handler).
  In the resise handlers I change the projection matrix in order to show
 witch
  view gets the event.
  The following sreenshots shows different steps of the test.
 
  1.jpg : no event
  2.jpg : a first resize event ( the window have been moved)
  3.jpg : a second resize event ( resise from the bottom right corner)
 
  From what I have understood from osgViewer/CompositeViewer.cpp (in the
  eventTraversal) the viewer witch receives the event is the one who have
 the
  focus.
  I think that because every viewer in the same window is affected by the
  resizing, the may have to receive the event each other.
  Is this an intended behaviour ?
 
  Thank you in advance,
 
  Fabien
 
  --
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  www.tharsis-software.com
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Re: [osg-users] Reg: Using Multiple viewers in split screen

2008-07-01 Thread Robert Osfield
Hi Neeraj,

If you want multiple views then the class to use is a single
osgViewer::CompositeViewer, this will allow you to set up different
views, and set them sharing a single graphics window, or each with
it's own window/screen.

Robert.

On Tue, Jul 1, 2008 at 12:40 PM, Neeraj Bagdia [EMAIL PROTECTED] wrote:
 Hi,

 I want to use split screen showing 2-4 screens but I want different viewers.
 For eg.  one is default and the other must follow a node. I tried to read
 from the tutorials on the site but they seem to be outdated. I didn't get a
 clear view from the osgcamera example either. Any help is deeply
 appreciated.

 Thanks in advance.

 Neeraj Bagdia
 IIIT-Hyderabad
 India

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Re: [osg-users] Composite viewer resize

2008-07-01 Thread Robert Osfield
Hi Fabian,

osgViewer::CompositeViewer directs events to camera with focus.  If
you want different behavior you can always override the
CompositeViewer::eventTravesals() method.

Robert.

On Tue, Jul 1, 2008 at 1:31 PM, fabien rioli
[EMAIL PROTECTED] wrote:


 On Tue, Jul 1, 2008 at 12:23 PM, Robert Osfield [EMAIL PROTECTED]
 wrote:

 Hi Fabien,

 Does osgcomposite resize correctly for you? i.e.

   osgcompositeviewer cow.osg

 Thanks for your answer Robert.

 Yes, the composite viewer does work fine for the aspect ratio. The
 projection matrices changes in my example were only here to show that the
 resize event wasn't send to the two viewers.

 I work on an application with multiple viewers that needs to shows a grid of
 objects of a setted number of collums and lines.
 I also need to display objects of the same ratio, so I change horizontal and
 vertical space between the objects to have the same number of objecst and
 keep their aspect. Sometimes the viewer with the grid gets the resize event,
 sometimes it's an other one, but never both of them.

 Fabien.


 I have just tried resizing and it all three views adjust their aspect
 ratio correctly.  This relies upon the Camera's projection matrices
 being resized by the GraphicsContext itself, your own code shouldn't
 need to handle the resize, unless of course you actually want to
 implement some custom resize.  You can control the resize behaviour of
 the projection matrix via the Camera::setProjectionResizePolicy(..)
 options are:

enum ProjectionResizePolicy
{
FIXED, /** Keep the projection matrix fixed, despite
 window resizes.*/
HORIZONTAL, /** Adjust the HORIZOTNAL field of view on
 window resizes.*/
VERTICAL /** Adjust the VERTICAL field of view on window
 resizes.*/
};


 Robert.


 On Tue, Jul 1, 2008 at 10:59 AM, fabien rioli
 [EMAIL PROTECTED] wrote:
  Hi All,
 
  I'm currently having problems with the resize event redistribution with
  multiple views (in a composite viewer).
  It seems that only one of the viewers receives the resize event.
  See the attached example (.cpp) witch illustrate the problem (two
  viewers
  with a resize handler).
  In the resise handlers I change the projection matrix in order to show
  witch
  view gets the event.
  The following sreenshots shows different steps of the test.
 
  1.jpg : no event
  2.jpg : a first resize event ( the window have been moved)
  3.jpg : a second resize event ( resise from the bottom right corner)
 
  From what I have understood from osgViewer/CompositeViewer.cpp (in the
  eventTraversal) the viewer witch receives the event is the one who have
  the
  focus.
  I think that because every viewer in the same window is affected by the
  resizing, the may have to receive the event each other.
  Is this an intended behaviour ?
 
  Thank you in advance,
 
  Fabien
 
  --
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  www.tharsis-software.com
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Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Joakim Simonsson

On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:

The scene achieves 60Hz at times, but feels choppy, and I notice the  
middle two GPUs at times show long orange bars, which are killing the  
60Hz rate.


This is probably obvious for you, but the fancy aero rendering is turned  
off, right?


or 2 double-wide screens (screen 0  2, each set to 2880x900). Note that  
in the Vista display settings all 4 screens are set up as 1 big  
extended desktop.


How do you configure extended desktop in Vista? I mean, microsoft (or  
nvidia) has removed the horizontal/vertical span possibility. But if I  
understand you correctly, there is a possibility to fool vista, so it  
believes your multiple monitors is only one monitor with a very large  
resolution?



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Re: [osg-users] osgWidget updated file for CMake 2.6

2008-07-01 Thread Jeremy Moles
On Tue, 2008-07-01 at 00:17 -0400, Jean-Sébastien Guay wrote:
 Hello Jeremy,
 
 Hoping to help osgWidget get into OSG 2.6, I did a test build tonight 
 having freshly updated from SVN. I needed to make some changes to the 
 CMakeLists.txt file, similar to what needed to be done for OSG and VPB. 
 I'm attaching the changed file to this message.
 
