Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.4 dev release

2008-10-29 Thread Mathieu MARACHE
Builds fine on IRIX, but you knew that already from :
http://www.cdash.org/CDashPublic/buildSummary.php?buildid=433
--
Mathieu



2008/10/29 Paul Martz [EMAIL PROTECTED]:
 WinXP, VS8: OSG compiles and runs fine. Tested my current dev project: runs
 fine with OSG svn head.
   -Paul

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Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Ralph Kern
Hi Jean-Sebastien,

a correct way for a world coordinate bounding box ist to set up the 8
corner vertices of the local bounding box using _min and _max. Transform
the 8 corners and make their min/max-bounding box.

regards Ralph

Jean-Sébastien Guay schrieb:
 Hi all,
 
 I was wondering, what's the correct way to get the world space bounds of
 a node? I can do the following:
 
 osg::ComputeBoundsVisitor cbbv;
 node-accept(cbbv);
 osg::BoundingBox bb = cbbv.getBoundingBox();
 
 I also have the localToWorld matrix of the node. But just transforming
 the _min and _max members by the matrix doesn't seem to give the right
 results... (note that I don't care if the resulting bounding box is
 axis-aligned - it could even be a bounding sphere)
 
 So, what is the correct way to get the bounds?
 
 Thanks,
 
 J-S

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Re: [osg-users] choppiness on 2nd graphics card with 4 monitors

2008-10-29 Thread Robert Osfield
Hi Joe,

This has to be driver/OS issue, and all you'll be doing on the OSG
side is characterising this problem, you won't find a magic fix on the
OSG side that will fix this.

The only thing left that you could try is to implement the swap groups
extensions in osgViewer.  This is just a long shot though.

I do think it's time to go talk to NVidia about the set up, they might
be able to give you a heads up on what to expect.

Robert.

On Tue, Oct 28, 2008 at 8:53 PM, Joe Lyga [EMAIL PROTECTED] wrote:
 Hi again,

 I tried fiddling with OSG_SERIALIZE_DRAW_DISPATCH, but it's not having
 any effect.

 Anyway, I was able to duplicate the results I've been getting  with my
 program by just running osgviewer with a simple 3d arrow model (with
 vsync off).  (Monitors 1 and 2 are hooked up to the first graphics
 card, and monitors 3 and 4 are hooked up to the second graphics card.)

 The first configuration I tried was running osgviewer full screen on
 all four monitors.  The framerate varies between 30 and 40 fps, and
 notice the inconsistent frame markings and large draw time.
 see attached image 1

 Second, I tried running osgviewer in a window and dragging it across
 the first two monitors.  The framerate jumps way up to over 1000 fps.
 see attached image 2

 After that, I moved the same window over to monitors 3 and 4.  The
 framerate dropped way down to around 45 fps.
 see attached image 3

 Moving that window back to monitors 1 and 2 made it jump back up to
 over 1000 fps.

 After dragging the window over to monitors 3 and 4 again, I went into
 display properties and disabled monitors 1 and 2.  The framerate of
 the window jumped up to over 1000 fps.
 see attached image 4

 This is very strange.  It seems like the second graphics card is
 waiting on the first.  Shouldn't they be running asynchronously?

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Re: [osg-users] Group Info (Off-topic)

2008-10-29 Thread Serge Lages
Yeah I am in the top 10 ! :)
Next step will be the top 5 !

On Tue, Oct 28, 2008 at 9:01 PM, Paul Martz [EMAIL PROTECTED] wrote:

  Hi Jeremy,
 
   Whoa! I'm the #7 poster (since Jul of last year, it looks
  like)! I've
   really got to cut back, jeeze...
 
  You think you need to cut back? Not only am I second in the
  last month, but I'm second AND fifth of all time!

 I'm trying to keep my number of posts equal to the number of cups of coffee
 I drink. (Rats! As soon as I press 'send', I have to refill... :-)
-Paul

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Re: [osg-users] Viewer vs. Composite Viewer

2008-10-29 Thread Robert Osfield
Hi Ed,

CompositeViewer and Viewer share much of their implementation, the
only key difference is that Viewer is a View, while CompositeViewer
has a list of Views.  All the event handling, camera manipulator and
scene graph setting is done a the View level so has identical API to
access.   This all makes porting between the two pretty straight
forward - and it's what I intended for osgViewer, that you can easily
swap stuff around later on.

Personally I'd just get used to using the Viewer class as it's a
little bit simpler, but have a look at the osgcompositeviewer and spot
the commonality with how you use the View, this will allow to spot how
you might migrate between the two if and when you need to later down
the line.

Robert.

On Tue, Oct 28, 2008 at 8:41 PM, Ed [EMAIL PROTECTED] wrote:
 After reading osgViewer::Viewer vs osgViewer::CompositeViewer, I think I
 might need to use CompositeViewer at some point in the future of my project,
 but not at the outset.  Should I begin with the CompositeViewer, or make the
 necessary mods later?  How difficult is it to change from Viewer to
 CompositeViewer later?

 Ed

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Re: [osg-users] QT4 ViewerQOSG and Q_OBJECT

2008-10-29 Thread Robert Osfield
Hi Martin,

As I said previously, could you post whole files, I can then do an
graphical diff to see your exact changes without any possibility for
copy and paste errors.

Robert.

On Tue, Oct 28, 2008 at 11:49 PM,  [EMAIL PROTECTED] wrote:
 ViewerQOSG declaration in QOSGWidget.h separated out from QOSGWidget.cpp
 To use the QT moc class definitions must each be in their own header.

 // Parent class derived from QObject must come first.
 class ViewerQOSG :  public QOSGWidget,public osgViewer::Viewer
 {
   //Include this if you want to emit signals, but file will have to go 
 through the moc
   //Q_OBJECT

public:
ViewerQOSG(QWidget * parent = 0, const char * name = 0, WindowFlags f 
 = 0):
QOSGWidget( parent, name, f )
{
getCamera()-setViewport(new osg::Viewport(0,0,width(),height()));

// This line causes the image to be stretched vertically on Nvidia 
 (but not ATI) on XP!
   //getCamera()-setProjectionMatrixAsPerspective(30.0f, 
 static_castdouble(width())
 static_castdouble(height()), 1.0f, 
 1.0f);
getCamera()-setGraphicsContext(getGraphicsWindow());
setThreadingModel(osgViewer::Viewer::SingleThreaded);

connect(_timer, SIGNAL(timeout()), this, SLOT(update()));
_timer.start(10);
}
virtual void paintEvent( QPaintEvent * event ) { frame(); }

protected:
QTimer _timer;
 };

 --
 Martin

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Re: [osg-users] TrackballManipulator asymptote

2008-10-29 Thread Robert Osfield
Hi Richard,

The trackball slows as you move into the origin as the rate of
movement in is always a percentage of distance from the center to the
eye point.  This is just the way it works, it's not some that can be
fixed as it's doing exactly what it's meant to do.

Now if you want some custom manipulator that kinda behaves like the
TrackballManipulator then you'll need to subclass or just write your
own from scratch.   One hack you could implement is the pushing
forward of the center as you get near to it, rather than just keep
reducing the distance between the eye and the center.

Robert.

On Wed, Oct 29, 2008 at 3:54 AM, Richard Baron Penman
[EMAIL PROTECTED] wrote:
 hello,

 when I use the TrackballManipulator to view my model I find that the
 camera velocity slows to zero if I try to approach a certain point,
 which I believe is the origin.
 Do you know why this occurs and how it can be prevented?

