Re: [osg-users] Callbacks: operator() call

2008-10-30 Thread Vincent Bourdier
Hi,

To use a lot of callback, you need to verify that  you call *traverse(node,
nv);* at the end of each callback operator() to continue traversing the
graph.
 If I'm right, all the callback are traversed at each frame, during the
update (for the updatecallback) and is it not done in a parallel thread.

Regards,

Vincent.

2008/10/29 Renan Mendes [EMAIL PROTECTED]

 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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[osg-users] I use eclipse IDE with QT4.4.3

2008-10-30 Thread YangXiao
Hi 
   I use eclipse IDE with QT4.4.3,  Can I integrate with OSG(I compile osg use 
vc2005 sp1) with  eclipse IDE and QT4.4.3,
   
  Best Regards
  YangXiao.

   
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Re: [osg-users] I use eclipse IDE with QT4.4.3

2008-10-30 Thread Wang Rui
Hi YangXiao,

I think a same compiler (to build OSG and QT) is required, no matter which
IDE is used.

Wang Rui
2008/10/30 YangXiao [EMAIL PROTECTED]

 Hi
  I use eclipse IDE with QT4.4.3,  Can I integrate with OSG(I compile osg
 use vc2005 sp1) with  eclipse IDE and QT4.4.3,

 Best Regards
 YangXiao.

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

2008-10-30 Thread Frank van Meurs

Hi,

I've had my share of problems with this of late as well, but managed to 
get everything working. You have to indeed manually enable OpenGL 
support when building wxWidgets.


To do so, you need to edit the 'master setup.h file'. This file can be 
found at include/wx/your build platform (as described at 
http://wiki.wxwidgets.org/Setup.H). Change the value of 
WX_USE_GLCANVAS from 0 to 1. Then, rebuild the lot.


Frank

D.J. Caldwell wrote:
Whatever your wxWidgets version, I believe you must explicitly enable 
OpenGL support when building wxWidgets (OpenGL support is disabled by 
default).
 
D.J.


On Wed, Oct 29, 2008 at 11:46 AM, [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


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)?


[osg-users] Camera rotation on three axes

2008-10-30 Thread Steven Saunderson
I'm trying to rotate a camera on all axes but my code fails when the 
x-axis or y-axis rotation approaches 90 degrees.  I am using a 
viewer.frame loop to avoid the default manipulator supplied by 
viewer.run.  My current camera code is :


cameraRotation.makeRotate (
  yrads,osg::Vec3 (0, 1, 0) ,  // roll  Y
  xrads,osg::Vec3 (1, 0, 0) ,  // pitch X
  zrads,osg::Vec3 (0, 0, 1) ); // yaw   Z
cameraTrans.makeTranslate (xdist, ydist, zdist);
myCameraMatrix  = cameraRotation * cameraTrans;
inverseMatrix   = myCameraMatrix.inverse (myCameraMatrix);
inverseMatrix  *= osg::Matrixd::rotate (-(osg::PI_2), 1, 0, 0);
viewer.getCamera ()-setViewMatrix (inverseMatrix);

When the pitch (xrads) is 0 everything works properly.  But when xrads 
is PI/2 the effect of yrads is identical to zrads (both do z-axis 
rotation).  I've tried applying the rotations in various orders but the 
code fails when one of the rotations is PI/2.


Can anyone suggest what I am doing wrong here or point me to a sample of 
working code ?


Thanks,
Steven

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Re: [osg-users] Camera rotation on three axes

2008-10-30 Thread Paul Melis

Steven Saunderson wrote:
I'm trying to rotate a camera on all axes but my code fails when the 
x-axis or y-axis rotation approaches 90 degrees.  I am using a 
viewer.frame loop to avoid the default manipulator supplied by 
viewer.run.  My current camera code is :


cameraRotation.makeRotate (
  yrads,osg::Vec3 (0, 1, 0) ,  // roll  Y
  xrads,osg::Vec3 (1, 0, 0) ,  // pitch X
  zrads,osg::Vec3 (0, 0, 1) ); // yaw   Z
cameraTrans.makeTranslate (xdist, ydist, zdist);
myCameraMatrix  = cameraRotation * cameraTrans;
inverseMatrix   = myCameraMatrix.inverse (myCameraMatrix);
inverseMatrix  *= osg::Matrixd::rotate (-(osg::PI_2), 1, 0, 0);
viewer.getCamera ()-setViewMatrix (inverseMatrix);

When the pitch (xrads) is 0 everything works properly.  But when xrads 
is PI/2 the effect of yrads is identical to zrads (both do z-axis 
rotation).  I've tried applying the rotations in various orders but 
the code fails when one of the rotations is PI/2.


Can anyone suggest what I am doing wrong here or point me to a sample 
of working code ?

You've hit upon a phenomenon called 'gimbal lock'.
See 
http://web.archive.org/web/20041029003853/http:/www.j3d.org/matrix_faq/matrfaq_latest.html#Q34 
for an explanation (and possibly some different ways of controling your 
camera).


Paul

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Re: [osg-users] Camera rotation on three axes

2008-10-30 Thread Tomlinson, Gordon
As Paul mentions the is the age old Gimbal Lock problem

The quick answer to this is to build a quaternion  and use that populate
the oration matrix

Or the really old nasty trick of limiting rotations to -89.5 thru +89.5
or so ...


Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Melis
Sent: Thursday, October 30, 2008 6:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Camera rotation on three axes

Steven Saunderson wrote:
 I'm trying to rotate a camera on all axes but my code fails when the 
 x-axis or y-axis rotation approaches 90 degrees.  I am using a 
 viewer.frame loop to avoid the default manipulator supplied by 
 viewer.run.  My current camera code is :

 cameraRotation.makeRotate (
   yrads,osg::Vec3 (0, 1, 0) ,  // roll
Y
   xrads,osg::Vec3 (1, 0, 0) ,  // pitch
X
   zrads,osg::Vec3 (0, 0, 1) ); // yaw
Z
 cameraTrans.makeTranslate (xdist, ydist, zdist);
 myCameraMatrix  = cameraRotation * cameraTrans;
 inverseMatrix   = myCameraMatrix.inverse (myCameraMatrix);
 inverseMatrix  *= osg::Matrixd::rotate (-(osg::PI_2), 1, 0, 0);
 viewer.getCamera ()-setViewMatrix (inverseMatrix);

 When the pitch (xrads) is 0 everything works properly.  But when xrads

 is PI/2 the effect of yrads is identical to zrads (both do z-axis 
 rotation).  I've tried applying the rotations in various orders but 
 the code fails when one of the rotations is PI/2.

 Can anyone suggest what I am doing wrong here or point me to a sample 
 of working code ?
You've hit upon a phenomenon called 'gimbal lock'.
See
http://web.archive.org/web/20041029003853/http:/www.j3d.org/matrix_faq/m
atrfaq_latest.html#Q34
for an explanation (and possibly some different ways of controling your
camera).

Paul

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g
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Re: [osg-users] BS radius : world coordinate or local coordinate ?

2008-10-30 Thread Tomlinson, Gordon
Hi 
 
Get bounds is the local coordinates of the node.
 
So yes any scale in the tree above the node will need to be factored in
if you matrices that apply a scale above the node
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Thursday, October 30, 2008 5:21 AM
To: osg
Subject: [osg-users] BS radius : world coordinate or local coordinate ?


Hi,

Just a simple question for you : 

When I get the Radius of a BS of a node, do I get the radius in World
scale unit ? or is the raduis depending on the scale of the node ?

for the moment I use : node-getBound().radius() *
node-getWorldMatrices()[0].getScale()[0]
But I am not sure of the result.


Thanks a lot.

Regards,

  Vincent.

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Re: [osg-users] Camera rotation on three axes

2008-10-30 Thread John Vidar Larring

Hi Steven,

Here is a snipplet of code from the osgautocapture example that I just 
sent to osg-submissions (if my email got through?), provided as is. I 
hope it might be of help:

...

