Re: [osg-users] Ideas for OSG v3.0 or how to make it younger :)

2009-01-23 Thread Mario Valle
For my job currently I'm using the statistics package R and writing 
things using LaTeX.

Both have a very structured method to manage and document addons.
Look at http://stat.ethz.ch/CRAN/ (very good) and at: 
http://www.ctan.org/tex-archive/ (less clear).
These could be an inspiration  for the future NodeKits structure and 
management, I think.

Just my 0.05 CHF
   mario

Robert Osfield wrote:

Hi Art,

I understand the issues you talk about.  External NodeKit can be
neglected by potential users because they aren't visible enough, and
there are also issue of compatibility and maintenance of these
external NodeKits.  It's not just an issue of NodeKits, it applies to
plugins or applications that live around the core OSG project.  I
don't think the solution need be a pure software management issue,
it's strongly related to management of website resources.

We've had various different initiatives over the years to try and
address this issue - the wiki is one avenue, another was the formation
of osgforge.org and hosting of several ancilery projects like VPB,
Present3D, osgLua and osgPython.  My hope was osgforge would become a
incubator for projects that could make it into the core, or become
part of the close nit family of NodeKits.  Such initiatives haven't
thrived as perhaps they could have, partly because the various
contributors haven't pushed things forward, and partly that
wiki/website management takes time and dedicated manpower. I'm open to
suggestions on how better to streamline and manage this side of
things.  The bottom line is a key missing ingredient has been
engineers who put the time into keep websites up to date.

As for re-factoring handling of NodeKits in 3.0, I'm open to this.  It
might even make the most sense to build 3.0 incrementally, starting
with a re-factored core scene graph and then bit by bit re-introduce
the NodeKits as they get ported across.  Quite a few of the older
NodeKits would be best rewritten using shaders, or to be incorporated
into other NodeKits.  Having some scheme where 3rd party NodeKits can
be pulled in by end users may well help facilitate a move over to a
3.0.

One thing I have thought about in the past of have an "Open Graphics
Suite" that is collection of related libraries/applications, with a
scene graph one element of the suite, then you'd have extra libraries,
exporters, applications all populate this suite.  The suite would
contain optional components that could be selected from to provide the
tools required for different apps.  Modern linux packaging
repositories provide this model and the scale of 10's of thousands of
compatible libraries and applications.


Robert.

On Fri, Jan 23, 2009 at 5:34 PM, Art Tevs  wrote:
  

Hi folks,

The community becames bigger and bigger and there are more and more 
projects/nodekits which offers additional features to osg. And therefor I think 
OSG 3.0 is the best time to refactor the whole nodekit maintaining structure. 
Hence here are couple of ideas, how to do so.


In my opinion, nodeKits/plugins which were not lucky to be included into osg 
main core wouldn't survive,  because the people would just forget about them. 
Making everyday advertisment, that this and this nodekit does provide the 
functionality you are looking for is also not the solution. New users are not 
used to read wiki pages or search in google, they do not even read ReadMes 
which are essential for proper work. They just download and compile the osg and 
want to have either an example showing how to do it or try to reinvent the 
wheel everytime again and again. Nodekits which are then not included in the 
main core (or better say: main download) are not noticed by users.


What I propose is to rearrange/refactor/cleanup osg main core to basic 
functionality of a scene graph, so to remove everything which has nothing to do 
with a scene graph on its own. Then provide something like official category of 
nodekits, where all previuosuly filtered nodekits would be moved. Robert will 
became main maintainer, who is responsible for the whole code and for bringing 
the category maintainers together. A category maintainer is responsible for his 
category and maintainers of each individaul projects which are covered by his 
category. The individual maintainer is responsible only for its own project. 
This would create some kind of hierarchy of nodekits and its maintainers, which 
would make the further development of OpenSceneGraph more flexible, I think.


All the maintainers of the nodekits  should get their own svn permissions to 
being able to commit to the svn, however only to their own projects. 
Maintainers of a category would get responsible to bring all the projects into 
one NodeKit-Pack/Category-Pack and make sure, that the pack is compileable and 
compatible with current osg version. This will free up Robert, who is spending 
maybe his whole time to the project, and will also make the decision about new 
fea

[osg-users] OverlayNode + export to osg

2009-01-23 Thread Luc Heischbourg
Hi @all,
I have created a scene with a texture overlay using osgSim::OverlayNode and
want to export the objects + texture as .osg or .ive file. Doing this, the
texture is missing... had anybody similar problems and perhaps found a
solution?

greetings, Luc
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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Jason Beverage
Hi everyone,

I've just committed some CMake fixes and osgEarth now builds and runs for me
on Ubuntu.

The only thing I had to do extra to get it to work was manually copy the
plugins generated by osgEarth to the osgPlugins directory
(/usr/local/lib/osgPlugins-2.7.9 on Ubuntu with SVN).  I'm going to see if I
can get osgEarth to install it's plugins directly in the osgPlugins
directory during install.

Could those of you trying on Linux do an update and let me know how things
work?

Thanks!

Jason

On Fri, Jan 23, 2009 at 7:04 PM, Jason Beverage wrote:

> Hi Jan,
>
> I'm trying to figure out why that is this evening.  I committed some fixes
> earlier to get the core library building and the plugins are the last bit of
> CMake wizardry I need to figure out:)
>
> Thanks!
>
> Jason
>
>
> On Fri, Jan 23, 2009 at 5:22 PM, Jan Ciger  wrote:
>
>> -BEGIN PGP SIGNED MESSAGE-
>> Hash: SHA1
>>
>> Jason Beverage wrote:
>> > Hi Robert,
>> >
>> > I'm going to take a look at the Cmake issues under Linux and I'll let
>> > you know when I've figured them out.
>> >
>> > Thanks!
>> >
>>
>> I have managed to configure it on Linux, but when compiling, it tries to
>> link the plugins in strange place:
>>
>> $ make
>> - -- Configuring done
>> - -- Generating done
>> - -- Build files have been written to: /media/backup/osg/osgearth
>> [ 55%] Built target osgEarth
>> Linking CXX shared module //osgdb_earth.so
>> /usr/bin/ld: cannot open output file //osgdb_earth.so: Permission denied
>> collect2: ld returned 1 exit status
>> make[2]: *** [/osgdb_earth.so] Error 1
>> make[1]: *** [src/osgPlugins/earth/CMakeFiles/osgdb_earth.dir/all] Error 2
>> make: *** [all] Error 2
>>
>> It is not supposed to put anything in the root directory. Is there an
>> environment variable or something to configure to tell it where to put
>> these libraries?
>>
>> Jan
>> -BEGIN PGP SIGNATURE-
>> Version: GnuPG v1.4.9 (GNU/Linux)
>> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
>>
>> iD8DBQFJekMMn11XseNj94gRAvjdAJ4tA5sRUFdKsY/E8vVIOKH/oj3+WQCfWPsy
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>
>
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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Jason Beverage
Hi Jan,

I'm trying to figure out why that is this evening.  I committed some fixes
earlier to get the core library building and the plugins are the last bit of
CMake wizardry I need to figure out:)

Thanks!

Jason

On Fri, Jan 23, 2009 at 5:22 PM, Jan Ciger  wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Jason Beverage wrote:
> > Hi Robert,
> >
> > I'm going to take a look at the Cmake issues under Linux and I'll let
> > you know when I've figured them out.
> >
> > Thanks!
> >
>
> I have managed to configure it on Linux, but when compiling, it tries to
> link the plugins in strange place:
>
> $ make
> - -- Configuring done
> - -- Generating done
> - -- Build files have been written to: /media/backup/osg/osgearth
> [ 55%] Built target osgEarth
> Linking CXX shared module //osgdb_earth.so
> /usr/bin/ld: cannot open output file //osgdb_earth.so: Permission denied
> collect2: ld returned 1 exit status
> make[2]: *** [/osgdb_earth.so] Error 1
> make[1]: *** [src/osgPlugins/earth/CMakeFiles/osgdb_earth.dir/all] Error 2
> make: *** [all] Error 2
>
> It is not supposed to put anything in the root directory. Is there an
> environment variable or something to configure to tell it where to put
> these libraries?
>
> Jan
> -BEGIN PGP SIGNATURE-
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> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
>
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> FxLybfu23L0kJnfEXOCeRdU=
> =Bpow
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Paul Martz
I did a clean compile of current svn head on Mac OSX 10.5, and then rebuilt
and tested some of my projects that use OSG. All is well.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, January 23, 2009 9:11 AM
To: OpenSceneGraph Users
Subject: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

Hi All,

I would like to finish this week with a 2.7.9 dev release, could users do a
check out of svn/trunk and let know if your build succeeds/or where it
fails.

