[osg-users] How to count polygons in view

2008-12-03 Thread oren david
Hello all,I'm a new around here. So far I've managed to get around but I'm
stuck on a simple task. How many polygon do I have on screen right now.
I saw the post
http://groups.google.com/group/osg-users/browse_thread/thread/6e2894a28daa2f68/435314f8a1ffafc3?hl=enlnk=gstq=number+polygon#435314f8a1ffafc3
But I just can't make it work.
I did some thing like that:

osg::viewer viewer;
.
.
.
.
.
RenderStage *rs = new RenderStage;
rs-setCamera(viewer.getCamera());

but nothing updates
any 1???
thank YoU.
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Re: [osg-users] How to count polygons in view

2008-12-03 Thread Vincent Bourdier
Hi,

Maybe you can have a look on osg sources, on osgViewer and statistics...
If you make a new viewer, press 's' and see the statistics... it can gives
you an idea of what you can obtain.

An other way can be to do it manually : with a nodecallback or a
cullcallback, you can check if a node is in the frutum or not. After that,
just count the visible node polygons...

Vincent.

2008/12/3 oren david [EMAIL PROTECTED]

 Hello all,I'm a new around here. So far I've managed to get around but I'm
 stuck on a simple task. How many polygon do I have on screen right now.
 I saw the post
 http://groups.google.com/group/osg-users/browse_thread/thread/6e2894a28daa2f68/435314f8a1ffafc3?hl=enlnk=gstq=number+polygon#435314f8a1ffafc3
 But I just can't make it work.
 I did some thing like that:

 osg::viewer viewer;
 .
 .
 .
 .
 .
 RenderStage *rs = new RenderStage;
 rs-setCamera(viewer.getCamera());

 but nothing updates
 any 1???
 thank YoU.

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Re: [osg-users] Performance of dynamic_cast vs. virtual call

2008-12-03 Thread Sukender
Hi Ulrich,

Well of course a dynamic_cast is not always repleacable by a className() call. 
This happens only sometimes. My bench' only says if you can, then use 
className() and also says use dynamic_cast wisely: it costs a lot.

And about the static_cast in the bench', you're right, but I'm not sure this 
has any performance impact since the type is only an information for the 
compiler. Only the affectation would cost something I think. Well... I'm going 
to test.
(...)
Result: that's right, I can't see any difference. So you're code is cleaner 
than mine, but there is no noticeable effect on performance.

Thank you!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


 Quoting Sukender [EMAIL PROTECTED]:
 Has anyone *benchmarked* the difference between a dynamic_cast and a virtual
 call to identify the type of a class? Before my benchmark, I guessed the
 virtual call was cheaper, but how much? I just knew it depends a lot on how
 types are related for the dynamic_cast.

 interesting results, I wouldn't have thought it'd be that different.

 However when doing a dynamic_cast you probably don't want to check for exact
 type (which is what the name compare is doing) but rather find out if an 
 object
 supports a certain interface i.e. is derived from a specific base class.  You
 simply can't do that by checking the class name.

 Also for consistency you should add (and time) a static_cast after your 
 strcmp
 to get a pointer to the actual data type:

 if (pointer-className() == Target) {
   Target* t = static_castTarget*(pointer);
 }

 Cheers,
 /ulrich
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Re: [osg-users] problems with CompositeViewer

2008-12-03 Thread David Oyarzun
Hi all,

regarding the question yesterday about the problem with the 
compositeviewer, I attach the fragment of code that i am using. Has somebody 
any idea about where is the problem? Thank you very much.

osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

// Init the Windata Variable that holds the handle for the Window to display 
OSG in.
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData(GetSafeHwnd());

// Setup the traits parameters
traits-x = 0;
traits-y = 0;
traits-width = RectDLG.right - RectDLG.left;
traits-height = RectDLG.bottom - RectDLG.top;
traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = true;
traits-inheritedWindowData = windata;

// Create the Graphics Context
osg::GraphicsContext* gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

// view 1: for 3D model

/* Create the scene data */
//

osgViewer::View* view1 = new osgViewer::View();
view1-getCamera()-setViewport(new 
osg::Viewport(traits-width/2,traits-y,traits-width/2,traits-height));
view1-getCamera()-setProjectionMatrixAsPerspective(30.0f, 
static_castdouble(traits-width/2)/static_castdouble(traits-height), 1.0f, 
1.0f);
view1-getCamera()-setGraphicsContext(gc);

view1-setSceneData(BackgroundRoot);

// view 2: for Background image

/* Create the background image graph */
//


osgViewer::View* view2 = new osgViewer::View();
view2-setSceneData(hudRoot);
view2-getCamera()-setViewport(new 
osg::Viewport(0,0,traits-width,traits-height));
view2-getCamera()-setProjectionMatrixAsPerspective(30.0f, 
static_castdouble(traits-width)/static_castdouble(traits-height), 1.0f, 
1.0f);
view2-getCamera()-setGraphicsContext(gc);

view2-setSceneData(ModelRoot);

// Attach views to CompositeViewer
sceneView-addView(view2); // Draw first?
sceneView-addView(view1);


- Original Message - 
From: David Oyarzun 
To: osg-users@lists.openscenegraph.org 
Sent: Tuesday, December 02, 2008 6:09 PM
Subject: problems with CompositeViewer 


Hi all,

I think I have a problem with the render order of the CompositeViewer.
I am trying to program a osg-based windowed application that shows a 3D 
animated object centered in the right middle of the window. Moreover, it has a 
background image that fills all the window, including the right middle (behind 
the 3D model). I want that the application is modular, in the sense that 
depending the initial width and height fo the window, the 3D object appears 
always centered in the right middle.
For doing that, I have created a CompositeViewer with 2 views, one of them 
setting the viewport to all the window and putting the background as SceneData, 
and the other one with the right middle size for putting the 3D object, but I 
only see the backgorund image. It seems like the backgorund image is always in 
the front, because if I delete its view, the 3D object is well positioned.
Could be something related with the render order? If it is, how could I 
tell CompositeViewer to draw the background before the 3D model? Else, is it a 
good idea using the CompositeViewer for this kind of issue?

Thank you in advance,

David.


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Re: [osg-users] KDTree Picking (at an angle)

2008-12-03 Thread Robert Osfield
Hi Sean,

This sounds like a bug, but without a dataset and example that
reproduces the problem it's next to impossible to home in on a fix.
Would it be possible for you to provide a problem dataset that
illustrates the problem?  If it can be reproduced with one of the
existing examples like osgpick then this will make it easier to track
down.

Robert.

On Wed, Dec 3, 2008 at 12:00 AM, Sean Spicer [EMAIL PROTECTED] wrote:
 Hi Gang,

 I'm working on improving picking performance via KDTree, but I'm hitting an
 issue that is driving me nuts: If I pick a node from directly above (e.g. +
 Z axis) everything works great, and picking is *very* fast.  If I pick at an
 angle, (e.g. from eye(1,1,1)) then picking is fast, but not accurate - nodes
 to the left, right, top, or bottom get picked instead of what I'm after.

 Here is my KDTree Build function:

 #ifdef USE_KDTREE

 // Update the KDTree
 osg::KdTree::BuildOptions kdTreeBuildOptions;
 osg::ref_ptrosg::KdTree kdTree = new osg::KdTree();

 if(kdTree-build(kdTreeBuildOptions, geometry))
 {
 geometry-setShape(kdTree.get());
 }
 else
 {
 LOG_MSG(logERROR)  osg::KdTree::build() unsuccessful.;
 }
 #endif

 Any suggestions?

 cheers,

 sean

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Re: [osg-users] VPB: Partial terrain with vpbmaster, why?

2008-12-03 Thread Robert Osfield
On Wed, Dec 3, 2008 at 2:11 AM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
 I tried but no clue yet. How is going the VPB documentation project?

Been too swamped by other work to get on to it.
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Re: [osg-users] aa

2008-12-03 Thread Robert Osfield
On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter [EMAIL PROTECTED] wrote:
 aaa


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Re: [osg-users] osgAudio/OpenAL/osgAL

2008-12-03 Thread Ümit Uzun
Hi Sukender,

Thanks for confirmed message about Platform SDK. It really help me because I
haven't tried express edition yet.

I have an question about Effects. After installation OpenAL Sdk 1.1 there is
some samples and all of them using Framework library. Can we use effects
using plain alut functions? Do we really need this framework? I have tried
to implement alut functions but there is a definition problem about external
functions (  alEffects, alFilters and etc ) in Framework.h

Any though?

Regards.

2008/12/2 Sukender [EMAIL PROTECTED]

 Just a quick note: if you use VC8, you'll need the Platform SDK (free). I'm
 not sure but I guess VC9 does not need it since it's included (to be
 confirmed).

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/


 Le Tue, 02 Dec 2008 16:55:00 +0100, Ümit Uzun [EMAIL PROTECTED] a
 écrit:

  Hi Sukender,
 
  Thanks for your researching. As you say, I will install express edition
  visual studio 2005.
 
  Regards,
 
  2008/12/2 Sukender [EMAIL PROTECTED]
 
  Hi Ümit,
 
  This is a variadic macro. This is not in the C++ standard, as far as I
  know. I use VC8 (2005) Express and have no problem with it. This macro
 seems
  tu be used only for debugging (?), so maybe this could be removed on
  compilers that don't support it? Anyway, you should use VC8 since there
 are
  some useful improvements. Tell me about your progress on that topic.
 
  See http://en.wikipedia.org/wiki/Variadic_macro
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
 
  Le Tue, 02 Dec 2008 16:07:49 +0100, Ümit Uzun [EMAIL PROTECTED] a
  écrit:
 
   Hi Sukender,
  
   I have tried to compile openal-soft but there is strange error about
  #define
   AL_PRINT(...) do {  pattern. Do you think it's right declaration? It
 is
  seen
   me odd.
  
   Errors are :
   error C2010: '.' : unexpected in macro formal parameter list
   error C2065: '__VA_ARGS__' : undeclared identifier
  
Should I declare something? I am using VS-2003 and Cmake-2.6.
  
   Regards.
  
   2008/12/2 Sukender [EMAIL PROTECTED]
  
   Hi Stephan,
  
   Thanks a lot for testing.
   I'll ask the OpenAL-soft author about what you say and give you
  feedback.
   However, if you can say where (= line code) the problem arises, that
  would
   be very useful I think.
  
   Yes, OpenAL is part of the system, but the main goal here (about
 using
   OpenAL-Soft instead of OpenAL) is just to ensure we have an unique
  library
   that:
   - works correctly across platforms (= the same ones as OSG does)
   - is maintained
   - evolves
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
  
   Le Tue, 02 Dec 2008 15:26:06 +0100, Stephan Maximilian Huber 
   [EMAIL PROTECTED] a écrit:
  
Sukender schrieb:
Hi all,
   
This is only partially related to OSG, so I'll make it short:
In order to make an osgAudio layer and a corresponding plugin
 based
  on
   OpenAL-Soft and osgAL, there is some need for testing and/or
  development.
   
1. Anyone that can help testing OpenAL-Soft on following platforms
  may
   mail me or openal-devel mailing list (
   http://opensource.creative.com/mailman/listinfo/openal-devel ):
- Mac OSX (most wanted of all tests)
   
i downloaded OpenAL-Soft, compiled it and ran the sample-app. It
couldn't create a context. I did not have time to dig deeper but it
seems, OpenAl couldn't create an output device.
   
OpenAL is part of the system-libs, though.
   
cheers,
Stephan
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-- 
Ümit Uzun
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Re: [osg-users] Performance of dynamic_cast vs. virtual call

2008-12-03 Thread Robert Osfield
On Wed, Dec 3, 2008 at 9:18 AM, Sukender [EMAIL PROTECTED] wrote:
 Well of course a dynamic_cast is not always repleacable by a className() 
 call. This happens only sometimes. My bench' only says if you can, then use 
 className() and also says use dynamic_cast wisely: it costs a lot.

dynamic_cast is documented in C++ texts as being relatively slow,
it's best to go do some background reading on how its implemented to
understand why it's so much slower than virtual function call.

The OSG uses dynamic_cast sparingly, and not in any inner loops of
on operations that are called often in a frame, I'd recommend doing
the same.

The OSG has several robust alternatives to dynamic_cast, first up is
the NodeVisitor which uses double dispatch (two virtual function
calls, see Visitor design pattern) to determine object type, and
virtual Class* asClass() style methods that exhist for the most common
types of base class to subclass operations.  For instance Transform*
node-asTransform() or Geometry* drawable-asGeometry().

Robert.
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Re: [osg-users] aa

2008-12-03 Thread Ümit Uzun
I have though to send bbb before Robert but then think it might be seen
foolish :) But Robert seems braver :) Congratulations!

And it's my turn :)

ccc

2008/12/3 Robert Osfield [EMAIL PROTECTED]

 On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter [EMAIL PROTECTED]
 wrote:
  aaa

 
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Re: [osg-users] problems with CompositeViewer

2008-12-03 Thread Robert Osfield
HI David,

I'll stop being subtle about it then as you seem to have ignored my
previous email which told you exactly what to do.

Using two views to do what you want to do is *completely* the wrong
way to tackle the problem.   You task requires a single view, but with
either a slave Camera or a in scene graph Camera.  Please just abandon
your currently code as a lost cause, and review the osghud example and
learn about the different ways of using cameras.

Robert.

On Wed, Dec 3, 2008 at 9:25 AM, David Oyarzun [EMAIL PROTECTED] wrote:
 Hi all,

 regarding the question yesterday about the problem with the
 compositeviewer, I attach the fragment of code that i am using. Has somebody
 any idea about where is the problem? Thank you very much.

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;

 // Init the Windata Variable that holds the handle for the Window to display
 OSG in.
 osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowWin32::WindowData(GetSafeHwnd());
 // Setup the traits parameters
 traits-x = 0;
 traits-y = 0;
 traits-width = RectDLG.right - RectDLG.left;
 traits-height = RectDLG.bottom - RectDLG.top;
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 traits-setInheritedWindowPixelFormat = true;
 traits-inheritedWindowData = windata;
 // Create the Graphics Context
 osg::GraphicsContext* gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());

 // view 1: for 3D model

 /* Create the scene data */
 //
 osgViewer::View* view1 = new osgViewer::View();
 view1-getCamera()-setViewport(new
 osg::Viewport(traits-width/2,traits-y,traits-width/2,traits-height));
 view1-getCamera()-setProjectionMatrixAsPerspective(30.0f,
 static_castdouble(traits-width/2)/static_castdouble(traits-height),
 1.0f, 1.0f);
 view1-getCamera()-setGraphicsContext(gc);

 view1-setSceneData(BackgroundRoot);

 // view 2: for Background image

 /* Create the background image graph */
 //

 osgViewer::View* view2 = new osgViewer::View();
 view2-setSceneData(hudRoot);
 view2-getCamera()-setViewport(new
 osg::Viewport(0,0,traits-width,traits-height));
 view2-getCamera()-setProjectionMatrixAsPerspective(30.0f,
 static_castdouble(traits-width)/static_castdouble(traits-height),
 1.0f, 1.0f);
 view2-getCamera()-setGraphicsContext(gc);

 view2-setSceneData(ModelRoot);

 // Attach views to CompositeViewer
 sceneView-addView(view2); // Draw first?
 sceneView-addView(view1);


 - Original Message -
 From: David Oyarzun
 To: osg-users@lists.openscenegraph.org
 Sent: Tuesday, December 02, 2008 6:09 PM
 Subject: problems with CompositeViewer


 Hi all,

 I think I have a problem with the render order of the CompositeViewer.
 I am trying to program a osg-based windowed application that shows a 3D
 animated object centered in the right middle of the window. Moreover, it has
 a background image that fills all the window, including the right middle
 (behind the 3D model). I want that the application is modular, in the sense
 that depending the initial width and height fo the window, the 3D object
 appears always centered in the right middle.
 For doing that, I have created a CompositeViewer with 2 views, one of
 them setting the viewport to all the window and putting the background as
 SceneData, and the other one with the right middle size for putting the 3D
 object, but I only see the backgorund image. It seems like the backgorund
 image is always in the front, because if I delete its view, the 3D object is
 well positioned.
 Could be something related with the render order? If it is, how could I
 tell CompositeViewer to draw the background before the 3D model? Else, is it
 a good idea using the CompositeViewer for this kind of issue?

