Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Ralph Kern
Hi Andreas,

now all 6 models show on my XP SP3 machine. But I'd guess it's more to
do you now include osgSim and osgTerrain in your package.

Good progress.

regards Ralph

Andreas Goebel schrieb:
 Hi,
 
 I have changed a little bit in the xpi and in the plugin itself. It now
 not only adds the plugin-directory to the osg-file-path, but to the
 windows-dll-search-path. This worked at least on my machine to enable
 .ive-support without having the osg-libs in your path.
 
 Please: Those people who didn´t see the lower three models, uninstall
 the old plugin, install the new one and try. Note that that function
 (named SetDllDirectory ) is only available from WinXP SP1 onwards, so
 this plugin won´t work with older windows versions. I think that only
 very few people are using older windows now.
 
 Hope this works ...
 
 
 Regards,
 
 Andreas
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Andreas Goebel

Ralph Kern schrieb:

Hi Andreas,

now all 6 models show on my XP SP3 machine. But I'd guess it's more to
do you now include osgSim and osgTerrain in your package.

Good progress.

regards Ralph
  
No, this alone didn´t do the trick. The ive plugin doesn´t find it´s 
dependencies if they are not in the dll search path.


Godd that it works, though.

Regards,

Andreas

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Re: [osg-users] osgviewerQT example

2008-12-09 Thread Serge Lages
Hi Richard,

Thanks a lot for your comment, I actually tried VirtualBox and it works
better than VMWare.

On Tue, Dec 9, 2008 at 12:52 AM, Richard Baron Penman 
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 yes I can confirm that flag works for me.
 I am using the older 1.6 version and haven't tested version 2, which came
 out last month. FYI I've found virtualizing Linux with VirtualBox more
 responsive than VMWare.

 Richard



 On Mon, Dec 8, 2008 at 8:05 PM, Serge Lages [EMAIL PROTECTED] wrote:

 Hi Richard, just to be sure, it works with the --QOSGWidget option ?


 On Mon, Dec 8, 2008 at 1:23 AM, Richard Baron Penman 
 [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 I have that example working with Debian in VirtualBox.



 On Fri, Dec 5, 2008 at 7:56 PM, Serge Lages [EMAIL PROTECTED]wrote:

 Thank you very much for these information Don, so it seems that our
 crash is really related to VMWare, I think we'll need to install a proper
 Linux... :)


 On Fri, Dec 5, 2008 at 12:21 AM, Don Leich [EMAIL PROTECTED] wrote:

 The osgviewerQT example with the --QOSGWidget option has exposed some
 problems at the juction of OSG and the windowing system.  I was aware of a
 problem running this on Mac OS X for a couple of weeks, but didn't pay 
 much
 attention to it.  I spent some time testing on a variey of Linux systems 
 and
 found a problem there too.  Please note I'm running OSG version 2.6.0.

 On Mac OS X osgviewerQT crashes after getting a BadWindow error from
 XGetWindowAttributes when called by 
 osgViewer::GraphicsWindowX11::setWindow.
 The window attributes are garbage values.

 More curious, I tested two nearly identical systems and the example run
 OK on one and crashed on the other.


  $ osgviewerQT cow.osg --QOSGWidget --CompositeViewer

 --- OK on system 1 ---

 Fedora w/2.6.9-5.ELsmp kernel
 OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2
 OpenGL version string: 2.1.1 NVIDIA 100.14.19

 --- Crashes on system 2 ---

 Fedora w/2.6.9-5.ELsmp kernel
 OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2
 OpenGL version string: 2.0.0 NVIDIA 76.76


 Program received signal SIGABRT, Aborted.
 0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2
 (gdb) where
 #0  0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2
 #1  0x00a6d955 in raise () from /lib/tls/libc.so.6
 #2  0x00a6f319 in abort () from /lib/tls/libc.so.6
 #3  0x0054d557 in __cxa_call_unexpected () from /usr/lib/libstdc++.so.5
 #4  0x0054d5a4 in std::terminate () from /usr/lib/libstdc++.so.5
 #5  0x0054d716 in __cxa_throw () from /usr/lib/libstdc++.so.5
 #6  0x00503e33 in std::__throw_logic_error () from
 /usr/lib/libstdc++.so.5
 #7  0x00540fc2 in std::string::_M_replace_safechar const* () from
 /usr/lib/libstdc++.so.5
 #8  0x0053d894 in std::basic_stringchar, std::char_traitschar,
 std::allocatorchar ::basic_string () from
 #/usr/lib/libstdc++.so.5
 #9  0x00fdf661 in osg::getGLVersionNumber () at
 /usr/osg/OpenSceneGraph-2.6.0/src/osg/GLExtensions.cpp:47
 #10 0x010adf34 in osg::State::initializeExtensionProcs (this=0x9196ce8)
 at
 #/usr/osg/OpenSceneGraph-2.6.0/src/osg/State.cpp:757
 #11 0x00961c1f in osgUtil::SceneView::draw (this=0x919d898) at
 #/usr/osg/OpenSceneGraph-2.6.0/src/osgUtil/SceneView.cpp:988
 #12 0x0063dd6a in osgViewer::Renderer::cull_draw (this=0x919d6d8) at
 #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:535
 #13 0x0063e83f in osgViewer::Renderer::operator() (this=0x919d6d8,
 context=0x90e79f8) at
 #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:636
 #14 0x01028521 in osg::GraphicsContext::runOperations (this=0x90e79f8)
 at
 #/usr/osg/OpenSceneGraph-2.6.0/src/osg/GraphicsContext.cpp:688
 #15 0x00685289 in osgViewer::ViewerBase::renderingTraversals
 (this=0x90e6b88) at
 #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/ViewerBase.cpp:694
 #16 0x00684a80 in osgViewer::ViewerBase::frame (this=0x90e6b88,
 simulationTime=1.7976931348623157e+308) at
 #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/ViewerBase.cpp:592
 #17 0x0805b4c7 in CompositeViewerQOSG::paintEvent (this=0x90e6b88,
 event=0xbff758c0) at
 #/usr/osg/OpenSceneGraph-2.6.0/examples/osgviewerQT/QOSGWidget.cpp:296
 #18 0x0350c0bc in QWidget::event () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #19 0x034778f9 in QApplication::internalNotify () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #20 0x03477a8a in QApplication::notify () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #21 0x03445f4c in QWidget::repaint () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #22 0x03507e0b in QWidget::repaint () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #23 0x0380ac13 in QWidget::qt_invoke () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #24 0x034d6450 in QObject::activate_signal () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #25 0x034d6b2a in QObject::activate_signal () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #26 0x0380929d in QTimer::timeout () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #27 0x034f615c in QTimer::event () from
 /usr/lib/qt-3.3/lib/libqt-mt.so.3
 #28 0x034778f9 

Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Ralph Kern
hi Andreas,

and more wonderful news:

I repackaged your xpi with minVersion set to 2.0 and it runs and
displays all 6 models on

- Vista 32 Bit with FF 2.0.0.18
- Vista 64 Bit with FF 2.0.0.17

Es geht voran!

regards Ralph

Andreas Goebel schrieb:
 Hi,
 
 I have changed a little bit in the xpi and in the plugin itself. It now
 not only adds the plugin-directory to the osg-file-path, but to the
 windows-dll-search-path. This worked at least on my machine to enable
 .ive-support without having the osg-libs in your path.
 
 Please: Those people who didn´t see the lower three models, uninstall
 the old plugin, install the new one and try. Note that that function
 (named SetDllDirectory ) is only available from WinXP SP1 onwards, so
 this plugin won´t work with older windows versions. I think that only
 very few people are using older windows now.
 
 Hope this works ...
 
 
 Regards,
 
 Andreas
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Andreas Goebel

Ralph Kern schrieb:

hi Andreas,

and more wonderful news:

I repackaged your xpi with minVersion set to 2.0 and it runs and
displays all 6 models on

- Vista 32 Bit with FF 2.0.0.18
- Vista 64 Bit with FF 2.0.0.17

Es geht voran!

regards Ralph
  

Great!

I´ll change it in my install.rdf, too, and upload it again.

Regards,

Andreas
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Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread J.P. Delport

Hi,

what are you viewing the output with? Maybe the automatic home position 
calculation of osgviewer is making things blurry?


jp

[EMAIL PROTECTED] wrote:

Hello,

first, sorry that i've opened this 2nd thread, but i got no access to my old 
mails on work and the osg servers are still down ...

Yesterday I've tried to localize the issue on using pure OpenGL in my custom 
drawables. To get more detailed informations I've scap down my complete test 
environment to a single test drawable, where i use this single pure OpenGL 
render call to check what's going wrong:

void TestDrawable::drawImplementation(osg::RenderInfo renderInfo) const
{
  std::coutin TestDRW draw implementationstd::endl;

  glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  glEnable(GL_POINT_SPRITE);
  glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
  glPointSize(2.0f);

  glBegin(GL_POINTS);
glVertex3f(1.0f, 0.0f, 0.0f);   
glEnd();  
  glDisable(GL_POINT_SPRITE);

}

On construction of this TestDrawable, i set only the use of DisplayLists to false, to get access on the drawImplementation method on each render call, nothing more, no magic. This drawable is only added to a simple geode wich is the single element of the scene graph... I got the same issues (x value on opposite side as expected) as I've described in my other  thread. 


What me confused is, that the point sprite is rendered correctly (on the right 
side of the coordinate system with a positive x value*) if i add any reference 
model to the scene (in my case a simple osg shape). If i remove the model, the 
point sprite is rendered on the left side of the origin, independend if i use 
glPush or not  ...

I've checked several other osg sources which uses pure OpenGL calls (i.e. 
osgSim::ImpostorSprite or osg::ShapeDrawable) and it seems to me that I've done 
all correctly. Each reference source does the same ...

I would be verry appreciative if anyone could me push in the right direction 
before I'm getting nuts...

Best regards,
Christian

P.S.: I've attached the single Testdrawable and my main class to show you more 
details.
 
*(If the reference model is added to the scene graph i could also see that the point sprite is sometime culled in point of my view, but i thing this may be a problem with the actually hacked getBounds method of the drawable, which returns no valid bounding box.)





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Re: [osg-users] MAC

2008-12-09 Thread Robert Osfield
Hi Don,

Cmake should only build the curl plugin if it finds libcurl installed.
  So I presume that you do have libcurl installed on your system but
an older version perhaps that the OSG can't compile against.

Could you pass on the errors, and information about which version of
libcurl you have installed on your system so we can look at ways of
fix this, even with changes to the source code or the build.

Robert.


On Mon, Dec 8, 2008 at 8:49 PM, Don Leich [EMAIL PROTECTED] wrote:
 I thought maybe it's time to bring this up.  The problem I had building
 cmake on Mac OS X had to do with libcurl.  I got the cmake build past to
 finally complete by turing off some curl specific tests.  The development
 systems I work on are not connected to the Internet and do not get updated
 libraries very often. This may be a factor.  (I also built cmake from
 downloaded source.)

 If even is libcurl is not a prerequisite for OSG is seems that some mention
 of it on the Dependencies page would be helpful.  Many seem to have been
 bitten by libcurl problems.

 -Don Leich


 Raphael Sebbe wrote:



  Re: [osg-users] MAC

 Raphael Sebbe
 Wed, 19 Nov 2008 00:37:11 -0800

 I think it's right in the middle of moving from Xcode based projects to

 cmake build system, which currently generates dylibs instead of frameworks

 (I may not be up to date, checked a couple of weeks ago, moving target).

 Once you get a successful build in cmake, with proper build flags, you

 shouldn't have much surprise on the mac.

 Raphael



 On Wed, Nov 19, 2008 at 1:46 AM, Ulrich Hertlein [EMAIL PROTECTED]wrote:



 Quoting Don Leich [EMAIL PROTECTED]:

  My experience with Mac development has not quite so smooth.  Getting

 cmake to

  build was a battle and beyond the scope of this thread.  OSG itself has

 some

  appearant rough edges with OSG and X11 integration. I am working with



 Odd, it was a complete breeze for me getting OSG/cmake/Makefiles (cmake
 2.6

 from

 DarwinPorts) compiled on OS X.



 I don't know why you have to use X11 (Qt?) but that could be the cause of

 your

 problems.  You'd probably see similar issues running OSG/X11 on Windows.



 /ulrich

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Re: [osg-users] Headlight

2008-12-09 Thread Robert Osfield
Hi JS,

osg::View  by default has a head light so you could just use this, or
if you wish to use a LightSource in the scene graph then use the
LightSource::setReferenceFrame(osg::LightSource::ABSOLUTE_RF) to put
the light source in eye coordinates.

Robert.

On Mon, Dec 8, 2008 at 8:36 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi all,

 Quick question. Say I want to make a headlight (like the light source that's
 added to the viewer by default if no lights are in the model), where should
 I add it in my graph?

 Say I have a single view with a single camera, I tried adding an osg::Light
 to the camera's stateset. That doesn't work, the light seems to be in a
 fixed position at all times, even if I move the camera around.

 Do I need a callback to explicitly change my light to match the view
 direction each frame? I don't think the viewer needs that, I think it
 happens automatically, because I can't find any code related to that... Then
 again, the only code I can find related to the headlight is in
 SceneView.cpp, where it says:

if (_light.valid())
renderStage-addPositionedAttribute(NULL,_light.get());

 Not sure how I can do something equivalent from outside viewer code...