 Richard
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Re: [osg-users] Group Info (Off-topic)

2008-10-29 Thread Vincent Bourdier
Currently being the #9 of all the time ... don't know if it is a good or a
bad thing ^^

2008/10/29 Serge Lages [EMAIL PROTECTED]

 Yeah I am in the top 10 ! :)
 Next step will be the top 5 !

 On Tue, Oct 28, 2008 at 9:01 PM, Paul Martz [EMAIL PROTECTED]wrote:

  Hi Jeremy,
 
   Whoa! I'm the #7 poster (since Jul of last year, it looks
  like)! I've
   really got to cut back, jeeze...
 
  You think you need to cut back? Not only am I second in the
  last month, but I'm second AND fifth of all time!

 I'm trying to keep my number of posts equal to the number of cups of
 coffee
 I drink. (Rats! As soon as I press 'send', I have to refill... :-)
-Paul

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Re: [osg-users] Test Paged database online

2008-10-29 Thread Robert Osfield
HI All,

Nice to see that users are able to access the online paged database
now.  Truth be told the OSG has been able to do this type of streaming
for several years, the recent changes to VPB  OSG just make things
more efficient - the compressed/NPOT database I uploaded is 1/4 of the
size of the conventional paged database, so it downloads quicker.

The other cabability that it worth trying out is using the
osgfilecache utility to download to local file cache tiles down to a
specified level with optional extents.

osgfilecache --file-cache MyFileCache -l 4
http://www.openscenegraph.org/data/earth_bayarea/earth.ive

osgviewer --file-cache MyFileCache
http://www.openscenegraph.org/data/earth_bayarea/earth.ive

Robert.
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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.4 dev release

2008-10-29 Thread Robert Osfield
On Wed, Oct 29, 2008 at 7:05 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
 Builds fine on IRIX, but you knew that already from :
 http://www.cdash.org/CDashPublic/buildSummary.php?buildid=433

Great to see the dashboard starting to be populated.  Is there a way
of getting the full warnings, as the listing on the web pages are
concatenated.

Robert.
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[osg-users] AutoRotateToScreen in Text3D

2008-10-29 Thread Jordi Torres
Hi,

I'm trying to get Text3D autorotated to screen without using
PositionAttitudeTransform or AutoTransform. I believe that TextBase has the
method setAutoRotateToScreen(boolean), but it don't seems to work. The other
way I guess I can do that is setAxisAlignment(osgText::Text3D::SCREEN). This
code is already in osgtext3d example, but it doesn't work for me . Has
anybody experienced this issue?

Thanks in advance.

osgversion: OpenSceneGraph -trunk
SO: Ubuntu  8.04 kernel 2.6.24-21
GC: NVidia 8800 GTS
CPU: intel quadcore



I'd tried to change  osgtex3d

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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.4 dev release

2008-10-29 Thread Robert Osfield
On Wed, Oct 29, 2008 at 10:04 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
 On Wed, Oct 29, 2008 at 7:05 AM, Mathieu MARACHE
 [EMAIL PROTECTED] wrote:
 Builds fine on IRIX, but you knew that already from :
 http://www.cdash.org/CDashPublic/buildSummary.php?buildid=433

 Great to see the dashboard starting to be populated.  Is there a way
 of getting the full warnings, as the listing on the web pages are
 concatenated.

I've just checked the URL again and it does have all the warnings
Other pages don't though...  need to work out how to browse this pages
properly...

Robert.
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[osg-users] Mouse Click

2008-10-29 Thread Carlos Sanches
Hi all !
I m using the keboard in my aplications until now.
I m trying to use the mouse but i cant capture the clicks.

I m seeing one example but is using producer :(


thank you
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Re: [osg-users] Mouse Click

2008-10-29 Thread Jordi Torres
Hi Carlos,

You can take a look to osgkeyboardmouse in osg examples.

Regards.

2008/10/29 Carlos Sanches [EMAIL PROTECTED]

 Hi all !
 I m using the keboard in my aplications until now.
 I m trying to use the mouse but i cant capture the clicks.

 I m seeing one example but is using producer :(


 thank you

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[osg-users] OpenSceneGraph-2.7.4 dev release tagged.

2008-10-29 Thread Robert Osfield
Hi All,

I have just tagged the OpenSceneGraph-2.7.4 developer release.
Downloads on the DeveloperReleases page:

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

* OpenSceneGraph-2.7.4, released on 29th October 2008.
OpenSceneGraph-2.7.4, changes include:
  o New gz plugin for reading gzipped files.
  o Compression/Uncompression support in .ive using zlib. Use
ReaderWriter::Options string compress to enable compression on
write.
  o Support for fine control of mipmapping in
osgTerrain::Layer, and support of NPOT textures.
  o osgDB::DatatabasePager has now mechanism for managing
PageLOD expiry - using a target maximum number of active/inactive
PagedLOD
  o osgDB::FileCache Introduced as an extensible mechanism for
cache files download from http.
  o New osgrobot example that demonstrates hierarchies of transforms.
  o New osggameoflife example that demonstates ping pong RTT.
  o Various bug and build fixes.

source package : OpenSceneGraph-2.7.4.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.7.4
OpenSceneGraph

Full ChangeLog since last dev release below.

Robert.

-- ChangeLog since 2.7.3

2008-10-29 11:51 + [r9077]  robert:

* From Blasius Czink, changed the CHECK_CXX_SOURCE_RUNS macro
  slightly to avoid the compile problems due to bugged intrin.h.
  In such a case the mutex fallback will be used (see attached
  file).

2008-10-29 11:15 + [r9076]  robert:

* Warning fixes

2008-10-29 11:09 + [r9075]  robert:

* Added missing implementations

2008-10-29 10:56 + [r9074]  robert:

* Updated ChangeLog and AUTHORS.txt for 2.7.4 release

2008-10-29 10:38 + [r9073]  robert:

* Updated wrappers

2008-10-29 10:25 + [r9072]  robert:

* From Lukas Diduch, added a multithread compsite viewer path,
  accessible using: osgviewerQT --MTCompositeViewer --QOSGWidget
  cow.osg

2008-10-29 10:12 + [r9071]  robert:

* From James Moliere, fixed display of axis

2008-10-28 17:28 + [r9070]  robert:

* From Lionel Lagrade, I've replaced readsome by read+gcount.
  From Robert Osfeld, added throw on uncompress error.

2008-10-27 19:59 + [r9069]  robert:

* From Chris Denham, changed nested Camera intersection test so
  that it requires the command line --relative-camera-scene to
  enable it

2008-10-27 17:42 + [r9068]  robert:

* Added --help-env docs for OSG_MAX_PAGEDLOD

2008-10-27 17:11 + [r9066-9067]  robert:

* Merged in comment split code from the old flt plugin so that FLT
  comments string with returns in them are put into separate
  description entries.

* From Wojciech Lewandowski, I am sending a really minor fix for
  StatsHandler::reset method. We dynamically add and remove slave
  cameras in our application. StatsHandler does not automatically
  adapt to this situation, and we call StatsHandler::reset to force
  it to update number of cameras and their graphs. Unfortunately,
  if stats were already drawn, reset would not remove former graph
  drawables and they would remain frozen below new stats. This
  update fixes it. 

2008-10-27 16:16 + [r9065]  robert:

* From Chris Denham, default scene that tests the use of in scene
  graph Camera which has a RELATIVE_RF ReferenceFrame.

2008-10-27 16:06 + [r9064]  robert:

* From Chris Denham, fixed support of in scene graph osg::Camera's
  with ReferenceFrame of RELATIVE_RF.