 Thank you in advance,

 David.


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Re: [osg-users] Performance of dynamic_cast vs. virtual call

2008-12-03 Thread Sukender
Hi Robert,

Thanks for being so precise. Well I knew most of it, but that's always good to 
remember all of this. :)
And to also be precise: I just wanted to benchmark my system, and I had values 
than outcame my expectations. So I told others about this.
Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 03 Dec 2008 10:35:54 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:

 On Wed, Dec 3, 2008 at 9:18 AM, Sukender [EMAIL PROTECTED] wrote:
 Well of course a dynamic_cast is not always repleacable by a className() 
 call. This happens only sometimes. My bench' only says if you can, then use 
 className() and also says use dynamic_cast wisely: it costs a lot.

 dynamic_cast is documented in C++ texts as being relatively slow,
 it's best to go do some background reading on how its implemented to
 understand why it's so much slower than virtual function call.

 The OSG uses dynamic_cast sparingly, and not in any inner loops of
 on operations that are called often in a frame, I'd recommend doing
 the same.

 The OSG has several robust alternatives to dynamic_cast, first up is
 the NodeVisitor which uses double dispatch (two virtual function
 calls, see Visitor design pattern) to determine object type, and
 virtual Class* asClass() style methods that exhist for the most common
 types of base class to subclass operations.  For instance Transform*
 node-asTransform() or Geometry* drawable-asGeometry().

 Robert.
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[osg-users] How to count polygons in view

2008-12-03 Thread oren david
Well, I need the polygons counts not the node counts. maybe I can count
drawables or something like that.
According the post I mentioned OSG has something built-in for it
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Re: [osg-users] How to count polygons in view

2008-12-03 Thread Robert Osfield
Hi Oren,

Could you *please* use the same threads that you've already started.
Starting up new threads to ask practically the same question over and
over is really bad use of the osg mailing list.  This is the second
time I've had to suggest this to you.

Also could please read the replies to your others posts - answers to
your questions have been supplied.  You will need also need to show a
little initiative, you have all source code to the OSG.

Robert.

On Wed, Dec 3, 2008 at 11:12 AM, oren david [EMAIL PROTECTED] wrote:
 Well, I need the polygons counts not the node counts. maybe I can count
 drawables or something like that.
 According the post I mentioned OSG has something built-in for it

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Re: [osg-users] Packaging granularity + platform specific scripts

2008-12-03 Thread Mattias Helsing
Hi Robert, all,

I have used the CPack program and module from the CMake suite with a
small (but production) project at my company. It didn't use CPack to
it's full extent nor did it ship for other platforms than win32. I
believe that it might be a good and fairly unobtrusive way of defining
packages in our current CMake scripts. Mathieu Marache have commented
on the state of the DEB generator in previous post and that is
certainly a drawback in the short term. An experienced debian package
maintainer (which I am not but willing to try if noone steps up) could
probably get a good start from the current DEB package generator in
CPack though.

Is CPack an option at all? if so - should I whiip together an example
of how this might be implemented based on the current osg source tree
for you and developers to review?

cheers
Mattias

On Thu, Nov 27, 2008 at 3:42 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Cedric,

 On Thu, Nov 27, 2008 at 2:29 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
 I think it's better if you read an example of an ebuild. Because source are
 compiled when installing package it's easy to setup the cmakelist option
 when installing the package. In the ebuild example we could add option like
 gdal, osgal, and what you want.

 Thanks for the ebuild example, this is exactly what I need to get on
 an idea of the different needs of packing on different platforms.




 But i think it's not a good idea to create a new package format that could
 be common with all system. In my opinion the best way to setup package
 should be to have some vserver that automatically make package. Like a
 compiling farm. It sound big but could be made step by step.

 I'm not thinking about replacing existing packaging system, just
 better supporting
 the ones that are already there.

 In the case of windows there is rather a vacuum.  How to solve this
 one I can't answer.

 But in fact we just need more maintainer, having those build system limit
 the amount of work by a human. Just need to check when new version. If we
 got
 more maintainers on differents distribution the package problem would not
 really exist. Maybe we need to find a comunity manager :)

 More maintainers isn't just what we require.   We need coordinated
 maintenaners, something that is rather lacking right now.  It's a case
 of who has the itch goes scratch it for as long as them have time and
 interest.

 The maintainers also need to be working off the same general script,
 and to getting required changes back up stream, engaging directly with
 the OSG community.

 I am not sure to understand the big picture you have about packaging so
 maybe i am wrong

 I don't have any strong idea of the ideal system for the OSG and it's
 community, which is why I raised this thread.

 My plan is just - Set out a rough goal of wanting to improving the
 packaging situation, gather information, and then tryto resolve some
 workable plan going going.  We're at the information gathering point
 right now.

 Robert.
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Re: [osg-users] osgAudio/OpenAL/osgAL

2008-12-03 Thread Sukender
Hi Ümit,

Well, for integration of audio in OSG I:
- Compiled OpenAL-Soft (even if you can use OpenAL)
- used freeALUT binaries
- Compiled ligOGG and libVorbis
- Compiled osgAL (uses FreeALUT and OpenAL/OpenAL-Soft and OGG/Vorbis)

I did't use the OpenAL SDK, so I guess this is not required (or maybe for some 
special functions???). I can't tell you anything about OpenAL SDK and its 
samples, nor about effects, sorry.

If you need my binaries (VC8 SP1), just ask me (maybe directly and not on the 
mailing list until it's related to OSG).
PS: Remember to install SP1 for VC8 (or VC9) because .lib aren't compatible 
between SP1 and non-SP1 versions.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 03 Dec 2008 10:32:09 +0100, Ümit Uzun [EMAIL PROTECTED] a écrit:

 Hi Sukender,

 Thanks for confirmed message about Platform SDK. It really help me because I
 haven't tried express edition yet.

 I have an question about Effects. After installation OpenAL Sdk 1.1 there is
 some samples and all of them using Framework library. Can we use effects
 using plain alut functions? Do we really need this framework? I have tried
 to implement alut functions but there is a definition problem about external
 functions (  alEffects, alFilters and etc ) in Framework.h

 Any though?

 Regards.

 2008/12/2 Sukender [EMAIL PROTECTED]

 Just a quick note: if you use VC8, you'll need the Platform SDK (free). I'm
 not sure but I guess VC9 does not need it since it's included (to be
 confirmed).

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/


 Le Tue, 02 Dec 2008 16:55:00 +0100, Ümit Uzun [EMAIL PROTECTED] a
 écrit:

  Hi Sukender,
 
  Thanks for your researching. As you say, I will install express edition
  visual studio 2005.
 
  Regards,
 
  2008/12/2 Sukender [EMAIL PROTECTED]
 
  Hi Ümit,
 
  This is a variadic macro. This is not in the C++ standard, as far as I
  know. I use VC8 (2005) Express and have no problem with it. This macro
 seems
  tu be used only for debugging (?), so maybe this could be removed on
  compilers that don't support it? Anyway, you should use VC8 since there
 are
  some useful improvements. Tell me about your progress on that topic.
 
  See http://en.wikipedia.org/wiki/Variadic_macro
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
 
  Le Tue, 02 Dec 2008 16:07:49 +0100, Ümit Uzun [EMAIL PROTECTED] a
  écrit:
 
   Hi Sukender,
  
   I have tried to compile openal-soft but there is strange error about
  #define
   AL_PRINT(...) do {  pattern. Do you think it's right declaration? It
 is
  seen
   me odd.
  
   Errors are :
   error C2010: '.' : unexpected in macro formal parameter list
   error C2065: '__VA_ARGS__' : undeclared identifier
  
Should I declare something? I am using VS-2003 and Cmake-2.6.
  
   Regards.
  
   2008/12/2 Sukender [EMAIL PROTECTED]
  
   Hi Stephan,
  
   Thanks a lot for testing.
   I'll ask the OpenAL-soft author about what you say and give you
  feedback.
   However, if you can say where (= line code) the problem arises, that
  would
   be very useful I think.
  
   Yes, OpenAL is part of the system, but the main goal here (about
 using
   OpenAL-Soft instead of OpenAL) is just to ensure we have an unique
  library
   that:
   - works correctly across platforms (= the same ones as OSG does)
   - is maintained
   - evolves
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
  
   Le Tue, 02 Dec 2008 15:26:06 +0100, Stephan Maximilian Huber 
   [EMAIL PROTECTED] a écrit:
  
Sukender schrieb:
Hi all,
   
This is only partially related to OSG, so I'll make it short:
In order to make an osgAudio layer and a corresponding plugin
 based
  on
   OpenAL-Soft and osgAL, there is some need for testing and/or
  development.
   
1. Anyone that can help testing OpenAL-Soft on following platforms
  may
   mail me or openal-devel mailing list (
   http://opensource.creative.com/mailman/listinfo/openal-devel ):
- Mac OSX (most wanted of all tests)
   
i downloaded OpenAL-Soft, compiled it and ran the sample-app. It
couldn't create a context. I did not have time to dig deeper but it
seems, OpenAl couldn't create an output device.
   
OpenAL is part of the system-libs, though.
   
cheers,
Stephan
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[osg-users] Problem installing and running Open scene graph

2008-12-03 Thread olfat ibrahim

Hello iam a new user to OSG i tried to install it under win XP SP3 with MS 
visual studio 2008 :

i used the steps in the site :

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

follower or combined with the steps in the text OsgInstallationOnWindows.rar:
except for the step : 
- C/C++ - Language - Enable Run-Time Type Info - Yes (/GR)

i replace it with the step :

- C/C++ - Language - Enable Run-Time Type Info - Yes

now i tried to run the file OSGviewer application .
it is compiling and linking with no problem but when i run it it throw an 
exception at the following line :

arguments.getApplicationUsage()-setApplicationName(arguments.getApplicationName());

i tried other examples but they all give me exceptions can any one please help 
me .

thanks


  
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[osg-users] unresolved external(s) in svn: boundingsphere

2008-12-03 Thread Ferdi Smit
I'm getting many unresolved external errors for the current svn version 
(rev. 9311)


error LNK2001: unresolved external symbol public: void __thiscall 
osg::BoundingSphere::expandBy(class osg::BoundingBox const ) 
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z)
TransferFunction.objosg


I think it propagates to other functions later, e.g.

error LNK2001: unresolved external symbol public: virtual class 
osg::BoundingSphereImplclass osg::Vec3f __thiscall 
osg::Group::computeBound(void)const  
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@osg@@@[EMAIL PROTECTED])
Effect.objosgFX


--
Regards,

Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands

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Re: [osg-users] Packaging granularity + platform specific scripts

2008-12-03 Thread Robert Osfield
Hi Matthias,

I was unware of CPack.  It certainly sounds like something that might
take us further along the road to standardising/automating more of
this work.

It would be great if you produce an example.

Robert.

On Wed, Dec 3, 2008 at 12:04 PM, Mattias Helsing [EMAIL PROTECTED] wrote:
 Hi Robert, all,

 I have used the CPack program and module from the CMake suite with a
 small (but production) project at my company. It didn't use CPack to
 it's full extent nor did it ship for other platforms than win32. I
 believe that it might be a good and fairly unobtrusive way of defining
 packages in our current CMake scripts. Mathieu Marache have commented
 on the state of the DEB generator in previous post and that is
 certainly a drawback in the short term. An experienced debian package
 maintainer (which I am not but willing to try if noone steps up) could
 probably get a good start from the current DEB package generator in
 CPack though.

 Is CPack an option at all? if so - should I whiip together an example
 of how this might be implemented based on the current osg source tree
 for you and developers to review?

 cheers
 Mattias

 On Thu, Nov 27, 2008 at 3:42 PM, Robert Osfield
 [EMAIL PROTECTED] wrote:
 Hi Cedric,

 On Thu, Nov 27, 2008 at 2:29 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
 I think it's better if you read an example of an ebuild. Because source are
 compiled when installing package it's easy to setup the cmakelist option
 when installing the package. In the ebuild example we could add option like
 gdal, osgal, and what you want.

 Thanks for the ebuild example, this is exactly what I need to get on
 an idea of the different needs of packing on different platforms.




 But i think it's not a good idea to create a new package format that could
 be common with all system. In my opinion the best way to setup package
 should be to have some vserver that automatically make package. Like a
 compiling farm. It sound big but could be made step by step.

 I'm not thinking about replacing existing packaging system, just
 better supporting
 the ones that are already there.

 In the case of windows there is rather a vacuum.  How to solve this
 one I can't answer.

 But in fact we just need more maintainer, having those build system limit
 the amount of work by a human. Just need to check when new version. If we
 got
 more maintainers on differents distribution the package problem would not
 really exist. Maybe we need to find a comunity manager :)

 More maintainers isn't just what we require.   We need coordinated
 maintenaners, something that is rather lacking right now.  It's a case
 of who has the itch goes scratch it for as long as them have time and
 interest.

 The maintainers also need to be working off the same general script,
 and to getting required changes back up stream, engaging directly with
 the OSG community.

 I am not sure to understand the big picture you have about packaging so
 maybe i am wrong

 I don't have any strong idea of the ideal system for the OSG and it's
 community, which is why I raised this thread.

 My plan is just - Set out a rough goal of wanting to improving the
 packaging situation, gather information, and then tryto resolve some
 workable plan going going.  We're at the information gathering point
 right now.

 Robert.
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Re: [osg-users] Problem installing and running Open scene graph

2008-12-03 Thread Gordon Tomlinson
Are you using the 3rd party pre-compiled dependency binaries package  as
there ones currently available off the site are for VS2005 and you cannot
mix OSG and its dependencies between VS2005/2008 build ( see mail archives
for all the details )
( see
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHels
ing for vs2008 binaries), 


__


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[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com 

__

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of olfat
ibrahim
Sent: Wednesday, December 03, 2008 7:08 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Problem installing and running Open scene graph


Hello iam a new user to OSG i tried to install it under win XP SP3 with MS
visual studio 2008 :

i used the steps in the site :

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi
sualStudio

follower or combined with the steps in the text
OsgInstallationOnWindows.rar:
except for the step : 
- C/C++ - Language - Enable Run-Time Type Info - Yes (/GR)

i replace it with the step :

- C/C++ - Language - Enable Run-Time Type Info - Yes

now i tried to run the file OSGviewer application .
it is compiling and linking with no problem but when i run it it throw an
exception at the following line :

arguments.getApplicationUsage()-setApplicationName(arguments.getApplication
Name());

i tried other examples but they all give me exceptions can any one please
help me .

thanks


  
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Re: [osg-users] unresolved external(s) in svn: boundingsphere

2008-12-03 Thread Robert Osfield
Hi Ferdi,

Could you do a clean regeneration of the build system using Cmake then
a clean build of the OSG.