Thanks,
Robert.
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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jason Beverage wrote:
> Hi Robert,
> 
> I'm going to take a look at the Cmake issues under Linux and I'll let
> you know when I've figured them out.
> 
> Thanks!
> 

I have managed to configure it on Linux, but when compiling, it tries to
link the plugins in strange place:

$ make
- -- Configuring done
- -- Generating done
- -- Build files have been written to: /media/backup/osg/osgearth
[ 55%] Built target osgEarth
Linking CXX shared module //osgdb_earth.so
/usr/bin/ld: cannot open output file //osgdb_earth.so: Permission denied
collect2: ld returned 1 exit status
make[2]: *** [/osgdb_earth.so] Error 1
make[1]: *** [src/osgPlugins/earth/CMakeFiles/osgdb_earth.dir/all] Error 2
make: *** [all] Error 2

It is not supposed to put anything in the root directory. Is there an
environment variable or something to configure to tell it where to put
these libraries?

Jan
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Re: [osg-users] Development plan for imminent stable OSG-2.8

2009-01-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

I have just compiled the trunk on Linux (Mandriva 2009, i586) without a
hitch and it seems to be working after some light testing.

Regards,

Jan
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[osg-users] Inconsistency for INSTALL target and BUILD_DOCUMENTATION

2009-01-23 Thread Jean-Sébastien Guay

Hi all,

I just noticed a small inconsistency. Normally, the INSTALL target 
should have as dependencies any other targets that it needs to install. 
But it seems that the documentation targets (openscenegraph_doc and 
openthreads_doc) are not dependencies of the INSTALL target. But they 
should be.


If I have previously built the documentation, the INSTALL target 
installs it to its proper place. But if I have not explicitly built the 
docs myself, the INSTALL target does not build them and hence does not 
install the docs (though it doesn't give any error either).


The package targets all seem to have the right dependencies though.

It's a small detail, and probably not worth holding up 2.8, but I just 
found it weird... Perhaps someone with the necessary knowledge could fix it?


J-S
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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Jean-Sébastien Guay

Hi Robert,


In the great scheme of things, for OSG-2.8 I now want to be getting
the code ready for release and fixing real bugs rather polishing what
remains of the most stubborn and unhelpful of warnings.


OK, let's move on then.

J-S
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Re: [osg-users] Development plan for imminent stable OSG-2.8

2009-01-23 Thread Jean-Sébastien Guay

Hi Robert,


If svn/trunk is looking near perfect for the release we may even be
able to get OSG-2.8.0 out this month, but probably we'll be talking
about a release in the first week of February.


Regarding this, I just did a build of current SVN and it went well, with 
the latest warning fixes and suppressions it's pretty much warning free 
(didn't pay close attention, I will next time I do a build).



I would very much like for us to get the OSG binaries sorted out for
this OSG-2.8, both for platforms like Windows [...]


On Windows making packages is a no-brainer now, thanks to the recent 
work. Great work Mattias!


All we need is a submission mechanism. If I want my binaries to be 
available, where do I upload them? Some FTP site could perhaps be set up 
with an /incoming directory... Do we want some testing by the community 
before they're made available on the Downloads page?


I can take care of packages for VC8, debug and release, if we can sort 
these questions out. Possibly VC7.1 and VC9 too, but if someone else 
could do those it would be better for my work schedule :-)


Thanks, and looking forward to 2.8!

J-S
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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Robert Osfield
Hi JS,

> But as I said, perhaps adding these as command line options instead of
> inside osg/Export would be better. So /wd4244 /wd4251 /wd4275 or something
> like that. Because as soon as they're in osg/Export, then these warnings are
> also disabled for user code which includes any OSG header (since any OSG
> header includes osg/Export). I think it's "wrong" for a library to dictate
> what happens when compiling user code...

I understand the problem with the warning disable bleeding into end
user apps, and really isn't ideal practice, but... if we don't then
all these unhelpful warnings will spill over into the build of end
users apps.  Disable the warnings using compile options might solve
this issue with the OSG build itself but doesn't solve the problem of
warnings in the end user apps.

I think we're either stuck with using the include/osg/Export pragma's
or to use the push/pop which isn't ideal either as we'd potentially
end up touch lots of OSG files.  It might be we could just use
push/pop for the Vec* classes and use include/osg/Export to disable
the dll warnings.

In the great scheme of things, for OSG-2.8 I now want to be getting
the code ready for release and fixing real bugs rather polishing what
remains of the most stubborn and unhelpful of warnings.

Robert.
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[osg-users] Development plan for imminent stable OSG-2.8

2009-01-23 Thread Robert Osfield
Hi All,

I've now completed all the key feature development for OSG-2.8, and
I'm focus on getting the svn/trunk stable enough to make the
OpenSceneGraph-2.8 branch.  My current thought is to complete the
outstanding submission merges over the weekend and make the last dev
release 2.7.9 on Monday.  This will need lots of build and runtime
testing from the community, and if things look good then make an
OSG-2.8 branch mid to end of next week.  This OSG-2.8 branch would
make the feature freeze for 2.8 and the beginning of a series of
release candidates for the final stable OSG-2.8.0.  Once 2.8.0 goes
out the OSG-2.8 branch will then be maintained with any further stable
patch release (2.8.1 etc) being sourced from this.

If svn/trunk is looking near perfect for the release we may even be
able to get OSG-2.8.0 out this month, but probably we'll be talking
about a release in the first week of February. This is a two week
window that I feel is doable given good support from the community in
getting the OSG tested and debugged across platforms.  Towards this
effort I would suggest it would be great time to volunteer more system
for doing nightly builds of svn/trunk and the OSG-2.8 branch when it
comes out, the CDash page is at:

http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph

I would very much like for us to get the OSG binaries sorted out for
this OSG-2.8, both for platforms like Windows and OSX, and for linux,
in particular knocking on the Linux distro doors to get OSG-2.8 in the
up coming linux releases.

I greatly appreciate any assistance you can provide in terms or
testing or helping out on the coordinating with packaging of the final
release.

Thanks in advance,
Robert.
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[osg-users] [forum] New Feature (no need of same email address as on the mailing list)

2009-01-23 Thread Art Tevs
Hi folks,

I recently added a new feature to the forum. From now on there is no need to 
use the same email address for the forum as for the mailing list. You can setup 
your profile to use forum's default email address in the "From" headers of 
mails sent through the forum. 

This feature allows you to unsubscribe your mail box from the mailing list and 
move to forum use only. It also allows you to hide your email address from 
users outside of the forum. Only registered forum users could then find out 
your real email address. If you post a topic/message on the forum following 
happens:
- if you have enabled forum's default mail adress in from header, the email 
posted on the mailing list will be posted as "From:  Your Name 
"
- if this feature is not enabled, then it will be posted as  "From: Your Name 
" - in this case your email adress has to be subscribed on the 
mailing list

An example how it works you can see when you take a look on the header of this 
mail. My name and forum's email adress were used for the "From" header.

Best regards and have fun,
art

P.S. To enable the feature login on the forum and click on "Mail2Forum 
Settings" right to the logo. Or just visit here 
http://osgforum.tevs.eu/m2f_usercp.php. Per default the feature is disabled

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5046#5046





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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Jean-Sébastien Guay

Hi Robert,


I've now fixed the two of the sets of warnings I mentioned in my
previous email, so leaves just the float/double casting, and dll
linkgage related warnings:

#if defined(_MSC_VER) && defined(OSG_DISABLE_MSVC_WARNINGS)
#pragma warning( disable : 4244 )
#pragma warning( disable : 4251 )
#pragma warning( disable : 4275 )
#endif


But as I said, perhaps adding these as command line options instead of 
inside osg/Export would be better. So /wd4244 /wd4251 /wd4275 or 
something like that. Because as soon as they're in osg/Export, then 
these warnings are also disabled for user code which includes any OSG 
header (since any OSG header includes osg/Export). I think it's "wrong" 
for a library to dictate what happens when compiling user code...


For example, if I'm concerned about data type truncation so I want to 
have warning C4244 active in my own code, _but_ I include OSG headers, 
then I'll have to re-enable the warning manually each time I include OSG 
headers like this:


#include 
#include 
#pragma warning( enable : 4244 )

(note that I have to do this in each file that includes OSG headers!)

I'd think that not forcing users to do this would be better. Note that 
in my case, I don't really mind (for now) but others visibly do (as 
indicated by the person who started this thread).



At this time I think doing a purge of casts would introduce too many
opportunities for bugs to be introduced this close to a release.


I totally agree. I wasn't arguing. :-)


You (and others) are welcome to have a bash at trying to fix these
warnings, but it comes with the same qualification with the casting
task - right now we can't afford to change lots of OSG headers as each
change does introduce another chance for a typo bug to be accidentally
introduced.


I just checked, and the warning also shows up for any std container type 
which contains OSG types. So for example this well-known line generates 
the warning:


typedef std::vector ParentList;
ParentList _parents;

warning C4251: 'osg::Node::_parents' : class 'std::vector<_Ty>' needs to 
have dll-interface to be used by clients of class 'osg::Node'


Since we can't modify std::vector to add OSG_EXPORT to it ( :-) ) I 
think we don't have a choice but to suppress the two warnings at large.


So the three warnings you ended up suppressing should be fine. I still 
question the method of suppression though (see above).


J-S
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Re: [osg-users] Why is using an IntersectVisitor with drawables using indices so time consuming?