// Compute eye point in world coordiantes
osg::Vec3d eye;
	csn-getEllipsoidModel()-convertLatLongHeightToXYZ(lat, lon, alt, 
eye.x(), eye.y(), eye.z());


// Build matrix for computing target vector
	osg::Matrixd target_matrix = osg::Matrixd::rotate(-heading, 
osg::Vec3d(1,0,0),

  -lat, 
osg::Vec3d(0,1,0),
  lon,  
osg::Vec3d(0,0,1));

// Compute tangent vector ...
osg::Vec3d tangent = target_matrix.preMult(osg::Vec3d(0, 0, 1));

// Compute non-inclined, non-rolled up vector ...
osg::Vec3d up(eye);
up.normalize();

	// Incline by rotating the target- and up vector around the 
tangent/up-vector

// cross-product ...
osg::Vec3d up_cross_tangent = up ^ tangent;
	osg::Matrixd incline_matrix = osg::Matrixd::rotate(incline, 
up_cross_tangent);

osg::Vec3d target = incline_matrix.preMult(tangent);

// Roll by rotating the up vector around the target vector ...
	osg::Matrixd roll_matrix = incline_matrix * osg::Matrixd::rotate(roll, 
target);

up = roll_matrix.preMult(up);

viewerWindow-getCamera()-setViewMatrixAsLookAt(eye, eye+target, up);
...

Best regards,
John

Steven Saunderson wrote:
I'm trying to rotate a camera on all axes but my code fails when the 
x-axis or y-axis rotation approaches 90 degrees.  I am using a 
viewer.frame loop to avoid the default manipulator supplied by 
viewer.run.  My current camera code is :


cameraRotation.makeRotate (
  yrads,osg::Vec3 (0, 1, 0) ,  // roll  Y
  xrads,osg::Vec3 (1, 0, 0) ,  // pitch X
  zrads,osg::Vec3 (0, 0, 1) ); // yaw   Z
cameraTrans.makeTranslate (xdist, ydist, zdist);
myCameraMatrix  = cameraRotation * cameraTrans;
inverseMatrix   = myCameraMatrix.inverse (myCameraMatrix);
inverseMatrix  *= osg::Matrixd::rotate (-(osg::PI_2), 1, 0, 0);
viewer.getCamera ()-setViewMatrix (inverseMatrix);

When the pitch (xrads) is 0 everything works properly.  But when xrads 
is PI/2 the effect of yrads is identical to zrads (both do z-axis 
rotation).  I've tried applying the rotations in various orders but the 
code fails when one of the rotations is PI/2.


Can anyone suggest what I am doing wrong here or point me to a sample of 
working code ?


Thanks,
Steven

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--
Best regards,
John
WeatherOne


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Re: [osg-users] BS radius : world coordinate or local coordinate ?

2008-10-30 Thread Vincent Bourdier
Thanks Grodon.

:-)

2008/10/30 Tomlinson, Gordon [EMAIL PROTECTED]

  Hi

 Get bounds is the local coordinates of the node.

 So yes any scale in the tree above the node will need to be factored in if
 you matrices that apply a scale above the node


 *Gordon*

 __
 *Gordon Tomlinson*

 *Product Manager 3D
 **Email * : gtomlinson @ overwatch.textron.com
 __
 *(C): (+1) 571-265-2612
 (W)**: (+1) 703-437-7651*

 Self defence is not a function of learning tricks
 but is a function of how quickly and intensely one
 can arouse one's instinct for survival
 - *Master Tambo Tetsura*



  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Vincent
 Bourdier
 *Sent:* Thursday, October 30, 2008 5:21 AM
 *To:* osg
 *Subject:* [osg-users] BS radius : world coordinate or local coordinate ?

 Hi,

 Just a simple question for you :

 When I get the Radius of a BS of a node, do I get the radius in World scale
 unit ? or is the raduis depending on the scale of the node ?

 for the moment I use : *node-getBound().radius() *
 node-getWorldMatrices()[0].getScale()[0]
 *But I am not sure of the result.*
 *

 Thanks a lot.

 Regards,

   Vincent.

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

2008-10-30 Thread John Vidar Larring

Hi Robert,

I made it work! However, to make the example work I had to a new 
statistics counter to DatabasePager. I added the method the DatabasePager:


/** Get number of fileRequest that are currently being processed in 
DatabaseThreads */

int getRequestsInProgress() const { return _requestsInProgress; }

The member _requestsInProgress is intialized to zero in the 
DatabasePager c'tors, increased by one in 
DatabasePager::requestNodeFile(), and decreased by one in 
DatabasePager::addLoadedDataToSceneGraph();


This counter in the DatabasePager allows me to use the following 
algorithm in the custom viewer class:

...
// Initiate the first PagedLOD request
frame();

// Keep rendering until full level of detail is reached
while(!done()  getDatabasePager()-getRequestsInProgress())
{
updateTraversal();
renderingTraversals();
}

// Add the WindowCaptureCallback now that we have full resolution
getCamera()-setFinalDrawCallback(new 
WindowCaptureCallback(GL_BACK, _fileName));

renderingTraversals();

// Automatically close after capture
close();
...

Although this works, it takes a looong time for the program to capture 
the full-res image. I'll send the example and DatabasePager mods to 
osg-submissions, and I hope the community can find a better / faster way 
to implement this example.


I think such a solution is needed for OSG to support auto rendering jobs 
(command line / cronjob), whether the output is in form of images or 
movies. One usage example is to render the same animation path each day 
over a terrain, but with different data overlays (e.g. weather, 
pollution, traffic, etc.) And you want your movies / images to be crisp;)


Best regards,
John

John Vidar Larring wrote:

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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John
WeatherOne


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

2008-10-30 Thread John Vidar Larring

Re-sending since the the original mail did not seem to make it through...

-- John

--
This message has been scanned for viruses and
dangerous content by MailScanner, and is
believed to be clean.

---BeginMessage---

Hi Robert,

I made it work! However, to make the example work I had to a new 
statistics counter to DatabasePager. I added the method the DatabasePager:


/** Get number of fileRequest that are currently being processed in 
DatabaseThreads */

int getRequestsInProgress() const { return _requestsInProgress; }

The member _requestsInProgress is intialized to zero in the 
DatabasePager c'tors, increased by one in 
DatabasePager::requestNodeFile(), and decreased by one in 
DatabasePager::addLoadedDataToSceneGraph();


This counter in the DatabasePager allows me to use the following 
algorithm in the custom viewer class:

...
// Initiate the first PagedLOD request
frame();

// Keep rendering until full level of detail is reached
while(!done()  getDatabasePager()-getRequestsInProgress())
{
updateTraversal();
renderingTraversals();
}

// Add the WindowCaptureCallback now that we have full resolution
getCamera()-setFinalDrawCallback(new 
WindowCaptureCallback(GL_BACK, _fileName));

renderingTraversals();

// Automatically close after capture
close();
...

Although this works, it takes a looong time for the program to capture 
the full-res image. I'll send the example and DatabasePager mods to 
osg-submissions, and I hope the community can find a better / faster way 
to implement this example.


I think such a solution is needed for OSG to support auto rendering jobs 
(command line / cronjob), whether the output is in form of images or 
movies. One usage example is to render the same animation path each day 
over a terrain, but with different data overlays (e.g. weather, 
pollution, traffic, etc.) And you want your movies / images to be crisp;)


Best regards,
John

John Vidar Larring wrote:

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





--
Best regards,
John
WeatherOne


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Re: [osg-users] Camera rotation on three axes

2008-10-30 Thread Steven Saunderson

- From: Paul Melis at 2008-10-30 21:10-

You've hit upon a phenomenon called 'gimbal lock'.
See
http://web.archive.org/web/20041029003853/http:/www.j3d.org/matrix_faq/matrfaq_latest.html#Q34 


for an explanation (and possibly some different ways of controling your
camera).


Hi Paul,

Thanks for you quick answer.  I've tried loading the matrix manually but 
I still get stuck when both x-axis and y-axis are PI/2.  I am doing a 
mult after to apply the x,y,z offsets and then getting the inverse 
matrix before loading the camera.  Will these actions thwart the fix ?