Robert.

On Wed, Dec 3, 2008 at 12:07 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
 I'm getting many unresolved external errors for the current svn version
 (rev. 9311)

 error LNK2001: unresolved external symbol public: void __thiscall
 osg::BoundingSphere::expandBy(class osg::BoundingBox const )
 ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z)
  TransferFunction.objosg

 I think it propagates to other functions later, e.g.

 error LNK2001: unresolved external symbol public: virtual class
 osg::BoundingSphereImplclass osg::Vec3f __thiscall
 osg::Group::computeBound(void)const 
 ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@osg@@@[EMAIL PROTECTED])
  Effect.objosgFX

 --
 Regards,

 Ferdi Smit
 INS3 Visualization and 3D Interfaces
 CWI Amsterdam, The Netherlands

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Re: [osg-users] flt-exporter: Index out of rangeinVertexPaletteManager

2008-12-03 Thread Robert Osfield
Hi Andreas,

I don't know if it fits what you require, but the osg::DrawElements*()
primitive set types provide index support that is fully supported by
OpenGL so works with the fast paths.   The index support works for all
per vertex attributes at the same time, so it's quite as flexible as
vertex index arrays, so you may have to duplicate some vertex data
that you previously didn't have to.

Robert.

On Wed, Dec 3, 2008 at 12:17 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
 Hi Paul  Robert,

 thanks for your explanations. I started with osg 0.96 and use 1.2 for my
 software at the moment. At least in those versions I could not find any
 deprecated-warnings.  Also I did not chose osg for performance-reasons
 primarily, but for it´s clean object orientated interface. Performance is
 mostly uncritical for me, as I do not use very large scenes.

 Those index arrays were useful for me, as my program allows to change the
 geometries dynamically, and it is not guaranteed that all vertices exist at
 all times (depending on what the user does). So it was very easy to keep the
 vertex- and normal arrays the same size all time and just add or remove the
 indices depending on if a certain vertex exists or not.

 I will do the following:
 - revert my changes to my own geometry not to use vertex and normal indices
 anymore
 - code geometries for shapes like sphere, cylinder, box, cone and maybe some
 others.

 I don´t feel fit to replace the ShapeDrawables with a geometry-based design,
 but I will be happy to post an example where those shapes are rendered as
 geometries. I think this would be a useful example, as some people tend to
 have problems with the math involved.

 One more question regarding the flt-exporter: I use the RT 3d Model viewer
 plugin for firefox to display flt-files in a browser. The background is
 black here. I don´t know if this is an error of that plugin, or if the
 GL_CLEAR_COLOR is not yet exported by the exporter.

 Regards,

 Andreas

 Robert Osfield schrieb:

 Hi Paul,

 On Tue, Dec 2, 2008 at 8:57 PM, Paul Martz [EMAIL PROTECTED] wrote:


 You are correct that code can access ShapeDrawable primitive/vertex data
 using the PrimitiveFunctor. Let me explain my thinking in more detail...
 ...


 Thanks for the explanation.



 ... (I think there's a notify message when a Geometry takes the
 slow path; perhaps we should bump up its verbosity to WARN.)


 Perhaps this is something the Optimizer could do - have a warning
 pass, or just a conversion pass that generates all the osg::Geometry
 without indices - there is a method in osg::Geometry that does this
 already:

bool suitableForOptimization() const;

void copyToAndOptimize(Geometry target);



 However, it seems to me that coding time would be better spent optimizing
 one's data to not use sub-optimal rendering features.


 It's curious how often I have strongly made the point about not using
 vertex indices for performance reasons, the  comment in osg::Geometry
 next to all the vertex indices code is pretty clear too:

  /** deprecated - forces OpenGL slow path, just kept for backwards
 compatibility.*/

 Yet users still want to use it.  With the coming of OpenGL 3.0 and
 OpenGL ES and the lack of display lists and slow path support this is
 becoming even more of an issue.

 Something I've been planning on doing for a while is to move all
 vertex index support out of osg::Geometry to prevent this type of
 misuse of deprecated feature.  Perhaps it's time for me to do it -
 support for reading old data files will be the awkward part.

 Robert.
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Re: [osg-users] unresolved external(s) in svn: boundingsphere

2008-12-03 Thread Ferdi Smit

Robert,

Ok that seems to work now; configuring/building everything from scratch 
(still busy, but the osg link went ok). Simply cleaning the project(s) 
didn't help. Anyway it works again, sorry for posting too quickly...


Robert Osfield wrote:

Hi Ferdi,

Could you do a clean regeneration of the build system using Cmake then
a clean build of the OSG.

Robert.

On Wed, Dec 3, 2008 at 12:07 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
  

I'm getting many unresolved external errors for the current svn version
(rev. 9311)

error LNK2001: unresolved external symbol public: void __thiscall
osg::BoundingSphere::expandBy(class osg::BoundingBox const )
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z)
 TransferFunction.objosg

I think it propagates to other functions later, e.g.

error LNK2001: unresolved external symbol public: virtual class
osg::BoundingSphereImplclass osg::Vec3f __thiscall
osg::Group::computeBound(void)const 
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@osg@@@[EMAIL PROTECTED])
 Effect.objosgFX

--
Regards,

Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands

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Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands

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[osg-users] Question about FluidFrictionOperator

2008-12-03 Thread Lionel Lagarde

Hello,

I think that I found a problem on 
osgParticle::FluidFrictionOperator::operate(Particle* P, double dt),

I suppose that the current modular program is in relative reference frame.

The method compute a force (Fr) from velocity of the particle which is 
in local space


The force is then converted in world space

 if (_current_program-getReferenceFrame() == 
ModularProgram::RELATIVE_RF) {

 Fr = _current_program-rotateLocalToWorld(Fr);
 }

Then delta velocity computed in world space is added to the particle 
velocity which is on local space


  // correct unwanted velocity increments
  osg::Vec3 dv = Fr * P-getMassInv() * dt;
  float dvl = dv.length();
  if (dvl  vm) {
  dv *= vm / dvl;
  }

  P-addVelocity(dv);

I think that there is a problem.

Can someone tell me if I wrong or not?

Thank you.
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Re: [osg-users] flt-exporter: Index out of rangeinVertexPaletteManager

2008-12-03 Thread Andreas Goebel

Robert Osfield schrieb:

Hi Andreas,

I don't know if it fits what you require, but the osg::DrawElements*()
primitive set types provide index support that is fully supported by
OpenGL so works with the fast paths.   The index support works for all
per vertex attributes at the same time, so it's quite as flexible as
vertex index arrays, so you may have to duplicate some vertex data
that you previously didn't have to.

Robert.

  

Hi Robert,

thank you very much, this might be exactly what I need.

Regards,

Andreas

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Re: [osg-users] [osg-submissions] osgdb_curl.dll does notcompile without wldap32.lib

2008-12-03 Thread Jean-Sébastien Guay

Hi Paul,


I'm using VS 2008 and I've confirmed that wldap32.lib is indeed installed in
the directory C:\Program Files\Microsoft SDKs\Windows\v6.0A\Lib.
Regardless, the osgdb_curl build fails with the message:
LINK : fatal error LNK1181: cannot open input file 'wldap32.lib'

May I ask: How are others' compilers configured to find this file? I imagine
I just need to add the path to the compiler-wide list of library paths in
the Options dialog, but wanted to check first.


In general, the Platform SDK (renamed to Windows SDK for VS9 (2008) ) 
library, include and bin paths should be set in your compiler's VC++ 
Directories configuration dialog. So setting these should resolve your 
problem.


Tools - Options, then on the left, expand Projects and Solutions and 
select VC++ Directories.
1. Select Executable files on the top right, then add the Bin 
directory of your Windows SDK (probably C:\Program Files\Microsoft 
SDKs\Windows\v6.0A\bin)
2. Select Include files and add the Include directory (C:\Program 
Files\Microsoft SDKs\Windows\v6.0A\Include)
3. Select Library files and add the Lib directory (C:\Program 
Files\Microsoft SDKs\Windows\v6.0A\Lib)


I would think that when installing VC++2008 (either the commercial 
version or the express version which now comes with the Platform/Windows 
SDK bundled, which wasn't the case for VC++2005 Express...) these paths 
would be set already... I don't know why they aren't.


Hope this helps,

J-S
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Re: [osg-users] Depth/Cull question

2008-12-03 Thread Jean-Sébastien Guay

Hi Vincent,

My goal is to set this state in a callback, to allow changes when camera 
is near the plane : the culling is good without cheating... when camera 
is far from it, the culling/zbuffer makes stranges things, so I would 
make the necessary things to set the plane always visible...


Setting the node to always render without the z-buffer is not a fix, 
it's a workaround. It will introduce other problems when something else 
(a cloud perhaps) is on top of the airplane.


The result you're seeing is z-fighting, and is a result of poor z-buffer 
precision (you have too much distance between your near and far planes 
to have enough precision to represent the distance between two objects, 
so the z-buffer thinks object A is in front of object B when it's the 
opposite).


The fix is to fix your z-buffer precision problem. Do you disable 
automatic near/far calculation? You probably should not, since this 
would make sure that your near plane is at the top of your airplane, and 
your far plane is below your ground.


Or perhaps your ground is a very very large sphere where no part of the 
sphere can be culled away, so the far plane is actually behind the Earth 
(which is very far away relatively to the distance between the airplane 
and the ground)...


Look into these problems, and you'll be able to fix the real problem. 
Hope this helps,


J-S
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Re: [osg-users] flt-exporter: Index out ofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
Hi Robert

I know in our case we use vertex index arrays out of need, we have so much 
vertex data and have to share that 
many times that in our use cases we simply cannot have duplicate data , we 
simply cannot afford the memory bloat 
this would cause

While understand for many using osg::DrawElements*() is the best approach, that 
should not preclude others that need
The older functionality. I certainly for one would not want this removed from 
osg::Geometry this is simply a critical 
need for us


Gordon

__
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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 Robert Osfield
Sent: Wednesday, December 03, 2008 7:43 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index out ofrangeinVertexPaletteManager

Hi Andreas,

I don't know if it fits what you require, but the osg::DrawElements*() 
primitive set types provide index support that is fully supported by
OpenGL so works with the fast paths.   The index support works for all
per vertex attributes at the same time, so it's quite as flexible as vertex 
index arrays, so you may have to duplicate some vertex data that you previously 
didn't have to.

Robert.

On Wed, Dec 3, 2008 at 12:17 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
 Hi Paul  Robert,

 thanks for your explanations. I started with osg 0.96 and use 1.2 for 
 my software at the moment. At least in those versions I could not find 
 any deprecated-warnings.  Also I did not chose osg for 
 performance-reasons primarily, but for it´s clean object orientated 
 interface. Performance is mostly uncritical for me, as I do not use very 
 large scenes.

 Those index arrays were useful for me, as my program allows to change 
 the geometries dynamically, and it is not guaranteed that all vertices 
 exist at all times (depending on what the user does). So it was very 
 easy to keep the
 vertex- and normal arrays the same size all time and just add or 
 remove the indices depending on if a certain vertex exists or not.

 I will do the following:
 - revert my changes to my own geometry not to use vertex and normal 
 indices anymore
 - code geometries for shapes like sphere, cylinder, box, cone and 
 maybe some others.

 I don´t feel fit to replace the ShapeDrawables with a geometry-based 
 design, but I will be happy to post an example where those shapes are 
 rendered as geometries. I think this would be a useful example, as 
 some people tend to have problems with the math involved.

 One more question regarding the flt-exporter: I use the RT 3d Model 
 viewer plugin for firefox to display flt-files in a browser. The 
 background is black here. I don´t know if this is an error of that 
 plugin, or if the GL_CLEAR_COLOR is not yet exported by the exporter.

 Regards,

 Andreas

 Robert Osfield schrieb:

 Hi Paul,

 On Tue, Dec 2, 2008 at 8:57 PM, Paul Martz [EMAIL PROTECTED] wrote:


 You are correct that code can access ShapeDrawable primitive/vertex 
 data using the PrimitiveFunctor. Let me explain my thinking in more 
 detail...
 ...


 Thanks for the explanation.



 ... (I think there's a notify message when a Geometry takes the slow 
 path; perhaps we should bump up its verbosity to WARN.)


 Perhaps this is something the Optimizer could do - have a warning 
 pass, or just a conversion pass that generates all the osg::Geometry 
 without indices - there is a method in osg::Geometry that does this
 already:

bool suitableForOptimization() const;

void copyToAndOptimize(Geometry target);



 However, it seems to me that coding time would be better spent 
 optimizing one's data to not use sub-optimal rendering features.


 It's curious how often I have strongly made the point about not using 
 vertex indices for performance reasons, the  comment in osg::Geometry 
 next to all the vertex indices code is pretty clear too:

  /** deprecated - forces OpenGL slow path, just kept for backwards 
 compatibility.*/

 Yet users still want to use it.  With the coming of OpenGL 3.0 and 
 OpenGL ES and the lack of display lists and slow path support this is 
 becoming even more of an issue.

 Something I've been planning on doing for a while is to move all 
 vertex index support out of osg::Geometry to prevent this type of 
 misuse of deprecated feature.  Perhaps it's time for me to do it - 
 support for reading old data files will be the awkward part.

 Robert.
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Re: [osg-users] How to count polygons in view

2008-12-03 Thread Jean-Sébastien Guay

Hello David,

I will repeat what Robert already said, please use the Reply button in 
your mail client instead of starting a new message each time. This helps 
people keep track of what has been said before, and also allows you to 
keep the relevant parts of the previous message to give context to your 
replies, like this:


Well, I need the polygons counts not the node counts. maybe I can count 
drawables or something like that.

According the post I mentioned OSG has something built-in for it


If you use a cull callback to know if a node was culled or not, you will 
know how many polygons are not culled, since if a Geode is not culled, 
then all its Drawables are not culled, and thus you can count the number 
of polygons in each Drawable.


Also Vincent gave you an excellent suggestion, you can check out the 
code for the osgViewer::StatsHandler, it does exactly this and more. For 
an example, press 's' 4 times in osgviewer, and you will see what I 
mean. Move the camera around (to see part of the model or none of it in 
the view) and you will see the polygon counts change.


Hope this helps,

J-S
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Re: [osg-users] msvc90 dependencies

2008-12-03 Thread Jean-Sébastien Guay

Hi Sukender,


Well, this can easily happen with mails, since we often write quite quickly (or 
well, at least *I* do answer often quickly, and I suppose that's the same for 
many!)...