 Note that the minimum required version at the top of the file is just 
 what I felt is a safe minimum. It could possibly be a lower version 
 (like 2.4.5 or whatever) but I think realistically most people have 
 2.4.7 or higher anyways, and I didn't personally test on an older 
 version, so I have no way to guarantee that it works.
 
 I have built on Visual Studio 2005 (8.0) SP1. It built fine, and from 
 what I can see, most of the examples run fine too. Exceptions:
 
 - osgwidgetinput: I don't seem to be able to type any values in the 
 fields, and clicking the button to create the sphere does nothing.

Yeah, unfortunately I won't be able to do much more with Input Widget
objects until there are some changes made to osgText. As it is, the
example currently doesn't do much of anything.

 - osgwidgetscrolled: can't do anything other than resize the box 
 horizontally, is there something else I should be able to do?

It should resize in all directions, and should change the image display
when you scroll your mouse wheel up and down?

 - osgwidgetstyled: what is it supposed to do?

This just demonstrates calling various method on a few Widget objects
using a style string (kind of like CSS).

 Note that I didn't build with Python or Lua support, perhaps I need one 
 of those for the examples above to work properly?
 
 All in all, looking good. :-)
 
 J-S
 plain text document attachment (CMakeLists.txt)
 cmake_minimum_required(VERSION 2.4.7)
 
 PROJECT(osgWidget)
 
 if(COMMAND cmake_policy)
   cmake_policy(SET CMP0003 OLD)
 endif(COMMAND cmake_policy)
 
 INCLUDE(FindPkgConfig)
 INCLUDE(FindPythonLibs)
 
 PKG_CHECK_MODULES(LUA lua)
 
 SET(SRC_FILES
   src/Box.cpp
   src/Canvas.cpp
   src/Frame.cpp
   src/Input.cpp
   src/Label.cpp
   src/Lua.cpp
   src/Python.cpp
   src/StyleManager.cpp
   src/Table.cpp
   src/Util.cpp
   src/Version.cpp
   src/ViewerEventHandlers.cpp
   src/Widget.cpp
   src/Window.cpp
   src/WindowManager.cpp
 )
 
 SET(HEADER_FILES
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Box
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Canvas
   ${osgWidget_SOURCE_DIR}/include/osgWidget/EventInterface
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Frame
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Input
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Label
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Lua
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Python
   ${osgWidget_SOURCE_DIR}/include/osgWidget/ScriptEngine
   ${osgWidget_SOURCE_DIR}/include/osgWidget/StyleInterface
   ${osgWidget_SOURCE_DIR}/include/osgWidget/StyleManager
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Table
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Types
   ${osgWidget_SOURCE_DIR}/include/osgWidget/UIObjectParent
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Util
   ${osgWidget_SOURCE_DIR}/include/osgWidget/ViewerEventHandlers
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Widget
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Window
   ${osgWidget_SOURCE_DIR}/include/osgWidget/WindowManager
   ${osgWidget_SOURCE_DIR}/include/osgWidget/Version
 )
 
 SET(CMAKE_INCLUDE_PATH /usr/local/include CACHE STRING Put your OSG include 
 dir here...)
 SET(CMAKE_LIBRARY_PATH /usr/local/lib CACHE STRING Put your OSG lib dir 
 here...)
 SET(CMAKE_DEBUG_POSTFIX d)
 
 # Add our Lua cmake variable for turning it off and on.
 # NOTE: You must be using Lua 5.1 or greater...
 IF(LUA_VERSION STRGREATER 5.0)
   SET(OSGWIDGET_USELUA TRUE CACHE BOOL Build with LUA support?)
 ELSE(LUA_VERSION STRGREATER 5.0)
   SET(OSGWIDGET_USELUA FALSE CACHE BOOL Build with LUA support?)
 ENDIF(LUA_VERSION STRGREATER 5.0)
 
 # Add our Python cmake variable for turning it off and on.
 IF(PYTHON_LIBRARY)
   SET(OSGWIDGET_USEPYTHON TRUE CACHE BOOL Build with Python support?)
 ELSE(PYTHON_LIBRARY)
   SET(OSGWIDGET_USEPYTHON FALSE CACHE BOOL Build with Python support?)
 ENDIF(PYTHON_LIBRARY)
 
 # Stuff that should be in every build...
 INCLUDE_DIRECTORIES(include ${CMAKE_INCLUDE_PATH})
 
 LINK_DIRECTORIES(${CMAKE_LIBRARY_PATH})
 
 LINK_LIBRARIES(
   debug osgd optimized osg
   debug osgUtild optimized osgUtil
   debug osgViewerd   optimized osgViewer
   debug osgTextd optimized osgText
   debug osgDBd   optimized osgDB
   debug osgGAd   optimized osgGA
   debug OpenThreadsd optimized OpenThreads
 )
 
 ADD_LIBRARY(osgWidget SHARED ${SRC_FILES} ${HEADER_FILES})
 
 # Stuff that is just available when LUA is toggled on.
 IF(OSGWIDGET_USELUA)
  

Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Bob Balfour



Joakim Simonsson wrote:

On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:

The scene achieves 60Hz at times, but feels choppy, and I notice the 
middle two GPUs at times show long orange bars, which are killing the 
60Hz rate.


This is probably obvious for you, but the fancy aero rendering is 
turned off, right?