2008-10-27 15:26 + [r9063]  robert:

* From Katharina Plugge, I found a bug in the OpenFlight-Plugin.
  When exporting to OpenFlight it could happen that palettes of an
  external reference like the texture palette are set wrong,
  because they are overwritten by parent settings (userData), which
  actually do not refer to palette entries respectively ParentPools
  (happens for example if a Transform is parent of a ProxyNode).
  The static cast from userData to ParentPools should therefore be
  a dynamic cast. --- function
  FltExportVisitor::writeExternalReference( const osg::ProxyNode
  proxy ): Line 423 in file expPrimaryRecords.cpp has to be changed
  from const ParentPools* pp = static_castconst
  ParentPools*(proxy.getUserData() ); to const ParentPools* pp =
  dynamic_castconst ParentPools*(proxy.getUserData() ); 

2008-10-27 13:09 + [r9062]  robert:

* Various warning fixes

2008-10-27 11:49 + [r9061]  robert:

* Updated wrappers

2008-10-27 11:08 + [r9060]  robert:

* From Mathias Froehlich, This change is a result of a recent
  thread on osg-users. The 

Re: [osg-users] auto-capture example: capturing an image from a PagedLOD Database

2008-10-29 Thread John Vidar Larring

Hi Robert,

 There isn't much to go wrong is this method, so I doubt there is a bug
 in it.  I suspect the read queues are just being emptied really fast
 so you are missing when they are not empty.  Or perhaps you are
 testing the wrong DatabasePager.

I think I've got the correct DatabasePager(?). This is a single view 
application and I get hold of the DatabasePager in the following way:


osgDB::DatabasePager* pager = viewer-getDatabasePager();

Before the first frame is rendered I get the following debug info:

viewer-done()=false
pager-getFileRequestListSize()=0
pager-getDataToCompileListSize()=0
pager-requiresUpdateSceneGraph()=false
pager-isRunning()=false
pager-getNumFramesActive()=0
pager-getNumDatabaseThreads()=2
pager-getAcceptNewDatabaseRequests()=true

After the first frame and all consecutive frames I get the following states:

viewer-done()=false
pager-getFileRequestListSize()=0
pager-getDataToCompileListSize()=0
pager-requiresUpdateSceneGraph()=false
pager-isRunning()=true
pager-getNumFramesActive()=0
pager-getNumDatabaseThreads()=2
pager-getAcceptNewDatabaseRequests()=true

Only the state of DatabasePager::isRunning() changes to true and it does 
not seems to go back to false again. I have accidentally managed to 
get pager-getDataToCompileListSize() to return 1 once or twice, but 
nothing I can base a while-loop on.


I guess I'll just have to trace my way through the debugger to find out 
what I'm doing wrong, unless you have any further info to share.


Best regards,
John

Robert Osfield wrote:

Hi John,

On Tue, Oct 28, 2008 at 4:16 PM, John Vidar Larring
[EMAIL PROTECTED] wrote:

I was hoping this would work too, but
getDatabasePager()-getFileRequestListSize() _always_ returns 0 (zero).

So I am hoping that this is either a bug that can be fixed or that there is
another method for checking whether the DatabasePager is done / idle (!?)


There isn't much to go wrong is this method, so I doubt there is a bug
in it.  I suspect the read queues are just being emptied really fast
so you are missing when they are not empty.  Or perhaps you are
testing the wrong DatabasePager.

You could also check the getDataToCompileListSize() to see if it has
anything it in, and there isn't a present a DataToMergeListSize()
method which there should probably.  The sum of all these would
probably be the thing that would test against to see if there isn't
pending in the pager.

Robert.
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Re: [osg-users] Mouse Click

2008-10-29 Thread Carlos Sanches
Ok i did it . thanks



if ( osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON==ea.getButton())
  {

  time (start);
  return true;
  }





On Wed, Oct 29, 2008 at 9:41 AM, Jordi Torres [EMAIL PROTECTED]wrote:

 Hi Carlos,

 You can take a look to osgkeyboardmouse in osg examples.

 Regards.

 2008/10/29 Carlos Sanches [EMAIL PROTECTED]

 Hi all !
 I m using the keboard in my aplications until now.
 I m trying to use the mouse but i cant capture the clicks.

 I m seeing one example but is using producer :(


 thank you

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Re: [osg-users] auto-capture example: capturing an image from a PagedLOD Database

2008-10-29 Thread Robert Osfield
Hi John,

Are you planning to submit this example for inclusion with the OSG
example set?   If so then I could integrate then I and others could
tweak it so it works.

Robert.

On Wed, Oct 29, 2008 at 12:51 PM, John Vidar Larring
[EMAIL PROTECTED] wrote:
 Hi Robert,

 There isn't much to go wrong is this method, so I doubt there is a bug
 in it.  I suspect the read queues are just being emptied really fast
 so you are missing when they are not empty.  Or perhaps you are
 testing the wrong DatabasePager.

 I think I've got the correct DatabasePager(?). This is a single view
 application and I get hold of the DatabasePager in the following way:

 osgDB::DatabasePager* pager = viewer-getDatabasePager();

 Before the first frame is rendered I get the following debug info:

 viewer-done()=false
 pager-getFileRequestListSize()=0
 pager-getDataToCompileListSize()=0
 pager-requiresUpdateSceneGraph()=false
 pager-isRunning()=false
 pager-getNumFramesActive()=0
 pager-getNumDatabaseThreads()=2
 pager-getAcceptNewDatabaseRequests()=true

 After the first frame and all consecutive frames I get the following states:

 viewer-done()=false
 pager-getFileRequestListSize()=0
 pager-getDataToCompileListSize()=0
 pager-requiresUpdateSceneGraph()=false
 pager-isRunning()=true
 pager-getNumFramesActive()=0
 pager-getNumDatabaseThreads()=2
 pager-getAcceptNewDatabaseRequests()=true

 Only the state of DatabasePager::isRunning() changes to true and it does not
 seems to go back to false again. I have accidentally managed to get
 pager-getDataToCompileListSize() to return 1 once or twice, but nothing I
 can base a while-loop on.

 I guess I'll just have to trace my way through the debugger to find out what
 I'm doing wrong, unless you have any further info to share.

 Best regards,
 John

 Robert Osfield wrote:

 Hi John,

 On Tue, Oct 28, 2008 at 4:16 PM, John Vidar Larring
 [EMAIL PROTECTED] wrote:

 I was hoping this would work too, but
 getDatabasePager()-getFileRequestListSize() _always_ returns 0 (zero).

 So I am hoping that this is either a bug that can be fixed or that there
 is
 another method for checking whether the DatabasePager is done / idle (!?)

 There isn't much to go wrong is this method, so I doubt there is a bug
 in it.  I suspect the read queues are just being emptied really fast
 so you are missing when they are not empty.  Or perhaps you are
 testing the wrong DatabasePager.

 You could also check the getDataToCompileListSize() to see if it has
 anything it in, and there isn't a present a DataToMergeListSize()
 method which there should probably.  The sum of all these would
 probably be the thing that would test against to see if there isn't
 pending in the pager.

 Robert.
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Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Jean-Sébastien Guay

Hi Paul,


Hi J-S -- I recently wrote my own visitor to flatten transforms. To do this,
I use osg::computeLocalToWorld(osg::NodePath) to get the local-to-world
matrix, and transform all vertices by that matrix. 


Yes, I've done that in the past too, and after fiddling for a while with 
the order of operations and how to transform vectors properly (as 
opposed to points/vertices) I got it to work too.