That and we're missing some vital information to be able to ascertain 
someone's tone (facial expressions, voice level, etc.) :-)


J-S
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Re: [osg-users] Depth/Cull question

2008-12-03 Thread Tomlinson, Gordon
To NOT render a node and all its children simply set is Node mask to 0x0
to stop it being drawn, and set it 0xFFF and any value that results
in true when locial AND'ed cameras mask

As to alsway being drawn

1) Turn OSG culling of on the node

2) Place the node and its children in a render bin with a high number
like 100 or higher than any other you may be using.
This will make sure it is rendered last
node-setRenderBinDetails( 100,LastRenderBin);

3) If you want all of the geometry to be drawn then turn OFF the depth
test of for  node and its children as shown below


Gordon

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Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
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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 Ulrich
Hertlein
Sent: Wednesday, December 03, 2008 12:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Depth/Cull question

Hi Vincent,

Quoting Vincent Bourdier [EMAIL PROTECTED]:
 I just need to set a node to be always rendered (or not).
 It needs to not depend on the Zbuffer/culling.
...
 *osg::ref_ptrosg::StateSet state = node-getOrCreateStateSet();*
  *state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);*
  *osg::ref_ptrosg::Depth depth;*
  *if(set){*
  *depth = new osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0);*
  *state-setMode(GL_CULL_FACE,
osg::StateAttribute::OFF);*
  *node-setCullingActive(false);*
  *}else{*
  *depth = new osg::Depth(osg::Depth::LEQUAL, 0.0, 1.0);*
  *state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);*
  *node-setCullingActive(true);*
  *}*
  **
  *state-setAttributeAndModes(depth.get(),
  osg::StateAttribute::ON);*

Seems to me you're actually throwing different concepts into one bag:
- Zbuffer/depth test
- GL face culling
- OSG node culling

If I understand you correctly then you want to make sure a node is
always drawn irrespective of any objects that might be in front of it.
Simply turn of the depth test:
state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF)

That might expose issues with the order in which objects are drawn - the
solution to that is RenderBins.

When you say always rendered *(or not)* (my emphasis) do you want to
turn it off completely?

Hope this helps,
Cheers,
/ulrich
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Re: [osg-users] msvc90 dependencies

2008-12-03 Thread Sukender
 Well, this can easily happen with mails, since we often write quite quickly 
 (or well, at least *I* do answer often quickly, and I suppose that's the 
 same for many!)...

 That and we're missing some vital information to be able to ascertain
 someone's tone (facial expressions, voice level, etc.) :-)

You're right! From now, I'll fill my mails with plenty of stupid smileys and 
typos, as if I was a 14 years old analphabet chatting on intant messaging while 
listening to Crazy Frog:
kikoo lol put1 tro mdr le keum lol lol lol ll :) :) :) :) :) =) XD 
:) !! allé @+ x15.

(Note: I you don't understand french... well you miss nothing)

A last one: :D

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Depth/Cull question

2008-12-03 Thread Vincent Bourdier
Hi,

I know that I want to render some nodes without Z-buffer. It is a choice,
implemented as a solution enabled ans disabled in real-time execution, when
necessary. Sure there will be no nodes (clouds) over it. I know exactly what
can be the associated problems.

Near/Far calculation is already disabled , but the scene is big, so this is
not a surprised that the culling have difficulties.

So, to make a real No Z-buffer on some node, do you have any idea ?

Thanks,

Regards,
   Vincent.

2008/12/3 Jean-Sébastien Guay [EMAIL PROTECTED]

 Hi Vincent,

  My goal is to set this state in a callback, to allow changes when camera
 is near the plane : the culling is good without cheating... when camera is
 far from it, the culling/zbuffer makes stranges things, so I would make the
 necessary things to set the plane always visible...


 Setting the node to always render without the z-buffer is not a fix, it's a
 workaround. It will introduce other problems when something else (a cloud
 perhaps) is on top of the airplane.

 The result you're seeing is z-fighting, and is a result of poor z-buffer
 precision (you have too much distance between your near and far planes to
 have enough precision to represent the distance between two objects, so the
 z-buffer thinks object A is in front of object B when it's the opposite).

 The fix is to fix your z-buffer precision problem. Do you disable automatic
 near/far calculation? You probably should not, since this would make sure
 that your near plane is at the top of your airplane, and your far plane is
 below your ground.

 Or perhaps your ground is a very very large sphere where no part of the
 sphere can be culled away, so the far plane is actually behind the Earth
 (which is very far away relatively to the distance between the airplane and
 the ground)...

 Look into these problems, and you'll be able to fix the real problem. Hope
 this helps,

 J-S
 --
 __
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http://whitestar02.webhop.org/

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Re: [osg-users] msvc90 dependencies

2008-12-03 Thread Sukender
The supreme shame is that I made a typo in my normal text... (I you don't 
understand = If...)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] 4m 36 seconds!

2008-12-03 Thread Robert Osfield
Hi Guys,

I've been done a few basic benchmarks today and was stunned to find
far lower performance than on my older and slower quad core system,
the cull and draw traversals being far longer.  I've traced the
problem back to cmake's release build options being blank on this
machine - so release build was build without the usual -O3 option in
place.  I'm currently doing a rebuild to see what happens with
manually putting -O3 in the CMAKE_CXX_FLAGS_RELEASE entry.

The cmake version which I grabbed from the Kubuntu 8.10 repositories
is cmake 2.6-patch 0, which on my older system I had compiled and and
installed 2.6 path 1.  I don't know yet whether this makes the
difference.  I'll go investigate on my other 8.10 systems.

My quick look at benchmarking also hinted that hyper threading may be
hurting performance, or at least the current CPU affinity strategy
employed by osgViewer may be hurting performance on a hyper threading
CPU.  Until I get an optimitized build running I can't go investigate
further.

Robert.
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Re: [osg-users] osgAudio/OpenAL/osgAL

2008-12-03 Thread Ümit Uzun
Hi Sukender,

I have got back to the VS-2003. And compile osgal by plain openal not soft.
But When I try to execute samples ( example osgal and etc) program can't
read wav data by using createSound function and catching error and exit
program.

I created dlls and libraries all of related stuff. But there is much
warnings about conversion one format to another ( float to double and etc )
while compiling vorbis source. Is this make sense my problem?

If you have any time, could you create an instruction step by step what did
you do and how can you execute osgAL because there much more omission in the
source code?

I will try to make work again. I don't know but I think I am a bit
impractical about this topic ;0

Best regards.

2008/12/3 Sukender [EMAIL PROTECTED]

 Hi Ümit,

 Well, for integration of audio in OSG I:
 - Compiled OpenAL-Soft (even if you can use OpenAL)
 - used freeALUT binaries
 - Compiled ligOGG and libVorbis
 - Compiled osgAL (uses FreeALUT and OpenAL/OpenAL-Soft and OGG/Vorbis)

 I did't use the OpenAL SDK, so I guess this is not required (or maybe for
 some special functions???). I can't tell you anything about OpenAL SDK and
 its samples, nor about effects, sorry.

 If you need my binaries (VC8 SP1), just ask me (maybe directly and not on
 the mailing list until it's related to OSG).
 PS: Remember to install SP1 for VC8 (or VC9) because .lib aren't
 compatible between SP1 and non-SP1 versions.

 Sukender
 PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/


 Le Wed, 03 Dec 2008 10:32:09 +0100, Ümit Uzun [EMAIL PROTECTED] a
 écrit:

  Hi Sukender,
 
  Thanks for confirmed message about Platform SDK. It really help me
 because I
  haven't tried express edition yet.
 
  I have an question about Effects. After installation OpenAL Sdk 1.1 there
 is
  some samples and all of them using Framework library. Can we use effects
  using plain alut functions? Do we really need this framework? I have
 tried
  to implement alut functions but there is a definition problem about
 external
  functions (  alEffects, alFilters and etc ) in Framework.h
 
  Any though?
 
  Regards.
 
  2008/12/2 Sukender [EMAIL PROTECTED]
 
  Just a quick note: if you use VC8, you'll need the Platform SDK (free).
 I'm
  not sure but I guess VC9 does not need it since it's included (to be
  confirmed).
 
  Sukender
  PVLE - Lightweight cross-platform game engine -
  http://pvle.sourceforge.net/
 
 
  Le Tue, 02 Dec 2008 16:55:00 +0100, Ümit Uzun [EMAIL PROTECTED] a
  écrit:
 
   Hi Sukender,
  
   Thanks for your researching. As you say, I will install express
 edition
   visual studio 2005.
  
   Regards,
  
   2008/12/2 Sukender [EMAIL PROTECTED]
  
   Hi Ümit,
  
   This is a variadic macro. This is not in the C++ standard, as far as
 I
   know. I use VC8 (2005) Express and have no problem with it. This
 macro
  seems
   tu be used only for debugging (?), so maybe this could be removed on
   compilers that don't support it? Anyway, you should use VC8 since
 there
  are
   some useful improvements. Tell me about your progress on that topic.
  
   See http://en.wikipedia.org/wiki/Variadic_macro
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
  
   Le Tue, 02 Dec 2008 16:07:49 +0100, Ümit Uzun [EMAIL PROTECTED]
 a
   écrit:
  
Hi Sukender,
   
I have tried to compile openal-soft but there is strange error
 about
   #define
AL_PRINT(...) do {  pattern. Do you think it's right declaration?
 It
  is
   seen
me odd.
   
Errors are :
error C2010: '.' : unexpected in macro formal parameter list
error C2065: '__VA_ARGS__' : undeclared identifier
   
 Should I declare something? I am using VS-2003 and Cmake-2.6.
   
Regards.
   
2008/12/2 Sukender [EMAIL PROTECTED]
   
Hi Stephan,
   
Thanks a lot for testing.
I'll ask the OpenAL-soft author about what you say and give you
   feedback.
However, if you can say where (= line code) the problem arises,
 that
   would
be very useful I think.
   
Yes, OpenAL is part of the system, but the main goal here (about
  using
OpenAL-Soft instead of OpenAL) is just to ensure we have an unique
   library
that:
- works correctly across platforms (= the same ones as OSG does)
- is maintained
- evolves
   
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
   
   
Le Tue, 02 Dec 2008 15:26:06 +0100, Stephan Maximilian Huber 
[EMAIL PROTECTED] a écrit:
   
 Sukender schrieb:
 Hi all,

 This is only partially related to OSG, so I'll make it short:
 In order to make an osgAudio layer and a corresponding plugin
  based
   on
OpenAL-Soft and osgAL, there is some need for testing and/or
   development.

 1. Anyone that can help testing OpenAL-Soft on following
 platforms
   may
mail me or openal-devel mailing list (

Re: [osg-users] flt-exporter: Index out ofrangeinVertexPaletteManager

2008-12-03 Thread Robert Osfield
Hi Gordon,

On Wed, Dec 3, 2008 at 2:18 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
 I know in our case we use vertex index arrays out of need, we have so much 
 vertex data and have to share that
 many times that in our use cases we simply cannot have duplicate data , we 
 simply cannot afford the memory bloat
 this would cause

It may be a false economy though... as display listing will be
duplicating the vertex data to be able to put in a form that the
hardware can digest, so you may be just moving the memory problems
elsewhere.

 While understand for many using osg::DrawElements*() is the best approach, 
 that should not preclude others that need
 The older functionality. I certainly for one would not want this removed from 
 osg::Geometry this is simply a critical
 need for us

My thought is to move the vertex indexing support to a subclass of
osg::Geometry, perhaps place it out in osgSim as another hint that
it's not core functionality.  I don't plan on dropping the support
completely for platforms that support it.

Robert.
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Re: [osg-users] msvc90 dependencies

2008-12-03 Thread Robert Osfield
Hi Guys,

On Wed, Dec 3, 2008 at 2:28 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Sukender,

 Well, this can easily happen with mails, since we often write quite
 quickly (or well, at least *I* do answer often quickly, and I suppose that's
 the same for many!)...

 That and we're missing some vital information to be able to ascertain
 someone's tone (facial expressions, voice level, etc.) :-)

Can we stop all the kiss and make up nonsense, next we'll be wearing
flowers in our hair and listening to girly pop. I think what we really
need is an osgflamefest example that we can put sparring partners in
for a few rounds, and let the rest of cheer the blood letting for the
sidelines on!

Robert @  (my best attempt at a flower in the hair smiley ;-)
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Re: [osg-users] msvc90 dependencies

2008-12-03 Thread Jean-Sébastien Guay

Hi Robert,


Can we stop all the kiss and make up nonsense


Hey, come on, we're just trying to be friendly...

J-S
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Re: [osg-users] CompositeViewer views rendering order

2008-12-03 Thread Robert Osfield
Hi Sebastien,

The Camera::setRenderOrder(RenderOrder,int) method controls the
rendering order that cameras are rendering in.   If you have just one
camera active per view then you'd use something like:


  v1-getCamera()-setRenderOrder(osg::Camera::PRE_RENDER);
  v2-getCamera()-setRenderOrder(osg::Camera::POST_RENDER);

// or...

  v1-getCamera()-setRenderOrder(osg::Camera::NESTED_RENDER,0);
  v2-getCamera()-setRenderOrder(osg::Camera::NEDTED_RENDER,1);

The rendering ordered PRE_RENDER negative to positive, NESTED_RENDER
negative to positive, POST_RENDER negative to positive.

Robert.

On Wed, Dec 3, 2008 at 2:45 PM, Sebastien Roy [EMAIL PROTECTED] wrote:
 Hi everyone,

 Does anyone know what exactly determines the rendering order of the
 views in a CompositeViewer? This is important in my case because I
 intend to have the various viewports overlap.

 Clearly, the original rendering order follows the order of the
 addView(). But if you later change the list order, say by using
 removeView() and then addView() again, the order is changed in the list
 of views but not in the rendering order. This is unexpected.

 Then, how can I dynamically change the rendering order of the views?

 This might relate to the following observation:
 Say I have two views v1,v2 added to a Compositeviewer cv:

 osg::ref_ptrosgViewer::View v1 = new osgViewer::View;
 osg::ref_ptrosgViewer::View v2 = new osgViewer::View;
 ...
 cv-addView(v1.get());
 cv-addView(v2.get());
 ...
 When I remove a view later, say cv-removeView(v1.get()), any ongoing
 animation freezes in place but the view still gets rendered, until I
 explicitely destroy it (v1=NULL), or until there is any input event in
 the CompositeViewer window (immediately crashing osg).

 Thank in advance for comments or suggestions,
 Regards,

 Sébastien


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Re: [osg-users] msvc90 dependencies

2008-12-03 Thread Robert Osfield
On Wed, Dec 3, 2008 at 3:11 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Robert,

 Can we stop all the kiss and make up nonsense

 Hey, come on, we're just trying to be friendly...

And I was only joking... or at least trying to...

But now you are picking on ME, WHAT IS YOUR PROBLEM!!!

;-)

Trying hard not to take oneself too seriously xxx
Robert.
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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
Not using display list our data is too dynamic 


Gordon

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Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
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(C): (+1) 571-265-2612
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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 Robert
Osfield
Sent: Wednesday, December 03, 2008 10:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index
outofrangeinVertexPaletteManager

Hi Gordon,

On Wed, Dec 3, 2008 at 2:18 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
 I know in our case we use vertex index arrays out of need, we have so 
 much vertex data and have to share that many times that in our use 
 cases we simply cannot have duplicate data , we simply cannot afford 
 the memory bloat this would cause

It may be a false economy though... as display listing will be
duplicating the vertex data to be able to put in a form that the
hardware can digest, so you may be just moving the memory problems
elsewhere.