Thanks,
Steven

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Re: [osg-users] DatabasePager questions

2008-10-30 Thread Robert Osfield
Hi Rick,

The osgDB::DatabasePager::instance() exist for backwards compatibility
with osgProducer from the OSG-1.x era.  In OSG-2.x's osgViewer library
there is one osgDB::DatabasePager per osgViewer::Scene, and the Scene
is used internally by osgViewer::View to manage the sharing of a
single scene graph between multiple View's.  The coupling of
DatabasePager and Scene ensures that there is only ever one pager
working for one scene graph.  It also allows multiple scene graphs to
be managed, each with their own dedicated pager.

In terms of user management, this is all done behind the scenes in
osgViewer, it'll just automatically assign and set up and interact
with the pager, you needn't do anything yourself.  If your scene graph
contains PagedLOD then it'll automatically start up and run in the
background.

The only time you need to know about the DatabasePager is when you
want to adjust parameters to optimize the behavior to your type of
data/application, but the since the defaults have been chosen to work
well for most datasets users typically won't need to tweak parameters.

Robert.


On Thu, Oct 30, 2008 at 10:57 AM, Rick Appleton
[EMAIL PROTECTED] wrote:

 I've only recently started using OpenSceneGraph, so am probably mistaken
 about this, but I feel there's some issues with osgDB::DatabasePager. It
 seems the design of osgDB::DatabasePager allows for multiple instances of it
 to exist side-by-side. Scene creates one instance in it's constructor, and
 if you call Registry::getOrCreateDatabasePager without setting a pager up,
 it creates another instance. The first uses the Database::create function,
 whereas the second uses a simple 'new'.

 This has caused us some issues as we only expected there to be a single
 instance of osgDB::DatabasePager. What is the reason for explicitly allowing
 this functionality? It may simply be to do with the way we have the
 DatabasePager setup, but my lack of a higher view of the code is making it
 hard to understand what's supposed to happen.

 Can anyone clarify how the DatabasePager is supposed to be used for me?

 Kind regards,
 Rick Appleton

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

2008-10-30 Thread Kallfass, Daniel
Hi John,

 Although this works, it takes a looong time for the program to capture

 the full-res image. I'll send the example and DatabasePager mods to 
 osg-submissions, and I hope the community can find a better / faster
way 
 to implement this example.

One suggestion to speed up the loading of the required paged lod nodes
is to weak the database pager settings:
Try to decrease the target frame rate (e.g. to 1), and increase the
minimumTimeAvailableForGLCompileAndDeletePerFrame (e.g. to 1) and the
maximumNumOfObjectsToCompilePerFrame (e.g. to 100).

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

2008-10-30 Thread Paul Melis

Frank van Meurs wrote:
I've had my share of problems with this of late as well, but managed 
to get everything working. You have to indeed manually enable OpenGL 
support when building wxWidgets.


To do so, you need to edit the 'master setup.h file'. This file can be 
found at include/wx/your build platform (as described at 
http://wiki.wxwidgets.org/Setup.H). Change the value of 
WX_USE_GLCANVAS from 0 to 1.
Or pass --with-opengl to ./configure when you're on a platform that use 
the configure script


Paul

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

2008-10-30 Thread Robert Osfield
Hi John,

I'll do a review of the submission and provide a bit more in the way
of thoughts once completed.

In terms of possible optimizations, disabling the precompile and only
doing the update, event, and cull would be probably the most efficient
way to get tiles loaded, then once the tiles are loaded do the final
render.   The awkward part of this is that the cull and draw are
closely coupled in the Viewer...

One way around this would be just write a custom CullVisitor that
kicks of the database request for a given camera set up.

Robert.

On Thu, Oct 30, 2008 at 11:23 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:
 Re-sending since the the original mail did not seem to make it through...

 -- John

 --
 This message has been scanned for viruses and
 dangerous content by MailScanner, and is
 believed to be clean.



 -- Forwarded message --
 From: John Vidar Larring [EMAIL PROTECTED]
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Date: Thu, 30 Oct 2008 10:37:20 +0100
 Subject: Re: [osg-users] auto-capture example: capturing an image from a
 PagedLOD Database
 Hi Robert,

 I made it work! However, to make the example work I had to a new statistics
 counter to DatabasePager. I added the method the DatabasePager:

 /** Get number of fileRequest that are currently being processed in
 DatabaseThreads */
 int getRequestsInProgress() const { return _requestsInProgress; }

 The member _requestsInProgress is intialized to zero in the DatabasePager
 c'tors, increased by one in DatabasePager::requestNodeFile(), and decreased
 by one in DatabasePager::addLoadedDataToSceneGraph();

 This counter in the DatabasePager allows me to use the following algorithm
 in the custom viewer class:
 ...
// Initiate the first PagedLOD request
frame();

// Keep rendering until full level of detail is reached
while(!done()  getDatabasePager()-getRequestsInProgress())
{
updateTraversal();
renderingTraversals();
}

// Add the WindowCaptureCallback now that we have full resolution
getCamera()-setFinalDrawCallback(new WindowCaptureCallback(GL_BACK,
 _fileName));
renderingTraversals();

// Automatically close after capture
close();
 ...

 Although this works, it takes a looong time for the program to capture the
 full-res image. I'll send the example and DatabasePager mods to
 osg-submissions, and I hope the community can find a better / faster way to
 implement this example.

 I think such a solution is needed for OSG to support auto rendering jobs
 (command line / cronjob), whether the output is in form of images or movies.
 One usage example is to render the same animation path each day over a
 terrain, but with different data overlays (e.g. weather, pollution, traffic,
 etc.) And you want your movies / images to be crisp;)

 Best regards,
 John

 John Vidar Larring wrote:

 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




 --
 Best regards,
 John
 WeatherOne



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[osg-users] help building vpb for osg 2.6.1

2008-10-30 Thread David _

Hi

i´m a vista user, visual studio 2005 and i´m trying to compile VPB against osg 
2.6.1

i cheked the vpb web and it said that i needed the vpb svn r924 revision in 
order to make it work with osg 2.6.0

i downloaded the VPB 0.9.7 and overwrote the files that were modified in the 
r924 svn release

set up everything with cmake 2.6 for visual studio 2005 and now i get 
compilations errors like these

.\TaskManager.cpp(192) : error C2039: 'getTerrainTechnique' : is not a member 
of 'osgTerrain::Terrain'
2
D:\OpenSceneGraph-2.6.1\OpenSceneGraph-2.6.1\include\osgTerrain/Terrain(26) : 
see declaration of 'osgTerrain::Terrain'
2.\TaskManager.cpp(233) : error C2039: 'getTerrainTechnique' : is not a member 
of 'osgTerrain::Terrain'
2
D:\OpenSceneGraph-2.6.1\OpenSceneGraph-2.6.1\include\osgTerrain/Terrain(26) : 
see declaration of 'osgTerrain::Terrain'
2.\TaskManager.cpp(679) : error C2039: 'getTerrainTechnique' : is not a member 
of 'osgTerrain::Terrain'
2
D:\OpenSceneGraph-2.6.1\OpenSceneGraph-2.6.1\include\osgTerrain/Terrain(26) : 
see declaration of 'osgTerrain::Terrain'


i guess that 2.6.1 is not the right version for the VPB i´m using. What do you 
suggest


thanks

_
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Re: [osg-users] DatabasePager questions

2008-10-30 Thread Rick Appleton
Thank you Robert for the quick reply.

I see the point in having a single osgDB::DatabasePager for a single 
osgViewer::Scene. However, this immediately raises the question which 
DatabasePager osgDB::Registry would point to, as osgDB::Registry is a singleton 
and only has a single pointer to a DatabasePager. Should we ignore the 
osgDB::Registry::getOrCreateDatabasePager function? I don't see it being used 
anywhere in OpenSceneGraph.

Kind regards,
Rick


-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Thu 10/30/2008 12:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] DatabasePager questions
 
Hi Rick,

The osgDB::DatabasePager::instance() exist for backwards compatibility
with osgProducer from the OSG-1.x era.  In OSG-2.x's osgViewer library
there is one osgDB::DatabasePager per osgViewer::Scene, and the Scene
is used internally by osgViewer::View to manage the sharing of a
single scene graph between multiple View's.  The coupling of
DatabasePager and Scene ensures that there is only ever one pager
working for one scene graph.  It also allows multiple scene graphs to
be managed, each with their own dedicated pager.