This works great for me,
and what you are doing sounds like an equivalent operation, so I'm not sure
why it's not working for you. Can you provide more details on the failure?


Well, say I have this (pseudo code)

osg::BoundingBox combinedWorldBB;
foreach node in selectedNodes
add node's BB (world-space) to combinedWorldBB
end

The result I get is that when the root transform of my group of nodes is 
identity, I get a bounding box of:


_min = ( -1.4047172 , -0.94869113 , -1.9402435  )
_max = (  2.7989883 ,  0.95002991 ,  0.33612174 )

which is a bounding box of approximate size (4, 2, 2.3) centered 
approximately at (0.6, 0, -0.8).


If I translate the root of those nodes by -5 in Z (and they look 
correctly transformed), I get this bounding box:


_min = ( -1.4047172 , -0.94869113 , -11.940244 )
_max = (  2.7989883 ,  0.95002991 , -5.3083067 )

which is a bounding box of approximate size (4, 2, 6.6) centered 
approximately at (0.6, 0, -8.6).


So you can see, the bounding box changes much more than a simple 
translation by -5 in Z...



My code is:

void getWorldBounds(osg::Node* node, osg::BoundingBox bb)
{
GetWorldCoordOfNodeVisitor worldVisitor;
node-accept(worldVisitor);
osg::Matrix localToWorld = worldVisitor.getMatrix();

osg::ComputeBoundsVisitor cbbv;
node-accept(cbbv);
osg::BoundingBox localBB = cbbv.getBoundingBox();

for (unsigned int i = 0; i  8; i++)
{
bb.expandBy(localBB.corner(i) * localToWorld);
}
}

// ... Then in a method:

osg::BoundingBox bb;
foreach (osg::Node* node, selectedNodes)
{
getWorldBounds(node, bb);
}

// Results inspected at this point in the debugger.


Any ideas?

Thanks in advance,

J-S
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[osg-users] Multiple parents, unique states and selective lights

2008-10-29 Thread Andreas Lindmark
Hi,

I have a situation where I have Geodes with multiple parents. This means
that the Drawables in the scenegraph might be rendered multiple times with
different transforms depending on the node path to the root. The problem is
that I need to be able to set a unique set of shader uniforms for the
different rendered instancies of the same Drawable. What I want to do is to
test the bounding sphere of the instance against that of the lights in the
scene and set the uniforms based on this test.
We do not use osg::Lights since we do not have to support fixed function
pipeline, and the lights are stored in a separate datastructure in world
space since light calculations is done in world space in the shaders.

An idea that I have is to add a drawcallback to the Drawable. In the
callback I use RenderInfo::getState to retrieve the state for that instance.
State::getInitialInverseMatrix combined with State::worldViewMatrix would
give me the world matrix. The world matrix is used to transform the bounding
sphere of the drawable and it can then be used for intersection tests.
Im not really sure how to set the uniforms at this stage though. As I
understand (from stepping trough the code) it is to late to change/add a
stateset. I suppose that it would be possible to inject some OpenGL code,
but this make me think that there might be a better solution.

Is there a better way of achieving what I want than the idea i outlined
above?

By the way: What does initial means in State::getInitialInverseMatrix)?



/Andreas Lindmark
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[osg-users] If I want to use wxWidgets with OSG, do I need a particular version of wxWidgets?

2008-10-29 Thread Ed
If I want to use wxWidgets with OSG, do I need a particular version of 
wxWidgets?

Ed

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[osg-users] Shadows in osgviewerQT?

2008-10-29 Thread Julian Scheid
Hi,

I'm trying to embed osg in a Qt4 application. I've had some troubles with
FSAA/multisampling but managed to work around it by configuring the
QGLWidget for FSAA instead of osg.

However, I'm now trying to get shadows to work based on the osgshadow code,
and it seems that no matter which shadowing technique I try it brings my
machine to a grinding halt - the whole screen starts to flicker wildly,
circles and balls reminiscent of Katamari Damacy are drawn into the scene,
and when continuous update (via timer) is enabled I have no recourse but to
restart my machine. (This is one of the new Intel Macbooks running OS X
10.5)

I gather that when embedded in Qt, the GraphicsWindowCarbon code isn't used
and osg just uses the existing GL context. Does that mean that I would have
to manually setup Qt's GL context and somehow synchronize it with osg's
shadow magic?

If all that is meant to be supported in the Qt viewer, is there any chance
you could add an example for this situation?

Thanks in advance,

-Julian
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Re: [osg-users] auto-capture example: capturing an image from a PagedLOD Database

2008-10-29 Thread John Vidar Larring

Hi Robert,

 Are you planning to submit this example for inclusion with the OSG
 example set?   If so then I could integrate then I and others could
 tweak it so it works.

Yes, that was basically the plan, only that I originally wanted to 
submit a working example;)


The reason for putting together this example in the first place was to 
create an application scenario that could make it interesting for others 
to solve this particular DatabasePager problem as well.


I'll try out a few more hunches before cleaning up and submitting the 
example, working or not working.


Best regards,
John


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Re: [osg-users] If I want to use wxWidgets with OSG, do I need a particular version of wxWidgets?

2008-10-29 Thread Maciej Krol
Hi Ed,

I am using 2.8.7, but the latest stable version should work as well.

Regards,
Maciej

2008/10/29 Ed [EMAIL PROTECTED]

 If I want to use wxWidgets with OSG, do I need a particular version of
 wxWidgets?
 Ed

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Re: [osg-users] If I want to use wxWidgets with OSG, do I need a particular version of wxWidgets?

2008-10-29 Thread Wang Rui
Hi Ed,

Any latest version of wxWidgets is ok, I think. I have succeeded compiling
with 2.8.6, 2.8.7 and 2.8.8 before.

Wang Rui
2008/10/29 Ed [EMAIL PROTECTED]

 If I want to use wxWidgets with OSG, do I need a particular version of
 wxWidgets?
 Ed

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Re: [osg-users] If I want to use wxWidgets with OSG, do I need a particular version of wxWidgets?

2008-10-29 Thread osg
I thought the latest version should work, but when I try to build the  
osgviewerWX examples I get the following errors Maybe I am missing  
something



Scanning dependencies of target example_osgviewerWX
[ 98%] Building CXX object  
examples/osgviewerWX/CMakeFiles/example_osgviewerWX.dir/osgviewerWX.o
In file included from  
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:18:
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.h:14: error: expected class-name before ?{?  
token
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp: In member function ?virtual bool  
wxOsgApp::OnInit()?:
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:49: error: ?WX_GL_DOUBLEBUFFER? was not declared in this  
scope
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:50: error: ?WX_GL_RGBA? was not declared in this  
scope
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:51: error: ?WX_GL_DEPTH_SIZE? was not declared in this  
scope
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:53: error: ?WX_GL_STENCIL_SIZE? was not declared in this  
scope
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp: At global  
scope:
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:114: error: ?wxGLCanvas? has not been  
declared
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:115: error: invalid static_cast from type ?void (OSGCanvas::*)(wxSizeEvent)? to type ?void  
(wxEvtHandler::*)(wxSizeEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:116: error: invalid static_cast from type ?void (OSGCanvas::*)(wxPaintEvent)? to type ?void  
(wxEvtHandler::*)(wxPaintEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:117: error: invalid static_cast from type ?void (OSGCanvas::*)(wxEraseEvent)? to type ?void  
(wxEvtHandler::*)(wxEraseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:119: error: invalid static_cast from type ?void (OSGCanvas::*)(wxKeyEvent)? to type ?void  
(wxEvtHandler::*)(wxKeyEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:120: error: invalid static_cast from type ?void (OSGCanvas::*)(wxKeyEvent)? to type ?void  
(wxEvtHandler::*)(wxKeyEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:122: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:123: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:124: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:125: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:126: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:127: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:128: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:129: error: invalid static_cast from type ?void (OSGCanvas::*)(wxMouseEvent)? to type ?void  
(wxEvtHandler::*)(wxMouseEvent)?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp: In constructor ?OSGCanvas::OSGCanvas(wxWindow*, wxWindowID, const wxPoint, const wxSize, long int, const wxString,  
int*)?:
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp:134: error: class ?OSGCanvas? does not have any field named  
?wxGLCanvas?
/home/epeddycoart/development/Libraries/OpenSceneGraph/examples/osgviewerWX/osgviewerWX.cpp: In member function ?void  
OSGCanvas::OnPaint(wxPaintEvent)?:

Re: [osg-users] Multiple parents, unique states and selective lights

2008-10-29 Thread Peter Hrenka

Hi Andreas,

Andreas Lindmark schrieb:

Hi,

I have a situation where I have Geodes with multiple parents. This means 
that the Drawables in the scenegraph might be rendered multiple times 
with different transforms depending on the node path to the root. The 
problem is that I need to be able to set a unique set of shader uniforms 
for the different rendered instancies of the same Drawable. What I want 
to do is to test the bounding sphere of the instance against that of the 
lights in the scene and set the uniforms based on this test.
We do not use osg::Lights since we do not have to support fixed function 
pipeline, and the lights are stored in a separate datastructure in world 
space since light calculations is done in world space in the shaders.


An idea that I have is to add a drawcallback to the Drawable. In the 
callback I use RenderInfo::getState to retrieve the state for that 
instance. State::getInitialInverseMatrix combined with 
State::worldViewMatrix would give me the world matrix. The world matrix 
is used to transform the bounding sphere of the drawable and it can then 
be used for intersection tests.
Im not really sure how to set the uniforms at this stage though. As I 
understand (from stepping trough the code) it is to late to change/add a 
stateset. I suppose that it would be possible to inject some OpenGL 
code, but this make me think that there might be a better solution.


Is there a better way of achieving what I want than the idea i outlined 
above?


You could add the position dependend StateSet directly to the Transforms 
(in osg every osg::Node can have its own StateSet). You could do this

in an updateCallback.



By the way: What does initial means in State::getInitialInverseMatrix)?



/Andreas Lindmark



Regards,

Peter Hrenka

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Re: [osg-users] osgShadow question (ATI related?)

2008-10-29 Thread Rick Middelkoop
Hi Wojtek,

Thanks for your hints!

I have made the adjustment to StandardShadowMap and
MinimalDrawBoundsShadowMap
like for ShadowMap. With the LightSpacePerspectiveShadowMap I then get
almost-correct
shadows when looking straight down along the Z axis (at a shadow-casting
object), with the
viewpoint coordinate system aligned to the world coordinate system. The
shadows move away
from the objects that cast them when I move/aim the viewpoint.

When I just use StandardShadowMap (with the ShadowMap adjustment), the
shadows are correct.
(However, there is a small gap between the (shadow-casting) objects and
their shadow, possibly
polygon offset-related?)

When I just use MinimalShadowMap or MinimalDrawBoundsShadowMap, the
shadows are correct,
but only when the bounding box (displayed when using setDebugDraw) of
the shadow-casting objects
is completely within view. When the bounding box is partially outside
the viewing frustum, the shadows
are correct only from certain viewpoint positions/orientations. If I
then move/aim the viewpoint,
the shadows move away from the objects that cast them (and eventually
disappear in some cases).

From just looking at the debug HUD, you could say that the shadows get
'more correct'
when the (shadow-casting objects) bounding box is less 'deformed'.

Any ideas?

I will keep looking into tomorrow, starting at the MinimalShadowMap
level as this seems to be
the lowest level at which the problem occurs on my system.

Cheers,

Rick.

PS: I also experimented with the MinimalDrawBoundsShadowMap, calling
setShadowReceivingCoarseBoundAccuracy with EMPTY_BOX and BOUNDING_SPHERE,
giving the following results:

EMPTY_BOX:  no shadows are visible, debug HUD shows an empty shadow map
BOUNDING_SPHERE: shadows visible from certain viewpoint
positions/orientations, but not
in the correct place. The debug HUD shows shadow map with projected
bounding box etc.


 Hi Again Rick,

 Small errata: I forgot to add .cpp suffixes to the files I suggest to
 modify. So fixes should be done in

 MinimalDrawBoundShadowMap.cpp line 225
 and
 StandardShadowMap.cpp line 753

 Let us know if this helps, if it does, I will be smarter next time when this
 question appears again.

 Cheers,
 Wojtek


 Rick,

 I don't know how to help you with your particular problem. But I hope these
 2 hints could be useful:

 I suppose it would be fairly simple to make similar adjustment for LisPSM as
 you did for ShadowMap. Texgen matrix for LispSM is set in
 MinimalDrawBoundShadowMap line 225. For safety you should also adjust
 StandardShadowMap line 753. Second code path is used when you select LispSM
 variant based on MinimalCullBoundsShadowMap or MinimalShadowMap.

 Maybe when you activate debug HUD ( call DebugShadowMap::setDebugDraw(
 true ) ) it will be easier to see and fix the problem.

 Cheers,
 Wojtek

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Rick
 Middelkoop
 Sent: Tuesday, October 28, 2008 7:13 PM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] osgShadow question (ATI related?)


 Hello,

 I'm trying to add shadows to the application I'm working on, and encountered
 two issues which seems to be ATI card/driver related.

 The first issue is, that shadows generated using the ShadowMap technique
 are in the
 wrong location, both in the application I'm working on and the
 'osgshadow' example.
 Only the ShadowTexture technique gives correct results.

 For example, in the 'aircraft above terrain' example scene with the
 ShadowMap
 technique (osgshadow --sm -2), there is a shadow on the ground below the
 aircraft,
 but it is turning in the opposite direction to the aircraft.
 A colleague who is using an Nvidia card is seeing correct shadows in the
 example.

 After searching the osg mailing list I found a few clues towards solving
 the problem,
 one was that ATI had inverted a coordinate of the FBO-texture in their
 drivers:
 http://archive.netbsd.se/?ml=openscenegraph-submissionsa=2008-02m=6605417

 The solution was to mirror the shadow map along the Y axis in the
 ShadowMap::cull()
 function:

 _texgen-setPlanesFromMatrix( osg::Matrix::scale(1.0, -1.0, 1.0) *
   _camera-getProjectionMatrix() *
   osg::Matrix::translate(1.0,1.0,1.0) *
   osg::Matrix::scale(0.5f,0.5f,0.5f) );

 (I am using a Radeon X1800 series card with the Catalyst 8.9 drivers,
 and the osg2.7.3
 developer release. However, the effect also occurs with the osg2.2
 stable release.)

 Now for the second, still unsolved issue:

 At the moment, I am looking at using the LightSpacePerspectiveShadowMap
 technique
 in the application. However, the problem here is that when changing the
 viewpoint position
 or orientation,  the shadows also move or rotate! It is very difficult
 to see what is going on
 from the position or movements of the shadows in this case. However,
 when I mirror the
 shadow map (like in the code 

[osg-users] Callbacks: operator() call

2008-10-29 Thread Renan Mendes
Hi,

I'm having some trouble when using a whole lot of callbacks at the same
time... Apparently it has something to do with the order that they're being
called. I want to know how is it done. Are the operator()'s executed one by
one in a given order or are they executed in a parallel manner?