I set the theme to windows classic, which I assumed would do away with 
the aero stuff (with no discernible difference), but is there something 
else to specifically turn off?


or 2 double-wide screens (screen 0  2, each set to 2880x900). Note 
that in the Vista display settings all 4 screens are set up as 1 big 
extended desktop.


How do you configure extended desktop in Vista? I mean, microsoft 
(or nvidia) has removed the horizontal/vertical span possibility. But 
if I understand you correctly, there is a possibility to fool vista, 
so it believes your multiple monitors is only one monitor with a very 
large resolution?
rt.click desktop-Personalize-Display Settings (Monitor tab) shows 4 
monitors that you can select, then check the Extend the desktop onto 
this monitor box.


I can also seem to stop the dwm.exe from executing (Vista desktop window 
manager) by checking disable desktop composition (rt.click on the 
.exe-properties(compatibility tab)).  With the dwm off I can only get 
to 47Hz max, but pretty steady.  With dwm.exe on (taking about 20% of 
the CPU) I can get to 60Hz, but not consistently, and my rendered cube 
rotates with a discernible choppiness.  Is Microsoft punishing me for 
disabling dwm?


Bob.
--

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Re: [osg-users] Planning for upcoming OpenSceneGraph 2.6 release

2008-07-01 Thread Mike Weiblen
Hi Robert,

I'll be building them over the next couple days (holiday weekend
travel etc).  I'll check the new binaries into the osgToy SVN, we can
then decide how to integrate into OSG and CMake.  I'll let you know
when ready.

I'm curious if anyone has experience with those new versions, and if
anyone has opinions pro/con on moving to them?  Also, are there any
other packages to be updated that I've missed?

thanks
-- mew



On Mon, Jun 30, 2008 at 12:58 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Mike,

 Updating the Cmake dependencies should be pretty straight forward, I
 guess the first step is to get these dependencies building, then
 update the dependency checks.  Do you have any idea how long it might
 take to get things updated?

 Robert.

 On Mon, Jun 30, 2008 at 6:49 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
 wrt planning for OSG 2.6, I notice several of the upstream
 dependencies have advanced since my last 3rdParty binary build.

 Specifically:
 - libpng 1.2.29
 - freetype 2.3.7
 - curl 7.18.2
 - gdal 1.5.2

 I suppose it would be good to update those, but my main concern is
 updating the CMake dependency search to find the new versions.

 Thoughts?
 -- mew


-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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[osg-users] setNestRenderBins questions

2008-07-01 Thread Paul Martz
Hi all -- I don't recall who submitted this change, but I took it for a
short test drive today and here are some observations and questions.
 
The value of setNestRenderBins isn't being saved to the .osg file format. I
didn't test .ive. Is this intentional, or an oversight?
 
My first instinct was to setNestRenderBins(false) at my root node to disable
nesting for the entire scene graph, expecting the value would inherit down
to all StateSets below it. My thinking was that I could then re-enable it
further down the scene graph, if desired. This isn't the case; to disable
RenderBin nesting, one must setNestRenderBins(false) on the one StateSet for
which you want nesting disabled. Is this the desired behavior? It's
inconsistent with the inheritance of the bin number and name.
 
Thanks,
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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Re: [osg-users] Rendering to multiple graphics cards

2008-07-01 Thread Joakim Simonsson

On Tue, 01 Jul 2008 17:59:59 +0200, Bob Balfour [EMAIL PROTECTED] wrote:


Joakim Simonsson wrote:

On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:

The scene achieves 60Hz at times, but feels choppy, and I notice the  
middle two GPUs at times show long orange bars, which are killing the  
60Hz rate.


This is probably obvious for you, but the fancy aero rendering is  
turned off, right?


I set the theme to windows classic, which I assumed would do away with  
the aero stuff (with no discernible difference), but is there something  
else to specifically turn off?


No, with turning aero off, I meant to switch to classic. When having  
aero on, i have discovered that osgviewer reports 60hz, but the real frame  
rate i clearly bellow 60hz.




or 2 double-wide screens (screen 0  2, each set to 2880x900). Note  
that in the Vista display settings all 4 screens are set up as 1 big  
extended desktop.


How do you configure extended desktop in Vista? I mean, microsoft (or  
nvidia) has removed the horizontal/vertical span possibility. But if I  
understand you correctly, there is a possibility to fool vista, so it  
believes your multiple monitors is only one monitor with a very large  
resolution?
rt.click desktop-Personalize-Display Settings (Monitor tab) shows 4  
monitors that you can select, then check the Extend the desktop onto  
this monitor box.


So if you have 4 1024x768 monitors. Can you make Vista believe that you  
have ONE 2048x1536 or 4096x768 monitor? (as with nvidia's  
vertical/horizontal span)


rotates with a discernible choppiness.  Is Microsoft punishing me for  
disabling dwm?


That is strange.


--
Joakim Simonsson
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[osg-users] XPath in osg

2008-07-01 Thread David Johansson
Hi everyone,

I was wondering if there are any plans on adding some sort of
search-querys into osg, XPath for example?

Something like:
osg::Node* n = Group-SelectSingleNode(//[EMAIL PROTECTED]node1\]);
std::vectorosg::Node* nodeList =
Group-SelectMultipleNodes(/[EMAIL PROTECTED]somethingelse\);

or, just get a node based on their names.
osg::Node* n = Group-SelectNode(/Tank/Turret);

If any of this has already been addressed i would be happy if someone
would point me in the correct direction.