 Can anyone offer some guidance please? Thanks in advance,

 J-S
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http://whitestar02.webhop.org/
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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-09 Thread Sukender
Hi Andreas,

Sorry for answering so late.
I you use private side-by-side assemblies, I think you should create a subdir 
named Microsoft.VC80.CRT containing:
- Microsoft.VC80.CRT.manifest
- msvcm80.dll
- msvcp80.dll
- msvcr80.dll

Be aware that if you use MFC or ATL, then you'll have to also include dirs like 
Microsoft.VC80.MFC (or something like that).

Else, you can create an installer that will install the MSVC redistribuables...

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

 Hi Sukender,

 interesting doc. I have supplied the redistributables, but in the same 
 directory,
 not in a subdir. Does this make a difference? And:

 x86/Microsoft.VC80.CRT

 you specify that directory. Does this mean it has to be a subdir x86 with
 another subdir Microsoft.VC80.CRT, and that containing the dlls and the
 manifests of the redist, or should the manifests be in the same directory as 
 the
 program, and the rest in the subdir?

 Note that in my case the thing is very complicated:

 - the program works on my machine
 - on another machine libcurl fails to load. When using debug-level warings one
 sees, that it is found in the right location, but fails to load. Unfortunately
 it doesn´t tell why it fails. It even fails when I put everything in my path.

 If I construct a testcase where libcurl is not needed, everything works. If I
 construct a testcase where I use osgviewer to load using libcurl, everything
 works too.

 It would not work at all if the redist was not found.

 This is on manifest-hell of a problem. I am not even sure if it is a 
 manifest-problem,
 it might be something completely different.


 Regards,

 Andreas

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Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-09 Thread Sukender
Forgot to mention:
- Check if the cURL plugin use some other side-by-side assemblies (such as 
VC8 non-SP1 for instance). Maybe you'll need to recompile it?
- Also check on Vista if you can, because Vista simply pops-up an error (cannot 
load the executable) when correct side-by-side assemblies are not found (but I 
guess not for delay-loaded DLLs...?).
- And finaly, try your plugin on a clean machine with no MSVC installed, and 
no redistribuables installed, if possible.

And to be more precise:
private side-by-side assemblies can sometimes NOT coexist (VC8 non-SP1 / VC8 
SP1 for instance) since they would be in the same dir with the same name. 
However, they ensure your plugin will work even with no redistribuables 
installed, at the cost of some kB in the plugin installer.

Hope you'll find how to make it work.

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

Le Tue, 09 Dec 2008 11:52:52 +0100, Sukender [EMAIL PROTECTED] a écrit:

 Hi Andreas,

 Sorry for answering so late.
 I you use private side-by-side assemblies, I think you should create a 
 subdir named Microsoft.VC80.CRT containing:
 - Microsoft.VC80.CRT.manifest
 - msvcm80.dll
 - msvcp80.dll
 - msvcr80.dll

 Be aware that if you use MFC or ATL, then you'll have to also include dirs 
 like Microsoft.VC80.MFC (or something like that).

 Else, you can create an installer that will install the MSVC 
 redistribuables...

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

 Hi Sukender,

 interesting doc. I have supplied the redistributables, but in the same 
 directory,
 not in a subdir. Does this make a difference? And:

 x86/Microsoft.VC80.CRT

 you specify that directory. Does this mean it has to be a subdir x86 with
 another subdir Microsoft.VC80.CRT, and that containing the dlls and the
 manifests of the redist, or should the manifests be in the same directory as 
 the
 program, and the rest in the subdir?

 Note that in my case the thing is very complicated:

 - the program works on my machine
 - on another machine libcurl fails to load. When using debug-level warings 
 one
 sees, that it is found in the right location, but fails to load. 
 Unfortunately
 it doesn´t tell why it fails. It even fails when I put everything in my path.

 If I construct a testcase where libcurl is not needed, everything works. If I
 construct a testcase where I use osgviewer to load using libcurl, everything
 works too.

 It would not work at all if the redist was not found.

 This is on manifest-hell of a problem. I am not even sure if it is a 
 manifest-problem,
 it might be something completely different.


 Regards,

 Andreas

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Re: [osg-users] Text at fixed position on screen

2008-12-09 Thread Renan Mendes
Hi, Dusten.

I've looked at the osgtext example, but I couldn't figure out one thing
(perhaps because I didn't know what to look for). There is one piece of text
that says: text-setFontResolution(10,10); // blocky but small texture
memory usage and it is displayed on the top left corner. No matter how much
I rotate the scene, it won't move (this text is one example). That's what I
wanted, so I have searched the code for the above mentioned string and I
found out that this text is created and set like this:

{
osgText::Text* text = new osgText::Text;
text-setFont(font);
text-setColor(fontSizeColor);
text-setCharacterSize(fontSizeCharacterSize);
text-setPosition(cursor);

// use text that uses 10 by 10 texels as a target resolution for
fonts.
text-setFontResolution(10,10); // blocky but small texture memory
usage

text-setText(text-setFontResolution(10,10); // blocky but small
texture memory usage);
geode-addDrawable(text);
}

Where:

osgText::Font* font = osgText::readFontFile(fonts/arial.ttf);
osg::Vec4 fontSizeColor(0.0f,1.0f,1.0f,1.0f);
float fontSizeCharacterSize = 30;
osg::Vec3 cursor = osg::Vec3(margin*2,windowHeight-margin*2,0.0f);

   Strangely enough there was nothing concerning a mode that would make it
fixed at a certain position. I've tried some other attributes but the best I
can do is get the text to be always parallel to the screen, but ot fixed.

   Can you give me another hint?

   Thanks,

   Renan M Z Mendes
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Andreas Goebel



I'm afraid I have no expertise with VisualStudio linking requirements,
so I have to defer to others with that expertise for moulding our
CMake build system and any 3rd party binaries for windows.

I presume Lilinx has come across these same issue and resolve them
somehow, so perhaps he might be able to provide some guidance/fixes to
the CMake build/dependencies to get this working.

Robert.
  
I guess that Lilinx has used the CMake default-setting, which is to link 
against the runtime-libs dynamically. I think that this is not useful, 
as a static build should depend on - if possible - nothing.


Regards,

Andreas


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Re: [osg-users] Text at fixed position on screen

2008-12-09 Thread Renan Mendes

 What you need are multiple cameras. One moves when navigating in the scene,
 the other doesn´t.  This is done in osgHud.


But why does it work on osgText? I'm not sure I understand.

Renan
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Robert Osfield
Hi Ari,

 Has anyone noticed that Google has published a quite interesting
 application called Native Client.

 http://code.google.com/p/nativeclient/

Thanks for the link. I've just looked through the NativeClient docs
and mailing lists traffic and it looks like OpenGL isn't supported
right now, and looking at the list traffic it might not be right
around the corner in terms of supported features.

On Tue, Dec 9, 2008 at 10:34 AM,  [EMAIL PROTECTED] wrote:
 It's nice to see that's there is an effort to make a web-plugin for OSG.
 It would be really great if this was available Linux also.

It shouldn't be difficult to get the Andreas' plugin working under
Linux or OSX.  One should be able to leverage osgViewer's windowing
capabilities to create the graphics context, all one would need is a
Win32/X11/Carbon window handle from mozilla and then we can use
osgViewer' window inheritance support to add the OpenGL graphics
context to it.

Robert.
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Re: [osg-users] Problems regarding mouse events with osg 1.2

2008-12-09 Thread Robert Osfield
HI Francesco,

osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON isn't an event type, so you
can comparing two different types and not surprisingly getting the
wrong result.

Instead you should use the PUSH and RELEASE event types, within the
switch to find out when buttons are pressed or released, then within
each block check which button is pressed using event.getButton().

Once corrected your event handling code will work in OSG-1.x and OSG-2.x.

Robert.

On Tue, Dec 9, 2008 at 11:45 AM, Francesco Argese [EMAIL PROTECTED] wrote:
 Hi all,

 I have written an application based on osgart 1.0 (that uses
 OpenScenegraph 1.2) and i'm trying to add mouse event support. To do
 so i have written a class derived from osgGA::GUIEventHandler and
 added the event Handler to the viewer.

 The handle works but i have noted some problems with events
 RIGHT_MOUSE_BUTTON and LEFT_MOUSE_BUTTON that don't work as i expect.
 Others events, such asPUSH, works very well. In particular when i
 launch the application the result is a wrong interpretation of the
 events. I have understood this problem with the following simple code
 in the handle()'s body:

int event = ea.getEventType();

switch(event)
{
case osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON:
printf(Evento PUSH generato\n);
break;
case osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON:
printf(Evento RIGHT_MOUSE_BUTTON generato\n);
break;
}

 It prints wrong results using the mouse.

 Is this a known problem with 1.2 version? Or have i done some errors
 using the library?

 Thanks in advance
 Francesco Argese
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[osg-users] Un-share StateSets

2008-12-09 Thread Vincent Bourdier
Hi all,

Working on a CATIA model, exported using 3dsmax (to make an IVE file), it
appear that a lot of geometries have shared stateSet...
The problem is that when I modify one... all the other nodes are modified
too.

So, is there any way to avoid that ? I've tried a lot of options with osgEXP
from 3DS max... no way !

The only way is to visit the scenegraph to clone stateset ?

Thanks.

Regards,
Vincent.
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Re: [osg-users] Problems linking against OSG on OS X Tiger (on a Power PC)

2008-12-09 Thread Julian Scheid
I haven't tried installing OSG from macports but I've had good results on OS
X by installing cmake via macports and then compiling OSG from source.
Worked for both the latest release tarball and SVN HEAD, it's pretty
straightforward.

Julian

On Mon, Dec 8, 2008 at 2:27 AM, Severin Kacianka
[EMAIL PROTECTED]wrote:

 Hello,

 I hope I do not ask a too obvious question, but I am just trying to get
 familiar with OSG and in the process want to be able to compile it on Linux
 and OS X. On Linux I have no problems compiling a sample program like this:
 g++ -I /usr/local/include/osg/ -losg -losgViewer -o foo test.cpp

 On OS X I installed OS X via macports. First I tried to compile it directly
 form the sources, but ran into the bug described here:
 http://trac.macports.org/ticket/17294

 Compiling and installing via macports worked fine.
 However if I try to compile a sample program I get the following error:

 g++  -L/opt/local/lib/ -I/opt/local/include/  -losg -losgViewer -o foo
 test.cpp
 /usr/bin/ld: warning can't open dynamic library: libOpenThreads.11.dylib
 referenced from: /opt/local/lib//libosg.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgGA.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgText.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgDB.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgUtil.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: Undefined symbols:
 *snip long list of symbols*
 collect2: ld returned 1 exit status

 So for some reason ld cannot find the references from the libraries among
 each other. The directory looks like this:

 libOpenThreads.11.dylib - libOpenThreads.2.3.0.dylib
 libOpenThreads.2.3.0.dylib
 libOpenThreads.dylib - libOpenThreads.11.dylib


 (other libs are linked in the same manner)

 So the libs are there, but somehow not referenced correctly. Does anyone
 know what the problem may be, or any other way to use OSG on OS X?

 Thank you for your time,
 Severin Kacianka
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[osg-users] Mesh/Triangulation Examples?

2008-12-09 Thread Simon Sanderson







Are there any examples of how to create and display a mesh?  I have been 
studying the OSG classes and think that I'd be looking at making use of either 
the osgUtil::DelaunayConstraint or osg::TriangleMesh.  

My 
application will create a set of (X,Y,Z) points wich I would like to display 
(like a terrain in wire-frame display mode) and ultimately colour by Z 
value.

Any pointers would be appreciated.
_
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Re: [osg-users] Mesh/Triangulation Examples?

2008-12-09 Thread Tomlinson, Gordon
Did you have a look at the examples in the the OSG examples directory
many of the examples show how to create geometry and meshes
 
e.g. \OSG270\examples\osggeometry\osggeometry.cpp
 
A search of the OSG mail archinve may help as well
 

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

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon
Sanderson
Sent: Tuesday, December 09, 2008 7:58 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Mesh/Triangulation Examples?


Are there any examples of how to create and display a mesh?  I have been
studying the OSG classes and think that I'd be looking at making use of
either the osgUtil::DelaunayConstraint or osg::TriangleMesh.  

My application will create a set of (X,Y,Z) points wich I would like to
display (like a terrain in wire-frame display mode) and ultimately
colour by Z value.

Any pointers would be appreciated.



Win John Lewis vouchers with BigSnapSearch.com Search now
http://clk.atdmt.com/UKM/go/117442309/direct/01/  
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Re: [osg-users] Mesh/Triangulation Examples?

2008-12-09 Thread David Spilling
Simon,

For the geometry, I do this, more or less:

osg::ref_ptrosg::Geometry geometry = new osg::Geometry();

 osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array;// unsized
 array of vertices

 vertices-push_back(osg::Vec3(x,y,z)); // etc,
 ...

 osg::ref_ptrosgUtil::DelaunayTriangulator dt = new
 osgUtil::DelaunayTriangulator(vertices.get());
 dt-triangulate();// Generate the triangles
 geometry-setVertexArray(vertices.get());
 geometry-addPrimitiveSet(dt-getTriangles());


and then add the colour array as per the osggeometry example.

For colouring it in by z-value, I also use a texgen to set up texture
coordinates; something like this

osg::StateSet* stateset = getOrCreateStateSet();
 stateset-setTextureAttributeAndModes(0,
 m_texture,osg::StateAttribute::ON);

 osg::ref_ptrosg::TexGen texgen = new osg::TexGen;
 texgen-setMode(osg::TexGen::OBJECT_LINEAR);

texgen-setPlane(osg::TexGen::S,osg::Vec4(0.0f,0.0f,1,0));

 stateset-setTextureAttributeAndModes(0,texgen.get(),osg::StateAttribute::ON);


The m_texture is a texture containing a coloured bar image, with which
your elevation will get shaded.