 While understand for many using osg::DrawElements*() is the best 
 approach, that should not preclude others that need The older 
 functionality. I certainly for one would not want this removed from 
 osg::Geometry this is simply a critical need for us

My thought is to move the vertex indexing support to a subclass of
osg::Geometry, perhaps place it out in osgSim as another hint that it's
not core functionality.  I don't plan on dropping the support completely
for platforms that support it.

Robert.
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Re: [osg-users] KDTree Picking (at an angle)

2008-12-03 Thread Sean Spicer
Robert,

I will see if I can repro the problem with osgpick and send you the osg
file.  It may take me a week or two though as I've got a lot on my plate ;-)

cheers,

sean

On Wed, Dec 3, 2008 at 3:28 AM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Sean,

 This sounds like a bug, but without a dataset and example that
 reproduces the problem it's next to impossible to home in on a fix.
 Would it be possible for you to provide a problem dataset that
 illustrates the problem?  If it can be reproduced with one of the
 existing examples like osgpick then this will make it easier to track
 down.

 Robert.

 On Wed, Dec 3, 2008 at 12:00 AM, Sean Spicer [EMAIL PROTECTED]
 wrote:
  Hi Gang,
 
  I'm working on improving picking performance via KDTree, but I'm hitting
 an
  issue that is driving me nuts: If I pick a node from directly above (e.g.
 +
  Z axis) everything works great, and picking is *very* fast.  If I pick at
 an
  angle, (e.g. from eye(1,1,1)) then picking is fast, but not accurate -
 nodes
  to the left, right, top, or bottom get picked instead of what I'm after.
 
  Here is my KDTree Build function:
 
  #ifdef USE_KDTREE
 
  // Update the KDTree
  osg::KdTree::BuildOptions kdTreeBuildOptions;
  osg::ref_ptrosg::KdTree kdTree = new osg::KdTree();
 
  if(kdTree-build(kdTreeBuildOptions, geometry))
  {
  geometry-setShape(kdTree.get());
  }
  else
  {
  LOG_MSG(logERROR)  osg::KdTree::build() unsuccessful.;
  }
  #endif
 
  Any suggestions?
 
  cheers,
 
  sean
 
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[osg-users] Cmake-2.6-patch 0 optimisation problems

2008-12-03 Thread Robert Osfield
HI All,

I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system
and found that OSG performance was around 1/3rd of what I expected,
and have traced the cause of this down to the cmake-2.6.0 (2.6 patch
0) that I installed from the Ubuntu repositories.  The specific
problem is that Cmake is defaulting to a blank entry for
CMAKE_CXX_FLAGS_RELEASE, something that normally reads -O3 -DNDEBUG,
to see the value run ccmake . and then press 't' to get the advanced
options.

Manually setting CMAKE_CXX_FLAGS_RELEASE to -O3  -DNDEBUG fixed the
performance problem with the Release build.  I have also pulled down
cmake 2.6.2 from the cmake website, built and installed it and this
version of Cmake sets up the expect value for CMAKE_CXX_FLAGS_RELEASE
so they have fixed this bug.

I don't know whether this bug is just specific to my process
architecture, or whether its just an issue with the Ubuntu
repositories version of CMake 2.6.0, but there is a good chance that
the problem affects more platforms and Cmake versions.  Could users
check their CMAKE_CXX_FLAGS_RELEASE value and report this value along
with cmake version, source of your cmake version and platform details.

Once we have a pattern of what is cmake versions/platforms this
problem we can post an advisory on the wiki, and perhaps see if we can
get the repositories updated.

Thanks,
Robert.
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-03 Thread Smeenk, R.J.M. (Roland)
Rusty,
 
Here's my take on what you intend to do. You are using one of the latest
developer versions of OSG or even the SVN version. 
Skinned mesh support is part of the osgAnimation nodekit which was
recently integrated with OSG.
 
OK, so you load an .osg or .ive model that contains skinned mesh
information with animations. Just out of interest what tool/exporter did
you use to generate the model?
 
You need to find the node of interest probably by name (e.g. right
hand). This is best done with a nodevisitor. See the
FindNamedNodeVisitor in example osgplanets.
This visitor will find the osgAnimation::Bone that you prepared for
attachment. If the node is found you can simply attach your object (e.g.
a weapon) by adding the model to attach as a child of that node. If this
bone is the correct attachment point all is well, but possibly you need
to apply an extra offset transform to correctly position the model
w.r.t. the hand.
 
--
Roland



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Morris
Sent: woensdag 3 december 2008 0:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] Attaching Nodes (Characters  Objects)



It's a skinned mesh with bones.

This e-mail and its contents are subject to the DISCLAIMER at 
http://www.tno.nl/disclaimer/email.html
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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
Hi Robert

Short answer is yes we get acceptable rates (through hard work  :))
using geometries with indexed array's,  

Basically we have a terrain handling system that is capable of handling
the world and doing this on the fly from elevation sources such as DTED
1/2/3 sub meter Lidar data etc and a system that matches this to very
hi-resolution satellite imagery again up to world coverage, our system
handles the  reading, conversion, paging, LODing etc. this is all on the
fly from the raw data ( or saved of cached  from our paging system ) so
basically the amount of data we can be handling is in the hundreds of
millions and more of points and tri's and terra bytes of imagery,

Of course this is not all on the card or in memory we HAVE to manage
that :), but the nature of what we do having to be live ( for many) on
data that's maybe minutes old for many users means we have to be very
dynamic in our data handling, The faster paths would be great but in our
case not a reality at this time for us

We get acceptable rates we don't need 60hz we can live with 15-20 and
thus we have built in checks  to ensure we meet those by using our
dynamic on the fly loading system complexity handling ( also depends on
how much data the uses is throwing at us at any one time)

So we build out geometry on the fly using arrays that are stored in our
fast large paging system as they are read and then feed to geometries
with LODS that have do all the normal stitch to lower levels LODS etc
now we don't change every ting every frame ( we used have a total CLOD
solution but that has other limitations) but have no guarantee on the
life of an thing in the scene :) 

Currently the only data that goes thru the normal OSG read node mode is
some of feature data that has models, and next year we hope to add
feature data to our paging and memory handling systems so the we will be
able to handle much more feature data to match out elevation and imagery
capabilities etc


for us right now we havie something that works and down the road I'm
know we will look to improve things adopt newer higher performance ways
were possible



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 Robert
Osfield
Sent: Wednesday, December 03, 2008 10:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index
outofrangeinVertexPaletteManager

Hi Gordon,

On Wed, Dec 3, 2008 at 3:25 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
 Not using display list our data is too dynamic

So you have a large amount of data being sent to the graphics card each
frame with glBegin/glVertex/glEnd?

Does it performance acceptably?

How much data are we talking about here?

Robert.
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Re: [osg-users] Depth/Cull question

2008-12-03 Thread Vincent Bourdier
2008/12/3 Tomlinson, Gordon [EMAIL PROTECTED]

 To NOT render a node and all its children simply set is Node mask to 0x0
 to stop it being drawn, and set it 0xFFF and any value that results
 in true when locial AND'ed cameras mask

 As to alsway being drawn

 1) Turn OSG culling of on the node

 2) Place the node and its children in a render bin with a high number
 like 100 or higher than any other you may be using.
 This will make sure it is rendered last
 node-setRenderBinDetails( 100,LastRenderBin);

 3) If you want all of the geometry to be drawn then turn OFF the depth
 test of for  node and its children as shown below


Hmm, I use this code :

*osg::ref_ptrosg::StateSet state = node-getOrCreateStateSet();
 node-setCullingActive(false);
 state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
 state-setRenderBinDetails(1000, RenderBin);*


and nothing happen...

It is not my lucky day today...

Thanks.

Regards,
   Vincent.


 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 Ulrich
 Hertlein
 Sent: Wednesday, December 03, 2008 12:53 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Depth/Cull question

 Hi Vincent,

 Quoting Vincent Bourdier [EMAIL PROTECTED]:
  I just need to set a node to be always rendered (or not).
  It needs to not depend on the Zbuffer/culling.
 ...
  *osg::ref_ptrosg::StateSet state = node-getOrCreateStateSet();*
   *state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);*
   *osg::ref_ptrosg::Depth depth;*
   *if(set){*
   *depth = new osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0);*
   *state-setMode(GL_CULL_FACE,
 osg::StateAttribute::OFF);*
   *node-setCullingActive(false);*
   *}else{*
   *depth = new osg::Depth(osg::Depth::LEQUAL, 0.0, 1.0);*
   *state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);*
   *node-setCullingActive(true);*
   *}*
   **
   *state-setAttributeAndModes(depth.get(),
   osg::StateAttribute::ON);*

 Seems to me you're actually throwing different concepts into one bag:
 - Zbuffer/depth test
 - GL face culling
 - OSG node culling

 If I understand you correctly then you want to make sure a node is
 always drawn irrespective of any objects that might be in front of it.
 Simply turn of the depth test:
 state-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF)

 That might expose issues with the order in which objects are drawn - the
 solution to that is RenderBins.

 When you say always rendered *(or not)* (my emphasis) do you want to
 turn it off completely?

 Hope this helps,
 Cheers,
 /ulrich
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[osg-users] Bad Link on SkewMatrix age

2008-12-03 Thread Fred
On page http://www.skew-matrix.com/OSGQSG/ the contact link is
http://www.skew-matrix.com/OSGQSG/..%5Ccontact.html
it should be
http://www.skew-matrix.com/contact.html

In addition the contact.html page's submit produces a page containing:
Sorry
You entered an incorrect security code.

So, I guess that is broken also.
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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Robert Osfield
Hi Gordon,

If you data is regular grids then you may well be able to use
osgTerrain and have it build the geometry at the resolution you
required.   osgTerrain::TerrainTile uses vertex arrays, draw elements
indexing and VBO's.  The algorithm used for generating the geometry is
still in it's infancy so doesn't do any fancy downsampling - just
straight decimation, but it's produces pretty reasonable results as is
so is usable for most purposes.

VirtualPlanetBuilder when used with the --terrain spits out database
that are stored with osgTerrain::TerrainTile's instead of traditional
polygonal data.  It's already generated multi-terrabyte databases that
can be browsed online at a solid 60Hz with the standard osgviewer. The
nice thing about using osgTerrain::TerrainTile's is that as we update
the implementation in osgTerrain over time the rendering quality and
speed will only improve without the need for rebuilding the database.

Given the above example that already works I would have though a
system could be built that pulls in other types of data and have
custom reader build osgTerrain::TerrainTile based tiles from this
data, and let osgTerrain build the geometry for you.  This might not
be possible in your case, but it's certainly doable.

Robert.

On Wed, Dec 3, 2008 at 4:19 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
 Hi Robert

 Short answer is yes we get acceptable rates (through hard work  :))
 using geometries with indexed array's,

 Basically we have a terrain handling system that is capable of handling
 the world and doing this on the fly from elevation sources such as DTED
 1/2/3 sub meter Lidar data etc and a system that matches this to very
 hi-resolution satellite imagery again up to world coverage, our system
 handles the  reading, conversion, paging, LODing etc. this is all on the
 fly from the raw data ( or saved of cached  from our paging system ) so
 basically the amount of data we can be handling is in the hundreds of
 millions and more of points and tri's and terra bytes of imagery,

 Of course this is not all on the card or in memory we HAVE to manage
 that :), but the nature of what we do having to be live ( for many) on
 data that's maybe minutes old for many users means we have to be very
 dynamic in our data handling, The faster paths would be great but in our
 case not a reality at this time for us

 We get acceptable rates we don't need 60hz we can live with 15-20 and
 thus we have built in checks  to ensure we meet those by using our
 dynamic on the fly loading system complexity handling ( also depends on
 how much data the uses is throwing at us at any one time)

 So we build out geometry on the fly using arrays that are stored in our
 fast large paging system as they are read and then feed to geometries
 with LODS that have do all the normal stitch to lower levels LODS etc
 now we don't change every ting every frame ( we used have a total CLOD
 solution but that has other limitations) but have no guarantee on the
 life of an thing in the scene :)

 Currently the only data that goes thru the normal OSG read node mode is
 some of feature data that has models, and next year we hope to add
 feature data to our paging and memory handling systems so the we will be
 able to handle much more feature data to match out elevation and imagery
 capabilities etc


 for us right now we havie something that works and down the road I'm
 know we will look to improve things adopt newer higher performance ways
 were possible



 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 Robert
 Osfield
 Sent: Wednesday, December 03, 2008 10:37 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] flt-exporter: Index
 outofrangeinVertexPaletteManager

 Hi Gordon,

 On Wed, Dec 3, 2008 at 3:25 PM, Tomlinson, Gordon
 [EMAIL PROTECTED] wrote:
 Not using display list our data is too dynamic

 So you have a large amount of data being sent to the graphics card each
 frame with glBegin/glVertex/glEnd?

 Does it performance acceptably?

 How much data are we talking about here?

 Robert.
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[osg-users] OSGQSG: Error

2008-12-03 Thread Fred
http://www.skew-matrix.com/OSGQSG/

p37, Memeory Management Examples.

Misspelled Memory in the errata.

-
p37, Memory Management Examples.

There are multiple solutions to the dilemma of how to return a Referenced object
address. The method employed in this book's example code is to return
a ref_ptr
storing the address, as the code below illustrates.
osg::ref_ptrosg::Group createGroup()
{
  osg::ref_ptrosg::Group grp = new osg::Group;
  // Return the new Group's address. This stores the Group
  // address in a ref_ptr and places the ref_ptr on the
  // call stack as the return value.
  return grp.get();
}

Why is it
 return grp.get();
rather than
 return grp;
Isn't grp.get() a pointer to an osg::Group?
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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
Unfortunately for our use cases VirtualPlanetBuilder is not a usable
solution

The key is for us is ours is done on the FLY ( for most users) and with
live data is not at that time gridded 
(we do that on the fly as art of our process)

Most of our users simply cannot use pre-built data they live in
different world to traditional vis-sim where their source data changes
daily, hourly and in many cases has live feeds

Many of our users also have no write permissions apart from the temp dir

And because of certain operations and calculations that are done on our
data we have to have very precise control of what happens and what we
return. ( cannot say much on this sadly due to the nature of the tools)




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 Robert
Osfield
Sent: Wednesday, December 03, 2008 11:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index
outofrangeinVertexPaletteManager

Hi Gordon,

If you data is regular grids then you may well be able to use osgTerrain
and have it build the geometry at the resolution you
required.   osgTerrain::TerrainTile uses vertex arrays, draw elements
indexing and VBO's.  The algorithm used for generating the geometry is
still in it's infancy so doesn't do any fancy downsampling - just
straight decimation, but it's produces pretty reasonable results as is
so is usable for most purposes.

VirtualPlanetBuilder when used with the --terrain spits out database
that are stored with osgTerrain::TerrainTile's instead of traditional
polygonal data.  It's already generated multi-terrabyte databases that
can be browsed online at a solid 60Hz with the standard osgviewer. The
nice thing about using osgTerrain::TerrainTile's is that as we update
the implementation in osgTerrain over time the rendering quality and
speed will only improve without the need for rebuilding the database.

Given the above example that already works I would have though a system
could be built that pulls in other types of data and have custom reader
build osgTerrain::TerrainTile based tiles from this data, and let
osgTerrain build the geometry for you.  This might not be possible in
your case, but it's certainly doable.