For thoose not familiar with XPath, its a way to search thorough XML-nodes.
See. http://www.w3schools.com/xpath/xpath_syntax.asp?output=print

David Johansson
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[osg-users] swapBuffers warning when window minimized

2008-07-01 Thread Argentieri, John-P63223
All,

When an osg application is minimized, osg complains about swapbuffers
failing, on every frame. This output can be overwhelming. Can we fix
this somehow? Is there some kind of verbosity level? Is that even a
word?

John
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Re: [osg-users] XPath in osg

2008-07-01 Thread Serge Lages
Hi David,

Instead of including it into the Core OSG, a possible addition should be a
XPath visitor class (deriving from NodeVisitor) into osgUtil, which takes
the query and traverse the tree to get the results.

I think it's a bit intrusive to put such a feature into the core node class,
and making a visitor is more in the OSG philosophy.

On Tue, Jul 1, 2008 at 6:31 PM, David Johansson [EMAIL PROTECTED] wrote:

 Hi everyone,

 I was wondering if there are any plans on adding some sort of
 search-querys into osg, XPath for example?

 Something like:
 osg::Node* n = Group-SelectSingleNode(//[EMAIL PROTECTED]node1\]);
 std::vectorosg::Node* nodeList =
 Group-SelectMultipleNodes(/[EMAIL PROTECTED]somethingelse\);

 or, just get a node based on their names.
 osg::Node* n = Group-SelectNode(/Tank/Turret);

 If any of this has already been addressed i would be happy if someone
 would point me in the correct direction.

 For thoose not familiar with XPath, its a way to search thorough XML-nodes.
 See. http://www.w3schools.com/xpath/xpath_syntax.asp?output=print

 David Johansson
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-- 
Serge Lages
http://www.tharsis-software.com
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[osg-users] StateSet issues with parent\child node

2008-07-01 Thread Judie
Hi,

I must be doing something wrong. I have a function that adds a sphere
map and material to a node. When I apply this function to a parent, it
also affects the child. How can I make it just affect the parent and
not the child? Also, if I call the same function with different
settings for the child, it still gets the parent's settings even if I
call the function on the child last. In the algorithm I do the
following:

find the node by name that I want to apply the state to - currNode.

make a new group node (gnode) and insert that between the currNode and
it's parent. I use this gnode to get or create the state. Then I add
my settings to this state. I also give it a unique name.

I have also tried just applying the state to the currNode directly and
I get the same behavior no matter what.

Judie
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Re: [osg-users] swapBuffers warning when window minimized

2008-07-01 Thread Robert Osfield
Hi John,

I have just checked on linux box and it works fine, so I presume it's
a windowing specific issue.  What windowing setup are you using?

If swap buffers is failing then it suggest the best thing that could
be done would be to detect the window iconise event and stop the frame
loop from executing till the window opens up again.  This could
possible be something put into osgViewer itself, although there is
probably multiple ways one could handle it - for instance keep the
frame loop running but stop the rendering dispatch the problem
windows.

Robert.

On Tue, Jul 1, 2008 at 5:36 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 All,

 When an osg application is minimized, osg complains about swapbuffers
 failing, on every frame. This output can be overwhelming. Can we fix this
 somehow? Is there some kind of verbosity level? Is that even a word?

 John

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Re: [osg-users] setNestRenderBins questions

2008-07-01 Thread Robert Osfield
Hi Paul,

The setNestRenderBins only affects where the bin (if any) associated
with the StateSet gets placed in the rendering graph, it doesn't
enable or disable what happens for child StateSet.   I don't believe
it's a feature that you'd want to inherit, its not state like modes
and StateAttributes, it's a control associated with RenderBin
placement and that is tightly bound to the StateSet.

Robert.

On Tue, Jul 1, 2008 at 5:19 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Hi all -- I don't recall who submitted this change, but I took it for a
 short test drive today and here are some observations and questions.

 The value of setNestRenderBins isn't being saved to the .osg file format. I
 didn't test .ive. Is this intentional, or an oversight?

 My first instinct was to setNestRenderBins(false) at my root node to disable
 nesting for the entire scene graph, expecting the value would inherit down
 to all StateSets below it. My thinking was that I could then re-enable it
 further down the scene graph, if desired. This isn't the case; to disable
 RenderBin nesting, one must setNestRenderBins(false) on the one StateSet for
 which you want nesting disabled. Is this the desired behavior? It's
 inconsistent with the inheritance of the bin number and name.

 Thanks,

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466

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Re: [osg-users] StateSet issues with parent\child node

2008-07-01 Thread Fuesz, Matthew
Judie,

The default behavior is for States/StateSets to be inherited down the
scene graph, from parent to child. However, in the default
configuration, setting the StateSet of the child directly should cause
that child (and any children that it itself has) to use the new StateSet
parameters. This inheritance method is controlled by the OverrideValue
flag, which can be set when attributes and modes are enabled or disabled
on a StateSet.

It sounds like what you're doing should work (set the state on the
parent, then reset the state on the child), but I don't understand why
you're creating and adding another group node in between the parent and
child, as this is completely unnecessary to manipulate state changes.

All you need to do is to query the StateSet from the parent (using
getOrCreateStateSet() ) and make any appropriate changes. Then get the
StateSet from the child, and remove/reverse any changes (e.g., disable
materials, or apply 'empty' Programs in the case of shaders).
Alternatively, you could set the child's OverrideValue to PROTECTED in
order to prevent the parent's state values from being inherited.