Hope thats a good pointer...

David
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Re: [osg-users] Un-share StateSets

2008-12-09 Thread Tomlinson, Gordon
I believe you answered your own question :)
 
 
 

Gordon

__
Gordon Tomlinson

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

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

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Tuesday, December 09, 2008 7:49 AM
To: osg
Subject: [osg-users] Un-share StateSets


Hi all,

Working on a CATIA model, exported using 3dsmax (to make an IVE file),
it appear that a lot of geometries have shared stateSet... 
The problem is that when I modify one... all the other nodes are
modified too.

So, is there any way to avoid that ? I've tried a lot of options with
osgEXP from 3DS max... no way !

The only way is to visit the scenegraph to clone stateset ?

Thanks.

Regards,
Vincent.

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Re: [osg-users] Un-share StateSets

2008-12-09 Thread Vincent Bourdier
I just found osgDB::SharedStateManager ...

Is there any chance to use it to clone the stateset ? or it is just an
optimizer ?

thanks,
  Vincent.

2008/12/9 Tomlinson, Gordon [EMAIL PROTECTED]

  I believe you answered your own question :)




 *Gordon*

 __
 *Gordon Tomlinson*

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

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



  --
 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Vincent
 Bourdier
 *Sent:* Tuesday, December 09, 2008 7:49 AM
 *To:* osg
 *Subject:* [osg-users] Un-share StateSets

 Hi all,

 Working on a CATIA model, exported using 3dsmax (to make an IVE file), it
 appear that a lot of geometries have shared stateSet...
 The problem is that when I modify one... all the other nodes are modified
 too.

 So, is there any way to avoid that ? I've tried a lot of options with
 osgEXP from 3DS max... no way !

 The only way is to visit the scenegraph to clone stateset ?

 Thanks.

 Regards,
 Vincent.

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Re: [osg-users] Un-share StateSets

2008-12-09 Thread Tomlinson, Gordon
Hi Vincent
 
Of the top of my head I would assume it an optimizer that's without
looking at the code 
as generally you want to optimize and share states as state changes is
one of the big hurts
in the OGL pipe line
 

Gordon

__
Gordon Tomlinson

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

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

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Tuesday, December 09, 2008 8:17 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Un-share StateSets


I just found osgDB::SharedStateManager ...

Is there any chance to use it to clone the stateset ? or it is just an
optimizer ?

thanks,
  Vincent.


2008/12/9 Tomlinson, Gordon [EMAIL PROTECTED]


I believe you answered your own question :)
 
 
 

Gordon

__
Gordon Tomlinson

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

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

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Tuesday, December 09, 2008 7:49 AM
To: osg
Subject: [osg-users] Un-share StateSets


Hi all,

Working on a CATIA model, exported using 3dsmax (to make an IVE
file), it appear that a lot of geometries have shared stateSet... 
The problem is that when I modify one... all the other nodes are
modified too.

So, is there any way to avoid that ? I've tried a lot of options
with osgEXP from 3DS max... no way !

The only way is to visit the scenegraph to clone stateset ?

Thanks.

Regards,
Vincent.


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g




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Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread Ulrich Hertlein

Hi Christian,

On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote:

What me confused is, that the point sprite is rendered correctly (on the right 
side of
the coordinate system with a positive x value*) if i add any reference model to 
the
scene (in my case a simple osg shape). If i remove the model, the point sprite 
is
rendered on the left side of the origin, independend if i use glPush or not  ...


As was already mentioned osgViewer tries to center the camera on the scene.  I believe the 
invalid bbox is messing things up and osgViewer is placing the camera somewhere (0,y,0) 
looking at (0,0,0).  You could check this by placing three points at (1,0,0), (0,1,0) and 
(0,0,0).


Give your Drawable a proper bbox and things will be okay.

Cheers,
/ulrich
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Re: [osg-users] Un-share StateSets

2008-12-09 Thread Paul Melis

Tomlinson, Gordon wrote:

Hi Vincent
 
Of the top of my head I would assume it an optimizer that's without 
looking at the code
as generally you want to optimize and share states as state changes is 
one of the big hurts

in the OGL pipe line
Not really on-topic, but I always wondered if there is some kind of 
overview of which OpenGL state changes are more expensive than others. 
E.g. setting the new current color is almost certainly cheaper than 
making a different 2D texture active. Browsing through the OSG code I 
couldn't really pinpoint where such an order is assumed.


Regards,
Paul
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Re: [osg-users] Text at fixed position on screen

2008-12-09 Thread Renan Mendes
It works. Thank you Sukender and Andreas.
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Re: [osg-users] Text at fixed position on screen

2008-12-09 Thread Andreas Goebel

Hi Renan,

the tip was to look at the osgHud example.

What you need are multiple cameras. One moves when navigating in the 
scene, the other doesn´t.  This is done in osgHud.


Regards,

Andreas
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Re: [osg-users] Problems linking against OSG on OS X Tiger (on a Power PC)

2008-12-09 Thread Julian Scheid
This is on 10.5.5 by the way.  Regarding the issue you ran into compiling
from source, I haven't seen this problem but it seems that the link you
mentioned provides a solution?

Julian

On Wed, Dec 10, 2008 at 12:22 AM, Julian Scheid [EMAIL PROTECTED]wrote:

 I haven't tried installing OSG from macports but I've had good results on
 OS X by installing cmake via macports and then compiling OSG from source.
 Worked for both the latest release tarball and SVN HEAD, it's pretty
 straightforward.

 Julian


 On Mon, Dec 8, 2008 at 2:27 AM, Severin Kacianka 
 [EMAIL PROTECTED] wrote:

 Hello,

 I hope I do not ask a too obvious question, but I am just trying to get
 familiar with OSG and in the process want to be able to compile it on Linux
 and OS X. On Linux I have no problems compiling a sample program like this:
 g++ -I /usr/local/include/osg/ -losg -losgViewer -o foo test.cpp

 On OS X I installed OS X via macports. First I tried to compile it
 directly form the sources, but ran into the bug described here:
 http://trac.macports.org/ticket/17294

 Compiling and installing via macports worked fine.
 However if I try to compile a sample program I get the following error:

 g++  -L/opt/local/lib/ -I/opt/local/include/  -losg -losgViewer -o foo
 test.cpp
 /usr/bin/ld: warning can't open dynamic library: libOpenThreads.11.dylib
 referenced from: /opt/local/lib//libosg.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgGA.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgText.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgDB.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: warning can't open dynamic library: libosgUtil.48.dylib
 referenced from: /opt/local/lib//libosgViewer.dylib (checking for undefined
 symbols may be affected) (No such file or directory, errno = 2)
 /usr/bin/ld: Undefined symbols:
 *snip long list of symbols*
 collect2: ld returned 1 exit status

 So for some reason ld cannot find the references from the libraries among
 each other. The directory looks like this:

 libOpenThreads.11.dylib - libOpenThreads.2.3.0.dylib
 libOpenThreads.2.3.0.dylib
 libOpenThreads.dylib - libOpenThreads.11.dylib


 (other libs are linked in the same manner)

 So the libs are there, but somehow not referenced correctly. Does anyone
 know what the problem may be, or any other way to use OSG on OS X?

 Thank you for your time,
 Severin Kacianka
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Re: [osg-users] Picking without using osg::Viewer

2008-12-09 Thread Jean-Sébastien Guay

Hi Dusten,

Has anyone implemented a picking solution that uses OSG's selection 
algorithm -without- utilizing viewer?  I use sdl to handle window 
management and input, and bullet for physics (which could be fine for 
selecting objects in-scene later, but this it would be quite a hack to 
use bullet for gui element picking).  The osgpick example only shows how 
to do picking through viewer, so are there any suggestions on how to 
proceed?


osg::ref_ptrosgUtil::LineSegmentIntersector intersector =
new osgUtil::LineSegmentIntersector(
osgUtil::Intersector::WINDOW, x, y );
osgUtil::IntersectionVisitor iv(intersector.get());
iv.setTraversalMask(/* mask of what you want pickable */);

// Use your main camera here.
camera-accept(iv);

osgUtil::LineSegmentIntersector::Intersections::iterator it;
for (it = intersector-getIntersections().begin();
 it != intersector-getIntersections().end();
 ++it)
{
// Do what you want with the intersections.
}

Hope this helps,

J-S
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Re: [osg-users] osgviewerQT example

2008-12-09 Thread Jean-Sébastien Guay

Hi Scott,

I've been trying to use the ViewerQT portion of osgviewerQT example.  
Has anyone been able to get the ViewerQT class to work when the 
threading model is set to osgViewer::Viewer::ThreadPerContext instead of 
single threaded?


ViewerQT subclasses AdapterWidget, which uses GraphicsWindowEmbedded. 
This forces you into SingleThreaded mode. Read up in the archives about 
GraphicsWindowEmbedded to find out why that is.


The solution is to use QOSGWidget / ViewerQOSG which is demonstrated in 
the same example, and can be used with all threading models (which is 
what we do).


Hope this helps,

J-S
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread arihayri

It's nice to see that's there is an effort to make a web-plugin for OSG.
It would be really great if this was available Linux also.

Has anyone noticed that Google has published a quite interesting
application called Native Client.

http://code.google.com/p/nativeclient/

From the site:
Native Client is an open-source research technology for running x86
native code in web applications, with the goal of maintaining the browser
neutrality, OS portability, and safety that people expect from web apps.

There is also a Quoke-demo :)

Maybe that could be a solution for Linux-plugin?

Best Regards,
Ari Häyrinen

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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Robert Osfield
Hi Andreas,

On Mon, Dec 8, 2008 at 8:42 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
 I tried the static build, and it failed. I think I know why it failed:

 I don´t see the sense in trying a static build with a dynamic linked msvcrt.
 So I changed the settings in CMake from Multithreaded dynamic (/MD) to
 multithreaded static (/MT).

 Now when I build (at last) the osgstaticviewerexample I get tons of errors
 of multiply defined functions that are both defined in msvcrt.dll and in the
 static version. This means, that something (a 3rd party for sure) still
 links to the dynamic msvcrt.

 What do you think, shouldn´t the static build use a static runtime library?
 Or am I missing something here?

I'm afraid I have no expertise with VisualStudio linking requirements,
so I have to defer to others with that expertise for moulding our
CMake build system and any 3rd party binaries for windows.

I presume Lilinx has come across these same issue and resolve them
somehow, so perhaps he might be able to provide some guidance/fixes to
the CMake build/dependencies to get this working.

Robert.
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Alberto Luaces
Hi Ari,

nice link :) I suppose it acts as a compatiblity layer as Qt or wxWidgets but 
for browsers, doesn't it?

From the first link that Andreas has given 
(http://www.codeproject.com/KB/openGL/FirefoxOpenGL.aspx), I think that the 
biggest effort to port the plugin to other platforms would be to be able to 
create a valid OpenGL context.

Alberto

El Martes 09 Diciembre 2008ES 11:34:53 [EMAIL PROTECTED] escribió:
 It's nice to see that's there is an effort to make a web-plugin for OSG.
 It would be really great if this was available Linux also.

 Has anyone noticed that Google has published a quite interesting
 application called Native Client.

 http://code.google.com/p/nativeclient/

 From the site:

 Native Client is an open-source research technology for running x86
 native code in web applications, with the goal of maintaining the browser
 neutrality, OS portability, and safety that people expect from web apps.

 There is also a Quoke-demo :)

 Maybe that could be a solution for Linux-plugin?

 Best Regards,
 Ari Häyrinen



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Re: [osg-users] Text at fixed position on screen

2008-12-09 Thread Sukender
Hi Renan,

Look at a line like:
  camera-setProjectionMatrixAsOrtho2D(0,1280,0,1024);
Well you can set a 2D projection patrix like this or use an osg::Projection

If you need, see my create2DProjection() source code: 
http://pvle.sourceforge.net/Doc/Html/Commons_8cpp-source.html

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


Le Tue, 09 Dec 2008 12:54:01 +0100, Renan Mendes [EMAIL PROTECTED] a écrit:

 Hi, Dusten.

 I've looked at the osgtext example, but I couldn't figure out one thing
 (perhaps because I didn't know what to look for). There is one piece of text
 that says: text-setFontResolution(10,10); // blocky but small texture
 memory usage and it is displayed on the top left corner. No matter how much
 I rotate the scene, it won't move (this text is one example). That's what I
 wanted, so I have searched the code for the above mentioned string and I
 found out that this text is created and set like this:

 {
 osgText::Text* text = new osgText::Text;
 text-setFont(font);
 text-setColor(fontSizeColor);
 text-setCharacterSize(fontSizeCharacterSize);
 text-setPosition(cursor);

 // use text that uses 10 by 10 texels as a target resolution for
 fonts.
 text-setFontResolution(10,10); // blocky but small texture memory
 usage

 text-setText(text-setFontResolution(10,10); // blocky but small
 texture memory usage);
 geode-addDrawable(text);
 }

 Where:

 osgText::Font* font = osgText::readFontFile(fonts/arial.ttf);
 osg::Vec4 fontSizeColor(0.0f,1.0f,1.0f,1.0f);
 float fontSizeCharacterSize = 30;
 osg::Vec3 cursor = osg::Vec3(margin*2,windowHeight-margin*2,0.0f);

Strangely enough there was nothing concerning a mode that would make it
 fixed at a certain position. I've tried some other attributes but the best I
 can do is get the text to be always parallel to the screen, but ot fixed.

Can you give me another hint?

