Re: [osg-users] osg firefox plugin alpha
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT example
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue on using pure OpenGL in custom drawables
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.) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MAC
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Headlight
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very simple Firefox-Plugin to display osg-files
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text at fixed position on screen
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text at fixed position on screen
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems regarding mouse events with osg 1.2
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems linking against OSG on OS X Tiger (on a Power PC)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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. _ Imagine a life without walls. See the possibilities. http://clk.atdmt.com/UKM/go/122465943/direct/01/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mesh/Triangulation Examples?
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 __ 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 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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mesh/Triangulation Examples?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Un-share StateSets
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Un-share StateSets
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue on using pure OpenGL in custom drawables
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Un-share StateSets
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text at fixed position on screen
It works. Thank you Sukender and Andreas. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text at fixed position on screen
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems linking against OSG on OS X Tiger (on a Power PC)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking without using osg::Viewer
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerQT example
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text at fixed position on screen
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Picking without using osg::Viewer
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems regarding mouse events with osg 1.2
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems regarding mouse events with osg 1.2
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Headlight
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mesh/Triangulation Examples?
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 _ Get a bird’s eye view of the world with Multimap http://clk.atdmt.com/GBL/go/115454059/direct/01/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mesh/Triangulation Examples?
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! _ Are you a PC? Upload your PC story and show the world http://clk.atdmt.com/UKM/go/122465942/direct/01/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] The Collada plugin and transparency
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?
2008/12/9 Robert Osfield [EMAIL PROTECTED]: Hi All, Snip. Thoughts? Recommendations? Robert. ___ osg-users mailing list 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? -- The truth is out there. Usually in header files. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg firefox plugin alpha
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue on using pure OpenGL in custom drawables
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does the mailing list remove spaces from the subject line?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have aOpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we haveaOpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MAC
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mesh/Triangulation Examples?
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 _ Live Search presents Big Snap II - win John Lewis vouchers http://clk.atdmt.com/UKM/go/117442309/direct/01/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does the mailing list remove spaces from the subject line?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple question about loading Texture!
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 __ 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 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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
-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 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does the mailing list remove spaces from the subject line?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it time that we have a OpenSceneGraph/src/3rdPartyPlugins directory?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple question about loading Texture!
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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does the mailing list remove spaces from thesubject line?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ---End Message--- ---BeginMessage--- One possible solution might be to
Re: [osg-users] Why does the mailing list remove spaces from thesubject line?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does the mailing list remove spaces fromthesubject 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does the mailing list remove spacesfromthesubject line?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Funding
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Funding
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Funding
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Funding
-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- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Funding
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- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MAC
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenVRML and Windows
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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJPaAen11XseNj94gRAgDLAKDR7KHrVZCSrGA0LDwrzGfHDgoO9gCgpG4s 1oKLZNBaWWGLEk0/nVVHIwc= =wWWM -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Funding
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Funding
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org