--
Matthew W. Fuesz
Software Engineer Asc.
Lockheed Martin STS
1210 Massillon Road
Akron, OH 44315
[EMAIL PROTECTED]

 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Judie
Sent: Tuesday, July 01, 2008 1:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] StateSet issues with parent\child node

Hi,

I must be doing something wrong. I have a function that adds a sphere
map and material to a node. When I apply this function to a parent, it
also affects the child. How can I make it just affect the parent and
not the child? Also, if I call the same function with different
settings for the child, it still gets the parent's settings even if I
call the function on the child last. In the algorithm I do the
following:

find the node by name that I want to apply the state to - currNode.

make a new group node (gnode) and insert that between the currNode and
it's parent. I use this gnode to get or create the state. Then I add
my settings to this state. I also give it a unique name.

I have also tried just applying the state to the currNode directly and
I get the same behavior no matter what.

Judie
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g
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[osg-users] AutoTransform scale implementation

2008-07-01 Thread Andy Skinner
I'd like to know more about the AutoTransform auto-scale implementation.  We 
want something similar, but we think we need to account for non-uniform scaling.

Could I get a description of CullingSet::computePixelSizeVector()?  I see it 
was written in 2002, but I'd appreciate any help in understanding it.

I see that it uses the projection matrix.  It seems to get the same scaling for 
objects at different depths, so I think it takes perspective into account.  On 
the other hand, the projection matrix is changed after the cull (after 
calculating near and far), so it won't be the same as used in AutoTransform to 
get this scale.

Any info on what this does would be appreciated.

Thanks,
andy

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

2008-07-01 Thread Jason Daly

Robert Osfield wrote:

Hi Jason,

Mathias has submitted some changed to the cmake Atomic checks/setup, I
have now checked these into SVN.  Could you do an svn update and clean
build, then let us know if it compiles OK now.
  


Hi, Robert,

Just updated.  Now, if I don't do anything to the environment, it 
settles on USE_MUTEX. This is an improvement (it previously didn't pick 
any method).


I still have to set CXXFLAGS=-march=i686 in the environment for it to 
pick USE_GCC_BUILTINS.


--J

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[osg-users] VPB/osgdem and transparent textures

2008-07-01 Thread Mike Lewis
Hello,

I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing
osgdem raster texture files with transparency but the resulting
terrain models seem to ignore the alpha channels entirely. Also, I
thought VPB alpha'd out NODATA regions. For some reason, it seems to
be coloring them solid black instead, for me. Does VPB support having
transparency in the texture imagery? I've tried various PNG and
GeoTIFF images and seem to come upon the same result. I've tried the
various --RGBA and --default-color command line options to no avail.
Am I missing something?

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

2008-07-01 Thread Robert Osfield
Hi Jason,

On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote:
 Just updated.  Now, if I don't do anything to the environment, it settles on
 USE_MUTEX. This is an improvement (it previously didn't pick any method).

Good to hear, thanks for the testing.

 I still have to set CXXFLAGS=-march=i686 in the environment for it to pick
 USE_GCC_BUILTINS.

I'm afraid I don't know of any alternative to this for getting CMake
to trigger a build for a different architecture.  Perhaps those more
expert in CMake might have something to suggest, until then perhaps
this is somthing to add to CMake wiki files on openscenegraph.org.

Robert.
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Re: [osg-users] VPB/osgdem and transparent textures

2008-07-01 Thread Robert Osfield
Hi Mike,

What makes you think that the alpha is being ignored?  Have you
enabled GL_BLEND in your app?

Robert.

On Tue, Jul 1, 2008 at 8:39 PM, Mike Lewis [EMAIL PROTECTED] wrote:
 Hello,

 I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing
 osgdem raster texture files with transparency but the resulting
 terrain models seem to ignore the alpha channels entirely. Also, I
 thought VPB alpha'd out NODATA regions. For some reason, it seems to
 be coloring them solid black instead, for me. Does VPB support having
 transparency in the texture imagery? I've tried various PNG and
 GeoTIFF images and seem to come upon the same result. I've tried the
 various --RGBA and --default-color command line options to no avail.
 Am I missing something?

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

2008-07-01 Thread Terry Welsh
It looks like SharedStateManager is appropriate for what I'm doing,
but it doesn't seem to be quite as flexible as I'd like.  With the
wide variety of modelers, exporters, and loaders, I can't always be
assured that the DataVariance on StateSets and Textures will be
static.  This is currently a requirement for sharing, though.

The current share modes are

enum ShareMode
{
SHARE_NONE  = 0x00,
SHARE_TEXTURES  = 0x01,
SHARE_STATESETS = 0x02,
SHARE_ALL   = SHARE_TEXTURES |
  SHARE_STATESETS
};


Would it be too weird to append these modes like so?

enum ShareMode
{
SHARE_NONE  = 0x00,
SHARE_TEXTURES  = 0x01,
SHARE_STATESETS = 0x02,
SHARE_ALL   = SHARE_TEXTURES |
  SHARE_STATESETS,
SHARE_TEXTURES_DYNAMIC = 0x04,
SHARE_TEXTURES_UNSPECIFIED = 0x08,
SHARE_STATESETS_DYNAMIC = 0x10,
SHARE_STATESETS_UNSPECIFIED = 0x20
};

I've already tried it with textures and it helps out a lot when you
can't easily control what's in your model files; I can submit it if
this looks good.