In terms of user management, this is all done behind the scenes in
osgViewer, it'll just automatically assign and set up and interact
with the pager, you needn't do anything yourself.  If your scene graph
contains PagedLOD then it'll automatically start up and run in the
background.

The only time you need to know about the DatabasePager is when you
want to adjust parameters to optimize the behavior to your type of
data/application, but the since the defaults have been chosen to work
well for most datasets users typically won't need to tweak parameters.

Robert.


On Thu, Oct 30, 2008 at 10:57 AM, Rick Appleton
[EMAIL PROTECTED] wrote:

 I've only recently started using OpenSceneGraph, so am probably mistaken
 about this, but I feel there's some issues with osgDB::DatabasePager. It
 seems the design of osgDB::DatabasePager allows for multiple instances of it
 to exist side-by-side. Scene creates one instance in it's constructor, and
 if you call Registry::getOrCreateDatabasePager without setting a pager up,
 it creates another instance. The first uses the Database::create function,
 whereas the second uses a simple 'new'.

 This has caused us some issues as we only expected there to be a single
 instance of osgDB::DatabasePager. What is the reason for explicitly allowing
 this functionality? It may simply be to do with the way we have the
 DatabasePager setup, but my lack of a higher view of the code is making it
 hard to understand what's supposed to happen.

 Can anyone clarify how the DatabasePager is supposed to be used for me?

 Kind regards,
 Rick Appleton

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Re: [osg-users] DatabasePager questions

2008-10-30 Thread Robert Osfield
Hi Rick,

On Thu, Oct 30, 2008 at 12:17 PM, Rick Appleton
[EMAIL PROTECTED] wrote:
 I see the point in having a single osgDB::DatabasePager for a single 
 osgViewer::Scene. However, this immediately raises the question which 
 DatabasePager osgDB::Registry would point to, as osgDB::Registry is a 
 singleton and only has a single pointer to a DatabasePager. Should we ignore 
 the osgDB::Registry::getOrCreateDatabasePager function? I don't see it being 
 used anywhere in OpenSceneGraph.

Oooh, those methods are deprecated, and completely forgotton about...
thanks for pointing this out.  I've just removed them from the
Registry to avoid future confusion.  I'll check this in after a clean
build.

Robert.
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Re: [osg-users] OpenSceneGraph-2.7.4 dev release tagged.

2008-10-30 Thread Paul Melis

Hello Robert,

What are the current requirements on the CMake version used? I have 
2.4.6 and get


CMake Error: Error in cmake code at
/home/paul/c/osg-svn/CMakeLists.txt:25:
IF had incorrect arguments: POLICY CMP0008 (Unknown arguments specified).
Current CMake stack: /home/paul/c/osg-svn/CMakeLists.txt

when configuring...

Paul

Robert Osfield wrote:

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 =

Re: [osg-users] DatabasePager questions

2008-10-30 Thread Rick Appleton
Thanks again for the quick reply. All is clear now, and I'll fix our code to 
not use the Registry DatabasePager.

Rick


-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Thu 10/30/2008 1:36 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] DatabasePager questions
 
Hi Rick,

On Thu, Oct 30, 2008 at 12:17 PM, Rick Appleton
[EMAIL PROTECTED] wrote:
 I see the point in having a single osgDB::DatabasePager for a single 
 osgViewer::Scene. However, this immediately raises the question which 
 DatabasePager osgDB::Registry would point to, as osgDB::Registry is a 
 singleton and only has a single pointer to a DatabasePager. Should we ignore 
 the osgDB::Registry::getOrCreateDatabasePager function? I don't see it being 
 used anywhere in OpenSceneGraph.

Oooh, those methods are deprecated, and completely forgotton about...
thanks for pointing this out.  I've just removed them from the
Registry to avoid future confusion.  I'll check this in after a clean
build.

Robert.
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Re: [osg-users] OpenSceneGraph-2.7.4 dev release tagged.

2008-10-30 Thread Paul Melis

Ok, upgrading to CMake 2.7.8 seems to have fixed this...

Paul

Paul Melis wrote:

Hello Robert,

What are the current requirements on the CMake version used? I have 
2.4.6 and get


CMake Error: Error in cmake code at
/home/paul/c/osg-svn/CMakeLists.txt:25:
IF had incorrect arguments: POLICY CMP0008 (Unknown arguments specified).
Current CMake stack: /home/paul/c/osg-svn/CMakeLists.txt

when configuring...

Paul

Robert Osfield wrote:

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 + 

Re: [osg-users] DatabasePager questions

2008-10-30 Thread Robert Osfield
On Thu, Oct 30, 2008 at 12:52 PM, Rick Appleton
[EMAIL PROTECTED] wrote:
 Thanks again for the quick reply. All is clear now, and I'll fix our code to 
 not use the Registry DatabasePager.

They are now removed from svn too :-)

Robert.
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Re: [osg-users] OpenSceneGraph-2.7.4 dev release tagged.

2008-10-30 Thread Paul Melis

Paul Melis wrote:

Ok, upgrading to CMake 2.7.8 seems to have fixed this...

Doh! That should be 2.4.8...

Paul
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Re: [osg-users] Camera rotation on three axes

2008-10-30 Thread Steven Saunderson

- From: Paul Melis at 2008-10-30 23:45-

Steven Saunderson wrote:
 Hi Paul,

 Thanks for you quick answer.  I've tried loading the matrix manually
 but I still get stuck when both x-axis and y-axis are PI/2.
I'm not sure what you mean here. It sounds like you're building your
matrix from Euler angles manually, but this will still not solve your
gimbal lock problem.


You're quite right here.  I'm now reading the entire FAQ especially 
about quaternions.



To quote Q39 in the link above: Don't let the spectre of Gimbal Lock
fool you: Euler angles are still a complete representation of any
rotation in 3D space; it's just that the actual Euler angles needed to
achieve some particular desired rotation may be rather unintuitive.


Does this mean that instead of rotating both x and y 90 degrees I should 
find another axis and rotate around this ?



What exactly are you trying to achieve? Where do the pitch, rol, yaw
values come from, are they user-specified?


It is a flight simulator.  The pitch, roll, and yaw values come from an 
external source so any combination is possible.


Thanks for the FAQ link; it is a great resource.

-- Steven

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Re: [osg-users] DatabasePager questions

2008-10-30 Thread John Vidar Larring
Thanks for removing it. The osgDB::Registry::getOrCreateDatabasePager 
function method has probably sent me on a wild goose chase more than once...


-- John

Robert Osfield wrote:

Hi Rick,

On Thu, Oct 30, 2008 at 12:17 PM, Rick Appleton
[EMAIL PROTECTED] wrote:

I see the point in having a single osgDB::DatabasePager for a single 
osgViewer::Scene. However, this immediately raises the question which 
DatabasePager osgDB::Registry would point to, as osgDB::Registry is a singleton 
and only has a single pointer to a DatabasePager. Should we ignore the 
osgDB::Registry::getOrCreateDatabasePager function? I don't see it being used 
anywhere in OpenSceneGraph.


Oooh, those methods are deprecated, and completely forgotton about...
thanks for pointing this out.  I've just removed them from the
Registry to avoid future confusion.  I'll check this in after a clean
build.

Robert.
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John
WeatherOne


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

2008-10-30 Thread Jean-Sébastien Guay

Hi,


osg::Vec3 radiusVec(bs._radius, 0, 0);
radiusVec = osg:Matrixd::transform3x3(radiusVec, localToWorld);
bs._radius = radiusVec.length();


Or as Vincent noted:

radius *= localToWorld.getScale().x();

But that would only be correct if the scale is uniform. If not, the 
bounding sphere is a bounding ellipsoid anyways... But I might want to 
scale the radius by the largest of the x, y or z scale factors to be 
conservative.


Does that sound good?

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

2008-10-30 Thread Csaba Halász
On Thu, Oct 30, 2008 at 9:38 AM, Alberto Luaces [EMAIL PROTECTED] wrote:
 Hi Csaba,

 Out of curiosity, are you jester?