2009-01-23 Thread Robert Osfield
Hi Reed,

Are you talking about doing indices with osg::Geometry vertex indices
or DrawElement*() primitive set.   Vertex indices are deprecated
because they perform very poorly w.r.t OpenGL as it forces the OSG to
send everything to OpenGL via slow paths.   It's far far more
efficient to use DrawElemenet*() primitive sets.

osgUtil::IntersectVisitor is also a deprecated, and only kept around
for compatibility with OSG-1.x code.  The modern and more flexible
version is osgUtil::IntersectionVisitor.  However, both approaches
still be are slow because the vertex index data to be expanded before
being passed to the generic triangle intersection code.

Please port your code across to use DrawElementUShort or
DrawElementUInt(), this will solve rendering issues as well as
intersections issues.

Robert.

On Fri, Jan 23, 2009 at 7:44 PM, Reed McKenna  wrote:
> I generate large drawables using indices (UIntArray) that point to the
> actual vertices (Vec3Array). When an IntersectVisitor visits this drawable,
> it takes at least four times the amount of processing time as that used for
> the same drawable created without indices. What is the huge difference? It
> seems that the one level of indirection for indices should only have a minor
> impact. I would appreciate any feedback to help me understand how to get the
> memory savings gained by using indices yet maintain the efficiency of the
> IntersectVisitor. Thanks.
>
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Re: [osg-users] Problem in FluidFrictionOperator

2009-01-23 Thread Robert Osfield
Hi Lionel,

On Fri, Jan 23, 2009 at 5:24 PM, Robert Osfield
 wrote:
> Thanks for the test model, I've now tested but as yet don't have any
> conclusion, will need to dig deeper.

I've just reviewed the svn log for FluidFrictionOperation.cpp and the
if block you've removed in your changes is part of the original code
submitted by Macro Jez, and hasn't been touched save for a name change
of the enum.  This makes me very hesitant to remove code that was
clearly written for a purpose and has worked without much complaint
for 7 years.  The code may have buggy for all those 7 years, or
perhaps the particle setup you've chosen breaks it, just removing it
certainly doesn't look appropriate.

Perhaps Marco Jez can be coaxed out to do a review of your model and
the code to see if he can spot what is going wrong with your particle
system setup :-)

Robert.
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[osg-users] Why is using an IntersectVisitor with drawables using indices so time consuming?

2009-01-23 Thread Reed McKenna
I generate large drawables using indices (UIntArray) that point to the
actual vertices (Vec3Array). When an IntersectVisitor visits this drawable,
it takes at least four times the amount of processing time as that used for
the same drawable created without indices. What is the huge difference? It
seems that the one level of indirection for indices should only have a minor
impact. I would appreciate any feedback to help me understand how to get the
memory savings gained by using indices yet maintain the efficiency of the
IntersectVisitor. Thanks.

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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Robert Osfield
Hi Paul,

On Fri, Jan 23, 2009 at 7:30 PM, Paul Melis
 wrote:
> And the OVERRIDE flag not making it to the .osg file, is that as
> expected as well?

Oh missed that issue.  Currently the .osg format doesn't have support
for tracking the override flags.  It's a missing feature ;-)

Robert.
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Re: [osg-users] Ideas for OSG v3.0 or how to make it younger :)

2009-01-23 Thread Robert Osfield
Hi Art,

I understand the issues you talk about.  External NodeKit can be
neglected by potential users because they aren't visible enough, and
there are also issue of compatibility and maintenance of these
external NodeKits.  It's not just an issue of NodeKits, it applies to
plugins or applications that live around the core OSG project.  I
don't think the solution need be a pure software management issue,
it's strongly related to management of website resources.

We've had various different initiatives over the years to try and
address this issue - the wiki is one avenue, another was the formation
of osgforge.org and hosting of several ancilery projects like VPB,
Present3D, osgLua and osgPython.  My hope was osgforge would become a
incubator for projects that could make it into the core, or become
part of the close nit family of NodeKits.  Such initiatives haven't
thrived as perhaps they could have, partly because the various
contributors haven't pushed things forward, and partly that
wiki/website management takes time and dedicated manpower. I'm open to
suggestions on how better to streamline and manage this side of
things.  The bottom line is a key missing ingredient has been
engineers who put the time into keep websites up to date.

As for re-factoring handling of NodeKits in 3.0, I'm open to this.  It
might even make the most sense to build 3.0 incrementally, starting
with a re-factored core scene graph and then bit by bit re-introduce
the NodeKits as they get ported across.  Quite a few of the older
NodeKits would be best rewritten using shaders, or to be incorporated
into other NodeKits.  Having some scheme where 3rd party NodeKits can
be pulled in by end users may well help facilitate a move over to a
3.0.

One thing I have thought about in the past of have an "Open Graphics
Suite" that is collection of related libraries/applications, with a
scene graph one element of the suite, then you'd have extra libraries,
exporters, applications all populate this suite.  The suite would
contain optional components that could be selected from to provide the
tools required for different apps.  Modern linux packaging
repositories provide this model and the scale of 10's of thousands of
compatible libraries and applications.


Robert.

On Fri, Jan 23, 2009 at 5:34 PM, Art Tevs  wrote:
> Hi folks,
>
> The community becames bigger and bigger and there are more and more 
> projects/nodekits which offers additional features to osg. And therefor I 
> think OSG 3.0 is the best time to refactor the whole nodekit maintaining 
> structure. Hence here are couple of ideas, how to do so.
>
>
> In my opinion, nodeKits/plugins which were not lucky to be included into osg 
> main core wouldn't survive,  because the people would just forget about them. 
> Making everyday advertisment, that this and this nodekit does provide the 
> functionality you are looking for is also not the solution. New users are not 
> used to read wiki pages or search in google, they do not even read ReadMes 
> which are essential for proper work. They just download and compile the osg 
> and want to have either an example showing how to do it or try to reinvent 
> the wheel everytime again and again. Nodekits which are then not included in 
> the main core (or better say: main download) are not noticed by users.
>
>
> What I propose is to rearrange/refactor/cleanup osg main core to basic 
> functionality of a scene graph, so to remove everything which has nothing to 
> do with a scene graph on its own. Then provide something like official 
> category of nodekits, where all previuosuly filtered nodekits would be moved. 
> Robert will became main maintainer, who is responsible for the whole code and 
> for bringing the category maintainers together. A category maintainer is 
> responsible for his category and maintainers of each individaul projects 
> which are covered by his category. The individual maintainer is responsible 
> only for its own project. This would create some kind of hierarchy of 
> nodekits and its maintainers, which would make the further development of 
> OpenSceneGraph more flexible, I think.
>
>
> All the maintainers of the nodekits  should get their own svn permissions to 
> being able to commit to the svn, however only to their own projects. 
> Maintainers of a category would get responsible to bring all the projects 
> into one NodeKit-Pack/Category-Pack and make sure, that the pack is 
> compileable and compatible with current osg version. This will free up 
> Robert, who is spending maybe his whole time to the project, and will also 
> make the decision about new features more democratic :)
>
>
> What I imagine is that when you download osg you get just the basic 
> functionality and nothing more. Then you decide to have gui functionality, 
> hence you download the GUI-NodeKit and you get the osgGA, osgWidget, osgText 
> and other nodekits which are still marked as official OSG GUI nodekits. All 
> that nodekits/nodekit categor

Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Paul Melis
Robert Osfield wrote:
> Hi Paul,
>
> I have just tried your example out and the OSG is working perfectly,
> the problem stems for dumptruck.osg not defining a color array on one
> of the geometries, but defining it for the other two.  In your app you
> enable the AMBIENT_AND_DIFFUSE colour material mode, which shows up
> this disparity, but dumptruck.osg disable the the colour material mode
> which makes OpenGL ignore any vertex colour arrays so hides the
> problem in the model.
>   
Ah, interesting, I didn't suspect it would be something like that.

> If you are seeing similar problems in your own app/models then go
> looking for missing colour/normal arrays on geometries.
>
> For dumptruck.osg I've added the missing colour array and checked into
> into svn/trunk of OpenSceneGaph-Data, this fixes the problem you've
> observed.
>   
Great!

And the OVERRIDE flag not making it to the .osg file, is that as
expected as well?

Paul
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Frank Miller
Sounds good. I don't really have time to dive too deep into this issue,
I just wanted to report the problem. I use ITK and OSG extensively in in
my work. I will keep an eye on this issue and I'll let you know if I
learn anything.