 Thanks,

  Renan M Z Mendes
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Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Jean-Sébastien Guay

Hi all,


Any ideas?


Anyone?

J-S

(previous message below in case you don't know what I'm talking about)

Jean-Sébastien Guay wrote:

Hi Paul,

Hi J-S -- I recently wrote my own visitor to flatten transforms. To do 
this,

I use osg::computeLocalToWorld(osg::NodePath) to get the local-to-world
matrix, and transform all vertices by that matrix. 


Yes, I've done that in the past too, and after fiddling for a while with 
the order of operations and how to transform vectors properly (as 
opposed to points/vertices) I got it to work too.



This works great for me,
and what you are doing sounds like an equivalent operation, so I'm not 
sure
why it's not working for you. Can you provide more details on the 
failure?


Well, say I have this (pseudo code)

osg::BoundingBox combinedWorldBB;
foreach node in selectedNodes
add node's BB (world-space) to combinedWorldBB
end

The result I get is that when the root transform of my group of nodes is 
identity, I get a bounding box of:


_min = ( -1.4047172 , -0.94869113 , -1.9402435  )
_max = (  2.7989883 ,  0.95002991 ,  0.33612174 )

which is a bounding box of approximate size (4, 2, 2.3) centered 
approximately at (0.6, 0, -0.8).


If I translate the root of those nodes by -5 in Z (and they look 
correctly transformed), I get this bounding box:


_min = ( -1.4047172 , -0.94869113 , -11.940244 )
_max = (  2.7989883 ,  0.95002991 , -5.3083067 )

which is a bounding box of approximate size (4, 2, 6.6) centered 
approximately at (0.6, 0, -8.6).


So you can see, the bounding box changes much more than a simple 
translation by -5 in Z...



My code is:

void getWorldBounds(osg::Node* node, osg::BoundingBox bb)
{
GetWorldCoordOfNodeVisitor worldVisitor;
node-accept(worldVisitor);
osg::Matrix localToWorld = worldVisitor.getMatrix();

osg::ComputeBoundsVisitor cbbv;
node-accept(cbbv);
osg::BoundingBox localBB = cbbv.getBoundingBox();

for (unsigned int i = 0; i  8; i++)
{
bb.expandBy(localBB.corner(i) * localToWorld);
}
}

// ... Then in a method:

osg::BoundingBox bb;
foreach (osg::Node* node, selectedNodes)
{
getWorldBounds(node, bb);
}

// Results inspected at this point in the debugger.


Any ideas?

Thanks in advance,

J-S



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Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Paul Melis
Jean-Sébastien Guay wrote:
 Hi all,

 Any ideas?

 Anyone?
I can only give you a tip: try to render the bbox with the scene to see
what's going on...

Paul

 J-S

 (previous message below in case you don't know what I'm talking about)

 Jean-Sébastien Guay wrote:
 Hi Paul,

 Hi J-S -- I recently wrote my own visitor to flatten transforms. To
 do this,
 I use osg::computeLocalToWorld(osg::NodePath) to get the
 local-to-world
 matrix, and transform all vertices by that matrix. 

 Yes, I've done that in the past too, and after fiddling for a while
 with the order of operations and how to transform vectors properly
 (as opposed to points/vertices) I got it to work too.

 This works great for me,
 and what you are doing sounds like an equivalent operation, so I'm
 not sure
 why it's not working for you. Can you provide more details on the
 failure?

 Well, say I have this (pseudo code)

 osg::BoundingBox combinedWorldBB;
 foreach node in selectedNodes
 add node's BB (world-space) to combinedWorldBB
 end

 The result I get is that when the root transform of my group of nodes
 is identity, I get a bounding box of:

 _min = ( -1.4047172 , -0.94869113 , -1.9402435  )
 _max = (  2.7989883 ,  0.95002991 ,  0.33612174 )

 which is a bounding box of approximate size (4, 2, 2.3) centered
 approximately at (0.6, 0, -0.8).

 If I translate the root of those nodes by -5 in Z (and they look
 correctly transformed), I get this bounding box:

 _min = ( -1.4047172 , -0.94869113 , -11.940244 )
 _max = (  2.7989883 ,  0.95002991 , -5.3083067 )

 which is a bounding box of approximate size (4, 2, 6.6) centered
 approximately at (0.6, 0, -8.6).

 So you can see, the bounding box changes much more than a simple
 translation by -5 in Z...


 My code is:

 void getWorldBounds(osg::Node* node, osg::BoundingBox bb)
 {
 GetWorldCoordOfNodeVisitor worldVisitor;
 node-accept(worldVisitor);
 osg::Matrix localToWorld = worldVisitor.getMatrix();

 osg::ComputeBoundsVisitor cbbv;
 node-accept(cbbv);
 osg::BoundingBox localBB = cbbv.getBoundingBox();

 for (unsigned int i = 0; i  8; i++)
 {
 bb.expandBy(localBB.corner(i) * localToWorld);
 }
 }

 // ... Then in a method:

 osg::BoundingBox bb;
 foreach (osg::Node* node, selectedNodes)
 {
 getWorldBounds(node, bb);
 }

 // Results inspected at this point in the debugger.


 Any ideas?

 Thanks in advance,

 J-S



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Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Paul Melis
Jean-Sébastien Guay wrote:
 Hi all,

 Any ideas?

 Anyone?

 J-S

 (previous message below in case you don't know what I'm talking about)

 Jean-Sébastien Guay wrote:
 Hi Paul,

 Hi J-S -- I recently wrote my own visitor to flatten transforms. To
 do this,
 I use osg::computeLocalToWorld(osg::NodePath) to get the
 local-to-world
 matrix, and transform all vertices by that matrix. 

 Yes, I've done that in the past too, and after fiddling for a while
 with the order of operations and how to transform vectors properly
 (as opposed to points/vertices) I got it to work too.

 This works great for me,
 and what you are doing sounds like an equivalent operation, so I'm
 not sure
 why it's not working for you. Can you provide more details on the
 failure?

 Well, say I have this (pseudo code)

 osg::BoundingBox combinedWorldBB;
 foreach node in selectedNodes
 add node's BB (world-space) to combinedWorldBB
 end

 The result I get is that when the root transform of my group of nodes
 is identity, I get a bounding box of:

 _min = ( -1.4047172 , -0.94869113 , -1.9402435  )
 _max = (  2.7989883 ,  0.95002991 ,  0.33612174 )

 which is a bounding box of approximate size (4, 2, 2.3) centered
 approximately at (0.6, 0, -0.8).

 If I translate the root of those nodes by -5 in Z (and they look
 correctly transformed), I get this bounding box:

 _min = ( -1.4047172 , -0.94869113 , -11.940244 )
 _max = (  2.7989883 ,  0.95002991 , -5.3083067 )
Interestingly enough min xseems to have been decremented by twice -5...
won't help you, but just an observation :)

Paul

 which is a bounding box of approximate size (4, 2, 6.6) centered
 approximately at (0.6, 0, -8.6).

 So you can see, the bounding box changes much more than a simple
 translation by -5 in Z...