Hi Alberto,
Yes that's me :)

 If that were your machine, how did you manage to install Dart with Mingw? I am
 be interested in doing the same with a Cygwin build.

I built tcl and installed Dart. But it didn't work properly, and later
I found out you *don't* need dart/tcl at all.
Current cmake has a ctest module that does everything. Somebody should
put this in big fat letters somewhere :)
So just enable the dart stuff in the config and you are done. (It will
still use DartConfiguration.tcl, don't be surprised by that)

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

2008-10-30 Thread Paul Melis

Jean-Sébastien Guay wrote:



osg::Vec3 radiusVec(bs._radius, 0, 0);
radiusVec = osg:Matrixd::transform3x3(radiusVec, localToWorld);
bs._radius = radiusVec.length();


Or as Vincent noted:

radius *= localToWorld.getScale().x();

But that would only be correct if the scale is uniform. If not, the 
bounding sphere is a bounding ellipsoid anyways... But I might want to 
scale the radius by the largest of the x, y or z scale factors to be 
conservative.


Does that sound good?
It doesn't feel completely robust. What if your transformation matrix is 
a composite of scale, rotation, scale, rotation, etc. Then you can't 
simply decompose it into a rotation and a scale part, right?


You could take a look at osg::Transform::computeBound() :)

Paul

PS Interestingly, Microsoft has a patent on cheaply computing bounding 
sphere radii in a scene graph. See US patent 6,664,975 in case you're 
interested

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

2008-10-30 Thread Jean-Sébastien Guay

Hi Paul,

PS Interestingly, Microsoft has a patent on cheaply computing bounding 
sphere radii in a scene graph. See US patent 6,664,975 in case you're 
interested


Well, then forget I ever said anything about this. :-)

J-S
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Re: [osg-users] help building vpb for osg 2.6.1

2008-10-30 Thread David _

solved

From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 30 Oct 2008 13:07:28 +0100
Subject: [osg-users] help building vpb for osg 2.6.1








Hi

i´m a vista user, visual studio 2005 and i´m trying to compile VPB against osg 
2.6.1

i cheked the vpb web and it said that i needed the vpb svn r924 revision in 
order to make it work with osg 2.6.0

i downloaded the VPB 0.9.7 and overwrote the files that were modified in the 
r924 svn release

set up everything with cmake 2.6 for visual studio 2005 and now i get 
compilations errors like these

.\TaskManager.cpp(192) : error C2039: 'getTerrainTechnique' : is not a member 
of 'osgTerrain::Terrain'
2
D:\OpenSceneGraph-2.6.1\OpenSceneGraph-2.6.1\include\osgTerrain/Terrain(26) : 
see declaration of 'osgTerrain::Terrain'
2.\TaskManager.cpp(233) : error C2039: 'getTerrainTechnique' : is not a member 
of 'osgTerrain::Terrain'
2
D:\OpenSceneGraph-2.6.1\OpenSceneGraph-2.6.1\include\osgTerrain/Terrain(26) : 
see declaration of 'osgTerrain::Terrain'
2.\TaskManager.cpp(679) : error C2039: 'getTerrainTechnique' : is not a member 
of 'osgTerrain::Terrain'
2
D:\OpenSceneGraph-2.6.1\OpenSceneGraph-2.6.1\include\osgTerrain/Terrain(26) : 
see declaration of 'osgTerrain::Terrain'


i guess that 2.6.1 is not the right version for the VPB i´m using. What do you 
suggest


thanks

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

2008-10-30 Thread Joe Lyga
Hi Robert,

Problem solved!  It appears that this was either a Vista issue, an
Nvidia Vista driver issue, or a combination of both.  I managed to get
an XP installation running using an extra internal hard drive on the 4
monitor system.  With osgviewer on 4 monitors I'm getting nearly 500
fps with vsync off (and with vsync on, I'm getting a constant 60 fps).
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Re: [osg-users] osgShadow question (ATI related?)

2008-10-30 Thread Rick Middelkoop




Hi Wojtek,

Thanks for helping out. Unfortunately I didn't have much time today 
to further investigate the problem.

  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.
  

I don't know. I read on the mailing list that there is an issue with
FBO textures on ATI, because
at some point, ATI inverted the 't coordinate' in their drivers.

http://archive.netbsd.se/?ml=openscenegraph-submissionsa=2008-02m=6605417

  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.
  

OK, I quickly tried LightSpacePerspectiveShadowMapCB but the problem
was still present.
Unfortunately I didn't have enough time to take a good look at the
prerendered image scan computation.

  
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.
  

Thanks, and I will certainly let you know if I find something!

Cheers, Rick.



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[osg-users] read file Collada using osg

2008-10-30 Thread Adonai Canêz

Hi, I'm trying to read a file extension .dae (COLLADA) version 1.4.0, using 
openSceneGraph version 2.4, but I'm getting the information that has no plugin 
todo the reading.How do I solve this? int main(){osg::Group* cenario = new 
osg::Group();osg::Geode* GeodeTerreno = new osg::Geode();osgViewer::Viewer* 
viewer = new osgViewer::Viewer();// Define a estrutura para o modelo 3D da nave 
espacialosg::Node* sphere = 
osgDB::readNodeFile(BaseEsfera.dae);osg::MatrixTransform* 
matrizTransformacoesSphere = new 
osg::MatrixTransform();matrizTransformacoesSphere-addChild(sphere);cenario-addChild(matrizTransformacoesSphere);//
 run optimization over the scene graphosgUtil::Optimizer 
optimzer;optimzer.optimize(cenario);viewer-setSceneData(cenario);return 
viewer-run();}
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Re: [osg-users] read file Collada using osg

2008-10-30 Thread Tomlinson, Gordon
You will need to build the Collada 3rd party libraries and dependencies
www.collada.org
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz
Sent: Thursday, October 30, 2008 2:49 PM
To: osg
Subject: [osg-users] read file Collada using osg


Hi,
 
I'm trying to read a file extension .dae (COLLADA) version 1.4.0, using 
openSceneGraph version 2.4, but I'm getting the information that has no plugin 
todo the reading.
How do I solve this?
 
int main()
{
osg::Group* cenario = new osg::Group();
osg::Geode* GeodeTerreno = new osg::Geode();
osgViewer::Viewer* viewer = new osgViewer::Viewer();
// Define a estrutura para o modelo 3D da nave espacial
osg::Node* sphere = osgDB::readNodeFile(BaseEsfera.dae);
osg::MatrixTransform* matrizTransformacoesSphere = new osg::MatrixTransform();
matrizTransformacoesSphere-addChild(sphere);
cenario-addChild(matrizTransformacoesSphere);
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(cenario);
viewer-setSceneData(cenario);
return viewer-run();
}





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Re: [osg-users] read file Collada using osg

2008-10-30 Thread Adonai Canêz

Hi,
 
when I'm compile osg I'm using 3rd party from 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies. This 
package not solve this problem?
 
 



Date: Thu, 30 Oct 2008 14:52:27 -0400From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] read file Collada using osg


You will need to build the Collada 3rd party libraries and dependencies
www.collada.org
 
 

Gordon
__Gordon Tomlinson
Product Manager 3DEmail  : gtomlinson @ 
overwatch.textron.com__(C):
 (+1) 571-265-2612(W): (+1) 703-437-7651
Self defence is not a function of learning tricks but is a function of how 
quickly and intensely one can arouse one's instinct for survival - Master 
Tambo Tetsura
 
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai 
CanêzSent: Thursday, October 30, 2008 2:49 PMTo: osgSubject: [osg-users] read 
file Collada using osg
Hi, I'm trying to read a file extension .dae (COLLADA) version 1.4.0, using 
openSceneGraph version 2.4, but I'm getting the information that has no plugin 
todo the reading.How do I solve this? int main(){osg::Group* cenario = new 
osg::Group();osg::Geode* GeodeTerreno = new osg::Geode();osgViewer::Viewer* 
viewer = new osgViewer::Viewer();// Define a estrutura para o modelo 3D da nave 
espacialosg::Node* sphere = 
osgDB::readNodeFile(BaseEsfera.dae);osg::MatrixTransform* 
matrizTransformacoesSphere = new 
osg::MatrixTransform();matrizTransformacoesSphere-addChild(sphere);cenario-addChild(matrizTransformacoesSphere);//
 run optimization over the scene graphosgUtil::Optimizer 
optimzer;optimzer.optimize(cenario);viewer-setSceneData(cenario);return 
viewer-run();}

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Re: [osg-users] read file Collada using osg

2008-10-30 Thread Tomlinson, Gordon
Well did you read what 3rd Party packages it provides ?
 