The only problem I see is that SHARE_ALL no longer makes much sense,
but changing it would break backward compatibility.  And it would look
weird to have SHARE_ALL_NO_REALLY_SHARE_ALL.
- Terry


 Message: 11
 Date: Fri, 27 Jun 2008 09:32:15 +0100
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] multiple models, single texture
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
[EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 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] multiple models, single texture

2008-07-01 Thread Jean-Sébastien Guay

And it would look
weird to have SHARE_ALL_NO_REALLY_SHARE_ALL.


SHARE_ALL_NO_REALLY_EVEN_IF_YOU_THINK_YOU_SHOULDNT_I_MEAN_IT_JUST_SHARE_THE_WHOLE_DAMN_THING_WILL_YOU_JUST_DO_WHAT_I_SAY_OH_AND_FORGET_IT_THIS_IS_EVEN_WORSE_THAN_USING_MS_WORD

:-)

J-S
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Re: [osg-users] setNestRenderBins questions

2008-07-01 Thread Paul Martz
If it only applies to a single render bin, then perhaps the name should not
be plural, which implies (to me, at least), that this setting affects more
than one bin. The code comment also implies this: to prevent render bins
being nested, call setNestRenderBins(false) perhaps should instead read as
follows: to prevent a render bin from being nested, call
setNestRenderBin(false).

And, I'll repeat my question regarding .osg/.ive support for this feature.
If I disable render bin nesting, save to a .osg file, then display with
osgviewer, the nesting is no longer enabled...
   -Paul

 
 Hi Paul,
 
 The setNestRenderBins only affects where the bin (if any) 
 associated with the StateSet gets placed in the rendering 
 graph, it doesn't
 enable or disable what happens for child StateSet.   I don't believe
 it's a feature that you'd want to inherit, its not state like 
 modes and StateAttributes, it's a control associated with 
 RenderBin placement and that is tightly bound to the StateSet.
 
 Robert.
 
 On Tue, Jul 1, 2008 at 5:19 PM, Paul Martz 
 [EMAIL PROTECTED] wrote:
  Hi all -- I don't recall who submitted this change, but I 
 took it for 
  a short test drive today and here are some observations and 
 questions.
 
  The value of setNestRenderBins isn't being saved to the .osg file 
  format. I didn't test .ive. Is this intentional, or an oversight?
 
  My first instinct was to setNestRenderBins(false) at my 
 root node to 
  disable nesting for the entire scene graph, expecting the 
 value would 
  inherit down to all StateSets below it. My thinking was 
 that I could 
  then re-enable it further down the scene graph, if desired. 
 This isn't 
  the case; to disable RenderBin nesting, one must 
  setNestRenderBins(false) on the one StateSet for which you want 
  nesting disabled. Is this the desired behavior? It's 
 inconsistent with the inheritance of the bin number and name.
 
  Thanks,
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  +1 303 859 9466
 
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Re: [osg-users] multiple models, single texture

2008-07-01 Thread Robert Osfield
Hi Terry,

I haven't used SharedStateManager personally (it was developed by a
member of the community), so am not in a strong position to dive in a
guide proceedings.

You suggest about breaking the enum out into
DYANMIC/STATIC/UNSPECIFIED variants looks like something that might be
required.  Or perhaps this could be placed in a separate options.  In
general I'd suggest that STATIC and UNSPECIFIED are ones that you
could merge by default but not DYNAMIC state.   So SHARE_TEXTURES
would be equal to SHARE_STAITC_TEXTURES | SHARE_UNSPECIFIED_TEXTURES,
and the same for SHARE_STATESET.

Robert.

On Tue, Jul 1, 2008 at 9:12 PM, Terry Welsh [EMAIL PROTECTED] wrote:
 It looks like SharedStateManager is appropriate for what I'm doing,
 but it doesn't seem to be quite as flexible as I'd like.  With the
 wide variety of modelers, exporters, and loaders, I can't always be
 assured that the DataVariance on StateSets and Textures will be
 static.  This is currently a requirement for sharing, though.

 The current share modes are

enum ShareMode
{
SHARE_NONE  = 0x00,
SHARE_TEXTURES  = 0x01,
SHARE_STATESETS = 0x02,
SHARE_ALL   = SHARE_TEXTURES |
  SHARE_STATESETS
};


 Would it be too weird to append these modes like so?

enum ShareMode
{
SHARE_NONE  = 0x00,
SHARE_TEXTURES  = 0x01,
SHARE_STATESETS = 0x02,
SHARE_ALL   = SHARE_TEXTURES |
  SHARE_STATESETS,
SHARE_TEXTURES_DYNAMIC = 0x04,
SHARE_TEXTURES_UNSPECIFIED = 0x08,
SHARE_STATESETS_DYNAMIC = 0x10,
SHARE_STATESETS_UNSPECIFIED = 0x20
};

 I've already tried it with textures and it helps out a lot when you
 can't easily control what's in your model files; I can submit it if
 this looks good.

 The only problem I see is that SHARE_ALL no longer makes much sense,
 but changing it would break backward compatibility.  And it would look
 weird to have SHARE_ALL_NO_REALLY_SHARE_ALL.
 - Terry


 Message: 11
 Date: Fri, 27 Jun 2008 09:32:15 +0100
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] multiple models, single texture
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
[EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 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] setNestRenderBins questions

2008-07-01 Thread Robert Osfield
Hi Paul,

On Tue, Jul 1, 2008 at 9:34 PM, Paul Martz [EMAIL PROTECTED] wrote:
 If it only applies to a single render bin, then perhaps the name should not
 be plural, which implies (to me, at least), that this setting affects more
 than one bin. The code comment also implies this: to prevent render bins
 being nested, call setNestRenderBins(false) perhaps should instead read as
 follows: to prevent a render bin from being nested, call
 setNestRenderBin(false).