Robert.

On Wed, Dec 3, 2008 at 4:19 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
 Hi Robert

 Short answer is yes we get acceptable rates (through hard work  :)) 
 using geometries with indexed array's,

 Basically we have a terrain handling system that is capable of 
 handling the world and doing this on the fly from elevation sources 
 such as DTED
 1/2/3 sub meter Lidar data etc and a system that matches this to very 
 hi-resolution satellite imagery again up to world coverage, our system

 handles the  reading, conversion, paging, LODing etc. this is all on 
 the fly from the raw data ( or saved of cached  from our paging system

 ) so basically the amount of data we can be handling is in the 
 hundreds of millions and more of points and tri's and terra bytes of 
 imagery,

 Of course this is not all on the card or in memory we HAVE to manage 
 that :), but the nature of what we do having to be live ( for many) on

 data that's maybe minutes old for many users means we have to be very 
 dynamic in our data handling, The faster paths would be great but in 
 our case not a reality at this time for us

 We get acceptable rates we don't need 60hz we can live with 15-20 and 
 thus we have built in checks  to ensure we meet those by using our 
 dynamic on the fly loading system complexity handling ( also depends 
 on how much data the uses is throwing at us at any one time)

 So we build out geometry on the fly using arrays that are stored in 
 our fast large paging system as they are read and then feed to 
 geometries with LODS that have do all the normal stitch to lower 
 levels LODS etc now we don't change every ting every frame ( we used 
 have a total CLOD solution but that has other limitations) but have no

 guarantee on the life of an thing in the scene :)

 Currently the only data that goes thru the normal OSG read node mode 
 is some of feature data that has models, and next year we hope to add 
 feature data to our paging and memory handling systems so the we will 
 be able to handle much more feature data to match out elevation and 
 imagery capabilities etc


 for us right now we havie something that works and down the road I'm 
 know we will look to improve things adopt newer higher performance 
 ways were possible



 Gordon

 __
 Gordon 

Re: [osg-users] OSGQSG: Error

2008-12-03 Thread Paul Martz
 Misspelled Memory in the errata.

Fixed, thanks.

 Why is it
  return grp.get();
 rather than
  return grp;
 Isn't grp.get() a pointer to an osg::Group?

osg::ref_ptr has a constructor that takes an address.
   -Paul

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Re: [osg-users] CompositeViewer views rendering order

2008-12-03 Thread Sebastien Roy
Thanks Robert,

Using -setRenderOrder() does fix the problem, but only partially.
Now the rendering of overlapping viewports is displayed correctly, but
the mouse input events still go to the first added view.

Actually, the composite viewer process events in the order of cameras of
the GraphicsWindow, not to its own list of views. If you change the
order of the cameras there, then you can make any camera the top one
for input:

osg::Camera* mycam = ... (this is the camera I want on top for input
purposes)

// get the graphics window (in my case, a simple single shared context)
osgViewer::ViewerBase::Contexts contexts;
osg-viewer-getContexts(contexts);
osgViewer::GraphicsWindow* gw =
dynamic_castosgViewer::GraphicsWindow*(contexts[0]);

// remove the camera and then add it at the back of the list
osg::GraphicsContext::Cameras cameras = gw-getCameras();
for(osg::GraphicsContext::Cameras::iterator itr = cameras.begin(); itr !
= cameras.end(); ++itr) {
if( *itr == mycam ) {
cameras.erase(itr);cameras.push_back(mycam);break;
}
}


So I guess changing the order of the views, both for input and
rendering, is just a matter of changing the order of the cameras of a
GraphicsWindow. There is a renderOrder mechanism for rendering, but no
similar inputOrder mechanism... shoud there be one?

In any case, is my solution reasonable?

Sebastien


Le mercredi 03 décembre 2008 à 15:17 +, Robert Osfield a écrit :
 Hi Sebastien,
 
 The Camera::setRenderOrder(RenderOrder,int) method controls the
 rendering order that cameras are rendering in.   If you have just one
 camera active per view then you'd use something like:
 
 
   v1-getCamera()-setRenderOrder(osg::Camera::PRE_RENDER);
   v2-getCamera()-setRenderOrder(osg::Camera::POST_RENDER);
 
 // or...
 
   v1-getCamera()-setRenderOrder(osg::Camera::NESTED_RENDER,0);
   v2-getCamera()-setRenderOrder(osg::Camera::NEDTED_RENDER,1);
 
 The rendering ordered PRE_RENDER negative to positive, NESTED_RENDER
 negative to positive, POST_RENDER negative to positive.
 
 Robert.


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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Paul Martz
 Not using display list our data is too dynamic 

Be advised that both glBegin/glEnd _and_ display lists are deprecated in
OpenGL 3.0, and I can tell you from my exposure to the ARB that they will be
removed in the OpenGL 3.1 spec.(*). Moving forward, the preferred method for
dynamic data will be buffer objects with glMapBuffer or the new map
sub-region functionality.

The ARB defines deprecated as:
 * Not the optimal performing path -- use something else
 * Might not work properly with new functionality
 * (Obviously) could be removed in a future OpenGL release

For all of these reasons, I'd prefer to see any new OSG development avoid
the use of any deprecated OpenGL functionality.

(*) Even after they are removed, you'll still be able to access the
glBegin/glEnd and display lists features by restricting yourself to creating
a 2.1-compatible context, or using extensions with a 3.1 (and beyond)
context, but it's uncertain how long vendors will continue to provide this
functionality. Presumably, not forever.

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

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[osg-users] Fancy window managers and their effect on performance and window behaviour

2008-12-03 Thread Robert Osfield
Hi All,

Prior to building my new machine I've been a KDE 3.x user, and it's
been a solid base for graphics work, the X11 window manager that comes
with it works robustly and does what it's told and generally keeps out
of the way - for a full screen visual simulation is just what you
want.

With building this new machine I've opted to try KDE 4.1 and
experiment with the effect of the new fancy desktop effects.  KDE 4.1
is still a bit buggy and lacking in a minor features, but not
problematic enough for me to run back to KDE 3.x, and the more I use
it the more I like it, both from a aesthetic as well as productivity
standpoint.  I'm not normal user though... I'm a 3D performance
addict, it's my life...  fancy desktop effects mean nothing to me if I
don't get my solid 60Hz hertz on my biggest databases.

My interest in trying out the new desktop effects isn't just a
personal thing, all the latest major platforms are now employing
desktop compositors, if I don't start exposing myself directly to this
world then I won't be able to grok all the problems that end users
have.  So in I dive... but I'm not alone so I'd like feedback from
others on how things are working out for you.

My own observations so far is that there is significant performance
hit - on a town model that I test against the peformance  of my
standard test path goes down from 360Hz to 256Hz with vysnc disabled.
osgviewer cow.osg performance goes from Hz to 888Hz.  This would
suggest the extra frame time hit is between 1.1ms and 0.7ms which is
pretty small in the grand scheme of things, but might be enough for
you to miss frame.   How are others fairing in the performance stakes
with enable/disabling the desktop effects/compositors?

The behavioural differences I've seen with moving to KDE 4.1 is that
when I run osgviewer and toggle between fullscreen to windowed mode I
don't see any window decoration on the window.  This artefact occurs
whether I enable desktop effects or not.  This points to a basic
difference in the way that the window manager is handling osgViewer's
X11 calls/settings.   We've seen others reporting problems under Gnome
as well, so it's not just KDE 4.x that we've not performing perfectly
on.

I'm not an X11 expert, let alone up to speed on the specific
requirements of the new window managers, so I need others more
knowledgeable on the new X11 mechanisms we should be leverage to get
things working sweetly both on older window managers as well as the
new cutting edge ones.   I've also read on osg-users suggestions about
specific full screen modes, rather than the current windowless
fullscreen that we currently leverage, so this is another facet that
we could explore.  For OSG-2.8 it'd be good to solve this windowing
behaviour issues, but if we can scoop out some other features at the
same time with much extra coding I'm open to suggestions.

So please, feedback, how is your platform performing and behaving?

Also do you know of any good online resouces that discuss details on
how best to manage windowing in the presence of these new window
managers?

Thanks in advance for your feedback,
Robert.
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Re: [osg-users] Bad Link on SkewMatrix age

2008-12-03 Thread Paul Martz
Interesting.

The Skew Matrix web page is undergoing redesign, so stuff breaks
periodically. Thanks for pointing these issues out. I'll have my webmaster
take a look, because the HTML appears correct to me.

If you start from the root page (www.skew-matrix.com), then click Contact
Us, these problems do not appear. It's only an issue from the OSGQSG page.
   -Paul



 On page http://www.skew-matrix.com/OSGQSG/ the contact link 
 is http://www.skew-matrix.com/OSGQSG/..%5Ccontact.html
 it should be
 http://www.skew-matrix.com/contact.html
 
 In addition the contact.html page's submit produces a page containing:
 Sorry
 You entered an incorrect security code.
 
 So, I guess that is broken also.
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Re: [osg-users] CompositeViewer views rendering order

2008-12-03 Thread Robert Osfield
Hi Sebastien,

You can disable whether a camera allows event focus using
Camera::setAllowEventFocus

In general if you have an app that has overlapping viewports then I
would tend to think perhaps separate views is not the most appropriate
usage of the viewer, perhaps using slave cameras (that has events
disabled) for the background would be the best route.

The other route if you really must use multiple views and each view
must really have some custom event focus scheme just go an implement
it yourself by subclassing form the view and overriding
eventTraversal().

Robert.

On Wed, Dec 3, 2008 at 4:56 PM, Sebastien Roy [EMAIL PROTECTED] wrote:
 Thanks Robert,

 Using -setRenderOrder() does fix the problem, but only partially.
 Now the rendering of overlapping viewports is displayed correctly, but
 the mouse input events still go to the first added view.

 Actually, the composite viewer process events in the order of cameras of
 the GraphicsWindow, not to its own list of views. If you change the
 order of the cameras there, then you can make any camera the top one
 for input:

 osg::Camera* mycam = ... (this is the camera I want on top for input
 purposes)

 // get the graphics window (in my case, a simple single shared context)
 osgViewer::ViewerBase::Contexts contexts;
 osg-viewer-getContexts(contexts);
 osgViewer::GraphicsWindow* gw =
 dynamic_castosgViewer::GraphicsWindow*(contexts[0]);

 // remove the camera and then add it at the back of the list
 osg::GraphicsContext::Cameras cameras = gw-getCameras();
 for(osg::GraphicsContext::Cameras::iterator itr = cameras.begin(); itr !
 = cameras.end(); ++itr) {
if( *itr == mycam ) {
cameras.erase(itr);cameras.push_back(mycam);break;
}
 }


 So I guess changing the order of the views, both for input and
 rendering, is just a matter of changing the order of the cameras of a
 GraphicsWindow. There is a renderOrder mechanism for rendering, but no
 similar inputOrder mechanism... shoud there be one?

 In any case, is my solution reasonable?

 Sebastien


 Le mercredi 03 décembre 2008 à 15:17 +, Robert Osfield a écrit :
 Hi Sebastien,

 The Camera::setRenderOrder(RenderOrder,int) method controls the
 rendering order that cameras are rendering in.   If you have just one
 camera active per view then you'd use something like:


   v1-getCamera()-setRenderOrder(osg::Camera::PRE_RENDER);
   v2-getCamera()-setRenderOrder(osg::Camera::POST_RENDER);

 // or...

   v1-getCamera()-setRenderOrder(osg::Camera::NESTED_RENDER,0);
   v2-getCamera()-setRenderOrder(osg::Camera::NEDTED_RENDER,1);

 The rendering ordered PRE_RENDER negative to positive, NESTED_RENDER
 negative to positive, POST_RENDER negative to positive.

 Robert.


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Re: [osg-users] OSGQSG: Error

2008-12-03 Thread Fred
So when I see things like the following in the OSG code base is it wrong?

ApplicationUsage* ApplicationUsage::instance()
{
static osg::ref_ptrApplicationUsage s_applicationUsage = new
ApplicationUsage;
return s_applicationUsage.get();
}

To me this looks like your first example.

// DON'T do this. It stores the address as the return value on
// the call stack, but when the grp ref_ptr goes out of
// scope, the reference count goes to zero and the memory is
// deleted. The calling function is left with a dangling
// pointer.
osg::Group* createGroup()
{
// Allocate a new Group node.
osg::ref_ptrosg::Group grp = new osg::Group;

// Return the new Group's address.
return grp.get();
}

Should it be as in the second example?

osg::ref_ptrosg::Group createGroup()
{
osg::ref_ptrosg::Group grp = new osg::Group;
// Return the new Group's address. This stores the Group
// address in a ref_ptr and places the ref_ptr on the
// call stack as the return value.
return grp.get();
}

In other words...

osg::ref_ptrosg::ApplicationUsage ApplicationUsage::instance()
{
static osg::ref_ptrApplicationUsage s_applicationUsage = new
ApplicationUsage;
return s_applicationUsage.get();
}
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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Robert Osfield
Hi Gordon,

I intended to use VirtualPlanetBuilder as an example that building
terrain on the fly and at extremely high resolution can be done on the
fly using osgTerrain::TerrainTile.  You needn't use
VirtualPlanetBuidler at all, its the osgTerrain::TerrainTile that is
all you need to leverage.

As an example of how things scale, I've been able to work with VPB
built database with a million vertices on screen running at a solid
60hz, with no frame drops, all with the database being read and
geometry built on the fly.  This example does illustrate that you can
get good performance with dynamically generated database whilst using
vertex buffer objects and OpenGL fast paths.

Robert.

On Wed, Dec 3, 2008 at 4:58 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
 Unfortunately for our use cases VirtualPlanetBuilder is not a usable
 solution

 The key is for us is ours is done on the FLY ( for most users) and with
 live data is not at that time gridded
 (we do that on the fly as art of our process)

 Most of our users simply cannot use pre-built data they live in
 different world to traditional vis-sim where their source data changes
 daily, hourly and in many cases has live feeds

 Many of our users also have no write permissions apart from the temp dir

 And because of certain operations and calculations that are done on our
 data we have to have very precise control of what happens and what we
 return. ( cannot say much on this sadly due to the nature of the tools)




 Gordon

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 Product Manager 3D
 Email  : gtomlinson @ overwatch.textron.com
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 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 Robert
 Osfield
 Sent: Wednesday, December 03, 2008 11:44 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] flt-exporter: Index
 outofrangeinVertexPaletteManager

 Hi Gordon,

 If you data is regular grids then you may well be able to use osgTerrain
 and have it build the geometry at the resolution you
 required.   osgTerrain::TerrainTile uses vertex arrays, draw elements
 indexing and VBO's.  The algorithm used for generating the geometry is
 still in it's infancy so doesn't do any fancy downsampling - just
 straight decimation, but it's produces pretty reasonable results as is
 so is usable for most purposes.

 VirtualPlanetBuilder when used with the --terrain spits out database
 that are stored with osgTerrain::TerrainTile's instead of traditional
 polygonal data.  It's already generated multi-terrabyte databases that
 can be browsed online at a solid 60Hz with the standard osgviewer. The
 nice thing about using osgTerrain::TerrainTile's is that as we update
 the implementation in osgTerrain over time the rendering quality and
 speed will only improve without the need for rebuilding the database.