Frank

On Fri, Jan 23, 2009 at 07:06:53PM +, Robert Osfield wrote:
> HI Frank,
> 
> It should be possible to link the dicom plugin with a static version
> of ITK, other plugins link to static versions of their respectively
> libraries.  ITK itself might not be best used as a static lib though -
> as it does raise questions about how ITK's plugins mechanisms work.
> I'm no ITK expert though, so can't really dive too deep in this topic.
>  The best help I can provide would be to have look over your errors
> perhaps I or someone else can spot something.
> 
> W.r.t the dicom loader, I currently used DCMTK as a loader as it's far
> more capable a DICOM loader than ITK is, the ITK path was just written
> as quick hack to get something imported.  ITK is actually far better
> suited for use for image processing rather than image loading, and in
> later osgVolume work I expect to be using ITK for handling tasks such
> as segmentation.
> 
> Robert.
> 
> On Fri, Jan 23, 2009 at 5:57 PM, Frank Miller  wrote:
> > Hi Robert,
> >
> > I don't know if this qualifies as a build error but I will share it
> > anyway.  Yesterday I built a fresh *dynamic* osg because I wanted to
> > play with osgVolume. I told cmake about my *static* ITK installation and
> > the build failed. I assumed at the time that it is impossible to link a
> > static library into a dynamic library. When I rebuilt osg without any
> > reference to ITK everything worked fine.
> >
> > Was my assumption correct or is this an error?
> >
> > By the way, I got side-tracked and never played with osgVolume. I do
> > look forward to working with it.
> >
> > Frank
> >
> > On Fri, Jan 23, 2009 at 04:10:34PM +, Robert Osfield wrote:
> >> Hi All,
> >>
> >> I would like to finish this week with a 2.7.9 dev release, could users
> >> do a check out of svn/trunk and let know if your build succeeds/or
> >> where it fails.
> >>
> >> Thanks,
> >> Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Robert Osfield
Hi Paul,

I have just tried your example out and the OSG is working perfectly,
the problem stems for dumptruck.osg not defining a color array on one
of the geometries, but defining it for the other two.  In your app you
enable the AMBIENT_AND_DIFFUSE colour material mode, which shows up
this disparity, but dumptruck.osg disable the the colour material mode
which makes OpenGL ignore any vertex colour arrays so hides the
problem in the model.

If you are seeing similar problems in your own app/models then go
looking for missing colour/normal arrays on geometries.

For dumptruck.osg I've added the missing colour array and checked into
into svn/trunk of OpenSceneGaph-Data, this fixes the problem you've
observed.

Robert.

On Fri, Jan 23, 2009 at 5:24 PM, Paul Melis
 wrote:
> Paul Melis wrote:
>> Paul Melis wrote:
>>> Hi Robert,
>>>
>>> Robert Osfield wrote:
 I would like to finish this week with a 2.7.9 dev release, could users
 do a check out of svn/trunk and let know if your build succeeds/or
 where it fails.

>>> Not really a build failure of such, but could you take a look at the
>>> example I posted in the thread "Re: [osg-users] Statesets with
>>> renderBin make sub-models invisible", dated 01/22/2009 10:18 AM.
>>> Either I'm misunderstanding overriding of stateset attributes or
>>> something weird is going on.
>> Yaiks, I did testing of the code in that post with 2.6. I'll retry
>> with SVN tonight, to see if the behaviour shows there as wel..
> Ok, with SVN the behaviour is the same, i.e. not all Geometries are
> using the material override (see attachement), nor is the OVERRIDE value
> saved to the output file mat.osg.
>
> Paul
>
> #include 
> #include 
> #include 
> #include 
> #include 
>
> int main()
> {
>osg::ref_ptr model;
>
>model = osgDB::readNodeFile("dumptruck.osg");
>
>osg::ref_ptr mat;
>mat = new osg::Material();
>mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
>mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0.99, 0.9, 0));
>
>osg::StateSet *ss = model->getOrCreateStateSet();
>ss->setAttributeAndModes(mat.get(), 
> osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
>
>osgDB::writeNodeFile(*(model.get()), "mat.osg");
>
>osgViewer::Viewer   viewer;
>
>viewer.setSceneData(model.get());
>viewer.run();
> }
>
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Robert Osfield
HI Frank,

It should be possible to link the dicom plugin with a static version
of ITK, other plugins link to static versions of their respectively
libraries.  ITK itself might not be best used as a static lib though -
as it does raise questions about how ITK's plugins mechanisms work.
I'm no ITK expert though, so can't really dive too deep in this topic.
 The best help I can provide would be to have look over your errors
perhaps I or someone else can spot something.

W.r.t the dicom loader, I currently used DCMTK as a loader as it's far
more capable a DICOM loader than ITK is, the ITK path was just written
as quick hack to get something imported.  ITK is actually far better
suited for use for image processing rather than image loading, and in
later osgVolume work I expect to be using ITK for handling tasks such
as segmentation.

Robert.

On Fri, Jan 23, 2009 at 5:57 PM, Frank Miller  wrote:
> Hi Robert,
>
> I don't know if this qualifies as a build error but I will share it
> anyway.  Yesterday I built a fresh *dynamic* osg because I wanted to
> play with osgVolume. I told cmake about my *static* ITK installation and
> the build failed. I assumed at the time that it is impossible to link a
> static library into a dynamic library. When I rebuilt osg without any
> reference to ITK everything worked fine.
>
> Was my assumption correct or is this an error?
>
> By the way, I got side-tracked and never played with osgVolume. I do
> look forward to working with it.
>
> Frank
>
> On Fri, Jan 23, 2009 at 04:10:34PM +, Robert Osfield wrote:
>> Hi All,
>>
>> I would like to finish this week with a 2.7.9 dev release, could users
>> do a check out of svn/trunk and let know if your build succeeds/or
>> where it fails.
>>
>> Thanks,
>> Robert.
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Re: [osg-users] Problem with ReaderWriterTGA library

2009-01-23 Thread Jeff Houde
Thanks, I just might do that.

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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Glenn Waldron
Donn,

LibZip is optional -- if you leave it blank in CMake, you should be ok. It
is only there to enable a ZIP-file-based cache, which is experimental
anyway.

Otherwise, I posted a pre-built LibZip for windows on the wiki under the
build docs.



Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


On Fri, Jan 23, 2009 at 12:28 PM, Donn Mielcarek <
globalvisualizationproc...@gmail.com> wrote:

> I've been trying to get it to compile under Windows.
> Apparently there is no libzip currently available for
> Windows (which uses zip.h, not to be confused with
> ziplib, which uses zlib.h).
>
>
>
>
> On Fri, Jan 23, 2009 at 12:15 PM, Robert Osfield  > wrote:
>
>> Hi Glenn,
>>
>> On Fri, Jan 23, 2009 at 4:47 PM, Glenn Waldron 
>> wrote:
>> > Thanks for the kind words. I've added it to the Community News page as
>> you
>> > recommended.
>>
>> Thanks.
>>
>> I've just checked out osgEarth svn/trunk and attempted to compile but
>> found that the FIND_PACKAGE(LIBZIP) in osgEarth/CMakeLists.txt should
>> read FIND_PACKAGE(LibZip), I presume you do most of dev under
>> Windows...
>>
>
>
>
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Frank Miller
Hi Robert,

I don't know if this qualifies as a build error but I will share it
anyway.  Yesterday I built a fresh *dynamic* osg because I wanted to
play with osgVolume. I told cmake about my *static* ITK installation and
the build failed. I assumed at the time that it is impossible to link a
static library into a dynamic library. When I rebuilt osg without any
reference to ITK everything worked fine.

Was my assumption correct or is this an error?

By the way, I got side-tracked and never played with osgVolume. I do
look forward to working with it.

Frank

On Fri, Jan 23, 2009 at 04:10:34PM +, Robert Osfield wrote:
> Hi All,
> 
> I would like to finish this week with a 2.7.9 dev release, could users
> do a check out of svn/trunk and let know if your build succeeds/or
> where it fails.
> 
> Thanks,
> Robert.
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[osg-users] Ideas for OSG v3.0 or how to make it younger :)

2009-01-23 Thread Art Tevs
Hi folks,

The community becames bigger and bigger and there are more and more 
projects/nodekits which offers additional features to osg. And therefor I think 
OSG 3.0 is the best time to refactor the whole nodekit maintaining structure. 
Hence here are couple of ideas, how to do so.


In my opinion, nodeKits/plugins which were not lucky to be included into osg 
main core wouldn't survive,  because the people would just forget about them. 
Making everyday advertisment, that this and this nodekit does provide the 
functionality you are looking for is also not the solution. New users are not 
used to read wiki pages or search in google, they do not even read ReadMes 
which are essential for proper work. They just download and compile the osg and 
want to have either an example showing how to do it or try to reinvent the 
wheel everytime again and again. Nodekits which are then not included in the 
main core (or better say: main download) are not noticed by users.


What I propose is to rearrange/refactor/cleanup osg main core to basic 
functionality of a scene graph, so to remove everything which has nothing to do 
with a scene graph on its own. Then provide something like official category of 
nodekits, where all previuosuly filtered nodekits would be moved. Robert will 
became main maintainer, who is responsible for the whole code and for bringing 
the category maintainers together. A category maintainer is responsible for his 
category and maintainers of each individaul projects which are covered by his 
category. The individual maintainer is responsible only for its own project. 
This would create some kind of hierarchy of nodekits and its maintainers, which 
would make the further development of OpenSceneGraph more flexible, I think. 


All the maintainers of the nodekits  should get their own svn permissions to 
being able to commit to the svn, however only to their own projects. 
Maintainers of a category would get responsible to bring all the projects into 
one NodeKit-Pack/Category-Pack and make sure, that the pack is compileable and 
compatible with current osg version. This will free up Robert, who is spending 
maybe his whole time to the project, and will also make the decision about new 
features more democratic :)


What I imagine is that when you download osg you get just the basic 
functionality and nothing more. Then you decide to have gui functionality, 
hence you download the GUI-NodeKit and you get the osgGA, osgWidget, osgText 
and other nodekits which are still marked as official OSG GUI nodekits. All 
that nodekits/nodekit categories provided on the main webpage are officialy 
validated. Projects which are like to became officialy validated, would have to 
be investigated by the main maintainer (Robert) and by the submaintainer, 
responsible for the nodekit group where the new project like to be included in.