Does it list Collada if it does then you should be ok if it does not then you 
have provide..
 
The package only provides a subset of possible 3rd part additions for OSG its 
aimed at the common prerequisites that most  would need
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz
Sent: Thursday, October 30, 2008 3:00 PM
To: osg
Subject: Re: [osg-users] read file Collada using osg


Hi,
 
when I'm compile osg I'm using 3rd party from 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies. This 
package not solve this problem?
 


 




Date: Thu, 30 Oct 2008 14:52:27 -0400
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] read file Collada using osg



You will need to build the Collada 3rd party libraries and dependencies
www.collada.org http://www.collada.org/ 
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai Canêz
Sent: Thursday, October 30, 2008 2:49 PM
To: osg
Subject: [osg-users] read file Collada using osg


Hi,
 
I'm trying to read a file extension .dae (COLLADA) version 1.4.0, using 
openSceneGraph version 2.4, but I'm getting the information that has no plugin 
todo the reading.
How do I solve this?
 
int main()
{
osg::Group* cenario = new osg::Group();
osg::Geode* GeodeTerreno = new osg::Geode();
osgViewer::Viewer* viewer = new osgViewer::Viewer();
// Define a estrutura para o modelo 3D da nave espacial
osg::Node* sphere = osgDB::readNodeFile(BaseEsfera.dae);
osg::MatrixTransform* matrizTransformacoesSphere = new osg::MatrixTransform();
matrizTransformacoesSphere-addChild(sphere);
cenario-addChild(matrizTransformacoesSphere);
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(cenario);
viewer-setSceneData(cenario);
return viewer-run();
}





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[osg-users] CompositeViewer event delivery bug? [patch included]

2008-10-30 Thread thomas weidner
Hi,

I use osgViewer::CompositeViewer with several views. All views share
parts of their scene graphs. Within these common part some nodes have
event handlers which use the action adapter argument to the event
handler to determinate which view received the event.
Here is the problem, osgViewer::CompositeViewer::eventTraversal sets
the action adapter field in the EventVisitor always to the last view
which received an event, instead of using the view which actually
received the event, so determination of the correct view does not work.
I looked at the code a bit, and moved the code for setting the action
adapter to a IMO better place. 

btw, on every mouse move all views seem to receive FRAME events, is
that normal or is it some glitch within my application?

thanks in advance, thomas
--- OpenSceneGraph-2.6.1/src/osgViewer/CompositeViewer.cpp	2008-07-21 23:00:57.0 +0200
+++ OpenSceneGraph-2.6.1.patched/src/osgViewer/CompositeViewer.cpp	2008-10-30 14:51:45.160100471 +0100
@@ -865,7 +865,6 @@
 ++veitr)
 {
 View* view = veitr-first;
-_eventVisitor-setActionAdapter(view);
 
 for(osgGA::EventQueue::Events::iterator itr = veitr-second.begin();
 itr != veitr-second.end();
@@ -897,6 +896,8 @@
 ++veitr)
 {
 View* view = veitr-first;
+_eventVisitor-setActionAdapter( view );
+
 if (view-getSceneData())
 {
 for(osgGA::EventQueue::Events::iterator itr = veitr-second.begin();
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[osg-users] OSG and C# Users

2008-10-30 Thread maya leonard






Hello hesicong, OSG and C# Users

I'm trying to get textures to load within osg C# application and nothing 
happens.
Certain textures such as rgb formats work, but jpg and gif do not work.

You can replicate this problem with the osgnetdemo sample by hesicong and the 
sample skydome.osg sample.

Do you know how to load jpg and gif textures within C# and osg?

sincerely
maya
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Re: [osg-users] read file Collada using osg

2008-10-30 Thread Adonai Canêz

Hi, I'm don't find source of collada in www.collada.org, what is location 
download?
 



Date: Thu, 30 Oct 2008 15:06:07 -0400From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] read file Collada using osg


Well did you read what 3rd Party packages it provides ?
 
Does it list Collada if it does then you should be ok if it does not then you 
have provide..
 
The package only provides a subset of possible 3rd part additions for OSG its 
aimed at the common prerequisites that most  would need
 
 

Gordon
__Gordon Tomlinson
Product Manager 3DEmail  : gtomlinson @ 
overwatch.textron.com__(C):
 (+1) 571-265-2612(W): (+1) 703-437-7651
Self defence is not a function of learning tricks but is a function of how 
quickly and intensely one can arouse one's instinct for survival - Master 
Tambo Tetsura
 
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai 
CanêzSent: Thursday, October 30, 2008 3:00 PMTo: osgSubject: Re: [osg-users] 
read file Collada using osg
Hi, when I'm compile osg I'm using 3rd party from 
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies. This 
package not solve this problem?  

Date: Thu, 30 Oct 2008 14:52:27 -0400From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] read file Collada using osg


You will need to build the Collada 3rd party libraries and dependencies
www.collada.org
 
 

Gordon
__Gordon Tomlinson
Product Manager 3DEmail  : gtomlinson @ 
overwatch.textron.com__(C):
 (+1) 571-265-2612(W): (+1) 703-437-7651
Self defence is not a function of learning tricks but is a function of how 
quickly and intensely one can arouse one's instinct for survival - Master 
Tambo Tetsura
 
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adonai 
CanêzSent: Thursday, October 30, 2008 2:49 PMTo: osgSubject: [osg-users] read 
file Collada using osg
Hi, I'm trying to read a file extension .dae (COLLADA) version 1.4.0, using 
openSceneGraph version 2.4, but I'm getting the information that has no plugin 
todo the reading.How do I solve this? int main(){osg::Group* cenario = new 
osg::Group();osg::Geode* GeodeTerreno = new osg::Geode();osgViewer::Viewer* 
viewer = new osgViewer::Viewer();// Define a estrutura para o modelo 3D da nave 
espacialosg::Node* sphere = 
osgDB::readNodeFile(BaseEsfera.dae);osg::MatrixTransform* 
matrizTransformacoesSphere = new 
osg::MatrixTransform();matrizTransformacoesSphere-addChild(sphere);cenario-addChild(matrizTransformacoesSphere);//
 run optimization over the scene graphosgUtil::Optimizer 
optimzer;optimzer.optimize(cenario);viewer-setSceneData(cenario);return 
viewer-run();}

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[osg-users] OpenSceneGraph Stereo Viewer question

2008-10-30 Thread Thanh Trung Trinh
Hi all!

It's very easy to load a model using stereo display by add an argument 
--stereo on console line, such as
osgviewer --stereo cow.osg

but how can I implement the stereo display on my application? I have searched 
all over but can not find it anywhere. 

One more question: Where can I find the osgviewer source code? 
osgViewer/Viewer.cpp is not that, right?

 



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Re: [osg-users] OSG and C# Users

2008-10-30 Thread Jason Beverage
Hi Maya,

As long as you have the appropriate image plugin within your path
(osgdb_jpg.dll, osgdb_gif.dll, etc) things should work fine.  Make sure you
are building these plugins and they are accessible.  In theory, if the model
works from osgviewer, it should work in your c# application.

Good luck!

Jason


On Thu, Oct 30, 2008 at 3:18 PM, maya leonard [EMAIL PROTECTED]wrote:

   Hello hesicong, OSG and C# Users

 I'm trying to get textures to load within osg C# application and nothing
 happens.
 Certain textures such as rgb formats work, but jpg and gif do not work.

 You can replicate this problem with the osgnetdemo sample by hesicong and
 the sample skydome.osg sample.