Yes the plaural is misleading here, removing the s would seem more
apprioate. It looks like I missed the s when I reviewed it... here's
the log:

svn log StateSet

r8455 | robert | 2008-06-19 12:09:20 +0100 (Thu, 19 Jun 2008) | 4 lines

From Michael Platings and Robert Osfield, added support for controlling,
via StateSet::setNestedRenderBin(bool) whether the new RenderBin
should be nested
with the existing RenderBin, or be nested with the enclosing RenderStage.

 And, I'll repeat my question regarding .osg/.ive support for this feature.
 If I disable render bin nesting, save to a .osg file, then display with
 osgviewer, the nesting is no longer enabled...

This support is missing, I'm afraid it didn't come along with the
original submission and I've been swept away with work so haven't had
the time to fill in all the missing gaps.

Robert.
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[osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-01 Thread Rick Pingry
Hello All,

We have succesfully ported from OSG 1.2 to the newest SVN version (well,
almost newest, I think we are on 8512 at the moment).  Thanks again for all
the fantastic forum support.

We have been using VS 7.1 for all of our work so far, but since we were
missing a well build freetype library, I figured it was time to make the
jump there as well.  I downloaded VS 9 express and ran CMake to build OSG.
All built just fine.  The converter in VS 9 converted all of the projects
without fuss, and I was able to get it all compiling and running pretty
easily.  Unfortunately, I am seeing this 30% drop in framerate :(.  I was
seeing about 28-30 fps (yes, I know, I have some scene optimizing to do)
with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express.

Has anyone seen anything like that before?  Am I missing some setting
somewhere?  Perhaps the converter in VS 9 does not like me?
Any ideas?

-- Thanks
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Check us out at http://fringe-online.com/
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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-01 Thread Paul Martz
Do you get the same behavior if you generate fresh VS9 project files with
cmake, instead of generating VS7.1 files and converting them? I'm not sure
this will have any effect, but it seems like it might be worth a shot...
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Pingry
Sent: Tuesday, July 01, 2008 3:14 PM
To: OpenSceneGraph Users
Subject: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9


Hello All,
 
We have succesfully ported from OSG 1.2 to the newest SVN version (well,
almost newest, I think we are on 8512 at the moment).  Thanks again for all
the fantastic forum support.
 
We have been using VS 7.1 for all of our work so far, but since we were
missing a well build freetype library, I figured it was time to make the
jump there as well.  I downloaded VS 9 express and ran CMake to build OSG.
All built just fine.  The converter in VS 9 converted all of the projects
without fuss, and I was able to get it all compiling and running pretty
easily.  Unfortunately, I am seeing this 30% drop in framerate :(.  I was
seeing about 28-30 fps (yes, I know, I have some scene optimizing to do)
with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express.
 
Has anyone seen anything like that before?  Am I missing some setting
somewhere?  Perhaps the converter in VS 9 does not like me?

Any ideas?

-- Thanks
 Rick
Check us out at http://fringe-online.com/

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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-01 Thread Rick Pingry
Yes, the only ones I converted were my own projects.  I used a fresh CMake
configuration with everything OSG.  It might be that only my own projects
are slower.

-- Rick

On Tue, Jul 1, 2008 at 5:45 PM, Paul Martz [EMAIL PROTECTED] wrote:

  Do you get the same behavior if you generate fresh VS9 project files with
 cmake, instead of generating VS7.1 files and converting them? I'm not sure
 this will have any effect, but it seems like it might be worth a shot...
-Paul


  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Rick Pingry
 *Sent:* Tuesday, July 01, 2008 3:14 PM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] Performance hit caused by porting from VS 7.1 to VS
 9

   Hello All,

 We have succesfully ported from OSG 1.2 to the newest SVN version (well,
 almost newest, I think we are on 8512 at the moment).  Thanks again for all
 the fantastic forum support.

 We have been using VS 7.1 for all of our work so far, but since we were
 missing a well build freetype library, I figured it was time to make the
 jump there as well.  I downloaded VS 9 express and ran CMake to build OSG.
 All built just fine.  The converter in VS 9 converted all of the projects
 without fuss, and I was able to get it all compiling and running pretty
 easily.  Unfortunately, I am seeing this 30% drop in framerate :(.  I was
 seeing about 28-30 fps (yes, I know, I have some scene optimizing to do)
 with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express.

 Has anyone seen anything like that before?  Am I missing some setting
 somewhere?  Perhaps the converter in VS 9 does not like me?
 Any ideas?

 -- Thanks
  Rick
 Check us out at http://fringe-online.com/


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Re: [osg-users] StateSet issues with parent\child node

2008-07-01 Thread Judie


On Jul 1, 11:27 am, Fuesz, Matthew [EMAIL PROTECTED] wrote:
 Judie,

 The default behavior is for States/StateSets to be inherited down the
 scene graph, from parent to child. However, in the default
 configuration, setting the StateSet of the child directly should cause
 that child (and any children that it itself has) to use the new StateSet
 parameters. This inheritance method is controlled by the OverrideValue
 flag, which can be set when attributes and modes are enabled or disabled
 on a StateSet.