Release of osg 3.0 will be a good point to do so, because the backward 
compaitibility has no to be fully supported as it was done during the 2.x 
development. And my personal opinion is, that this kind of project development 
will make it more flexible and will let evaluate the OpenSceneGraph faster, 
which more or less became a game engine rather than a scene graph ;)


Best regards,
art

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Re: [osg-users] how to do a cutting plane?

2009-01-23 Thread Cory Riddell
Thank you! That is very close to what I need. I just didn't know where 
to look. I appreciate the pointer.


Cory

Jason Daly wrote:

Cory Riddell wrote:
I've been evaluating a bunch of software and one product has cutting 
planes. For these, you define a plane and you can intersect it with 
your model and it "clips" the model. Follow this link for a better 
description:
  
http://www.openhsf.org/docs_hsf/Hoops3DGS/prog_guide/02_13_geometry_cutting_planes.html 



How difficult would this be to set up with OSG? I'm trying to just 
get a sense if are all the pieces there or would it be a difficult task?
  


Sounds like you're looking for a ClipNode.  Look at the osgclip 
example to see how it works.


--"J"

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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Jason Beverage
Hi Robert,

I'm going to take a look at the Cmake issues under Linux and I'll let you
know when I've figured them out.

Thanks!

Jason

On Fri, Jan 23, 2009 at 12:15 PM, Robert Osfield
wrote:

> Hi Glenn,
>
> On Fri, Jan 23, 2009 at 4:47 PM, Glenn Waldron  wrote:
> > Thanks for the kind words. I've added it to the Community News page as
> you
> > recommended.
>
> Thanks.
>
> I've just checked out osgEarth svn/trunk and attempted to compile but
> found that the FIND_PACKAGE(LIBZIP) in osgEarth/CMakeLists.txt should
> read FIND_PACKAGE(LibZip), I presume you do most of dev under
> Windows...
>
> Fixing this doesn't get me a complete build yet though, I get the
> following error, but not being CMake expert I can't spot right away
> how to fix the problem:
>
> cmake .
> CMake Error at CMakeModules/ModuleInstall.cmake:38 (INSTALL):
>  install TARGETS given no LIBRARY DESTINATION for shared library target
>  "osgEarth".
> Call Stack (most recent call first):
>  src/osgEarth/CMakeLists.txt:73 (INCLUDE)
>
>
> -- Configuring incomplete, errors occurred!
>
>
> Robert.
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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Donn Mielcarek
I've been trying to get it to compile under Windows.
Apparently there is no libzip currently available for
Windows (which uses zip.h, not to be confused with
ziplib, which uses zlib.h).



On Fri, Jan 23, 2009 at 12:15 PM, Robert Osfield
wrote:

> Hi Glenn,
>
> On Fri, Jan 23, 2009 at 4:47 PM, Glenn Waldron  wrote:
> > Thanks for the kind words. I've added it to the Community News page as
> you
> > recommended.
>
> Thanks.
>
> I've just checked out osgEarth svn/trunk and attempted to compile but
> found that the FIND_PACKAGE(LIBZIP) in osgEarth/CMakeLists.txt should
> read FIND_PACKAGE(LibZip), I presume you do most of dev under
> Windows...
>
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Re: [osg-users] Problem in FluidFrictionOperator

2009-01-23 Thread Robert Osfield
Hi Lionel,

Thanks for the test model, I've now tested but as yet don't have any
conclusion, will need to dig deeper.

Robert.

On Fri, Jan 23, 2009 at 3:36 PM, Lionel Lagarde
 wrote:
> Sorry ...
>
> osgviewer bigparticle.osg plane.osg
>
> Hi Robert,
>
> the attached file show the problem.
>
> With the SVN version the particles get weird speed.
>
> With the revised version of FluidFrictionOperator.cpp, the
> problem disappear.
>
>
>
> There is also another issue with the unmodified version of
> FluidFrictionOperator.cpp.
>
> The overall scene is blinking ...
>
>
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Paul Melis
Paul Melis wrote:
> Paul Melis wrote:
>> Hi Robert,
>>
>> Robert Osfield wrote:
>>> I would like to finish this week with a 2.7.9 dev release, could users
>>> do a check out of svn/trunk and let know if your build succeeds/or
>>> where it fails.
>>>   
>> Not really a build failure of such, but could you take a look at the
>> example I posted in the thread "Re: [osg-users] Statesets with
>> renderBin make sub-models invisible", dated 01/22/2009 10:18 AM.
>> Either I'm misunderstanding overriding of stateset attributes or
>> something weird is going on.
> Yaiks, I did testing of the code in that post with 2.6. I'll retry
> with SVN tonight, to see if the behaviour shows there as wel..
Ok, with SVN the behaviour is the same, i.e. not all Geometries are
using the material override (see attachement), nor is the OVERRIDE value
saved to the output file mat.osg.

Paul
#include 
#include 
#include 
#include 
#include 

int main()
{
osg::ref_ptr model;

model = osgDB::readNodeFile("dumptruck.osg");

osg::ref_ptr mat;
mat = new osg::Material();
mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0.99, 0.9, 0));

osg::StateSet *ss = model->getOrCreateStateSet();
ss->setAttributeAndModes(mat.get(), 
osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);

osgDB::writeNodeFile(*(model.get()), "mat.osg");

osgViewer::Viewer   viewer;

viewer.setSceneData(model.get());
viewer.run();
}
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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Robert Osfield
Hi Glenn,

On Fri, Jan 23, 2009 at 4:47 PM, Glenn Waldron  wrote:
> Thanks for the kind words. I've added it to the Community News page as you
> recommended.

Thanks.

I've just checked out osgEarth svn/trunk and attempted to compile but
found that the FIND_PACKAGE(LIBZIP) in osgEarth/CMakeLists.txt should
read FIND_PACKAGE(LibZip), I presume you do most of dev under
Windows...

Fixing this doesn't get me a complete build yet though, I get the
following error, but not being CMake expert I can't spot right away
how to fix the problem:

cmake .
CMake Error at CMakeModules/ModuleInstall.cmake:38 (INSTALL):
  install TARGETS given no LIBRARY DESTINATION for shared library target
  "osgEarth".
Call Stack (most recent call first):
  src/osgEarth/CMakeLists.txt:73 (INCLUDE)


-- Configuring incomplete, errors occurred!


Robert.
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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Glenn Waldron
Robert,

Thanks for the kind words. I've added it to the Community News page as you
recommended.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


On Fri, Jan 23, 2009 at 10:27 AM, Robert Osfield
wrote:

> Hi Glenn,
>
> Congratulations on a great looking addition to the OSG family ;-)
>
> Please add notice of the osgEarth library to the community news page
> listed on the OSG front page.
>
>http://www.openscenegraph.org/projects/osg/wiki/News/AddCommunityNews
>
> I'm sure opengl.org and modsim.org and game dev websites would also be
> interested in the new development too.
>
> Cheers,
> Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Paul Melis

Paul Melis wrote:

Hi Robert,

Robert Osfield wrote:

I would like to finish this week with a 2.7.9 dev release, could users
do a check out of svn/trunk and let know if your build succeeds/or
where it fails.
  
Not really a build failure of such, but could you take a look at the 
example I posted in the thread "Re: [osg-users] Statesets with 
renderBin make sub-models invisible", dated 01/22/2009 10:18 AM. 
Either I'm misunderstanding overriding of stateset attributes or 
something weird is going on.
Yaiks, I did testing of the code in that post with 2.6. I'll retry with 
SVN tonight, to see if the behaviour shows there as wel..


Paul
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Re: [osg-users] osgPPU into main osg core?

2009-01-23 Thread Robert Osfield
Hi Art,

On Fri, Jan 23, 2009 at 4:10 PM, Art Tevs  wrote:
> I do not see why osgPPU shadows one of the existing approaches from the main 
> osg core. I think there is currently no class/nodekit in the main core which 
> offeres the functionality of osgPPU. In my opinion, the library is completly 
> orthogonal to the main core and it's nodekits.

I'm afraid I just don't feel osgPPU is appropriate for integration at
this pint, just because it's available and has been proposed for
integration doesn't mean I'm ready to pull it into the core and take
responsibility for it.  Moving it into the core may like easier for
users of osgPPU, but it adds more work for me and I'm not convinced
about the extra value it would bring for this extra work.

I do see value in osgPPU, and I see areas of the core OSG that could
evolve to better fit with the type of functionality that osgPPU
addresses, and it's evolving the core OSG which I feel is more
appropriate in this instance.

Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Paul Melis

Hi Robert,

Robert Osfield wrote:

I would like to finish this week with a 2.7.9 dev release, could users
do a check out of svn/trunk and let know if your build succeeds/or
where it fails.
  