 Do you know how to load jpg and gif textures within C# and osg?

 sincerely
 maya

 --
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Re: [osg-users] read file Collada using osg

2008-10-30 Thread Jason Daly

Adonai Canêz wrote:
Hi, I'm don't find source of collada in www.collada.org 
http://www.collada.org, what is location download?


The library is called the COLLADA DOM.  You can find it here:

http://sourceforge.net/project/showfiles.php?group_id=157838package_id=270665release_id=596687

--J


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Re: [osg-users] OpenSceneGraph Stereo Viewer question

2008-10-30 Thread Jean-Sébastien Guay

Hello Thanh,

It's very easy to load a model using stereo display by add an argument 
--stereo on console line, such as

osgviewer --stereo cow.osg

but how can I implement the stereo display on my application? I have 
searched all over but can not find it anywhere.


Check osg::DisplaySettings::setStereo. You would do for example

osg::DisplaySettings::instance()-setStereo(true);
osg::DisplaySettings::instance()-setStereoMode(...);

before creating your graphics context (or before the viewer creates it).

One more question: Where can I find the osgviewer source code? 
osgViewer/Viewer.cpp is not that, right?


OpenSceneGraph/applications/osgViewer/osgviewer.cpp

But it's pretty simple, you won't find for example the --STEREO option 
there, it's checked somewhere else. I suggest you do a find in files 
to find out where.


Hope this helps,

J-S
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Re: [osg-users] read file Collada using osg

2008-10-30 Thread Paul Martz
Try searching the osg-users archives for collada. This has been discussed
extensively in the past (where to get the DOM source, what version is
required, etc).
   -Paul
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[osg-users] osgManipulator::Dragger and osg::AutoTransform

2008-10-30 Thread Jean-Sébastien Guay

Hi guys,

Once again, a question about something pretty specific, so bear with me 
please...


I want an osgManipulator::Dragger to be always the same size on the 
screen, independently of how far away the camera is (if someone is 
familiar with Maya, something like that). So I thought putting it under 
an osg::AutoTransform with autoScaleToScreen = true would be ideal. 
Unfortunately, since the dragger stores its transform in its own matrix, 
the dragger now moves in pixel increments instead of in world unit 
increments. The object I'm manipulating moves correctly when I drag the 
dragger, but the dragger doesn't follow.


Is there a way to get the AutoTransform to only affect the scale, and 
not other parts of the transformation matrix? Or is there some other way 
to do what I want to do?


I thought perhaps the dragger could resize itself by listening to FRAME 
events or something like that and then determining the proper size. Has 
anyone done this before?


Thanks in advance,

J-S
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Re: [osg-users] OSG and C# Users

2008-10-30 Thread usergroups_email
Jason

 

The osgdb_jpg.dll and osgdb_gif.dll plugins are in the same location as the
osgdb_gif and osgdb_rgb.dll, so I would expect them to work.

 

Any other hints?

 

thanks

maya

 

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Thursday, October 30, 2008 3:46 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and C# Users

 

Hi Maya,

As long as you have the appropriate image plugin within your path
(osgdb_jpg.dll, osgdb_gif.dll, etc) things should work fine.  Make sure you
are building these plugins and they are accessible.  In theory, if the model
works from osgviewer, it should work in your c# application.

Good luck!

Jason



On Thu, Oct 30, 2008 at 3:18 PM, maya leonard [EMAIL PROTECTED]
wrote:

Hello hesicong, OSG and C# Users

I'm trying to get textures to load within osg C# application and nothing
happens.
Certain textures such as rgb formats work, but jpg and gif do not work.

You can replicate this problem with the osgnetdemo sample by hesicong and
the sample skydome.osg sample.

Do you know how to load jpg and gif textures within C# and osg?

sincerely
maya

 

  _  

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Now
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Re: [osg-users] OSG and C# Users

2008-10-30 Thread Jason Beverage
Hi Maya,

It's hard to tell what could be going on without some more information about
your setup.  One thing you should try is setting the OSG_NOTIFY_LEVEL
environment variable to DEBUG to help get a clue of what is going on.  If
you build your app as a Console application you will see all of OSG's debug
messages and might point you to the problem.

I'm grasping at straws here and just guessing, but if you are using an
OpenFileDialog to load your models, make sure that that RestoreDirectory
property is set to true.  If not, it will change your applications working
directory and OpenSceneGraph won't know where to find your plugins.

Jason

On Thu, Oct 30, 2008 at 6:02 PM, usergroups_email
[EMAIL PROTECTED]wrote:

  Jason



 The osgdb_jpg.dll and osgdb_gif.dll plugins are in the same location as the
 osgdb_gif and osgdb_rgb.dll, so I would expect them to work.



 Any other hints?



 thanks

 maya





 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Jason Beverage
 *Sent:* Thursday, October 30, 2008 3:46 PM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OSG and C# Users



 Hi Maya,

 As long as you have the appropriate image plugin within your path
 (osgdb_jpg.dll, osgdb_gif.dll, etc) things should work fine.  Make sure you
 are building these plugins and they are accessible.  In theory, if the model
 works from osgviewer, it should work in your c# application.

 Good luck!

 Jason

  On Thu, Oct 30, 2008 at 3:18 PM, maya leonard [EMAIL PROTECTED]
 wrote:

 Hello hesicong, OSG and C# Users

 I'm trying to get textures to load within osg C# application and nothing
 happens.
 Certain textures such as rgb formats work, but jpg and gif do not work.

 You can replicate this problem with the osgnetdemo sample by hesicong and
 the sample skydome.osg sample.

 Do you know how to load jpg and gif textures within C# and osg?

 sincerely
 maya


  --

 Want to read Hotmail messages in Outlook? The Wordsmiths show you how. Learn
 Nowhttp://windowslive.com/connect/post/wedowindowslive.spaces.live.com-Blog-cns%2120EE04FBC541789%21167.entry?ocid=TXT_TAGLM_WL_hotmail_092008


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Re: [osg-users] OSG and C# Users

2008-10-30 Thread usergroups_email
Jason

 

Thanks for the quick response. Trying debug mode I get

 

FindFileInPath() : trying
XXX\OpenSceneGraph\bin\osgPlugins-2.7.3\osgdb_jpegd.dll ...

FindFileInPath() : USING
XXX\OpenSceneGraph\bin\osgPlugins-2.7.3\osgdb_jpegd.dll

DynamicLibrary::failed loading osgPlugins-2.7.3/osgdb_jpegd.dll

 

Trying

osgviewer --image skymap.jpg

 

worked fine.

 

I'm using osgCppCLIDemo/osgNETDemo.exe as an example to get started using C#
and OSG I got this file from

http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers

 

The scenefile I'm trying is skydome.osg from the example osg dataset and it
works fine with osgviewer. 

So obviously the error issue relates to the C#/OSG configuration.

 

Are you using the example osgCppCLIDemo?

 

Cheers

Maya

 

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Thursday, October 30, 2008 6:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and C# Users

 

Hi Maya,

It's hard to tell what could be going on without some more information about
your setup.  One thing you should try is setting the OSG_NOTIFY_LEVEL
environment variable to DEBUG to help get a clue of what is going on.  If
you build your app as a Console application you will see all of OSG's debug
messages and might point you to the problem.

I'm grasping at straws here and just guessing, but if you are using an
OpenFileDialog to load your models, make sure that that RestoreDirectory
property is set to true.  If not, it will change your applications working
directory and OpenSceneGraph won't know where to find your plugins.

Jason

On Thu, Oct 30, 2008 at 6:02 PM, usergroups_email [EMAIL PROTECTED]
wrote:

Jason

 

The osgdb_jpg.dll and osgdb_gif.dll plugins are in the same location as the
osgdb_gif and osgdb_rgb.dll, so I would expect them to work.

 

Any other hints?

 

thanks

maya

 

 

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Thursday, October 30, 2008 3:46 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG and C# Users

 

Hi Maya,

As long as you have the appropriate image plugin within your path
(osgdb_jpg.dll, osgdb_gif.dll, etc) things should work fine.  Make sure you
are building these plugins and they are accessible.  In theory, if the model
works from osgviewer, it should work in your c# application.

Good luck!