 Given the above example that already works I would have though a system
 could be built that pulls in other types of data and have custom reader
 build osgTerrain::TerrainTile based tiles from this data, and let
 osgTerrain build the geometry for you.  This might not be possible in
 your case, but it's certainly doable.

 Robert.

 On Wed, Dec 3, 2008 at 4:19 PM, Tomlinson, Gordon
 [EMAIL PROTECTED] wrote:
 Hi Robert

 Short answer is yes we get acceptable rates (through hard work  :))
 using geometries with indexed array's,

 Basically we have a terrain handling system that is capable of
 handling the world and doing this on the fly from elevation sources
 such as DTED
 1/2/3 sub meter Lidar data etc and a system that matches this to very
 hi-resolution satellite imagery again up to world coverage, our system

 handles the  reading, conversion, paging, LODing etc. this is all on
 the fly from the raw data ( or saved of cached  from our paging system

 ) so basically the amount of data we can be handling is in the
 hundreds of millions and more of points and tri's and terra bytes of
 imagery,

 Of course this is not all on the card or in memory we HAVE to manage
 that :), but the nature of what we do having to be live ( for many) on

 data that's maybe minutes old for many users means we have to be very
 dynamic in our data handling, The faster paths would be great but in
 our case not a reality at this time for us

 We get acceptable rates we don't need 60hz we can live with 15-20 and
 thus we have built in checks  to ensure we meet those by using our
 dynamic on the fly loading system complexity handling ( also depends
 on how much data the uses is throwing at us at any one time)

 So we build out geometry on the fly using arrays that are stored in
 our fast large paging system as they are read and then feed to
 geometries 

Re: [osg-users] OSGQSG: Error

2008-12-03 Thread Robert Osfield
Hi Fred,

Returning a C pointer is more flexible, and as long as ref counting is
managed cleanly everything works fine, so the
ApplicationUsage::instance() code you suggest is perfectly fine, and
avoids thrashing the reference count something that is helps on the
performance front.

One little change I'm slowly rolling out in the various singletons
that the OSG users is that I'm moving across to using the convention:

osg::ref_ptrApplicationUsage ApplicationUsage::instance()
{
 static osg::ref_ptrApplicationUsage s_applicationUsage = new
ApplicationUsage;
 return s_applicationUsage.get();
}

The subtle thing here is that the code is passing back a reference to
the static ref_ptr rather than a ref_ptr like in your suggestion.
A subtle difference but really important in a couple of ways - first
up it avoid the thrashing of the ref count as no temporary ref_ptr
are passed around, second it allows uses to reassign the singleton's
static ref_ptr so you can manually delete the singleton or set an
custom objects in its place.

This trick is only appropriate for static ref_ptr object though, I
wouldn't advice this a general solution.

Robert.


On Wed, Dec 3, 2008 at 5:22 PM, Fred [EMAIL PROTECTED] wrote:
 So when I see things like the following in the OSG code base is it wrong?

 ApplicationUsage* ApplicationUsage::instance()
 {
static osg::ref_ptrApplicationUsage s_applicationUsage = new
 ApplicationUsage;
return s_applicationUsage.get();
 }

 To me this looks like your first example.

 // DON'T do this. It stores the address as the return value on
 // the call stack, but when the grp ref_ptr goes out of
 // scope, the reference count goes to zero and the memory is
 // deleted. The calling function is left with a dangling
 // pointer.
 osg::Group* createGroup()
 {
// Allocate a new Group node.
osg::ref_ptrosg::Group grp = new osg::Group;

// Return the new Group's address.
return grp.get();
 }

 Should it be as in the second example?

 osg::ref_ptrosg::Group createGroup()
 {
osg::ref_ptrosg::Group grp = new osg::Group;
// Return the new Group's address. This stores the Group
// address in a ref_ptr and places the ref_ptr on the
// call stack as the return value.
return grp.get();
 }

 In other words...

 osg::ref_ptrosg::ApplicationUsage ApplicationUsage::instance()
 {
static osg::ref_ptrApplicationUsage s_applicationUsage = new
 ApplicationUsage;
return s_applicationUsage.get();
 }
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Re: [osg-users] OSGQSG: Error

2008-12-03 Thread Paul Martz
 So when I see things like the following in the OSG code base 
 is it wrong?
 
 ApplicationUsage* ApplicationUsage::instance() {
 static osg::ref_ptrApplicationUsage s_applicationUsage 
 = new ApplicationUsage;
 return s_applicationUsage.get();
 }

In the code above, s_applicationUsage is a static variable, not a local
variable allocated on the stack, so it does not go out of scope when
instance() returns. This is the classic singleton design pattern.

Contrast this with the code below, in which the grp variable is local,
allocated on the stack. It goes out of scope when createGroup() returns,
thus decrementing the ref count to zero, deallocating the memory, and
returning a dangling pointer.

 To me this looks like your first example.
 
 // DON'T do this. It stores the address as the return value 
 on // the call stack, but when the grp ref_ptr goes out of 
 // scope, the reference count goes to zero and the memory is 
 // deleted. The calling function is left with a dangling // pointer.
 osg::Group* createGroup()
 {
 // Allocate a new Group node.
 osg::ref_ptrosg::Group grp = new osg::Group;
 
 // Return the new Group's address.
 return grp.get();
 }
 
 Should it be as in the second example?

I hope that helps?
   -Paul

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Re: [osg-users] flt-exporter: Index outof rangeinVertexPaletteManager

2008-12-03 Thread Paul Martz
 One more question regarding the flt-exporter: I use the RT 3d 
 Model viewer plugin for firefox to display flt-files in a 
 browser. The background is black here. I don´t know if this 
 is an error of that plugin, or if the GL_CLEAR_COLOR is not 
 yet exported by the exporter.

The primary third-party software used to test OSG's FLT exporter was MPI's
Creator 3.0. I did have a subcontractor with access to some other
FLT-reading software; don't recall the name of the package, but all software
used was able to correctly display all test models we exported during
development. If you'd like to email me your exported FLT file, I'd be happy
to load it in Creator and send you a screen shot of what is displayed. This
would tell us whether the problem is with the exporter or your software.

(Note that another osg-users poster discovered that the OSG FLT exporter
doesn't attempt to create unique record names, and this was causing problems
with the third party FLT software that he was using. As the FLT exporter
creates record names directly from Node names, the quick fix for this would
be to write a NodeVisitor to unique-ify all the Node names just before you
attempt to export the scene graph. It might be useful to add similar
capability directly to the FLT exporter, but I'd like to see this as an
option, as I don't feel the FLT exporter should take responsibility to make
up record names that the calling application didn't specify.
   -Paul

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Re: [osg-users] aa

2008-12-03 Thread Michael Bosse'


On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
 I have though to send bbb before Robert but then think it might be seen
 foolish :) But Robert seems braver :) Congratulations!

 And it's my turn :)

 ccc

 2008/12/3 Robert Osfield [EMAIL PROTECTED]

 On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter [EMAIL PROTECTED]
 wrote:
  aaa

 
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 --
 Ümit Uzun

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-- 
It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with the seditions of the city, with the discords of families.
- Tacitus

The desire for safety stands against every great and noble
enterprise. - Tacitus

Those who would give up essential liberty to purchase a little
temporary safety deserve neither liberty nor safety. - Benjamin
Franklin

Numquam ponenda est pluralitas sine necessitate. - William of Ockham
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[osg-users] using picking

2008-12-03 Thread Claudio Rogerio
Hello ! So I'm new in OSG and I don't make a code about picking, for
example:I'm load a object 3DS and would like use in this case , if anybody
know ! please!

Thanks ,
Claudio Rogerio
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Re: [osg-users] using picking

2008-12-03 Thread christophe loustaunau
Hi Claudio,

Take a look at the example osgpick.

Regards.

On Wed, Dec 3, 2008 at 8:47 PM, Claudio Rogerio [EMAIL PROTECTED]wrote:

 Hello ! So I'm new in OSG and I don't make a code about picking, for
 example:I'm load a object 3DS and would like use in this case , if anybody
 know ! please!

 Thanks ,
 Claudio Rogerio

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-- 
Christophe Loustaunau.
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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Tomlinson, Gordon
To be honest OGL 3.0 is not on my horizon right now ( I know its there )

A lot of our customers are on base line machines with 7 year old cards
such as NVIDIA Quadro4 700 XGL
OpenGl 2.1 and 256mb is a luxury :)  


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
Martz
Sent: Wednesday, December 03, 2008 12:11 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] flt-exporter: Index
outofrangeinVertexPaletteManager

 Not using display list our data is too dynamic

Be advised that both glBegin/glEnd _and_ display lists are deprecated in
OpenGL 3.0, and I can tell you from my exposure to the ARB that they
will be removed in the OpenGL 3.1 spec.(*). Moving forward, the
preferred method for dynamic data will be buffer objects with
glMapBuffer or the new map sub-region functionality.

The ARB defines deprecated as:
 * Not the optimal performing path -- use something else
 * Might not work properly with new functionality
 * (Obviously) could be removed in a future OpenGL release

For all of these reasons, I'd prefer to see any new OSG development
avoid the use of any deprecated OpenGL functionality.

(*) Even after they are removed, you'll still be able to access the
glBegin/glEnd and display lists features by restricting yourself to
creating a 2.1-compatible context, or using extensions with a 3.1 (and
beyond) context, but it's uncertain how long vendors will continue to
provide this functionality. Presumably, not forever.

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

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g
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Re: [osg-users] aa

2008-12-03 Thread Tomlinson, Gordon
E or . . . . . 

:)


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 Michael Bosse'
Sent: Wednesday, December 03, 2008 2:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] aa



On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
 I have though to send bbb before Robert but then think it might be 
 seen foolish :) But Robert seems braver :) Congratulations!

 And it's my turn :)

 ccc

 2008/12/3 Robert Osfield [EMAIL PROTECTED]

 On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter 
 [EMAIL PROTECTED]
 wrote:
  aaa

 
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--
It is only necessary to make war with five things: with the maladies of the 
body, with the ignorances of the mind, with the passions of the body, with the 
seditions of the city, with the discords of families.
- Tacitus

The desire for safety stands against every great and noble enterprise. - 
Tacitus

Those who would give up essential liberty to purchase a little temporary 
safety deserve neither liberty nor safety. - Benjamin Franklin

Numquam ponenda est pluralitas sine necessitate. - William of Ockham 
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Re: [osg-users] aa

2008-12-03 Thread Sukender
0xff (=16777215 = b = ...)

PS: Morse code is not used anymore!
PS2: When we'll reach zzz...zzz, then we'll know we're at least 26 fools :)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 03 Dec 2008 21:02:57 +0100, Tomlinson, Gordon [EMAIL PROTECTED] a 
écrit:

 E or . . . . .

 :)


 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 Michael Bosse'
 Sent: Wednesday, December 03, 2008 2:19 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] aa

 

 On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
 I have though to send bbb before Robert but then think it might be
 seen foolish :) But Robert seems braver :) Congratulations!

 And it's my turn :)

 ccc

 2008/12/3 Robert Osfield [EMAIL PROTECTED]

 On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter
 [EMAIL PROTECTED]
 wrote:
  aaa

 
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 --
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 --
 It is only necessary to make war with five things: with the maladies of the 
 body, with the ignorances of the mind, with the passions of the body, with 
 the seditions of the city, with the discords of families.
 - Tacitus

 The desire for safety stands against every great and noble enterprise. - 
 Tacitus

 Those who would give up essential liberty to purchase a little temporary 
 safety deserve neither liberty nor safety. - Benjamin Franklin

 Numquam ponenda est pluralitas sine necessitate. - William of Ockham 
 ___
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[osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Jefferson Pinheiro
Hello Robert,

Can you please implement a function, in class Polytope, that checks if the
current polytope intersects another polytope? Or is there another way to do
that, and I'm not seeing?

Thanks,
-- 
Jefferson Pinheiro
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Re: [osg-users] aa

2008-12-03 Thread Jeremy Moles
On Wed, 2008-12-03 at 21:09 +0100, Sukender wrote:
 0xff (=16777215 = b = ...)
 
 PS: Morse code is not used anymore!
 PS2: When we'll reach zzz...zzz, then we'll know we're at least 26 fools :)

Whatver, I'm not a fool. Shsh...

 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
 
 
 Le Wed, 03 Dec 2008 21:02:57 +0100, Tomlinson, Gordon [EMAIL PROTECTED] a 
 écrit:
 
  E or . . . . .
 
  :)
 
 
  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 Michael 
  Bosse'
  Sent: Wednesday, December 03, 2008 2:19 PM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] aa
 
  
 
  On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
  I have though to send bbb before Robert but then think it might be
  seen foolish :) But Robert seems braver :) Congratulations!
 
  And it's my turn :)
 
  ccc
 
  2008/12/3 Robert Osfield [EMAIL PROTECTED]
 
  On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter
  [EMAIL PROTECTED]
  wrote:
   aaa
 
  
  ___
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  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph
  .org
 
 
 
  --
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  org
 
 
 
 
 
  --
  It is only necessary to make war with five things: with the maladies of 
  the body, with the ignorances of the mind, with the passions of the body, 
  with the seditions of the city, with the discords of families.
  - Tacitus
 
  The desire for safety stands against every great and noble enterprise. - 
  Tacitus
 
  Those who would give up essential liberty to purchase a little temporary 
  safety deserve neither liberty nor safety. - Benjamin Franklin
 
  Numquam ponenda est pluralitas sine necessitate. - William of Ockham 
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Re: [osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Tomlinson, Gordon
Rather than asking Robert to implement this function you could implent
it your self as you have the source and contribute it back to the OSG
source and community for which  we would all be grateful
 

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
Jefferson Pinheiro
Sent: Wednesday, December 03, 2008 3:11 PM
To: OpenSceneGraph Users
Subject: [osg-users] Request: bool Polytope.contains(another_polytope)


Hello Robert,

Can you please implement a function, in class Polytope, that checks if
the current polytope intersects another polytope? Or is there another
way to do that, and I'm not seeing?

Thanks,
-- 
Jefferson Pinheiro

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Re: [osg-users] Request: bool Polytope.contains(another_polytope)

2008-12-03 Thread Jefferson Pinheiro
Alas, I lack the knowledge to do that.

On Wed, Dec 3, 2008 at 6:25 PM, Tomlinson, Gordon 
[EMAIL PROTECTED] wrote:

  Rather than asking Robert to implement this function you could implent it
 your self as you have the source and contribute it back to the OSG source
 and community for which  we would all be grateful


 *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 *Jefferson
 Pinheiro
 *Sent:* Wednesday, December 03, 2008 3:11 PM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] Request: bool Polytope.contains(another_polytope)

 Hello Robert,

 Can you please implement a function, in class Polytope, that checks if the
 current polytope intersects another polytope? Or is there another way to do
 that, and I'm not seeing?

 Thanks,
 --
 Jefferson Pinheiro

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




-- 
Jefferson Pinheiro
(51) 9192 3535
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Re: [osg-users] Cmake-2.6-patch 0 optimisation problems

2008-12-03 Thread Jean-Sébastien Guay

Hi Robert,


Once we have a pattern of what is cmake versions/platforms this
problem we can post an advisory on the wiki, and perhaps see if we can
get the repositories updated.


We could also show a warning on Configure if we detect that the CMake 
version is one of those that cause the problem.