Not really a build failure of such, but could you take a look at the 
example I posted in the thread "Re: [osg-users] Statesets with renderBin 
make sub-models invisible", dated 01/22/2009 10:18 AM. Either I'm 
misunderstanding overriding of stateset attributes or something weird is 
going on.


Thanks,
Paul

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[osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-23 Thread Robert Osfield
Hi All,

I would like to finish this week with a 2.7.9 dev release, could users
do a check out of svn/trunk and let know if your build succeeds/or
where it fails.

Thanks,
Robert.
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Re: [osg-users] osgPPU into main osg core?

2009-01-23 Thread Art Tevs
Hi Robert,


Robert Osfield wrote:
> 
> When I talk about high level encapsulation I mean that it wrap
> existing OSG features that would normally use a combination of
> Camera's and shaders.  While this might use and be compatible with
> existing core features, conceptually the encapsulation take quite a
> different take to that of the way one would take using core features.
> 

Of course, but is this not a way how every NodeKit is done? It encapsulate 
osg's functionality to provide classes with new features. osgPPU do exactly the 
same. The only one class you maybe not like is the osgPPU::ShaderAttribute 
(note osgPPU::Shader is deprecated and will be removed soon)  class, which 
provides just more than an osg::Program. However users are not asked to use it, 
they still can go with simple osg::Program, osg::Shader and osg::Uniform if 
they like that. There are no more additional classes which might somehow 
replace core osg functionality, I think.



> 
> There are certain parts of the code, it's the concepts about how one
> should put together this type of functionality, the core OSG has have
> good continuity of concepts and granularity of class design. If we
> have too many different approaches mixing in together lots of issues
> will arise in trying to convey when one should use one approach or
> another.

I do not see why osgPPU shadows one of the existing approaches from the main 
osg core. I think there is currently no class/nodekit in the main core which 
offeres the functionality of osgPPU. In my opinion, the library is completly 
orthogonal to the main core and it's nodekits. 

cheers
art

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Re: [osg-users] COLLADA plugin diffuse color assertion failed

2009-01-23 Thread Roland Smeenk
Color should be 4 floats. You are using an invalid Collada file.
Here's the result of the coherency test:


> - Executing input
> - Executing coherencytest-1
> CHECK_schema Error   msg=Element 
> '{http://www.collada.org/2005/11/COLLADASchema}color': [facet 'minLength'] 
> The value has a length of '3'; this underruns the allowed minimum length of 
> '4'.
> 
> 
> CHECK_schema Error   msg=Element 
> '{http://www.collada.org/2005/11/COLLADASchema}color': '0.27451 0.27451 
> 0.27451' is not a valid value of the list type 
> '{http://www.collada.org/2005/11/COLLADASchema}fx_color_common'.
> 
> 
> 
> *** EXECUTION SUCCESSFUL ***



--
Roland

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Re: [osg-users] Problem in FluidFrictionOperator

2009-01-23 Thread Paul Melis

Lionel Lagarde wrote:

Hi Robert,

the attached file show the problem.


Hmm, did you forget to attach something?

Paul


With the SVN version the particles get weird speed.

With the revised version of FluidFrictionOperator.cpp, the
problem disappear.


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Re: [osg-users] Problem in FluidFrictionOperator

2009-01-23 Thread Robert Osfield
HI Lionel,

On Fri, Jan 23, 2009 at 3:30 PM, Lionel Lagarde
 wrote:
> the attached file show the problem.

Your file didn't make it through, could you repost, directly if it's
too large for the list.

Cheers,
Robert.
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[osg-users] Problem in FluidFrictionOperator

2009-01-23 Thread Lionel Lagarde

Hi Robert,

the attached file show the problem.

With the SVN version the particles get weird speed.

With the revised version of FluidFrictionOperator.cpp, the
problem disappear.


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Re: [osg-users] osgEarth - terrain on demand

2009-01-23 Thread Robert Osfield
Hi Glenn,

Congratulations on a great looking addition to the OSG family ;-)

Please add notice of the osgEarth library to the community news page
listed on the OSG front page.

http://www.openscenegraph.org/projects/osg/wiki/News/AddCommunityNews

I'm sure opengl.org and modsim.org and game dev websites would also be
interested in the new development too.

Cheers,
Robert.
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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Robert Osfield
Hi JS,

On Fri, Jan 23, 2009 at 2:47 PM, Jean-Sébastien Guay
 wrote:
>> My inclination right now is to disable C4251, C4275 and C4244 and keep
>> them in the include/osg/Export header, and then address the rest of
>> the warnings.
>
> I thought the conclusion was to put the warning disable flags as
> compile-time options (in CFLAGS/CXXFLAGS) instead of in osg/Export, since
> then they would apply to user code too?

The 'ideal' solution w.r.t warnings would be to disable no warnings on
the headers and have them compile cleanly without any need for warning
disable, and only disable warnings for the implementations where the
warnings aren't helpful.

Given the nature of these warnings I'm not sure it would be possible
to fix the remaining warnings without lots of changes across many
headers, so the fallback of using headers.  We might be able to fix
them without too many intrusive change though, so the door if we can
spot ways of fixing the warnings without modifiying hundreds of files.

I've now fixed the two of the sets of warnings I mentioned in my
previous email, so leaves just the float/double casting, and dll
linkgage related warnings:

#if defined(_MSC_VER) && defined(OSG_DISABLE_MSVC_WARNINGS)
#pragma warning( disable : 4244 )
#pragma warning( disable : 4251 )
#pragma warning( disable : 4275 )
#endif


>> Thoughts, suggestions?
>
> About C4244, I have no preference, if you don't want to add casts then go
> ahead and disable the warning.

At this time I think doing a purge of casts would introduce too many
opportunities for bugs to be introduced this close to a release.  If
some one can fix these warnings and show that it's only half dozen or
so files that are changed then I'm open to merging these changes.  I
won't embark on such a purge myself though as I have plenty of other
work do, and can't even reproduce the warnings myself so wouldn't be
able to check to see if things are fixed...

> About C4251 and C4275, couldn't this indicate that users would have problems
> when deriving classes from those classes? I think they essentially mean that
> there are missing OSG_EXPORT directives which are not necessary for direct
> OSG usage, but which could matter if the user were to derive classes. But I
> could be wrong.
>
> So I wonder if just adding a few extra OSG_EXPORT directives would remove
> these, especially if the warning comes up whenever ref_ptr is included... Or
> perhaps it could be disabled only for the ref_ptr header using push at the
> top and pop at the bottom (because we don't expect anyone to want to derive
> classes from ref_ptr, and the missing OSG_EXPORT never caused a problem
> before)?
>
> #pragma warning( push )
> #pragma warning( disable : 4251 )
> #pragma warning( disable : 4275 )
>
> // the rest of the ref_ptr header
>
> #pragma warning( pop )
>
> But other cases could be fixed by adding OSG_EXPORT where needed...

You (and others) are welcome to have a bash at trying to fix these
warnings, but it comes with the same qualification with the casting
task - right now we can't afford to change lots of OSG headers as each
change does introduce another chance for a typo bug to be accidentally
introduced.

Robert.
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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Jean-Sébastien Guay

Hi Robert,


My inclination right now is to disable C4251, C4275 and C4244 and keep
them in the include/osg/Export header, and then address the rest of
the warnings.


I thought the conclusion was to put the warning disable flags as 
compile-time options (in CFLAGS/CXXFLAGS) instead of in osg/Export, 
since then they would apply to user code too?



Thoughts, suggestions?


About C4244, I have no preference, if you don't want to add casts then 
go ahead and disable the warning.


About C4251 and C4275, couldn't this indicate that users would have 
problems when deriving classes from those classes? I think they 
essentially mean that there are missing OSG_EXPORT directives which are 
not necessary for direct OSG usage, but which could matter if the user 
were to derive classes. But I could be wrong.


So I wonder if just adding a few extra OSG_EXPORT directives would 
remove these, especially if the warning comes up whenever ref_ptr is 
included... Or perhaps it could be disabled only for the ref_ptr header 
using push at the top and pop at the bottom (because we don't expect 
anyone to want to derive classes from ref_ptr, and the missing 
OSG_EXPORT never caused a problem before)?


#pragma warning( push )
#pragma warning( disable : 4251 )
#pragma warning( disable : 4275 )

// the rest of the ref_ptr header

#pragma warning( pop )

But other cases could be fixed by adding OSG_EXPORT where needed...