Thanks,

Renan M Z Mendes
 
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Re: [osg-users] Picking without using osg::Viewer

2008-12-09 Thread Robert Osfield
Hi Dusten,

You'll need to use osgUtil::IntersectionVisitor/LineSegmentIntersector
or PolytopeIntersector.  The osgpick example will give you guidance on
how to do this.

Robert.

On Mon, Dec 8, 2008 at 10:56 PM, Dusten Sobotta [EMAIL PROTECTED] wrote:
 Has anyone implemented a picking solution that uses OSG's selection
 algorithm -without- utilizing viewer?  I use sdl to handle window management
 and input, and bullet for physics (which could be fine for selecting objects
 in-scene later, but this it would be quite a hack to use bullet for gui
 element picking).  The osgpick example only shows how to do picking through
 viewer, so are there any suggestions on how to proceed?


 Thanks in advance,

 Dusten

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[osg-users] Problems regarding mouse events with osg 1.2

2008-12-09 Thread Francesco Argese
Hi all,

I have written an application based on osgart 1.0 (that uses
OpenScenegraph 1.2) and i'm trying to add mouse event support. To do
so i have written a class derived from osgGA::GUIEventHandler and
added the event Handler to the viewer.

The handle works but i have noted some problems with events
RIGHT_MOUSE_BUTTON and LEFT_MOUSE_BUTTON that don't work as i expect.
Others events, such asPUSH, works very well. In particular when i
launch the application the result is a wrong interpretation of the
events. I have understood this problem with the following simple code
in the handle()'s body:

int event = ea.getEventType();

switch(event)
{
case osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON:
printf(Evento PUSH generato\n);
break;
case osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON:
printf(Evento RIGHT_MOUSE_BUTTON generato\n);
break;
}

It prints wrong results using the mouse.

Is this a known problem with 1.2 version? Or have i done some errors
using the library?

Thanks in advance
Francesco Argese
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Re: [osg-users] Problems regarding mouse events with osg 1.2

2008-12-09 Thread Sukender
Hi Francesco,

It's been a while since I used OSG 1.x... so I can't answer you; but as 
osgART's source is available, I suggest you to port it so that it uses OSG 
2.6 or 2.7. The work would benefit all osgART users, and I guess this will not 
be very hard to do. Well I didn't use osgART so this only can be an assumption.

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

Le Tue, 09 Dec 2008 12:45:06 +0100, Francesco Argese [EMAIL PROTECTED] a 
écrit:

 Hi all,

 I have written an application based on osgart 1.0 (that uses
 OpenScenegraph 1.2) and i'm trying to add mouse event support. To do
 so i have written a class derived from osgGA::GUIEventHandler and
 added the event Handler to the viewer.

 The handle works but i have noted some problems with events
 RIGHT_MOUSE_BUTTON and LEFT_MOUSE_BUTTON that don't work as i expect.
 Others events, such asPUSH, works very well. In particular when i
 launch the application the result is a wrong interpretation of the
 events. I have understood this problem with the following simple code
 in the handle()'s body:

   int event = ea.getEventType();

   switch(event)
   {
   case osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON:
   printf(Evento PUSH generato\n);
   break;
   case osgGA::GUIEventAdapter::RIGHT_MOUSE_BUTTON:
   printf(Evento RIGHT_MOUSE_BUTTON generato\n);
   break;
   }

 It prints wrong results using the mouse.

 Is this a known problem with 1.2 version? Or have i done some errors
 using the library?

 Thanks in advance
 Francesco Argese
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Re: [osg-users] Headlight

2008-12-09 Thread Jean-Sébastien Guay

Hi Robert,


osg::View  by default has a head light so you could just use this, or
if you wish to use a LightSource in the scene graph then use the
LightSource::setReferenceFrame(osg::LightSource::ABSOLUTE_RF) to put
the light source in eye coordinates.


I cannot use osg::View's headlight because I need better control over 
when the headlight is used and when it's disabled, plus I'm using 
shaders and need to set specific state when that light gets 
enabled/disabled.


The ABSOLUTE_RF tip was exactly what I was missing, works great. Thanks!

J-S
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Jean-Sébastien Guay

Hi Andreas,

Please: Those people who didn´t see the lower three models, uninstall 
the old plugin, install the new one and try. Note that that function 
(named SetDllDirectory ) is only available from WinXP SP1 onwards, so 
this plugin won´t work with older windows versions. I think that only 
very few people are using older windows now.


Works great for me now - Windows Vista SP1 x86, Firefox 3.0.4.

Excellent work!

J-S
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Re: [osg-users] Mesh/Triangulation Examples?

2008-12-09 Thread Simon Sanderson

Gordon, 



Thanks for the prompt reply.   I didn't appreciate the osggeometry example for 
what it was.   The osggeometry example source code references a GIF file 
~/Data/Images/primitives.gif which shed light on what that demo is illustrating 
which was enlightning.



The example certainly answers some questions but I think that I am
still left with a fundamental problem in that the example seems to to
rely on the vertices building being done in a fairly
controlled/contrived order - i.e. each vertex in a triangle strip or
fan seems logically 'close' in the resulting primitive (i.e. there are
no overlapping triangles).  In my case I will receive an array of
fairly random points ( NxM ) which I'd like to normalise or triangulate
to a set of non overlapping triangles and then convert this to perhaps
a vertex array.   from there presumably display in a Triangle Fan to
give a mesh effect would be a breeze.



This is where I thought that the osg::Geometry derived class
osg::DelaunayConstraint might come in handy.   I shall look in to this
a little further with what I have gleaned from the suggested osggeometry 
example.



Cheers 



Simon Sanderson



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[osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Robert Osfield
Hi All,

Following on from my earlier topic of discussion on OSG packaging
granularity and naming, and picking up on Andreas experiments with a
Firefox plugin, and Cedric's further dev of the Blender Python scripts
for exporting to .osg, and the other community activity on various
plugins for others tools, I feel it's worth discussing how we go about
coordinating and making it more accessible to end users.

Right now we have various projects that use the developed out in the
community that fit the role of plugins to other tools, like modelling
applications to provide OSG exporters, and plugins to browsers.  Most
of the these projects will be maintained out in the community, may
have their own project websites, may have a single contributors, or
several, and may be dropped, then picked up by others further down the
line, or just sit annexed out on the wiki.  This situation isn't too
much work for me as It means I don't need to spend time coordinating
or maintaining these works, but... often it looks like such projects
come and go in terms of support for latest versions of OSG, or latest
versions of the 3rd party applications, so I'd guess for many OSG
users/developers that aren't straight forward to pick up and use.

One possible solution might be to bring maintenance and distribution
of these 3rd party plugins directly into the core OpenSceneGraph
distribution in the form of a collection of src/3rdPartyPlugins
projects.  Some of these might be compilable C++ code such as a
Firefox plugin, while others might be just a collection of scripts
that just need to be installed in a place that a modeller such as
Blender can pick up on.  Custom Cmake installer might work well for
taking these built libs/scripts into the appropriate places, as well
as detecting dependencies and only building/installing what you have
supported on your platform.

Another other solution would be see if we can coordinate the
management and software/build and distribution so that a similar
pattern is used by all the various 3rd party plugin projects - to make
it easier to OSG users to navigate to, use and contribute to them.

If we were to got the direct integration route, we'll have to be
careful about how we manage the integration of the sources, testing
and on-going development in such a way as not to increase my own
workload.  Strategies to mitigate this workload would be to prepare
the bodies of work so that they fit seamlessly into the OSG build
system/directories structure, so it's just a straight forward task of
my pulling in the software, then once they are ready then integrate
into core OSG, but not before this.  One needn't have a perfected
software before integration, but it would at least need to fit
comfortably and non-intrusively into the OSG build.  A way of doing
this prep work would be for us to use the branches section of the OSG
svn repository in similar way to how Jeremy and Cedric have been
prepping osgWidget and osgAnimation.

If you do have software that you feel is a candidate for being part of
3rdPartyPlugins collection then please outline what it is, what files
go into it, how it's built, how it might fit into a CMake build
system, what its portability and dependencies are.

Another area I do wonder about is whether we'd be able to share some
components of software between some of the 3rdPartyPlugins as well, I
know that there is Python script for Blender for exporting .osg files
right now, and that Maya supports Python, so I wonder if a .osg file
build class could be written in Python that is shared between both
plugins, and with each just using its own glue code that uses this
builder class to do the OSG output.

Thoughts? Recommendations?
Robert.
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Re: [osg-users] Mesh/Triangulation Examples?

2008-12-09 Thread Simon Sanderson




Gordon, 



Thanks for the prompt reply.   I didn't appreciate the osggeometry example for 
what it was.   The osggeometry example source code references a GIF file 
~/Data/Images/primitives.gif which shed light on what that demo is illustrating 
which was enlightning.



The example certainly answers some questions but I think that I am
still left with a fundamental problem in that the example seems to to
rely on the vertices building being done in a fairly
controlled/contrived order - i.e. each vertex in a triangle strip or
fan seems logically 'close' in the resulting primitive (i.e. there are
no overlapping triangles).  In my case I will receive an array of
fairly random points ( NxM ) which I'd like to normalise or triangulate
to a set of non overlapping triangles and then convert this to perhaps
a vertex array.   from there presumably display in a Triangle Fan to
give a mesh effect would be a breeze.



This is where I thought that the osg::Geometry derived class
osg::DelaunayConstraint might come in handy.   I shall look in to this
a little further with what I have gleaned from the suggested osggeometry 
example.



Cheers 



Simon Sanderson

P.S. On prrof reading this I have just seen a later post from David Spilling 
which seems to be saying exactly what I have talek about!

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[osg-users] The Collada plugin and transparency

2008-12-09 Thread Roger James




A little while ago I said I would revisit the handling of transparency
in the Collada plugin. To that I end I started a thread on the Collada
forum asking for help interpreting the spec in this area.

https://collada.org/public_forum/viewtopic.php?t=1210

Since tumbleweeds now appears to be blowing across that thread I, I
thought I would try a different approach. I will attempt to set out a
suggested mapping between a Collada FX Common profile effect containing
a Blinn technique, and OpenGL fixed functionality, and then throw this
open to comments/assistance in this forum.

The blinn element schema looks like this

xs:element name="blinn" 
xs:complexType 
xs:sequence 
xs:element name="emission" type="fx_common_color_or_texture_type"
minOccurs="0" / 
xs:element name="ambient" type="fx_common_color_or_texture_type"
minOccurs="0" / 
xs:element name="diffuse" type="fx_common_color_or_texture_type"
minOccurs="0" / 
xs:element name="specular" type="fx_common_color_or_texture_type"
minOccurs="0" / 
xs:element name="shininess" type="fx_common_float_or_param_type"
minOccurs="0" / 
xs:element name="reflective" type="fx_common_color_or_texture_type"
minOccurs="0" / 
xs:element name="reflectivity" type="fx_common_float_or_param_type"
minOccurs="0" / 
xs:element name="transparent" type="fx_common_transparent_type"
minOccurs="0" / 
xs:element name="transparency" type="fx_common_float_or_param_type"
minOccurs="0" / 
xs:element name="index_of_refraction"
type="fx_common_float_or_param_type" minOccurs="0" / 
/xs:sequence 
/xs:complexType 
/xs:element

So Collada is giving us emission, ambient, diffuse, and specular
elements which can be either a fixed colour or a variable colour
acquired from a texture map. In the OpenGL pipeline the lighting
calculations are done prior to the fragment shading. The only exception
is the specular highlighting which we can optionally postponed until
after the fragment shading phase. So I would suggest that the starting
position is that any textures in the emission, ambient, and specular
elements are ignored. If a texture exists in the diffuse element then a
default value (probably white) can be applied as the fixed diffuse
colour and the texture used to modulate (GL_MODULATE) the incoming
fragment colour in the fixed function fragment shader. The common
profile does not allow multiple techniques to used in an effect, i.e.
no multitexturing.

If the diffuse channel contains a texture and the shininess element is
non zero then specular highlighting should be postponed.

I cannot think of a way of handling the index_of_refraction. Has anyone
got any thoughts on this?

Reflective and reflectivity need further study. Anyone got any ideas?

That leaves the thorny issues surrounding the transparent and
transparency elements. This is what the Collada spec has to say about
then in general terms.

==

Determining Transparency (Opacity)

If either transparent or transparency exists then
transparency rendering is activated, the renderer needs to turn on
alpha blending mode, and the following equations define how to combine
the two values. Use these equations to get the correct results based on
the opaque setting of
transparent, where fb is the frame buffer (that is, the image
behind what is being rendered) and mat is the material color before the
transparency calculation.

 In A_ONE opaque mode:
result.r = fb.r * (1.0f - transparent.a * transparency) + mat.r *
(transparent.a * transparency)
result.g = fb.g * (1.0f - transparent.a * transparency) + mat.g *
(transparent.a * transparency)
result.b = fb.b * (1.0f - transparent.a * transparency) + mat.b *
(transparent.a * transparency)
result.a = fb.a * (1.0f - transparent.a * transparency) + mat.a *
(transparent.a * transparency)

 In RGB_ZERO opaque mode:
result.r = fb.r * (transparent.r * transparency) + mat.r * (1.0f
-transparent.r * transparency)
result.g = fb.g * (transparent.g * transparency) + mat.g * (1.0f
-transparent.g * transparency)
result.b = fb.b * (transparent.b * transparency) + mat.b * (1.0f
-transparent.b * transparency)
result.a = fb.a * (luminance(transparent.rgb) * transparency) + mat.a *
(1.0f - luminance(transparent.rgb) * transparency)

 In A_ZERO opaque mode:
result.r = fb.r * (transparent.a * transparency) + mat.r * (1.0f -
transparent.a * transparency)
result.g = fb.g * (transparent.a * transparency) + mat.g * (1.0f -
transparent.a * transparency)
result.b = fb.b * (transparent.a * transparency) + mat.b * (1.0f -
transparent.a * transparency)
result.a = fb.a * (transparent.a * transparency) + mat.a * (1.0f -
transparent.a * transparency)

 In RGB_ONE opaque mode:
result.r = fb.r * (1.0f - transparent.r * transparency) + mat.r *
(transparent.r * transparency)
result.g = fb.g * (1.0f - transparent.g * transparency) + mat.g *
(transparent.g * transparency)
result.b = fb.b * (1.0f - transparent.b * transparency) + mat.b *
(transparent.b * transparency)
result.a = fb.a * 

Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Simon Hammett
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
 Hi All,


Snip.