J-S
--
__
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   http://www.cm-labs.com/
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Re: [osg-users] aa

2008-12-03 Thread Jeremy Moles
On Wed, 2008-12-03 at 15:15 -0500, Jeremy Moles wrote:
 On Wed, 2008-12-03 at 21:09 +0100, Sukender wrote:
  0xff (=16777215 = b = ...)
  
  PS: Morse code is not used anymore!
  PS2: When we'll reach zzz...zzz, then we'll know we're at least 26 fools 
  :)
 
 Whatver, I'm not a fool. Shsh...

Oh no, wait, wait. I just went backwards from F. That's no ood...

  Sukender
  PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
  
  
  Le Wed, 03 Dec 2008 21:02:57 +0100, Tomlinson, Gordon [EMAIL PROTECTED] a 
  écrit:
  
   E or . . . . .
  
   :)
  
  
   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 Michael 
   Bosse'
   Sent: Wednesday, December 03, 2008 2:19 PM
   To: OpenSceneGraph Users
   Subject: Re: [osg-users] aa
  
   
  
   On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
   I have though to send bbb before Robert but then think it might be
   seen foolish :) But Robert seems braver :) Congratulations!
  
   And it's my turn :)
  
   ccc
  
   2008/12/3 Robert Osfield [EMAIL PROTECTED]
  
   On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter
   [EMAIL PROTECTED]
   wrote:
aaa
  
   
   ___
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   --
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   --
   It is only necessary to make war with five things: with the maladies of 
   the body, with the ignorances of the mind, with the passions of the body, 
   with the seditions of the city, with the discords of families.
   - Tacitus
  
   The desire for safety stands against every great and noble enterprise. 
   - Tacitus
  
   Those who would give up essential liberty to purchase a little temporary 
   safety deserve neither liberty nor safety. - Benjamin Franklin
  
   Numquam ponenda est pluralitas sine necessitate. - William of Ockham 
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Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager

2008-12-03 Thread Paul Martz
 To be honest OGL 3.0 is not on my horizon right now ( I know 
 its there )
 
 A lot of our customers are on base line machines with 7 year 
 old cards such as NVIDIA Quadro4 700 XGL OpenGl 2.1 and 256mb 
 is a luxury :)  

A very decent card in its day. I think I have one in my collection! :-)

Your dilemma sounds familiar. My previous employer also had customers with
old hardware. As an engineer, my opinion of this was that it was OK, as long
as they also never upgraded the software. But if they had maintenance
contracts and expected to install and use new versions of our software
product, eventually they would be forced into a hardware upgrade. We could
not hold back new development because some maintenance customer with a
Pentium Pro and TNT graphics card refused to purchase a new system.
   -Paul

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Re: [osg-users] osgviewerWX vs. osgPython 2.2.0

2008-12-03 Thread Hartmut Seichter



Hi Randolph,

seems that was missed out from wrapping ... I guess we have a 2.6.x 
release next week out - please be patient :)


Hartmut

--
Dr. Hartmut Seichter
PhD (HKU), Dipl.-Ing. (BUW)
Post-Doctoral Fellow, HIT Lab NZ
+64 3 364 2987 Ext. 3078
http://www.hitlabnz.org/people/hse25


Randolph Fritz wrote:
When I try to run this (new) example with this (old) library under IDLE, 
I get the following error in line 67:

   AttributeError: 'PySwigObject' object has no attribute 'windowResize'
Followed by a crash

Line 67 is:
 self.graphicswindow.getEventQueue().windowResize(0, 0, w, h)

Far as I can tell, this is correct. Did windowResize have a different 
name in OSG 2.2.0?


Randolph

 


Platform  Windows-XP-5.1.2600
Architecture  ('32bit', 'WindowsPE')
Machine  --
Python build  ('r252:60911', 'Feb 21 2008 13:11:45')
Python compiler   MSC v.1310 32 bit (Intel)
--
osg.osgGetLibraryName   OpenSceneGraph Library
osg.osgGetVersion   2.2.0
osg.osgGetSOVersion 25
osg Python library location  :  
C:\Python25\lib\site-packages\osg-2.2.0-msw\osg.pyc
osg Dynamic linked library location  :  module '_osg' from 
'C:\Python25\lib\site-packages\osg-2.2.0-msw\_osg.pyd'

--
osgDB.osgGetLibraryName OpenSceneGraph DB (Data Base) 
Library

osgDB.osgGetVersion 2.2.0
osgDB Python library location:  
C:\Python25\lib\site-packages\osg-2.2.0-msw\osgDB.pyc
osgDB Dynamic linked library location:  module '_osgDB' from 
'C:\Python25\lib\site-packages\osg-2.2.0-msw\_osgDB.pyd'
 



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Re: [osg-users] Cmake-2.6-patch 0 optimisation problems

2008-12-03 Thread Mattias Helsing
Hi Robert,

I have cmake-2.6.0. I had it before Intrepid; downloaded from
cmake.org and it has the proper CMAKE_CXX_FLAGS_RELEASE (-O3 -NDEBUG).
This suggests that the ubuntu archives might be the source of your
problem.
I - like you - also have cmake-2.6.2 installed with proper
CMAKE_CXX_FLAGS_RELEASE. This too downloaded manually from cmake.org

cheers
Mattias

On Wed, Dec 3, 2008 at 5:09 PM, Robert Osfield [EMAIL PROTECTED] wrote:
 HI All,

 I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system
 and found that OSG performance was around 1/3rd of what I expected,
 and have traced the cause of this down to the cmake-2.6.0 (2.6 patch
 0) that I installed from the Ubuntu repositories.  The specific
 problem is that Cmake is defaulting to a blank entry for
 CMAKE_CXX_FLAGS_RELEASE, something that normally reads -O3 -DNDEBUG,
 to see the value run ccmake . and then press 't' to get the advanced
 options.

 Manually setting CMAKE_CXX_FLAGS_RELEASE to -O3  -DNDEBUG fixed the
 performance problem with the Release build.  I have also pulled down
 cmake 2.6.2 from the cmake website, built and installed it and this
 version of Cmake sets up the expect value for CMAKE_CXX_FLAGS_RELEASE
 so they have fixed this bug.

 I don't know whether this bug is just specific to my process
 architecture, or whether its just an issue with the Ubuntu
 repositories version of CMake 2.6.0, but there is a good chance that
 the problem affects more platforms and Cmake versions.  Could users
 check their CMAKE_CXX_FLAGS_RELEASE value and report this value along
 with cmake version, source of your cmake version and platform details.

 Once we have a pattern of what is cmake versions/platforms this
 problem we can post an advisory on the wiki, and perhaps see if we can
 get the repositories updated.

 Thanks,
 Robert.
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[osg-users] Node Kits for Charts Graphs

2008-12-03 Thread Simon Sanderson

Can anyone tell me whether there are any node kits for OSG in existence that 
provide chart or graph capabilities?
In particular I am mainly interested in 3D bar charts and if there was support 
for intersection (i.e mouse hovering) with displayed data
Cheers
_
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Re: [osg-users] OSGQSG: Error

2008-12-03 Thread Fred
Ah yes, static makes a world of difference.


page 47

osg::ref_ptrosg::Geode geode0 = new osg::Geode;
group-addChild( Geode0.get() );
osg::ref_ptrosg::Geode geode1 = new osg::Geode;
group-addChild( Geode1.get() );

Upper case problem with Geode0 and Geode1. They should be geode0 and geode1.


There were two cases of Memeory in the errata.
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Re: [osg-users] OSGQSG: Error

2008-12-03 Thread Paul Martz
Thanks! All memeory instances should be fixed. One of these days I'll have
to find a free tool that spell checks HTML because I'm too cheap to buy one.


Thanks for catching the capitalization issue on p47, this is added to the
errata and changes in the master book source for a possible future
reprinting.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Fred
 Sent: Wednesday, December 03, 2008 2:17 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OSGQSG: Error
 
 Ah yes, static makes a world of difference.
 
 
 page 47
 
 osg::ref_ptrosg::Geode geode0 = new osg::Geode;
 group-addChild( Geode0.get() );
 osg::ref_ptrosg::Geode geode1 = new osg::Geode;
 group-addChild( Geode1.get() );
 
 Upper case problem with Geode0 and Geode1. They should be 
 geode0 and geode1.
 
 
 There were two cases of Memeory in the errata.
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Re: [osg-users] Node Kits for Charts Graph

2008-12-03 Thread Ümit Uzun
Hi Simon,

As far as I know, there isn't any special nodekit about chart or graph as
you want. But you can create these processes easly using canned osg geometry
( coni, sphere, box and etc ) and using callback and update visitors to
check if mouse cursor is on the desired chart or not and you can assign some
operation when cursor hover the chart and etc.

Hope this helps.
Regards.

2008/12/3 Simon Sanderson [EMAIL PROTECTED]

  Can anyone tell me whether there are any node kits for OSG in existence
 that provide chart or graph capabilities?
 In particular I am mainly interested in 3D bar charts and if there was
 support for intersection (i.e mouse hovering) with displayed data
 Cheers

 --
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 Now!http://clk.atdmt.com/UKM/go/117588488/direct/01/

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[osg-users] setUpdateOperations?

2008-12-03 Thread Brad Colbert
What are the UpdateOperations used for in the osgViewer::Viewer class?


-B

---
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Renaissance Sciences Corporation
W: 480 374-5073 x:5073
F: 425 675-8044

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[osg-users] Calendar time in FrameStamp

2008-12-03 Thread Paul Martz
Hi Robert -- There doesn't appear to be any code in the OSG distribution
that sets or gets the calendar time in FrameStamp. Is this purely for
application convenience? Applications can store any values they want in the
tm struct?
 
(The header comment says, Note the calendar time can be an artificial
simulation time or capture the real time of day etc. The comment doesn't go
into detail about how those options are set, but to me the comment seems to
imply that FrameStamp (or something else in OSG) manages calendar time and
can be configured for either of those options. But this is not the case from
the code I've seen, so perhaps I'm misinterpreting it.)
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466

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Re: [osg-users] osgviewerWX vs. osgPython 2.2.0

2008-12-03 Thread R Fritz

Great!  Will be waiting...

Randolph

On Dec 3, 2008, at 12:55 PM, Hartmut Seichter wrote:




Hi Randolph,

seems that was missed out from wrapping ... I guess we have a 2.6.x  
release next week out - please be patient :)


Hartmut

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Randolph Fritz wrote:
When I try to run this (new) example with this (old) library under  
IDLE, I get the following error in line 67:
  AttributeError: 'PySwigObject' object has no attribute  
'windowResize'

Followed by a crash
Line 67 is:
self.graphicswindow.getEventQueue().windowResize(0, 0,  
w, h)
Far as I can tell, this is correct. Did windowResize have a  
different name in OSG 2.2.0?

Randolph
 Platform 
  Windows-XP-5.1.2600

Architecture  ('32bit', 'WindowsPE')
Machine  --
Python build  ('r252:60911', 'Feb 21 2008 13:11:45')
Python compiler   MSC v.1310 32 bit (Intel)
--
osg.osgGetLibraryName   OpenSceneGraph Library
osg.osgGetVersion   2.2.0
osg.osgGetSOVersion 25
osg Python library location  :  C:\Python25\lib\site- 
packages\osg-2.2.0-msw\osg.pyc
osg Dynamic linked library location  :  module '_osg' from 'C: 
\Python25\lib\site-packages\osg-2.2.0-msw\_osg.pyd'

--
osgDB.osgGetLibraryName OpenSceneGraph DB (Data  
Base) Library

osgDB.osgGetVersion 2.2.0
osgDB Python library location:  C:\Python25\lib\site- 
packages\osg-2.2.0-msw\osgDB.pyc
osgDB Dynamic linked library location:  module '_osgDB' from 'C: 
\Python25\lib\site-packages\osg-2.2.0-msw\_osgDB.pyd'


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Re: [osg-users] 4m 36 seconds!

2008-12-03 Thread Ulrich Hertlein
Hi Robert,

Quoting Robert Osfield [EMAIL PROTECTED]:
 My quick look at benchmarking also hinted that hyper threading may be
 hurting performance, or at least the current CPU affinity strategy
 employed by osgViewer may be hurting performance on a hyper threading
 CPU.  Until I get an optimitized build running I can't go investigate

My take on hyper-threading was always to disable it, if enough (say = 4) cores
are available.  It's not a separate core after all and there is a certain
amount of work involved to make one core look like two.

Additionally: what is the communities' experience with manually assigning
processes to cores?  Does it work?

It sounds like a good idea but in my experience it's best to leave the
scheduling up to the operating system to handle core affinity (except when
you're running Windows which has a completely fscked-up round-robin scheduler).

Cheers,
/ulrich
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Re: [osg-users] Node Kits for Charts Graph

2008-12-03 Thread Brent Fulgham
Simon,

I just started lurking here, in the hopes of doing something similar.
If something doesn't exist yet, perhaps we could discuss how to make
this work?

-Brent
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Re: [osg-users] Node Kits for Charts Graph

2008-12-03 Thread Paul McIntosh
I've been toying with the idea of osgDiagram. I have created my own Edge node 
which links two geodes to create dynamic graphs. I definitely see scope for 
graphing capabilities in OSG and would be happy to contribute.

Cheers, 

Paul 
-- 
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www.internetscooter.com

  ---Original Message---
  From: Brent Fulgham [EMAIL PROTECTED]
  Subject: Re: [osg-users] Node Kits for Charts  Graph
  Sent: 04 Dec '08 11:43
  
  Simon,
  
  I just started lurking here, in the hopes of doing something similar.
  If something doesn't exist yet, perhaps we could discuss how to make
  this work?
  
  -Brent
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Re: [osg-users] Cmake-2.6-patch 0 optimisation problems

2008-12-03 Thread J.P. Delport

Hi,

I have -O3 -DNDEBUG on Debian Sid 32-bit for CMAKE_CXX_FLAGS_RELEASE.

cmake --help claims it is:
cmake version 2.6-patch 0

The Debian package is 2.6.0-6

jp

Robert Osfield wrote:

HI All,

I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system
and found that OSG performance was around 1/3rd of what I expected,
and have traced the cause of this down to the cmake-2.6.0 (2.6 patch
0) that I installed from the Ubuntu repositories.  The specific
problem is that Cmake is defaulting to a blank entry for
CMAKE_CXX_FLAGS_RELEASE, something that normally reads -O3 -DNDEBUG,
to see the value run ccmake . and then press 't' to get the advanced
options.

Manually setting CMAKE_CXX_FLAGS_RELEASE to -O3  -DNDEBUG fixed the
performance problem with the Release build.  I have also pulled down
cmake 2.6.2 from the cmake website, built and installed it and this
version of Cmake sets up the expect value for CMAKE_CXX_FLAGS_RELEASE
so they have fixed this bug.

I don't know whether this bug is just specific to my process
architecture, or whether its just an issue with the Ubuntu
repositories version of CMake 2.6.0, but there is a good chance that
the problem affects more platforms and Cmake versions.  Could users
check their CMAKE_CXX_FLAGS_RELEASE value and report this value along
with cmake version, source of your cmake version and platform details.

Once we have a pattern of what is cmake versions/platforms this
problem we can post an advisory on the wiki, and perhaps see if we can
get the repositories updated.

Thanks,
Robert.
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