J-S
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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Robert Osfield
Here's a bit of analysis of the include/osg/Export disabled warnings:

-- C4244
#pragma warning( disable : 4244 )

> grep C4244 * | wc
91105 1385287 15479278

Example of warning:

C:\public\OpenSceneGraph\include\osg/Plane(178) : warning C4244:
'return' : conversion from 'const osg::Plane::value_type' to 'float',
possible loss ofdata


-- C4251
#pragma warning( disable : 4251 )

> grep C4251 * | wc
  85799 1715980 18686366

Example of warning:

C:\public\OpenSceneGraph\include\osg/Object(164) : warning C4251:
'osg::Object::_userData' : class 'osg::ref_ptr' needs to have
dll-interface to be used by clients of class 'osg::Object'


-- C4267
#pragma warning( disable : 4267 )

> grep C4267 * | wc
  0   0   0

No examples of this warning!!! :-)


-- C4275
#pragma warning( disable : 4275 )

grep C4275 * | wc
   4364   65460  869453

Example of warning:
C:\public\OpenSceneGraph\include\osg/GraphicsThread(122) : warning
C4275: non dll-interface struct
'osg::State::DynamicObjectRenderingCompletedCallback' used as base for
dll-interface class 'osg::EndOfDynamicDrawBlock'


-- C4290
#pragma warning( disable : 4290 )

grep C4290 * | wc
  0   0   0

No examples of this warning :-)


-- C4786
#pragma warning( disable : 4786 )

> grep C4786 * | wc
  0   0   0

No examples of this warning :-)


-- C4305
#pragma warning( disable : 4305 )

>grep C4305 * | wc
 18 1992524

Example of warning:
C:\public\OpenSceneGraph\src\osgPlugins\bsp\VBSPGeometry.cpp(557) :
warning C4305: 'argument' : truncation from 'double' to
'osg::Vec3f::value_type'


-- C4996
#pragma warning( disable : 4996 )

> grep C4996 * | wc
  2  52 421

Example of warning:
C:\public\OpenSceneGraph\src\osgPlugins\shp\ESRIShape.cpp(42) :
warning C4996: 'read': The POSIX name for this item is deprecated.
Instead, use the ISO C++ conformant name: _read. See online help for
details.

--

>From this right away we know we can remove C4786, C4290 and C4267 from
being disabled by include/osg/Export without introducing any new
warnings to members of the community,  so I've gone ahead and removed
these and check it in - although it might enable this warnings in user
code though but this is a good thing :-)

For the next category of warnings I'd say that the low occurancies of
C4996 and C4305 make them ones that we should be able to clean up
without much effort.  I'd do a review right now of each of these with
a view to fixing them and then removing the disable of these from
include/osg/Export.

The we have dll related warnings C4251, C4275.  Given that we have
lots of people using the OSG under VS without any problems with
linking and running there applications it would seem that these
warning aren't particularly useful.  I have to defer to VS experts
though, is there anything of use for use behind these warnings?  What
would the required changes be to fix this type of warning?

Finally we have a slew of warnings about possible data truncation
C4244, such as double to float casts.  Fixing these will require
addition of lots of explictl static_cast etc.  Going through
the OSG to fix these warnings will require quite a bit of work, and as
it's adding extra keywords to the source code it does add to the
possibility of typo's introducing new bugs.  There is chance that some
of these warnings may be of relevance to deficiency in the API or
perhaps even a bug, but in the grand scheme of things this is very
unlikely uncover any significant problems that need addressing - so
the risk of introducing new errors vs chance of fixing existing ones
is not a great tradeoff to risk so I'm very hesitant to sanction a
great warning purge in this direction.

My inclination right now is to disable C4251, C4275 and C4244 and keep
them in the include/osg/Export header, and then address the rest of
the warnings.

Another item to consider is that we are very close to a feature freeze
for OSG-2.8, so large scale changes to the OSG, even if each one is
quite minor is not appropriate.

Thoughts, suggestions?
Robert.
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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Robert Osfield
Hi Mattias,

Thanks for the warnings dump.  Boy... it was big...

I've just done a review and it looks like the vast majority of the
warnings are C4244 & C4251.  Using grep and wc I get:

> grep "warning C" * | wc
 181529 3169354 35072133

> grep "warning C4251" * | wc
  85799 1715980 18686366

> grep "warning C4244" * | wc
  91105 1385287 15479278

The first number in each line is the number of times that warning
appears.  Clearly there are many many repeated warnings from the same
headers being introduced, so we don't really have 181 thousand
warnings...

Given the overwhelming number of warnings, almost all of which don't
actually relate to possible bugs I'd suggest we disable the warnings
of least value, the above two have to be two good candidates.  Then we
might be able to spot some useful warnings amongst the huge forest of
unhelpful warnings.

I'll do abit more analysis of the warnings file, then post a mapping
of the disabled warnings from include/osg/Export and how often they
occur.

Robert.


On Fri, Jan 23, 2009 at 12:45 PM, Mattias Helsing  wrote:
> Hi Robert,
>
> here's > 500k lines of VS output from building osg head from this
> morning using  nmake and the msvc8sp1 compiler. AGGRESIVE_WARNINGS=ON
> DISABLE_MSVC_WARNINGS=OFF.
> Get nediting ;-)
>
> Mattias
>
> On 1/23/09, Mattias Helsing  wrote:
>> Hi Robert,
>>
>> On 1/23/09, Robert Osfield  wrote:
>>> The last discussion on warnings ended with me awaiting on feedback of
>>> how things stand with warnings under VS with/without the
>>> OSG_DISABLE_MSVC_WARNINGS.  I can only guess that as everyone is busy
>>> they have other things to chase up which are a higher priorty.  Feel
>>> free to dive in and do this testing and send in the warning output
>>> that you get when you switch off the warning disable so that we can
>>> review what changes would be best to implement.
>>
>> I have been meaning to ask how you were doing with the review of my VS
>> output but saw from my svn updates that you were busy with osgVolume
>> work and of course the submissions. I was sure that I sent you the
>> first half > 200k lines of warnings but can't find it and now it's
>> lost forever. Starting a fresh build now and getting back to you.
>>
>> Mattias
>>
>>>
>>> Cheers,
>>> Robert.
>>>
>>> On Wed, Jan 21, 2009 at 11:23 PM, Erik Johnson 
>>> wrote:
 Hi,

 Through some debugging, I discovered that the osg/Export header file is
 disabling the C4996 "method is deprecated" compiler warning message*.
 That's all well and good when compiling OSG, but it is affecting *any*
 project that happens to include that file (directly or indirectly).  In
 my
 case, I have a class method marked as deprecated but since the class
 derives
 from an OSG class, the osg/Export header gets pulled in a squelches my
 compiler warning.

 Would it be agreeable to remove the disabling of the MSVC 4996 warning
 in
 the osg/Export file?  It doesn't appear that OSG itself is generating
 any
 deprecated compile warnings.

 *The MSVC C4996 compile warning is generated when a method declaration
 is
 prefixed with " __declspec(deprecated)" and is useful to notify the user
 that a deprecated method is being used.

 Thanks,
 Erik Johnson



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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Mattias Helsing
Hi Robert,

I just posted 2.6mb of zipped VS warnings. It's awating moderator
approval because of it's size. Should I send them to you off list
instead?

Mattias

On 1/23/09, Mattias Helsing  wrote:
> Hi Robert,
>
> On 1/23/09, Robert Osfield  wrote:
>> The last discussion on warnings ended with me awaiting on feedback of
>> how things stand with warnings under VS with/without the
>> OSG_DISABLE_MSVC_WARNINGS.  I can only guess that as everyone is busy
>> they have other things to chase up which are a higher priorty.  Feel
>> free to dive in and do this testing and send in the warning output
>> that you get when you switch off the warning disable so that we can
>> review what changes would be best to implement.
>
> I have been meaning to ask how you were doing with the review of my VS
> output but saw from my svn updates that you were busy with osgVolume
> work and of course the submissions. I was sure that I sent you the
> first half > 200k lines of warnings but can't find it and now it's
> lost forever. Starting a fresh build now and getting back to you.
>
> Mattias
>
>>
>> Cheers,
>> Robert.
>>
>> On Wed, Jan 21, 2009 at 11:23 PM, Erik Johnson 
>> wrote:
>>> Hi,
>>>
>>> Through some debugging, I discovered that the osg/Export header file is
>>> disabling the C4996 "method is deprecated" compiler warning message*.
>>> That's all well and good when compiling OSG, but it is affecting *any*
>>> project that happens to include that file (directly or indirectly).  In
>>> my
>>> case, I have a class method marked as deprecated but since the class
>>> derives
>>> from an OSG class, the osg/Export header gets pulled in a squelches my
>>> compiler warning.
>>>
>>> Would it be agreeable to remove the disabling of the MSVC 4996 warning
>>> in
>>> the osg/Export file?  It doesn't appear that OSG itself is generating
>>> any
>>> deprecated compile warnings.
>>>
>>> *The MSVC C4996 compile warning is generated when a method declaration
>>> is
>>> prefixed with " __declspec(deprecated)" and is useful to notify the user
>>> that a deprecated method is being used.
>>>
>>> Thanks,
>>> Erik Johnson
>>>
>>>
>>>
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Re: [osg-users] osgPPU into main osg core?

2009-01-23 Thread Robert Osfield
HI Art,

On Fri, Jan 23, 2009 at 11:46 AM, Art Tevs  wrote:
> Ok, I understand what you means. However I do not understand what you means 
> with high level encapsulation of camera class. There exists an additional 
> shader class derived from osg::Program, which offers more functionality than 
> a usual osg::Program. Current osgPPU doesn't force you to use it, user can 
> still use osg only shader classes. The ShaderAttribute class is just provided 
> as a wrapper over the osg classes with more 'daily use' methods. As to the 
> Camera: in osgPPU there is no high level camera classes or so. The only one 
> class which seems to be same as in osg is the ShaderAttribute, which has not 
> to be used.