 My code is:

 void getWorldBounds(osg::Node* node, osg::BoundingBox bb)
 {
 GetWorldCoordOfNodeVisitor worldVisitor;
 node-accept(worldVisitor);
 osg::Matrix localToWorld = worldVisitor.getMatrix();

 osg::ComputeBoundsVisitor cbbv;
 node-accept(cbbv);
 osg::BoundingBox localBB = cbbv.getBoundingBox();

 for (unsigned int i = 0; i  8; i++)
 {
 bb.expandBy(localBB.corner(i) * localToWorld);
 }
 }

 // ... Then in a method:

 osg::BoundingBox bb;
 foreach (osg::Node* node, selectedNodes)
 {
 getWorldBounds(node, bb);
 }

 // Results inspected at this point in the debugger.


 Any ideas?

 Thanks in advance,

 J-S



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Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Jean-Sébastien Guay

Hi Paul,


_min = ( -1.4047172 , -0.94869113 , -1.9402435  )
_max = (  2.7989883 ,  0.95002991 ,  0.33612174 )


...


_min = ( -1.4047172 , -0.94869113 , -11.940244 )
_max = (  2.7989883 ,  0.95002991 , -5.3083067 )


Interestingly enough min xseems to have been decremented by twice -5...
won't help you, but just an observation :)


Yeah, that would corroborate my results, where the center of the box is 
translated by ~1.5 times -5...


But I can see the results, what I want to know is what the cause is... 
I'll have to go a bit deeper if no one has any ideas.


Thanks for trying,

J-S
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[osg-users] mingw build problems

2008-10-29 Thread Csaba Halász
Hi!

I encountered some problems while building OSG using mingw.

1) can't build osgwrappers. on 32 bit windows, ld goes up to about 2GB
mem usage and then aborts. Cross-compiling on 64 bit linux, it went up
to a whopping 5GB after 10 minutes, at which point I had to kill it as
I only have 3GB ram and it was swapping like crazy. I might try to
abuse one of our servers with 16GB ram later, just to see whether it
finishes eventually :)

  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
22624 hcs   20   0 5472m 2.8g  540 D   11 93.8  10:00.29 ld

$ /usr/i586-mingw32msvc/bin/ld --version
GNU ld (GNU Binutils) 2.18.50.20080109

Native linux builds fine (uses about 800MB)

2) None of the OPENTHREADS_ATOMIC_USE flags work. I assume either gcc
or win32 interlocked would be the right choice. As I am using gcc, I
went for the GCC builtins first, but I get errors:

CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.obj:Atomic.cpp:(.text+0x3b):
undefined reference to `___sync_bool_compare_and_swap_4'
CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.obj:Atomic.cpp:(.text+0xa5):
undefined reference to `___sync_sub_and_fetch_4'
CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.obj:Atomic.cpp:(.text+0xc5):
undefined reference to `___sync_add_and_fetch_4'
CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.obj:Atomic.cpp:(.text+0x61):
undefined reference to `___sync_fetch_and_xor_4'
CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.obj:Atomic.cpp:(.text+0x71):
undefined reference to `___sync_fetch_and_or_4'
CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.obj:Atomic.cpp:(.text+0x81):
undefined reference to `___sync_fetch_and_and_4'
collect2: ld returned 1 exit status
make[2]: *** [bin/libOpenThreads.dll] Error 1

The single thing I found using google about this was that gcc seems to
think these intrisics are not supported.
Next I tried win32 interlocked, but apparently that relies on msvc instrinics:

OpenThreads/common/Atomic.cpp:18:20: error: intrin.h: No such file or directory
OpenThreads/common/Atomic.cpp: In member function 'unsigned int
OpenThreads::Atomic::operator++()':
OpenThreads/common/Atomic.cpp:46: error: invalid conversion from
'volatile long int*' to 'long int*'
OpenThreads/common/Atomic.cpp:46: error:   initializing argument 1 of
'LONG InterlockedIncrement(long int*)'
OpenThreads/common/Atomic.cpp: In member function 'unsigned int
OpenThreads::Atomic::operator--()':
OpenThreads/common/Atomic.cpp:60: error: invalid conversion from
'volatile long int*' to 'long int*'
OpenThreads/common/Atomic.cpp:60: error:   initializing argument 1 of
'LONG InterlockedDecrement(long int*)'
OpenThreads/common/Atomic.cpp: In member function 'unsigned int
OpenThreads::Atomic::AND(unsigned int)':
OpenThreads/common/Atomic.cpp:74: error: '_InterlockedAnd' was not
declared in this scope
OpenThreads/common/Atomic.cpp: In member function 'unsigned int
OpenThreads::Atomic::OR(unsigned int)':
OpenThreads/common/Atomic.cpp:88: error: '_InterlockedOr' was not
declared in this scope
OpenThreads/common/Atomic.cpp: In member function 'unsigned int
OpenThreads::Atomic::XOR(unsigned int)':
OpenThreads/common/Atomic.cpp:102: error: '_InterlockedXor' was not
declared in this scope
OpenThreads/common/Atomic.cpp: In member function 'unsigned int
OpenThreads::Atomic::exchange(unsigned int)':
OpenThreads/common/Atomic.cpp:117: error: invalid conversion from
'volatile long int*' to 'long int*'
OpenThreads/common/Atomic.cpp:117: error:   initializing argument 1 of
'LONG InterlockedExchange(long int*, LONG)'
OpenThreads/common/Atomic.cpp: In member function
'OpenThreads::Atomic::operator unsigned int() const':
OpenThreads/common/Atomic.cpp:132: error: 'MemoryBarrier' was not
declared in this scope
OpenThreads/common/Atomic.cpp:133: error: invalid static_cast from
type 'const volatile long int' to type 'const volatile unsigned int'
OpenThreads/common/Atomic.cpp: In member function 'void*
OpenThreads::AtomicPtr::get() const':
OpenThreads/common/Atomic.cpp:163: error: 'MemoryBarrier' was not
declared in this scope
make[2]: *** 
[src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/__/common/Atomic.cpp.obj]
Error 1
make[1]: *** [src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/all] Error 2
make: *** [all] Error 2

(msdn says these come from winbase.h, so I removed the intrin.h
reference, but still no luck)
Note, I get a working OSG with the fall-back implementation, but I
assume that is suboptimal in terms of performance.

3) the libtiff I use (version 3.8.2) depends on libjpeg and zlib (just
like libpng depends on zlib). Cmake doesn't handle this. How can I
pass this information to the build process?

-- 
Thanks,
Csaba
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Re: [osg-users] mingw build problems

2008-10-29 Thread Jean-Sébastien Guay

Hi Csaba,


2) None of the OPENTHREADS_ATOMIC_USE flags work. I assume either gcc
or win32 interlocked would be the right choice. As I am using gcc, I
went for the GCC builtins first, but I get errors:


Matthias will give you the complete answer, but I think the gcc builtins 
need a recent gcc (4.x+), whereas I think MinGW is stuck at gcc 3.x...


And for the win32 interlocked, you need to be compiling with VC++ (which 
you can do with makefiles by calling cc.exe, but the CMake generated 
makefiles for MinGW surely use gcc only, so it won't be an option for you).


Sorry, but I don't think you'll be able to use anything other than the 
mutex fallback on MinGW unless you modify the MinGW CMake files to 
generate makefiles that use cc.exe - and install Visual Studio...


J-S
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Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Paul Melis
Jean-Sébastien Guay wrote:
 Hi Paul,

 _min = ( -1.4047172 , -0.94869113 , -1.9402435  )
 _max = (  2.7989883 ,  0.95002991 ,  0.33612174 )

 ...

 _min = ( -1.4047172 , -0.94869113 , -11.940244 )
 _max = (  2.7989883 ,  0.95002991 , -5.3083067 )

 Interestingly enough min xseems to have been decremented by twice -5...
 won't help you, but just an observation :)

 Yeah, that would corroborate my results, where the center of the box
 is translated by ~1.5 times -5...