 Thoughts? Recommendations?
 Robert.
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Well I'm not too keen on having loads of third part stuff in the default core.
Building osg is already painfully slow, the only machines I have
access to are over 3 years old...

If you can download them separately and unpack them in there when you want them
it's not to bad, but I don't think that fits in with the way SVN works does it?

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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread arihayri


nice link :) I suppose it acts as a compatiblity layer as Qt or wxWidgets
but
for browsers, doesn't it?

Hi Alberto,
I think the sandboxing is the main difference here, so you are not allowed
to use all system calls and write nasty applications.

From the first link that Andreas has given
(http://www.codeproject.com/KB/openGL/FirefoxOpenGL.aspx), I think that the
biggest effort to port the plugin to other platforms would be to be able to
create a valid OpenGL context.

Maybe Firefox's Canvas 3D would do? It seems to be active again.
https://labs.mozilla.com/forum/?CategoryID=9

 Has anyone noticed that Google has published a quite interesting
 application called Native Client.

 http://code.google.com/p/nativeclient/

Thanks for the link. I've just looked through the NativeClient docs
and mailing lists traffic and it looks like OpenGL isn't supported
right now, and looking at the list traffic it might not be right
around the corner in terms of supported features.

Hi Roger,
I'm a little puzzled here. I thought that Native Client would offer canvas
that native application could draw on with OpenGL also? Doesn't that
Quake-demo run on OpenGL?

But your are right, this is very fresh project. Still somewhat interesting
stuff.

On Tue, Dec 9, 2008 at 10:34 AM,  [EMAIL PROTECTED] wrote:
 It's nice to see that's there is an effort to make a web-plugin for OSG.
 It would be really great if this was available Linux also.

It shouldn't be difficult to get the Andreas' plugin working under
Linux or OSX.  One should be able to leverage osgViewer's windowing
capabilities to create the graphics context, all one would need is a
Win32/X11/Carbon window handle from mozilla and then we can use
osgViewer' window inheritance support to add the OpenGL graphics
context to it.

It's good to hear. I need some kind of FLOSS solution for my research next
year. Blender folks are also developing a web-plugin using Blender and I'm
monitoring these two efforts very closely. Maybe in 2009 it is time for
open-source, cross-platform plugin for 3D in web :)


Ari


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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Robert Osfield
HI Simon,

On Tue, Dec 9, 2008 at 3:30 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
 Well I'm not too keen on having loads of third part stuff in the default core.
 Building osg is already painfully slow, the only machines I have
 access to are over 3 years old...

The CMake build system only compiles that components you have
dependencies for, and you select building of components as well.  If
we do add extra 3rd party plugins it shouldn't make any different to
your build times, unless you require these plugins.

Speeding up the OSG build is separate topic, so I won't dive in to
suggestions on this thread.  You're welcome to start a new thread on
this topic to so what others might recommend to helping cut your
compile times.

Robert.
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Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Paul Martz
 One possible solution might be to bring maintenance and 
 distribution of these 3rd party plugins directly into the 
 core OpenSceneGraph distribution in the form of a collection 
 of src/3rdPartyPlugins projects.  Some of these might be 
 compilable C++ code such as a Firefox plugin, while others 
 might be just a collection of scripts that just need to be 
 installed in a place that a modeller such as Blender can pick 
 up on.  Custom Cmake installer might work well for taking 
 these built libs/scripts into the appropriate places, as well 
 as detecting dependencies and only building/installing what 
 you have supported on your platform.

This seems to be the closest to what we have now, for example, I don't build
the collada plugin because the collada dom isn't on my system and cmake
doesn't find it. Such a system gives you (Robert) the choice of maintaining
this code or not, as you see fit, but ultimately it is up to the community
that is using it and has the necessary dependencies. Another benefit is it
allows OSG to continue to grow and develop new support functionality, while
not burdening people using the traditional core OSG with having to find a
bunch of dependencies for code that they ultimately will not use.

The only conceivable downside (that I can think of) is that new users might
attempt to use some code that has fallen into a state of disrepair, giving
them a bad out-of-box experience.
   -Paul

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Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Robert Osfield
HI Paul,

On Tue, Dec 9, 2008 at 4:04 PM, Paul Martz [EMAIL PROTECTED] wrote:
 The only conceivable downside (that I can think of) is that new users might
 attempt to use some code that has fallen into a state of disrepair, giving
 them a bad out-of-box experience.

If a component of the OSG does full in state of disrepair then such a
component should be moved out of the core OSG into the deprecated
section of the svn repository.

I think the main motivation with integration into the core is to
increase the likelihood that components will remain maintained across
platforms.  It's my motivation for raising this topic, as right now we
have components that have a brief flurry of activity and usability but
then these fall off the map because the lead developer moves on.  With
a project like the OSG that lives for a long period then this on/off
usability just isn't good for active users of the OSG.  Users need a
set of sources and associated binary packages that they can pull down
and know that they can get them working robustly without lots of build
hassles or trawling the Internet for solutions/workarounds.

I must add a qualification to whether a component deserves a place in
the core OSG - it needs to be shown to be relevant to a good spread of
users, and to be maintainable by a range of contributors.  The same
logic of inclusion needs to be applied to 3rd party plugins as
NodeKits, as discussed in the thread on NodeKits and the OSG.

Robert.
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Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread Christian Heine
Hi,

thanks for the hints, the definition of a valid bounding box on my
custom drawable has solved the issue.

Best regards,
Christian

Ulrich Hertlein wrote:
 Hi Christian,
 
 On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote:
 What me confused is, that the point sprite is rendered correctly (on
 the right side of
 the coordinate system with a positive x value*) if i add any reference
 model to the
 scene (in my case a simple osg shape). If i remove the model, the
 point sprite is
 rendered on the left side of the origin, independend if i use glPush
 or not  ...
 
 As was already mentioned osgViewer tries to center the camera on the
 scene.  I believe the invalid bbox is messing things up and osgViewer is
 placing the camera somewhere (0,y,0) looking at (0,0,0).  You could
 check this by placing three points at (1,0,0), (0,1,0) and (0,0,0).
 
 Give your Drawable a proper bbox and things will be okay.
 
 Cheers,
 /ulrich
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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Simon Hammett
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
 HI Simon,

 On Tue, Dec 9, 2008 at 3:30 PM, Simon Hammett
 [EMAIL PROTECTED] wrote:
 Well I'm not too keen on having loads of third part stuff in the default 
 core.
 Building osg is already painfully slow, the only machines I have
 access to are over 3 years old...

 The CMake build system only compiles that components you have
 dependencies for, and you select building of components as well.  If
 we do add extra 3rd party plugins it shouldn't make any different to
 your build times, unless you require these plugins.

 Speeding up the OSG build is separate topic, so I won't dive in to
 suggestions on this thread.  You're welcome to start a new thread on
 this topic to so what others might recommend to helping cut your
 compile times.

 Robert.

True enough, but I am only building the core of osg and the default plugins.
None of the other components build as I don't configure them and I'm unlikely
to ever use them. I'm not going to be using any of
osgParticle/osgTerrain/osgWidget
in the foreseeable future either (worse luck)

If there are another bunch of core libs, eg. osgWidget I have to remember to
disable them in cmake or they build as well. It's not too bad at the moment,
but if we wind up with lots of 3rd party libs the cmake interface is a pain.

But it also seems silly to have a core library which doesn't build by default,
or you wonder why it's there.

Unfortunately we 'doze uses have to build the debug and release builds so
it all adds up.

Perhaps the cmake could be split in 2, so there's one for the core (and a couple
of examples) and another for the extras? That would work with visual studio
projects but I don't know if that would work with linux build systems...

That would be handy as people new to osg could get up and running faster
and you've still got all the goodies to play with later.
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Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Paul Martz
 Perhaps the cmake could be split in 2, so there's one for the 
 core (and a couple of examples) and another for the extras? 
 That would work with visual studio projects but I don't know 
 if that would work with linux build systems...

I don't see why we need two CMake systems to get this functionality. Let's
just stick with one, and leave non-core functionality disabled by default.
Two CMake systems makes it very likely that one will be out of date or
otherwise broken a certain percentage of the time. It also doubles the
manual effort to build, unless you develop scripts for that.

I guess the issue would be in identifying what to consider core and what to
consider non-core. I'd define non-core as anything with an external
dependency.

 That would be handy as people new to osg could get up and 
 running faster and you've still got all the goodies to play 
 with later.

It should be possible to achieve these same benefits with one CMake system.
   -Paul


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Re: [osg-users] Why does the mailing list remove spaces from the subject line?

2008-12-09 Thread Sukender
I sometimes have a thread break in my mail client too, but it seems not to be 
related with spaces.

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

Le Tue, 09 Dec 2008 18:59:05 +0100, Paul Martz [EMAIL PROTECTED] a écrit:

 Just curious if anyone else has a mail client that is unable to organize
 messages by thread because of this issue. Any ideas how to fix 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] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Simon Hammett
 It should be possible to achieve these same benefits with one CMake system.
   -Paul

I was thinking about 2 separate ones due to way the UI tool works on windows.
You just get a big long list of options, with a bunch hidden behind an
'Advanced'
checkbox.

So you have carefully review every line, hit configure and then yet
more options appear.
It's nicer than make files, but it's not the last word in ease of use.
It's very easy to miss an option.

If there is a way to just group things more nicely then one cmake
would be better.

-- 
The truth is out there. Usually in header files.
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Re: [osg-users] Is it time that we haveaOpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Paul Martz
 I was thinking about 2 separate ones due to way the UI tool 
 works on windows.
 You just get a big long list of options, with a bunch hidden 
 behind an 'Advanced'
 checkbox.

You do have a good point, and this is not a windows-only issue. ccmake on
linux requires the same tedious process.

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[osg-users] Simple question about loading Texture!

2008-12-09 Thread Tuan Do
Hi all!

I have an .flt model file with some of its textures. In my program, first I
load this model with a texture, after that, I want to change to another
texture of this model. I don't know how to do it.

Please support me, thank you!
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Re: [osg-users] MAC

2008-12-09 Thread Don Leich

Hi Robert,

Too much time has lapsed to reconstruct my exact problems -- too much cursing 
instead of note taking back then. I started with Cmake 2.4.7 that we'd been 
using for Linux OSG builds. It was quickly obvious that version wouldn't do. I 
don't recall how I ended up with cmake 2.6.1 - it was probably the latest stable 
version when I grabbed it, but it was giving me problem after problem.  Just 
lucky I guess.  I later grabbed version 2.6.2 which I can build without a hitch 
and is what I ultimately used to build OSG.


I guess the big problem for me was that the Dependencies page was and still is 
way behind the curve on what's required for building on Mac OSX.  It says CMake 
2.4 or later is prefered.  On Mac specific page there's mention of grabbing the 
SVN version of Cmake for XCode considerations, but nothing more specific about a 
required cmake version.



The Mac (OS X 10.5.2) has libcurl.4.dylib.

I also had a problem building the curl plugin on an i386 Linux system with 
libcurl.2.0.2 .  Other Linux systems here have libcurl.3.0.0 although I haven't 
built on any of these.


-Don


Robert Osfield wrote:

Hi Don,

Cmake should only build the curl plugin if it finds libcurl installed.
  So I presume that you do have libcurl installed on your system but
an older version perhaps that the OSG can't compile against.

Could you pass on the errors, and information about which version of
libcurl you have installed on your system so we can look at ways of
fix this, even with changes to the source code or the build.

Robert.


On Mon, Dec 8, 2008 at 8:49 PM, Don Leich [EMAIL PROTECTED] wrote:


I thought maybe it's time to bring this up.  The problem I had building
cmake on Mac OS X had to do with libcurl.  I got the cmake build past to
finally complete by turing off some curl specific tests.  The development
systems I work on are not connected to the Internet and do not get updated
libraries very often. This may be a factor.  (I also built cmake from
downloaded source.)

If even is libcurl is not a prerequisite for OSG is seems that some mention
of it on the Dependencies page would be helpful.  Many seem to have been
bitten by libcurl problems.

-Don Leich


Raphael Sebbe wrote:




Re: [osg-users] MAC

Raphael Sebbe
Wed, 19 Nov 2008 00:37:11 -0800

I think it's right in the middle of moving from Xcode based projects to

cmake build system, which currently generates dylibs instead of frameworks

(I may not be up to date, checked a couple of weeks ago, moving target).

Once you get a successful build in cmake, with proper build flags, you

shouldn't have much surprise on the mac.

Raphael



On Wed, Nov 19, 2008 at 1:46 AM, Ulrich Hertlein [EMAIL PROTECTED]wrote:





Quoting Don Leich [EMAIL PROTECTED]:



My experience with Mac development has not quite so smooth.  Getting



cmake to



build was a battle and beyond the scope of this thread.  OSG itself has



some



appearant rough edges with OSG and X11 integration. I am working with



Odd, it was a complete breeze for me getting OSG/cmake/Makefiles (cmake
2.6



from



DarwinPorts) compiled on OS X.