Jason

On Thu, Oct 30, 2008 at 3:18 PM, maya leonard [EMAIL PROTECTED]
wrote:

Hello hesicong, OSG and C# Users

I'm trying to get textures to load within osg C# application and nothing
happens.
Certain textures such as rgb formats work, but jpg and gif do not work.

You can replicate this problem with the osgnetdemo sample by hesicong and
the sample skydome.osg sample.

Do you know how to load jpg and gif textures within C# and osg?

sincerely
maya

 

  _  

Want to read Hotmail messages in Outlook? The Wordsmiths show you how. Learn
Now
http://windowslive.com/connect/post/wedowindowslive.spaces.live.com-Blog-cn
s%2120EE04FBC541789%21167.entry?ocid=TXT_TAGLM_WL_hotmail_092008 


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Re: [osg-users] Shadows in osgviewerQT ?

2008-10-30 Thread Julian Scheid
Hi,

OK so I figured out that my problems are due to using AdapterWidget - I
understand that shadows etc. should work fine with QOSGWidget.

Unfortunately QOSGWidget doesn't work here: the widgets remains white and Qt
prints warnings about recursive repaint.

I've checked out the latest OSG trunk and tried with that but get the same
result (actually it segfaults due to a bogus ifdef in the QOSGWidget source
code - I'll send over a patch shortly - but after fixing that I get the same
result.)

I've started tracking down the problem, so far the only thing that I figured
out is that GetWindowPort always seems to return 0 for the QOSGWidget's
native peer - is that expected?

I'm using Qt 4.4.3 on an Intel Mac with OS X 10.5. The Carbon code paths are
used, not X11.  Are there any known problems with QOSGWidget with Qt 4.4, OS
X 10.5 or with the Carbon peers?

Thanks in advance,

Julian


On Thu, Oct 30, 2008 at 3:30 AM, Julian Scheid [EMAIL PROTECTED]wrote:

 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] TrackballManipulator asymptote

2008-10-30 Thread Richard Baron Penman
thanks again Robert - now I better understand how TrackballManipulator
works. I overloaded the calcMovement() function to move consistently and it
is working well.

Richard


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.
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Re: [osg-users] OSG and C# Users

2008-10-30 Thread Jason Beverage
Hi Maya,

I'm not sure why the osgdb_jpegd.dll would fail to load, hard to say.

One thing to note is that osgviewer works, but what about osgviewerd?  From
the debug output, you are running your app in debug mode.  Try running in
release and see if it works.  I'll bet that osgviewerd doesn't work.

Thanks,

Jason

On Thu, Oct 30, 2008 at 7:08 PM, usergroups_email
[EMAIL PROTECTED]wrote:

  Jason



 Thanks for the quick response. Trying debug mode I get



 FindFileInPath() : trying
 XXX\OpenSceneGraph\bin\osgPlugins-2.7.3\osgdb_jpegd.dll ...

 FindFileInPath() : USING
 XXX\OpenSceneGraph\bin\osgPlugins-2.7.3\osgdb_jpegd.dll

 DynamicLibrary::failed loading osgPlugins-2.7.3/osgdb_jpegd.dll



 Trying

 osgviewer --image skymap.jpg



 worked fine.



 I'm using osgCppCLIDemo/osgNETDemo.exe as an example to get started using
 C# and OSG I got this file from

 http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers



 The scenefile I'm trying is skydome.osg from the example osg dataset and it
 works fine with osgviewer.

 So obviously the error issue relates to the C#/OSG configuration.



 Are you using the example osgCppCLIDemo?



 Cheers

 Maya





 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Jason Beverage
 *Sent:* Thursday, October 30, 2008 6:34 PM

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OSG and C# Users



 Hi Maya,

 It's hard to tell what could be going on without some more information
 about your setup.  One thing you should try is setting the OSG_NOTIFY_LEVEL
 environment variable to DEBUG to help get a clue of what is going on.  If
 you build your app as a Console application you will see all of OSG's debug
 messages and might point you to the problem.

 I'm grasping at straws here and just guessing, but if you are using an
 OpenFileDialog to load your models, make sure that that RestoreDirectory
 property is set to true.  If not, it will change your applications working
 directory and OpenSceneGraph won't know where to find your plugins.

 Jason

 On Thu, Oct 30, 2008 at 6:02 PM, usergroups_email [EMAIL PROTECTED]
 wrote:

 Jason



 The osgdb_jpg.dll and osgdb_gif.dll plugins are in the same location as the
 osgdb_gif and osgdb_rgb.dll, so I would expect them to work.



 Any other hints?



 thanks

 maya





 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Jason Beverage
 *Sent:* Thursday, October 30, 2008 3:46 PM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OSG and C# Users



 Hi Maya,

 As long as you have the appropriate image plugin within your path
 (osgdb_jpg.dll, osgdb_gif.dll, etc) things should work fine.  Make sure you
 are building these plugins and they are accessible.  In theory, if the model
 works from osgviewer, it should work in your c# application.

 Good luck!

 Jason

 On Thu, Oct 30, 2008 at 3:18 PM, maya leonard [EMAIL PROTECTED]
 wrote:

 Hello hesicong, OSG and C# Users

 I'm trying to get textures to load within osg C# application and nothing
 happens.
 Certain textures such as rgb formats work, but jpg and gif do not work.

 You can replicate this problem with the osgnetdemo sample by hesicong and
 the sample skydome.osg sample.

 Do you know how to load jpg and gif textures within C# and osg?

 sincerely
 maya


  --

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[osg-users] Cull-Traversal Performance

2008-10-30 Thread Sean Spicer
Hi Folks,

First off, let me say that it's good to be back on the list - it has been
awhile ;-)

I'm trying to tune a scene-graph representing a relatively-large model.  I'm
seeing what I think are abnormally long cull-traversal times.  The SG looks
as follows:

(State is constant across the entire scene)

[Group] x 1
   |
[Switch] x 1
   |
[MatrixTransform] x 100
   |
[Geode] x 1
   |
[Geometry] x 100

There are approx 10K Geometry Drawables in the overall scene.  The cull
traversal for this scene graph is approx 10ms on a 2.5GHz Core2Duo
processor.

If I change the SG to the following:

[Group] x 1
   |
[Switch] x 1
   |
[MatrixTransform] x 100
   |
[Switch] x 1
   |
   +-+
   | |
[Geode] x 1 [MatrixTransform] x 100
   | |
[Geometry] x 100  [Geode] x 1
 |
 [Geometry] x 1

and I turn on the new branch, the cull traversal jumps to 80ms.  If I
eliminate the single Geometry node below the new geode (so that the new
branch is still there, but doesn't draw anything, cull-traversal falls to
40ms.

Can anyone help explain what is going on here?  These cull-traversal times
seem long relative to the complexity of the scene and the speed of the
processor - I'm trying to hit a 60Hz frame-rate, and even 10ms for the cull
is just not going to cut it.  For better or worse, there isn't a good way to
simplify the complexity of the scene.

cheers,

sean
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[osg-users] crash at delete mViewer

2008-10-30 Thread forest37
 hi all,
There is a class cOSG in example osgviewerMFC,i find that a sentence  
Sleep(1000); is added to the
function cOSG::~cOSG().Maybe it's used to avoid crash at delete mViewer.But 
Sometimes I still get a crash at delete mViewer.Is it because of the thread is 
not stoped? 
How can i slove the problem?
Thanks for advance.
 
forest
 
 
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[osg-users] OSG and Chromium/VR Juggler

2008-10-30 Thread Paul Pocock
Hi, I simply want to run OSG on a PC Cluster of 9 Nodes in a Master/
0..N Slaves configuration. If people who have used either 
Chromium http://chromium.sourceforge.net/  or 
VR Juggler http://www.vrjuggler.org/   please report their experiences
with these. 

Kind Regards
Paul


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[osg-users] QT4 ViewerQOSG and Q_OBJECT

2008-10-30 Thread mgb
 Could you post complete modified file as this will explain the changes
 without any chance of ambiguity.
Sorry my mistake, 
Note if you want to use QT_OBJECT the ViewerQOSG class declaration 
should be in it's own header file.



QOSGWidget.h
Description: Binary data
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