 But I can see the results, what I want to know is what the cause is...
 I'll have to go a bit deeper if no one has any ideas.
Are you sure that the compute bounds visitor doesn't already compute a
world space bound? You are applying the local to world transform again
to that bbox, which might explain the double Z -5 transform

Paul
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Re: [osg-users] Multiple parents, unique states and selective lights

2008-10-29 Thread Andreas Lindmark
2008/10/29 Peter Hrenka [EMAIL PROTECTED]

 Hi Andreas,

 Andreas Lindmark schrieb:

  Hi,

 I have a situation where I have Geodes with multiple parents. This means
 that the Drawables in the scenegraph might be rendered multiple times with
 different transforms depending on the node path to the root. The problem is
 that I need to be able to set a unique set of shader uniforms for the
 different rendered instancies of the same Drawable. What I want to do is to
 test the bounding sphere of the instance against that of the lights in the
 scene and set the uniforms based on this test.
 We do not use osg::Lights since we do not have to support fixed function
 pipeline, and the lights are stored in a separate datastructure in world
 space since light calculations is done in world space in the shaders.

 An idea that I have is to add a drawcallback to the Drawable. In the
 callback I use RenderInfo::getState to retrieve the state for that instance.
 State::getInitialInverseMatrix combined with State::worldViewMatrix would
 give me the world matrix. The world matrix is used to transform the bounding
 sphere of the drawable and it can then be used for intersection tests.
 Im not really sure how to set the uniforms at this stage though. As I
 understand (from stepping trough the code) it is to late to change/add a
 stateset. I suppose that it would be possible to inject some OpenGL code,
 but this make me think that there might be a better solution.

 Is there a better way of achieving what I want than the idea i outlined
 above?


 You could add the position dependend StateSet directly to the Transforms
 (in osg every osg::Node can have its own StateSet). You could do this
 in an updateCallback.


 Regards,

 Peter Hrenka


Hi Peter,
I thought about doing something along those lines, but the trouble is that
the Transforms or nodes above the transforms can also have have multiple
parents and become part of several node paths..
Consider the following:
A Root with two children (T1 and T2). T1 And T2 both have Group as a child
that in its turn have two transforms as children (T3, and T4).  T3 and T4
has the Geode as a child.

Primitive text graph art:

  Root
 / \
T1   T2
 \/
 group
  /\
T3   T4
  \/
 Geode

Geode will now render as four objects with four different matricies (T1*T3,
T1*T4, T2*T3 and T2*T3) even though Geode only has two parents.


Regards,
Andreas
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Re: [osg-users] mingw build problems

2008-10-29 Thread Csaba Halász
On Wed, Oct 29, 2008 at 9:05 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Csaba,

 2) None of the OPENTHREADS_ATOMIC_USE flags work. I assume either gcc
 or win32 interlocked would be the right choice. As I am using gcc, I
 went for the GCC builtins first, but I get errors:

 Matthias will give you the complete answer, but I think the gcc builtins
 need a recent gcc (4.x+), whereas I think MinGW is stuck at gcc 3.x...

Hi J-S,
I have a recent gcc:

$ i586-mingw32msvc-gcc --version
i586-mingw32msvc-gcc (GCC) 4.2.1-sjlj (mingw32-2)

 And for the win32 interlocked, you need to be compiling with VC++ (which you
 can do with makefiles by calling cc.exe, but the CMake generated makefiles
 for MinGW surely use gcc only, so it won't be an option for you).

Yeah, that's what I figured too. So I guess I have to get the gcc
builtins to work if possible.

-- 
Csaba
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Re: [osg-users] osgShadow question (ATI related?)

2008-10-29 Thread Wojciech Lewandowski
Hi Rick,

I am afraid you are on your own -  I will not be able to help much. Shadow
mapping issues could be really hard ;-( I would need to grab similar board,
roll up the sleeves and start debuging. But I don't have the time nor access
to such hardware.

 [..]

 When I just use StandardShadowMap (with the ShadowMap adjustment), the
 shadows are correct.
 (However, there is a small gap between the (shadow-casting) objects and
 their shadow, possibly polygon offset-related?)

Probably. I don't have another idea.

 When I just use MinimalShadowMap or MinimalDrawBoundsShadowMap, the
 shadows are correct,
 but only when the bounding box (displayed when using setDebugDraw) of
 the shadow-casting objects
 is completely within view. When the bounding box is partially outside
 the viewing frustum, the shadows
 are correct only from certain viewpoint positions/orientations. If I
 then move/aim the viewpoint,
 the shadows move away from the objects that cast them (and eventually
 disappear in some cases).

 From just looking at the debug HUD, you could say that the shadows get
 'more correct'
 when the (shadow-casting objects) bounding box is less 'deformed'.

 Any ideas?

It does not sound like easy one. Are you sure that ATI bug only affects
texture application ? Maybe render to texture is also flipped somehow. I
assume you have modified texgen matrix but not shadow camera projection
matrix (the one involved in computation of texgen matrix) ?  If shadow
camera projection gets modified it could potentially affect rest of the
code.

Actually, one idea just came to my mind, MinimalDrawBoundsShadowMap does
rough depth map prerender to compute visible shadowed scene extents. I
suppose reverted vertical texture coordinates may also affect this code. You
may look at MinimaDrawBounds line 203 - its the place where matrix for
prerenderd image scan is computed - and you may need to make the fixes
there. As a alternative approach, you could try
LightSpacePerspectiveShadowMapCB and see if the problem is also present ?
LightSpacePerspectiveShadowMapCB variant computes shadowed volume by
scanning boxes around drawables in render bins and should avoid at least
this potential prerenderd image scanning issue.

 I will keep looking into tomorrow, starting at the MinimalShadowMap
 level as this seems to be
 the lowest level at which the problem occurs on my system.

Good luck. And let me know if you come up with some constructive conclusion,
possible fixes or workarounds.

Cheers,
Wojtek

RE PS:

 EMPTY_BOX:  no shadows are visible, debug HUD shows an empty shadow map
 BOUNDING_SPHERE: shadows visible from certain viewpoint
 positions/orientations, but not
 in the correct place. The debug HUD shows shadow map with projected
 bounding box etc.

Default setting may impact performance but should be safest. I am not 100%
sure that other options are completely bug free so I would suggest not
experimenting with this if you have other problems. Usage of these options
also heavily depends on the light type. Leave it at default if you use spot
or omnidirectional light.



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Re: [osg-users] mingw build problems

2008-10-29 Thread Csaba Halász
On Wed, Oct 29, 2008 at 11:15 PM, Csaba Halász [EMAIL PROTECTED] wrote:

 Yeah, that's what I figured too. So I guess I have to get the gcc
 builtins to work if possible.

Ok, you can strike this from the list.
I used  -DCMAKE_CXX_FLAGS_RELEASE=-O2 -march=i686 and that just got
added as a variable but did not get used. Apparently I have to specify
it is a STRING, so  -DCMAKE_CXX_FLAGS_RELEASE:STRING=-O2 -march=i686
works fine.

For the tiff issue, I have compiled a libtiff without jpeg or zlib
support, but that isn't really an acceptable solution.

-- 
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Re: [osg-users] mingw build problems

2008-10-29 Thread Csaba Halász
Have run into another trouble, I had to add OSGSHADOW_EXPORT to each
of the embedded protected ViewData struct's in the osgShadow lib,
otherwise I get linking errors with the osgshadow example.
If it doesn't break other platforms, can they be added in svn?

-- 
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