I don't know why you have to use X11 (Qt?) but that could be the cause of



your



problems.  You'd probably see similar issues running OSG/X11 on Windows.



/ulrich



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Re: [osg-users] Mesh/Triangulation Examples?

2008-12-09 Thread Simon Sanderson

Solved!

Thank you both - As I mentioned in my last (double) post and as David 
illustrated, I was on the right track to my solution:  In fact I had failed to 
realise there was a DelauneyTransform class and was trying to use the 
DelaunayConstraint class with no luck.

That said, I lifted David's code straight into my code . and it worked!

... I now realise in in my naivity that triangulating such a vast (as I may 
receive in my application) vertex array is *very* slow ... time to try to 
influence the way the numbers are delivered to me.

Thank you

Simon

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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Luigi Calori

Robert Osfield ha scritto:

Hi All,

Following on from my earlier topic of discussion on OSG packaging
granularity and naming, and picking up on Andreas experiments with a
Firefox plugin, and Cedric's further dev of the Blender Python scripts
for exporting to .osg, and the other community activity on various
plugins for others tools, I feel it's worth discussing how we go about
coordinating and making it more accessible to end users.
  
Completely agree, integration with other sw like 
browser,scripting,modelling is important and
one of the weakest point of OSG compared with other projects ( ie OGRE ) 
is the lack of coordinantion in add-ons

and the sparceness of source.

Right now we have various projects that use the developed out in the
community that fit the role of plugins to other tools, like modelling
applications to provide OSG exporters, and plugins to browsers.  Most
of the these projects will be maintained out in the community, may
have their own project websites, may have a single contributors, or
several, and may be dropped, then picked up by others further down the
line, or just sit annexed out on the wiki.  This situation isn't too
much work for me as It means I don't need to spend time coordinating
or maintaining these works, but... often it looks like such projects
come and go in terms of support for latest versions of OSG, or latest
versions of the 3rd party applications, so I'd guess for many OSG
users/developers that aren't straight forward to pick up and use.
  
Are you thinking of  a sort of 'battery included' OSG, with dependency 
and addons?

One possible solution might be to bring maintenance and distribution
of these 3rd party plugins directly into the core OpenSceneGraph
distribution in the form of a collection of src/3rdPartyPlugins
projects.  Some of these might be compilable C++ code such as a
Firefox plugin, while others might be just a collection of scripts
that just need to be installed in a place that a modeller such as
Blender can pick up on.  Custom Cmake installer might work well for
taking these built libs/scripts into the appropriate places, as well
as detecting dependencies and only building/installing what you have
supported on your platform.

Another other solution would be see if we can coordinate the
management and software/build and distribution so that a similar
pattern is used by all the various 3rd party plugin projects - to make
it easier to OSG users to navigate to, use and contribute to them.
  
The two could not be mutual exclusive: a project could first be 
mantained externally but adapted to the common layout and then, 
eventually integrated.
I think providing tools and structure to help people to work on the same 
code would help, expcially during internediate state of development.
As far as the repositories share a common layout and there is a simple 
script to grab the needed components and build, the user could not even 
perceive there are different

repos behind.
I have looked at distributed CVS like Bazaar or Mercurial and it seems 
to me they are more flexible in allowing different management patterns.
Regarding CMake build, each project could have his own CMakefile, but 
could share with other all the macros nedeeded (custom Find etc..)
For example the FindOSG and the macros used to detect build options, 
could be shared among all the projects using OSG.

If we were to got the direct integration route, we'll have to be
careful about how we manage the integration of the sources, testing
and on-going development in such a way as not to increase my own
workload.  Strategies to mitigate this workload would be to prepare
the bodies of work so that they fit seamlessly into the OSG build
system/directories structure, so it's just a straight forward task of
my pulling in the software, then once they are ready then integrate
into core OSG, but not before this.  One needn't have a perfected
software before integration, but it would at least need to fit
comfortably and non-intrusively into the OSG build.  A way of doing
this prep work would be for us to use the branches section of the OSG
svn repository in similar way to how Jeremy and Cedric have been
prepping osgWidget and osgAnimation.

If you do have software that you feel is a candidate for being part of
3rdPartyPlugins collection then please outline what it is, what files
go into it, how it's built, how it might fit into a CMake build
system, what its portability and dependencies are.
  

Currently I' m working on our VirtualRome osg4web Firefox and IE Plugin.
We can for sure benefit from having more structured firefox 
example/support .
I' m trying to clean up our CMake based build and, I' ll try to see if 
it can build also Andrea plugin

I' m currently using my version of FindOSG.
I'm also using CMake for build basic dependencies 
(tiff,jpeg,png,zip,curl) under windows as I still use VS7.
I understand that under Linux the dependencies are found in the system 
but under windows this is not an 

Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Robert Osfield
HI Simon,

This isn't the thread to be discussing existing build issues, could
you please start a new thread for this.

Robert.

On Tue, Dec 9, 2008 at 5:17 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
 2008/12/9 Robert Osfield [EMAIL PROTECTED]:
 HI Simon,

 On Tue, Dec 9, 2008 at 3:30 PM, Simon Hammett
 [EMAIL PROTECTED] wrote:
 Well I'm not too keen on having loads of third part stuff in the default 
 core.
 Building osg is already painfully slow, the only machines I have
 access to are over 3 years old...

 The CMake build system only compiles that components you have
 dependencies for, and you select building of components as well.  If
 we do add extra 3rd party plugins it shouldn't make any different to
 your build times, unless you require these plugins.

 Speeding up the OSG build is separate topic, so I won't dive in to
 suggestions on this thread.  You're welcome to start a new thread on
 this topic to so what others might recommend to helping cut your
 compile times.

 Robert.

 True enough, but I am only building the core of osg and the default plugins.
 None of the other components build as I don't configure them and I'm unlikely
 to ever use them. I'm not going to be using any of
 osgParticle/osgTerrain/osgWidget
 in the foreseeable future either (worse luck)

 If there are another bunch of core libs, eg. osgWidget I have to remember to
 disable them in cmake or they build as well. It's not too bad at the moment,
 but if we wind up with lots of 3rd party libs the cmake interface is a pain.

 But it also seems silly to have a core library which doesn't build by default,
 or you wonder why it's there.

 Unfortunately we 'doze uses have to build the debug and release builds so
 it all adds up.

 Perhaps the cmake could be split in 2, so there's one for the core (and a 
 couple
 of examples) and another for the extras? That would work with visual studio
 projects but I don't know if that would work with linux build systems...

 That would be handy as people new to osg could get up and running faster
 and you've still got all the goodies to play with later.
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Re: [osg-users] Why does the mailing list remove spaces from the subject line?

2008-12-09 Thread Robert Osfield
Hi Paul,

I work out what you mean by remove spaces from subject line as I
haven't noticed anything like sice.  Could you give an example.

As far as I know mailman doesn't modify the subject line save for
prepending the [osg-users].

Robert.

On Tue, Dec 9, 2008 at 5:59 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Just curious if anyone else has a mail client that is unable to organize
 messages by thread because of this issue. Any ideas how to fix it?

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

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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Sukender
Hi Robert,

 One possible solution might be to bring maintenance and distribution
 of these 3rd party plugins directly into the core OpenSceneGraph
 distribution in the form of a collection of src/3rdPartyPlugins
 projects. [...]

I just want to say: Yepe! That's my favorite option.
I'd like to pinpoint that it could be useful (for some 3rdParty) to use SVN 
externals in OSG when 3rdParty code is also located in an SVN repository. That 
could be for 3rdParty that are very stable, or for OSG's branches.
But I also think the coordination of 3rdParty's should be a preparation 
work, as you said.

That may require another thread, but I also have a question that may sound 
crazy at first: why not hiring people so that OSG's deployment, testing, 
packaging, and more are centralized, systematic and well tested? And why not 
calling for donations to have enough money for that? Maybe this would bring OSG 
to be more industrialized (in the good way of the term ;) )?...

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

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Re: [osg-users] Simple question about loading Texture!

2008-12-09 Thread Tomlinson, Gordon
Look at the example code see how textures are applied using state and
state sets
 
Then load a texture you want see examples code
 
Then you need to find the state sets on your geometry ( see sample code
)
 
And replace the texture on the states that need to be changed
 
Most of this is covering examples , source code and previous postings to
the email list
 
Also See guides at www.osgbooks.com,  the intro will show what a state
set it is what a geometry node is etc
 
 

Gordon

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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tuan Do
Sent: Tuesday, December 09, 2008 1:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Simple question about loading Texture!



Hi all!


I have an .flt model file with some of its textures. In my program,
first I load this model with a texture, after that, I want to change to
another texture of this model. I don't know how to do it.

Please support me, thank you!

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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Robert Osfield
HI Luigi,

On Tue, Dec 9, 2008 at 7:23 PM, Luigi Calori [EMAIL PROTECTED] wrote:
 Are you thinking of  a sort of 'battery included' OSG, with dependency and
 addons?

I see dependencies as an external issue, any 3rdPartyPlugins directory
would just provide source and Cmake files to find/specify the required
dependencies - in much the same way the present plugins do.

Providing links to/instructions for obtaining dependencies is
something we need to populate the wiki with, and if possible provide
binaries/links to binaries for most common of the dependencies.

 I have looked at distributed CVS like Bazaar or Mercurial and it seems to me
 they are more flexible in allowing different management patterns.

My hope for osgforge was that it would take us some way towards
providing an incubator with standard web interfaces (tracs) and svn
version control.  So far it has taken off though.  Other version
control system might help facilitate things, but only if we can keep
things consistent across the wider family of OSG add on projects.

 Currently I' m working on our VirtualRome osg4web Firefox and IE Plugin.
 We can for sure benefit from having more structured firefox example/support

Perhaps it might be possible for us to provide a WebPlugin base class
interface that backends are provide for IE/Firefox/webkit.  We'd need
to look at the commonality between an existing IE plugin and similar
Firefox plugin to see how practical this would be.  Could you publish
you work in form that it could be reviewed in this light?
 .
 I' m trying to clean up our CMake based build and, I' ll try to see if it
 can build also Andrea plugin
 I' m currently using my version of FindOSG.
 I'm also using CMake for build basic dependencies (tiff,jpeg,png,zip,curl)
 under windows as I still use VS7.
 I understand that under Linux the dependencies are found in the system but
 under windows this is not an option.
 could this be of some interest?

Dependencies discussion would be best done in another thread.

 Another project I wold like to be adopted  is OSGSwig pythin wrapper

Again another worthy topic that deserves another thread... :-)

 Very interesting, for VirtualRome project I had to use templates in php for
 building osg files on the fly on a web-server.
 Having something stable in python  would had helped a lot

I guess you could write a .osg ascii output from a Python builder
class to a string/memory rather than to file and then re-direct this
be loaded by the browser plugin.  I don't know if you are aware but
the .osg plugin has a mode psuedo loader built into that that parses
the .osg file directly from the filename passed into the plugin.  You
just add .osgs to the string and then call readNodeFile(Geode{...
}.osgs).  This might help with you usage model.

Robert.
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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Simon
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 HI Simon,
 
 This isn't the thread to be discussing existing build issues, could
 you please start a new thread for this.
 
 Robert.
 

Sry, didn't mean to get side tracked; I'm just concerned about
seeing a load more libraries added to the default build.
If they all have separate Cmake stuff, then it's not a problem.

It would be nice to see other mature libraries go into the osg
source tree though, esp. if I can just add say 'osg/thirdParty'
to my includes list and then reference their headers in the same
style as osg.

Regards, Simon.
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (MingW32)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iD8DBQFJPssVT9LetA9XoXwRAlqkAJ42dxBHlBU+iaqECSo1Y5q11G2njwCfXJi/
9d2y5e42SK84I5uw/dWGva8=
=gBw8
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Re: [osg-users] Why does the mailing list remove spaces from the subject line?

2008-12-09 Thread Roger James




This is well know problem, but not with mailman. See
https://bugs.launchpad.net/mailman/+bug/265915 which you will notice is
rejected as invalid. Mailman folds long subject lines with
CRLFTAB replacing the first convenient space
character, which is perfectly legal according to RFC2882. The real
problem is with mail reading programs (MUAs) that strip these
characters out for display thus concatenating the words in the subject
line. Even worse some of them use the stripped out version in the
subject lines of replies or forwards. As far as keeping threads
together, this is not a problem for mailman or properly implemented
threading programs that organise threads based on the content of the
In-Reply-To: and References: headers not the subject line.

Roger

Robert Osfield wrote:

  Hi Paul,

I work out what you mean by remove spaces from subject line as I
haven't noticed anything like sice.  Could you give an example.

As far as I know mailman doesn't modify the subject line save for
prepending the [osg-users].

Robert.

On Tue, Dec 9, 2008 at 5:59 PM, Paul Martz [EMAIL PROTECTED] wrote:
  
  
Just curious if anyone else has a mail client that is unable to organize
messages by thread because of this issue. Any ideas how to fix it?

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

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Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?

2008-12-09 Thread Robert Osfield
Hi Robert,

On Tue, Dec 9, 2008 at 5:31 PM, Sukender [EMAIL PROTECTED] wrote:
 That may require another thread, but I also have a question that may sound 
 crazy at first: why not hiring people so that OSG's deployment, testing, 
 packaging, and more are centralized, systematic and well tested? And why not 
 calling for donations to have enough money for that? Maybe this would bring 
 OSG to be more industrialized (in the good way of the term ;) )?...