 It sounds like what you're doing should work (set the state on the
 parent, then reset the state on the child), but I don't understand why
 you're creating and adding another group node in between the parent and
 child, as this is completely unnecessary to manipulate state changes.

OK, I thought someone had told me this needed to be done but that was
a while ago. It works as you say.


 All you need to do is to query the StateSet from the parent (using
 getOrCreateStateSet() ) and make any appropriate changes. Then get the
 StateSet from the child, and remove/reverse any changes (e.g., disable
 materials, or apply 'empty' Programs in the case of shaders).
 Alternatively, you could set the child's OverrideValue to PROTECTED in
 order to prevent the parent's state values from being inherited.

This did the trick!

Thanks,

Judie
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[osg-users] mouse/viewport issues with CompositeViewer

2008-07-01 Thread Bob Balfour

I am wondering about the status of this bug/fix (below) that I originally saw 
discussed back in late Feb. by Paul M., Jean-Sebastien and Robert, and again in 
late May, with no firm resolution.  I am using OSG 2.4 and appear to be 
experiencing this same problem using CompositeViewer and slave cameras.  Is the 
only current option to drop down to osgViewer::Viewer, or will doing a current 
SVN checkout resolve it?

-(from J-S G., 28feb08)
Look closely - the scene moves, just *very very* little.

It's a bug in osgViewer/CompositeViewer.cpp which I submitted a fix for
about a week ago. When a single view is on multiple displays (so the
slave camera mechanism in osgViewer::View is used) the viewport extents
are not set correctly in the eventTraversal, so when the mouse events
are translated they have wrong values and the mouse movement has very
little effect.
--


Bob.


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[osg-users] GL_LINE and GL_POINT question

2008-07-01 Thread Hugo Gomes
Hello,

how do i set the GL_POINT_SIZE and equivalent GL_LINE_SIZE ?


Thanks in advance
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Re: [osg-users] GL_LINE and GL_POINT question

2008-07-01 Thread Willy P
http://www.opengl.org/sdk/docs/man/xhtml/glLineWidth.xml


On Tue, Jul 1, 2008 at 4:51 PM, Hugo Gomes [EMAIL PROTECTED] wrote:
 Hello,

 how do i set the GL_POINT_SIZE and equivalent GL_LINE_SIZE ?


 Thanks in advance

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Re: [osg-users] GL_LINE and GL_POINT question

2008-07-01 Thread Hugo Gomes
Aren't they wrapped by osg ? ...
Can't i specify that info in a stateset ?

On Wed, Jul 2, 2008 at 1:36 AM, Willy P [EMAIL PROTECTED] wrote:

 http://www.opengl.org/sdk/docs/man/xhtml/glLineWidth.xml


 On Tue, Jul 1, 2008 at 4:51 PM, Hugo Gomes [EMAIL PROTECTED]
 wrote:
  Hello,
 
  how do i set the GL_POINT_SIZE and equivalent GL_LINE_SIZE ?
 
 
  Thanks in advance
 
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[osg-users] error in tutorial Loading Models from Files...

2008-07-01 Thread Zamo Cédrik
Hi,
in tutorial Loading Models from Files and Positioning Them in a Scene there 
is :    osgViewer::Viewer viewer;
    viewer.addCameraManipulator(new osgGA::TrackballManipulator);
compiler errors ;    error C2039: 'addCameraManipulator' : is not a member of 
'osgViewer::Viewer'
and    error C2039: 'TrackballManipulator' : n'est pas membre de 'osgGA'
is there up to date tutorials ?
thanks.


  
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Re: [osg-users] GL_LINE and GL_POINT question

2008-07-01 Thread Paul Speed
Yes... and in general when looking for something OpenGL-ish in OSG one 
need only glance through the header names.  I've never used them but the 
state attributes: Point and LineWidth look to be what you are looking for:


http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osg/Point
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osg/LineWidth

Just an educated guess.
-Paul


Hugo Gomes wrote:

Aren't they wrapped by osg ? ...
Can't i specify that info in a stateset ?

On Wed, Jul 2, 2008 at 1:36 AM, Willy P [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


http://www.opengl.org/sdk/docs/man/xhtml/glLineWidth.xml


On Tue, Jul 1, 2008 at 4:51 PM, Hugo Gomes [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
  Hello,
 
  how do i set the GL_POINT_SIZE and equivalent GL_LINE_SIZE ?
 
 
  Thanks in advance
 
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Re: [osg-users] error in tutorial Loading Models from Files...

2008-07-01 Thread Peter Wraae Marino
Hi Zamo,

you can try this article if you like:
http://osghelp.com/readarticle.php?article_id=6
it's a simplified version how to load models.

and this article is a simplified version how to transform your models:
http://osghelp.com/readarticle.php?article_id=7

hope this helps,
Peter

On Wed, Jul 2, 2008 at 3:04 AM, Zamo Cédrik [EMAIL PROTECTED] wrote:

  Hi,



 in tutorial Loading Models from Files and Positioning Them in a Scene
 there is :



 osgViewer::Viewer viewer;


 viewer.addCameraManipulator(new osgGA::TrackballManipulator);



 compiler errors ;



 error C2039: 'addCameraManipulator' : is not a member of
 'osgViewer::Viewer'



 and



 error C2039: 'TrackballManipulator' : n'est pas membre de 'osgGA'



 is there up to date tutorials ?



 thanks.

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