Another off topic

It would nice if we could raise the money for a team, but I don't
think one could do it out of donations.  We are talking about need to
raise $USD 50k to 100k a year to bring on dedicated staff, I can't
image us pulling in this type of donation each year.  For fixed such
salary costs you need a regular income to pay it, which points to a
subscriptions model.

Support contracts would fit the requirement of regular income. I do
have a few clients on professional support, but the number is high
enough to employ other engineers, as it only a fraction of my yearly
income - the bulk of my income is for bespoke development projects,
but these don't directly fund general project admin but they
effectively enable me volunteering me time on the unpaid aspect to
project work.  Such funding doesn't stretch to employing others.

One could look to converting more commercial OSG users to pay for
support, but we'd have to have a ten fold increase in the number of
support contracts to pay for one engineer fulltime.

Scaling funding is hard.  What is more practical is leveraging a bit
of time from a number of different osg users.  This is effectively
what we do right now, although not always as effectively and
consistently as is desirable in terms of getting binaries and
dependencies out regularly.

Any further discussion about funding reallys needs to pulled into a
separate thread.

Robert.
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Re: [osg-users] Simple question about loading Texture!

2008-12-09 Thread Tuan Do
I've read this book, but I still don't know how to change this stateset.
I try to disable texture of this model:
osg::StateSet *state = myModel-getOrCreateStateSet();
state-setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::PROTECTED |
osg::StateAttribute::OFF);

but it doesn't work.
And I'm confused in getting another texture, too.
Thanks for your help!
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Re: [osg-users] Why does the mailing list remove spaces from thesubject line?

2008-12-09 Thread Paul Martz
 I work out what you mean by remove spaces from subject line 
 as I haven't noticed anything like sice.  Could you give an example.
 
 As far as I know mailman doesn't modify the subject line save 
 for prepending the [osg-users].

In the thread:
   [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins
directory?

Your first post in the thread looks like this in my mail client:
   [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins
directory?

I replied to that post, and I can see in my sent folder that the subject
looks just like yours, with only one space missing. But when the message
echoed back to my inbox, a second space was missing, so the subject appears
like so:
   [osg-users] Is it time that we haveaOpenSceneGraph/src/3rdPartyPlugins
directory?

This all looks fine in your mail client?

I've attached both your original post and my reply. It will be interesting
to see if the attached message subject lines look correct to you in your
client.
   -Paul
---BeginMessage---
Hi All,

Following on from my earlier topic of discussion on OSG packaging
granularity and naming, and picking up on Andreas experiments with a
Firefox plugin, and Cedric's further dev of the Blender Python scripts
for exporting to .osg, and the other community activity on various
plugins for others tools, I feel it's worth discussing how we go about
coordinating and making it more accessible to end users.

Right now we have various projects that use the developed out in the
community that fit the role of plugins to other tools, like modelling
applications to provide OSG exporters, and plugins to browsers.  Most
of the these projects will be maintained out in the community, may
have their own project websites, may have a single contributors, or
several, and may be dropped, then picked up by others further down the
line, or just sit annexed out on the wiki.  This situation isn't too
much work for me as It means I don't need to spend time coordinating
or maintaining these works, but... often it looks like such projects
come and go in terms of support for latest versions of OSG, or latest
versions of the 3rd party applications, so I'd guess for many OSG
users/developers that aren't straight forward to pick up and use.

One possible solution might be to bring maintenance and distribution
of these 3rd party plugins directly into the core OpenSceneGraph
distribution in the form of a collection of src/3rdPartyPlugins
projects.  Some of these might be compilable C++ code such as a
Firefox plugin, while others might be just a collection of scripts
that just need to be installed in a place that a modeller such as
Blender can pick up on.  Custom Cmake installer might work well for
taking these built libs/scripts into the appropriate places, as well
as detecting dependencies and only building/installing what you have
supported on your platform.

Another other solution would be see if we can coordinate the
management and software/build and distribution so that a similar
pattern is used by all the various 3rd party plugin projects - to make
it easier to OSG users to navigate to, use and contribute to them.

If we were to got the direct integration route, we'll have to be
careful about how we manage the integration of the sources, testing
and on-going development in such a way as not to increase my own
workload.  Strategies to mitigate this workload would be to prepare
the bodies of work so that they fit seamlessly into the OSG build
system/directories structure, so it's just a straight forward task of
my pulling in the software, then once they are ready then integrate
into core OSG, but not before this.  One needn't have a perfected
software before integration, but it would at least need to fit
comfortably and non-intrusively into the OSG build.  A way of doing
this prep work would be for us to use the branches section of the OSG
svn repository in similar way to how Jeremy and Cedric have been
prepping osgWidget and osgAnimation.

If you do have software that you feel is a candidate for being part of
3rdPartyPlugins collection then please outline what it is, what files
go into it, how it's built, how it might fit into a CMake build
system, what its portability and dependencies are.

Another area I do wonder about is whether we'd be able to share some
components of software between some of the 3rdPartyPlugins as well, I
know that there is Python script for Blender for exporting .osg files
right now, and that Maya supports Python, so I wonder if a .osg file
build class could be written in Python that is shared between both
plugins, and with each just using its own glue code that uses this
builder class to do the OSG output.

Thoughts? Recommendations?
Robert.
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---End Message---
---BeginMessage---
 One possible solution might be to 

Re: [osg-users] Why does the mailing list remove spaces from thesubject line?

2008-12-09 Thread Robert Osfield
Hi Paul,

I don't see issues like this on the list. I'm just using gmail in
Firefox.  What mail client are you using?

Robert.

On Tue, Dec 9, 2008 at 8:20 PM, Paul Martz [EMAIL PROTECTED] wrote:
 I work out what you mean by remove spaces from subject line
 as I haven't noticed anything like sice.  Could you give an example.

 As far as I know mailman doesn't modify the subject line save
 for prepending the [osg-users].

 In the thread:
   [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins
 directory?

 Your first post in the thread looks like this in my mail client:
   [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins
 directory?

 I replied to that post, and I can see in my sent folder that the subject
 looks just like yours, with only one space missing. But when the message
 echoed back to my inbox, a second space was missing, so the subject appears
 like so:
   [osg-users] Is it time that we haveaOpenSceneGraph/src/3rdPartyPlugins
 directory?

 This all looks fine in your mail client?

 I've attached both your original post and my reply. It will be interesting
 to see if the attached message subject lines look correct to you in your
 client.
   -Paul

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Re: [osg-users] Why does the mailing list remove spaces fromthesubject line?

2008-12-09 Thread Paul Martz
(When my post with the two message attachments echoed back to my inbox, the
attachments had more spaces removed than when I sent it. Whatever software
is doing this is also able to remove spaces from the subject lines of
messages that come in as attachments.)

I'm using Outlook from MS Office. It is probably mishandling the mail
somehow. I'll dig around in the options to see if I can resolve it on my
end.

I'm on many mailing lists and I have only seen this problem with osg-users
and osg-submissions. But if no one else is seeing it, it must be something
in my client.
   -Paul

 
 Hi Paul,
 
 I don't see issues like this on the list. I'm just using 
 gmail in Firefox.  What mail client are you using?
 
 Robert.
 
 On Tue, Dec 9, 2008 at 8:20 PM, Paul Martz 
 [EMAIL PROTECTED] wrote:
  I work out what you mean by remove spaces from subject line as I 
  haven't noticed anything like sice.  Could you give an example.
 
  As far as I know mailman doesn't modify the subject line save for 
  prepending the [osg-users].
 
  In the thread:
[osg-users] Is it time that we have a 
  OpenSceneGraph/src/3rdPartyPlugins
  directory?
 
  Your first post in the thread looks like this in my mail client:
[osg-users] Is it time that we have 
  aOpenSceneGraph/src/3rdPartyPlugins
  directory?
 
  I replied to that post, and I can see in my sent folder that the 
  subject looks just like yours, with only one space missing. 
 But when 
  the message echoed back to my inbox, a second space was missing, so 
  the subject appears like so:
[osg-users] Is it time that we 
  haveaOpenSceneGraph/src/3rdPartyPlugins
  directory?
 
  This all looks fine in your mail client?
 
  I've attached both your original post and my reply. It will be 
  interesting to see if the attached message subject lines 
 look correct 
  to you in your client.
-Paul
 
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Re: [osg-users] Why does the mailing list remove spacesfromthesubject line?

2008-12-09 Thread Cole, Charles E. (LARC-B702)[GENEX SYSTEMS]
Hi Paul, Robert,

I'm seeing it as well.  But, I'm using Outlook too (through a Microsoft
Exchange server).

chuck

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Paul Martz
 Sent: Tuesday, December 09, 2008 3:50 PM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] Why does the mailing list remove
 spacesfromthesubject line?
 
 (When my post with the two message attachments echoed back to my
inbox,
 the
 attachments had more spaces removed than when I sent it. Whatever
software
 is doing this is also able to remove spaces from the subject lines of
 messages that come in as attachments.)
 
 I'm using Outlook from MS Office. It is probably mishandling the mail
 somehow. I'll dig around in the options to see if I can resolve it on
my
 end.
 
 I'm on many mailing lists and I have only seen this problem with
osg-users
 and osg-submissions. But if no one else is seeing it, it must be
something
 in my client.
-Paul
 
 
  Hi Paul,
 
  I don't see issues like this on the list. I'm just using
  gmail in Firefox.  What mail client are you using?
 
  Robert.
 
  On Tue, Dec 9, 2008 at 8:20 PM, Paul Martz
  [EMAIL PROTECTED] wrote:
   I work out what you mean by remove spaces from subject line as I
   haven't noticed anything like sice.  Could you give an example.
  
   As far as I know mailman doesn't modify the subject line save for
   prepending the [osg-users].
  
   In the thread:
 [osg-users] Is it time that we have a
   OpenSceneGraph/src/3rdPartyPlugins
   directory?
  
   Your first post in the thread looks like this in my mail client:
 [osg-users] Is it time that we have
   aOpenSceneGraph/src/3rdPartyPlugins
   directory?
  
   I replied to that post, and I can see in my sent folder that the
   subject looks just like yours, with only one space missing.
  But when
   the message echoed back to my inbox, a second space was missing,
so
   the subject appears like so:
 [osg-users] Is it time that we
   haveaOpenSceneGraph/src/3rdPartyPlugins
   directory?
  
   This all looks fine in your mail client?
  
   I've attached both your original post and my reply. It will be
   interesting to see if the attached message subject lines
  look correct
   to you in your client.
 -Paul
  
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g
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[osg-users] Funding

2008-12-09 Thread Sukender
Hi all, hi Robert,

As requested (and as expected), I start another thread about funding / hiring 
employees / an OSG staff.
(Reference: 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-December/020389.html
 )

Before I start answering Robert, I'd like to say building up an OSG team sounds 
*very* interesting for *all* OSG users since it would increase the quality and 
the power on various aspects, and increase the visibility, and finaly making 
OSG the unavoidable reference library for scene graph (and more).
(Note: by visibility, I mean working on a marketing / advertisment aspect)
I really trust OSG, especially knowing that it's actively developped/supported 
and that there is a strong community around it.
The problem is: how can a team be set up? Thread is opened.


 It would nice if we could raise the money for a team, but I don't
 think one could do it out of donations.  We are talking about need to
 raise $USD 50k to 100k a year to bring on dedicated staff, I can't
 image us pulling in this type of donation each year.

That's true. But maybe donations could be a begining? I'm thinking about 
donations because it can bring the starter point of something bigger. And maybe 
a part-time job to help you could do it at first?
I'll send another mail about donations: I'll make a kind of poll to try to know 
how much money the community can bring to the project. That would be 
interesting and give you some clues about the fact that building a team is 
possible or not from donations.


 For fixed such
 salary costs you need a regular income to pay it, which points to a
 subscriptions model.
 
 Support contracts would fit the requirement of regular income [...]

Well, I'm not really in favor of a subscriptions model, but it depends on how 
it is made.
A very important point for me is that the community must *not* be weakened: I 
strongly disagree to kidnap the whole community and say hello folks! It's 
time to pay!, even if that happens elsewhere.
However, there can be subscriptions and support contracts that don't weaken the 
community. I don't have much ideas at this moment, but that could be things 
like:
- Subscriptions to an IM/voice support.
- Consulting/expertise (well, as you already do I suppose).
- On-demand tailor-made binaries generation.
- On-demand tailor-made OSG extensions/customisations.
- [Put your ideas here].
All of these require a team to work. So I guess that it will not be possible 
before step 2 or 3 of an OSG development plan. Again, that points to step 
1: donations. Creating a team surely requires to be done step by step.


 What is more practical is leveraging a bit
 of time from a number of different osg users.  This is effectively
 what we do right now, although not always as effectively and
 consistently as is desirable

As I said before, the community is a (the?) great value of OSG. But maybe these 
generous volunteers have to be managed a bit by another volunteer? I mean a 
kind of admin that only tries to follow what has to be done, what is done, who 
does it... and so on. I guess this would not take much time. Maybe I can help 
on that point if you wish, since I'm not an OSG expert and thus not able to 
help on other points.


To sum up:
- Manage volunteers
- Get money from donations
- Hire someone (even a part-time job)
- Do some marketing / advertisment (I have a few ideas on that too!)
- Make more contracts and paid supports
- Hire another guy
- Begin to make systematic binaries builds, tests, 3rdParty maintenance and 
distribution...
- Go ahead...

Does that sounds possible/correct/logical to you?

Sincerely,

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

2008-12-09 Thread Yanling Liu
Maybe a little bit off topic... Is OSG certificate a good idea? Just like
Sun Java certificate, cisco certificate and/or microsoft certificates.

On Tue, Dec 9, 2008 at 4:45 PM, Sukender [EMAIL PROTECTED] wrote:

 Hi all, hi Robert,

 As requested (and as expected), I start another thread about funding /
 hiring employees / an OSG staff.
 (Reference:
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-December/020389.html)

 Before I start answering Robert, I'd like to say building up an OSG team
 sounds *very* interesting for *all* OSG users since it would increase the
 quality and the power on various aspects, and increase the visibility, and
 finaly making OSG the unavoidable reference library for scene graph (and
 more).
 (Note: by visibility, I mean working on a marketing / advertisment
 aspect)
 I really trust OSG, especially knowing that it's actively
 developped/supported and that there is a strong community around it.
 The problem is: how can a team be set up? Thread is opened.


  It would nice if we could raise the money for a team, but I don't
  think one could do it out of donations.  We are talking about need to
  raise $USD 50k to 100k a year to bring on dedicated staff, I can't
  image us pulling in this type of donation each year.

 That's true. But maybe donations could be a begining? I'm thinking about
 donations because it can bring the starter point of something bigger. And
 maybe a part-time job to help you could do it at first?
 I'll send another mail about donations: I'll make a kind of poll to try to
 know how much money the community can bring to the project. That would be
 interesting and give you some clues about the fact that building a team is
 possible or not from donations.


  For fixed such
  salary costs you need a regular income to pay it, which points to a
  subscriptions model.
 
  Support contracts would fit the requirement of regular income [...]

 Well, I'm not really in favor of a subscriptions model, but it depends on
 how it is made.
 A very important point for me is that the community must *not* be weakened:
 I strongly disagree to kidnap the whole community and say hello folks!
 It's time to pay!, even if that happens elsewhere.
 However, there can be subscriptions and support contracts that don't weaken
 the community. I don't have much ideas at this moment, but that could be
 things like:
 - Subscriptions to an IM/voice support.
 - Consulting/expertise (well, as you already do I suppose).
 - On-demand tailor-made binaries generation.
 - On-demand tailor-made OSG extensions/customisations.
 - [Put your ideas here].
 All of these require a team to work. So I guess that it will not be
 possible before step 2 or 3 of an OSG development plan. Again, that
 points to step 1: donations. Creating a team surely requires to be done
 step by step.


  What is more practical is leveraging a bit
  of time from a number of different osg users.  This is effectively
  what we do right now, although not always as effectively and
  consistently as is desirable

 As I said before, the community is a (the?) great value of OSG. But maybe
 these generous volunteers have to be managed a bit by another volunteer? I
 mean a kind of admin that only tries to follow what has to be done, what is
 done, who does it... and so on. I guess this would not take much time. Maybe
 I can help on that point if you wish, since I'm not an OSG expert and thus
 not able to help on other points.


 To sum up:
 - Manage volunteers
 - Get money from donations
 - Hire someone (even a part-time job)
 - Do some marketing / advertisment (I have a few ideas on that too!)
 - Make more contracts and paid supports
 - Hire another guy
 - Begin to make systematic binaries builds, tests, 3rdParty maintenance and
 distribution...
 - Go ahead...

 Does that sounds possible/correct/logical to you?

 Sincerely,

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

2008-12-09 Thread Sukender
Well, this may be something in the far future, but why not. Robert may answer 
this too :)
Anyway, ideas are always welcome.

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


Le Tue, 09 Dec 2008 23:20:13 +0100, Yanling Liu [EMAIL PROTECTED] a écrit:

 Maybe a little bit off topic... Is OSG certificate a good idea? Just like
 Sun Java certificate, cisco certificate and/or microsoft certificates.

 On Tue, Dec 9, 2008 at 4:45 PM, Sukender [EMAIL PROTECTED] wrote:

 Hi all, hi Robert,

 As requested (and as expected), I start another thread about funding /
 hiring employees / an OSG staff.
 (Reference:
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-December/020389.html)

 Before I start answering Robert, I'd like to say building up an OSG team
 sounds *very* interesting for *all* OSG users since it would increase the
 quality and the power on various aspects, and increase the visibility, and
 finaly making OSG the unavoidable reference library for scene graph (and
 more).
 (Note: by visibility, I mean working on a marketing / advertisment
 aspect)
 I really trust OSG, especially knowing that it's actively
 developped/supported and that there is a strong community around it.
 The problem is: how can a team be set up? Thread is opened.


  It would nice if we could raise the money for a team, but I don't
  think one could do it out of donations.  We are talking about need to
  raise $USD 50k to 100k a year to bring on dedicated staff, I can't
  image us pulling in this type of donation each year.

 That's true. But maybe donations could be a begining? I'm thinking about
 donations because it can bring the starter point of something bigger. And
 maybe a part-time job to help you could do it at first?
 I'll send another mail about donations: I'll make a kind of poll to try to
 know how much money the community can bring to the project. That would be
 interesting and give you some clues about the fact that building a team is
 possible or not from donations.


  For fixed such
  salary costs you need a regular income to pay it, which points to a
  subscriptions model.
 
  Support contracts would fit the requirement of regular income [...]

 Well, I'm not really in favor of a subscriptions model, but it depends on
 how it is made.
 A very important point for me is that the community must *not* be weakened:
 I strongly disagree to kidnap the whole community and say hello folks!
 It's time to pay!, even if that happens elsewhere.
 However, there can be subscriptions and support contracts that don't weaken
 the community. I don't have much ideas at this moment, but that could be
 things like:
 - Subscriptions to an IM/voice support.
 - Consulting/expertise (well, as you already do I suppose).
 - On-demand tailor-made binaries generation.
 - On-demand tailor-made OSG extensions/customisations.
 - [Put your ideas here].
 All of these require a team to work. So I guess that it will not be
 possible before step 2 or 3 of an OSG development plan. Again, that
 points to step 1: donations. Creating a team surely requires to be done
 step by step.


  What is more practical is leveraging a bit
  of time from a number of different osg users.  This is effectively
  what we do right now, although not always as effectively and
  consistently as is desirable

 As I said before, the community is a (the?) great value of OSG. But maybe
 these generous volunteers have to be managed a bit by another volunteer? I
 mean a kind of admin that only tries to follow what has to be done, what is
 done, who does it... and so on. I guess this would not take much time. Maybe
 I can help on that point if you wish, since I'm not an OSG expert and thus
 not able to help on other points.


 To sum up:
 - Manage volunteers
 - Get money from donations
 - Hire someone (even a part-time job)
 - Do some marketing / advertisment (I have a few ideas on that too!)
 - Make more contracts and paid supports
 - Hire another guy
 - Begin to make systematic binaries builds, tests, 3rdParty maintenance and
 distribution...
 - Go ahead...

 Does that sounds possible/correct/logical to you?

 Sincerely,

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

2008-12-09 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Yanling Liu wrote:
 Maybe a little bit off topic... Is OSG certificate a good idea? Just 
 like Sun Java certificate, cisco certificate and/or microsoft
 certificates.
 

Well, a cert is useful only if someone actually gives the cert holder
some kind of benefit, be it higher salary or hiring preference.

These days the certificates are pretty much a dead thing except of
having something to put on a wall in your cubicle, IMO - very often it
is more a matter of paying for the courses and sitting out the whole
training than actually understanding and learning anything. Training is
is a business too.

Also, a cert from 3 years ago documents only that you were taught
something about a 3+ years old technology - which could be pretty well
obsolete and worthless today, especially in a fast moving field like
open source software (anyone has a Novell Netware cert? Or Windows NT one?).

I would think twice about this, it is probably not worth the effort. An
HR monkey would probably recognize something with a Microsoft seal on
it, but will stare blankly at an OSG logo.

Regards,

Jan
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Re: [osg-users] Funding

2008-12-09 Thread Sukender
Hi Jan,

I didn't see things like this. Well thanks you posted about your thoughts and 
experience.
Your argument is convincing.

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

Le Tue, 09 Dec 2008 23:43:39 +0100, Jan Ciger [EMAIL PROTECTED] a écrit:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Yanling Liu wrote:
 Maybe a little bit off topic... Is OSG certificate a good idea? Just
 like Sun Java certificate, cisco certificate and/or microsoft
 certificates.


 Well, a cert is useful only if someone actually gives the cert holder
 some kind of benefit, be it higher salary or hiring preference.

 These days the certificates are pretty much a dead thing except of
 having something to put on a wall in your cubicle, IMO - very often it
 is more a matter of paying for the courses and sitting out the whole
 training than actually understanding and learning anything. Training is
 is a business too.

 Also, a cert from 3 years ago documents only that you were taught
 something about a 3+ years old technology - which could be pretty well
 obsolete and worthless today, especially in a fast moving field like
 open source software (anyone has a Novell Netware cert? Or Windows NT one?).

 I would think twice about this, it is probably not worth the effort. An
 HR monkey would probably recognize something with a Microsoft seal on
 it, but will stare blankly at an OSG logo.

 Regards,

 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.9 (GNU/Linux)
 Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

 iD8DBQFJPvSbn11XseNj94gRAnvEAKCWPMtJ6bgI/9Nhwjo8BxTnhFq/rACg7Y4Z
 yzQcOUqdSODUHn40dWz9drE=
 =PO3l
 -END PGP SIGNATURE-
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Re: [osg-users] MAC

2008-12-09 Thread R Fritz
In the most recent version of Xcode tools, the 10.4 version of libcurl  
is 7.13.1 and the 10.5 version is 7.16.3.  I believe that OSG by  
default builds against the 10.4 SDK.  Does that help?


[/Developer/SDKs/MacOSX10.4u.sdk]
$ usr/bin/curl-config --features --libs --version
SSL
IPv6
libz
-L/usr/lib -lcurl -lssl -lcrypto -lz
libcurl 7.13.1

[/Developer/SDKs/MacOSX10.5.sdk]
$ usr/bin/curl-config --features --libs --version
SSL
IPv6
libz
NTLM
-lcurl -lssl -lcrypto -lz
libcurl 7.16.3

Randolph

On Dec 9, 2008, at 12:03 PM, Robert Osfield wrote:


On Tue, Dec 9, 2008 at 7:11 PM, Don Leich [EMAIL PROTECTED] wrote:

The Mac (OS X 10.5.2) has libcurl.4.dylib.

I also had a problem building the curl plugin on an i386 Linux  
system with
libcurl.2.0.2 .  Other Linux systems here have libcurl.3.0.0  
although I

haven't built on any of these.


Looks like we need a CMake guru to help out with detecting libcurl  
version.


Robert.
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Re: [osg-users] OpenVRML and Windows

2008-12-09 Thread John F. Richardson
Hello Jan,

Just exactly what makes COLLADA a better data format?

OSG has a native format and a runtime. COLLADA does not seem to have a
runtime. Oh and what are the ones that you left out (...).

John F. Richardson

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Monday, December 08, 2008 2:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenVRML and Windows

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

John F. Richardson wrote:
 Hello Jan,
 
 Thanks for the correction.
 
 What is the recommended method for loading VRML97 and X3D files...without
 translation to another format before import.

VRML should work quite OK with the existing plugin. However, it will
load only the meshes, textures and few simple primitives, e.g. at the
level as exported by 3DS Max. It was intended as a stop gap solution for
loading old assets while migrating away from VRML to a better data
format (osg, Collada, ... ) when the Coin3D plugin stopped working properly.

It is *not* and was not intended to be a full VRML loader/viewer. That
would be a huge task and some of the VRML features do not have a
meaningful mapping to OSG (protos, scripts, interaction, etc.)

Regarding X3D I do not know - I have never used that.

Regards,

Jan


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Re: [osg-users] Funding

2008-12-09 Thread Dirk Uys
I few things I can think of:

* Google summer of code is one way to get funding for an open source
project. You will have to employ someone still studying, but I think
that the mentoring project also gets some funds.

* I remember reading on the website of damn small linux that they
largely make their money from advertising. I don't like it, but they
manage to get a consistent income from it.

* Selling resource DVDs/blue-rays may also be an option. Maybe even
external hard drives with big terrains on them? It's not a matter of
making the product propriety, but downloading 20+ gig can be a problem
for a lot of people.

* Bounties can also be used. A user/developer would put a bounty on a
feature that he/she does not have time to implement and whoever
completes the feature gets the bounty.

* Blender is selling a lot of merchandise. Not only tea shirts and
mugs, but also printed books on blender and resource CD. I have also
seen other people selling video tutorials, some of them was really
impressive!

* The linux kernel has an interesting model, there are a lot of
developers and my guess is that most of them are paid, but not by a
single entity.

Funding for open source software is always a bit fuzzy. I think that a
single source of income will never be able to employ a whole team.

Regards
Dirk
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Re: [osg-users] Funding

2008-12-09 Thread [EMAIL PROTECTED]

get the job offers and requests up to date.

http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers
http://www.openscenegraph.org/projects/osg/wiki/Community/JobRequests

here i posted that naturalmotion is looking after an osg person
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/010611.html

in the job offer page there is nothing about this offer.

are the offers still valid? anyone else heard about an osg job and it is not on 
the offer page? does people in the need of an osg guy know how to directly get 
one?

does the companies with 3d know about osg? do they know about which advantages 
they get from using osg? do they know how they can implement osg in their 
applications?

the more applications use osg and the widespread it is the more is the interest 
for professional paid support. this brings people to be fulltime with osg and 
to know the demands for improvement. the best possibility if someone is hired 
for a demand and improves that way osg, partly systematically improve osg and 
than customize it for the company needs. osgocean, osggis and so on... maybe 
osgatmosphere or so in the future...

best regards
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