When I talk about high level encapsulation I mean that it wrap
existing OSG features that would normally use a combination of
Camera's and shaders.  While this might use and be compatible with
existing core features, conceptually the encapsulation take quite a
different take to that of the way one would take using core features.


>> After my review I came away with the feeling that osgPPU points some
>> deficiences of the core OSG's manage of RTT support in terms of how to
>> address certain types of features, and rather than an extra library
>> that provides a different way of tackling RTT what we really should
>> have is a core support that can better tackle some of the features
>> that aren't ideal right now.
>>
>
> Sorry, but I do not get the point what do you mean here. Could you point me 
> on certain parts of the code, which has to be investigate further to be 
> included into main core?

There are certain parts of the code, it's the concepts about how one
should put together this type of functionality, the core OSG has have
good continuity of concepts and granularity of class design. If we
have too many different approaches mixing in together lots of issues
will arise in trying to convey when one should use one approach or
another.  I feel that the approach you've taken with osgPPU has it's
merits, and in fact points to need for the core OSG to handle this
type of usage as integral to its class design, something that it
doesn't do well right now.  This suggests to be that the core OSG code
do with a refactor w.r.t RTT and shaders, such a refactor will be
required anyway as part of wider changes for support of OpenGL 3.0
etc.  As to what these changes need to be I really can't answer
without spending several months review the ongoing evolution of
hardware, graphics API's, and needs of scene graph users.

Right now I'm focused on getting a stable OSG 2.8 out the door, and am
very much not in the position to dive in to such speculative work.

Robert.
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Re: [osg-users] osgPPU into main osg core?

2009-01-23 Thread Art Tevs
Hi Robert,

Ok, I understand what you means. However I do not understand what you means 
with high level encapsulation of camera class. There exists an additional 
shader class derived from osg::Program, which offers more functionality than a 
usual osg::Program. Current osgPPU doesn't force you to use it, user can still 
use osg only shader classes. The ShaderAttribute class is just provided as a 
wrapper over the osg classes with more 'daily use' methods. As to the Camera: 
in osgPPU there is no high level camera classes or so. The only one class which 
seems to be same as in osg is the ShaderAttribute, which has not to be used.


> 
> After my review I came away with the feeling that osgPPU points some
> deficiences of the core OSG's manage of RTT support in terms of how to
> address certain types of features, and rather than an extra library
> that provides a different way of tackling RTT what we really should
> have is a core support that can better tackle some of the features
> that aren't ideal right now.
> 

Sorry, but I do not get the point what do you mean here. Could you point me on 
certain parts of the code, which has to be investigate further to be included 
into main core?

cheers

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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Mattias Helsing
Hi Robert,

On 1/23/09, Robert Osfield  wrote:
> The last discussion on warnings ended with me awaiting on feedback of
> how things stand with warnings under VS with/without the
> OSG_DISABLE_MSVC_WARNINGS.  I can only guess that as everyone is busy
> they have other things to chase up which are a higher priorty.  Feel
> free to dive in and do this testing and send in the warning output
> that you get when you switch off the warning disable so that we can
> review what changes would be best to implement.

I have been meaning to ask how you were doing with the review of my VS
output but saw from my svn updates that you were busy with osgVolume
work and of course the submissions. I was sure that I sent you the
first half > 200k lines of warnings but can't find it and now it's
lost forever. Starting a fresh build now and getting back to you.

Mattias

>
> Cheers,
> Robert.
>
> On Wed, Jan 21, 2009 at 11:23 PM, Erik Johnson 
> wrote:
>> Hi,
>>
>> Through some debugging, I discovered that the osg/Export header file is
>> disabling the C4996 "method is deprecated" compiler warning message*.
>> That's all well and good when compiling OSG, but it is affecting *any*
>> project that happens to include that file (directly or indirectly).  In my
>> case, I have a class method marked as deprecated but since the class
>> derives
>> from an OSG class, the osg/Export header gets pulled in a squelches my
>> compiler warning.
>>
>> Would it be agreeable to remove the disabling of the MSVC 4996 warning in
>> the osg/Export file?  It doesn't appear that OSG itself is generating any
>> deprecated compile warnings.
>>
>> *The MSVC C4996 compile warning is generated when a method declaration is
>> prefixed with " __declspec(deprecated)" and is useful to notify the user
>> that a deprecated method is being used.
>>
>> Thanks,
>> Erik Johnson
>>
>>
>>
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[osg-users] Render to Texture and per vertex colors

2009-01-23 Thread Joseba

Hi all,
I want to do an RTT of the current camera to do some PostProcesses on it 
(using shaders). When the geometry is textured, everything works ok, but 
when i use non-textured objects, the objects renders in black. I tryed 
the code in osgprerender example in my app and it does the same thing, 
but the osgprerender example works correctly (with the cessna model for 
ex.). I Attach an image of the result.

Here is the code i use:

   /// Texture for RTT ///
   {
   sourceSceneTexture = new osg::Texture2D;
   sourceSceneTexture->setTextureSize(textureWidth, textureHeight);
   sourceSceneTexture->setInternalFormat(GL_RGBA);
   
sourceSceneTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
   
sourceSceneTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

   }

   // Geode without ilumination for attaching the RTT
   rttPlaneGroup = new osg::Group;
   osg::ref_ptr geo = new osg::Geode;
   geo->setName("PlanoGeode");
   osg::StateSet* ss = geo->getOrCreateStateSet();
   ss->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
   finalPlaneGeometry = new osg::Geometry();

   finalPlaneGeometry->setName("PlanoGeometry");
   geo->addDrawable(finalPlaneGeometry.get());


   osg::Vec3Array* vertex = new osg::Vec3Array;
   vertex->push_back( osg::Vec3 (0,0,0) );  // down left
   vertex->push_back( osg::Vec3 (1,0,0) );  // down right
   vertex->push_back( osg::Vec3 (1,1,0) );  // up right
   vertex->push_back( osg::Vec3 (0,1,0) );  // up left
   finalPlaneGeometry->setVertexArray(vertex);

   GLuint vertplane[4] = {3,2,1,0};
   finalPlaneGeometry->addPrimitiveSet(new 
osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 4, vertplane));


   osg::Vec4Array* colors = new osg::Vec4Array;
   colors->push_back(osg::Vec4(1.0, 1.0, 1.0, 1.0));
   colors->push_back(osg::Vec4(1.0, 1.0, 1.0, 1.0));
   colors->push_back(osg::Vec4(1.0, 1.0, 1.0, 1.0));
   colors->push_back(osg::Vec4(1.0, 1.0, 1.0, 1.0));

   finalPlaneGeometry->setColorArray(colors);
   finalPlaneGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);


   osg::Vec2Array* tcoords = new osg::Vec2Array(4);
   (*tcoords)[0].set(0.0f, 0.0f);
   (*tcoords)[1].set(1.0f, 0.0f);
   (*tcoords)[2].set(1.0f, 1.0f);
   (*tcoords)[3].set(0.0f, 1.0f);
   finalPlaneGeometry->setTexCoordArray(0, tcoords);

   geo->addDrawable(finalPlaneGeometry);
   rttPlaneGroup->addChild(geo.get());


   /FBO - 
Scene

   // then create the camera node to do the render to texture
  
   {   
   camShot = new osg::Camera;

   camShot->setName("CamShot");
   camShot->setClearColor(osg::Vec4(0.7,0.1,0.3,1));
   camShot->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   camShot->setProjectionMatrix(osg::Matrix::identity());
   camShot->setViewMatrix(osg::Matrix::identity());
   camShot->setReferenceFrame(osg::Transform::RELATIVE_RF);
   camShot->setViewport(0, 0, textureWidth, textureHeight);
   camShot->setRenderOrder(osg::Camera::PRE_RENDER);
   
camShot->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

   camShot->attach(osg::Camera::COLOR_BUFFER, sourceSceneTexture);
   camShot->addChild(root);
   rttPlaneGroup->addChild(camShot.get());
   }

   osg::ref_ptr camPlano = new osg::Camera;
   camPlano->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
   camPlano->setProjectionMatrixAsOrtho2D(0, 1, 0, 1);
   camPlano->setViewMatrix(osg::Matrix::identity());
   camPlano->setName("CamPlano");
   camPlano->setClearColor(osg::Vec4(0.0,0.0,0.0,1.0));
   camPlano->addChild(geo.get());
   rttPlaneGroup->addChild(camPlano.get());

   osg::StateSet* stateset = new osg::StateSet;
   stateset->setTextureAttributeAndModes(0, sourceSceneTexture 
,osg::StateAttribute::ON);

   rttPlaneGroup->setStateSet(stateset);

where root is the original scene and rttPlaneGroup the final render group.


Thanks in advance!!

J.
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Re: [osg-users] New SVN Broke osgAnimation?

2009-01-23 Thread Cedric Pinson

Hi Ryan,
In order to help you i need to know those elements:
- Are you using the trunk ?
- Can you send me your file (osg and blender file) ?

Then i will be able to reproduce the problem

Cheers,
Cedric

Ryan Morris wrote:

Thanks for the updates! I downloaded the new exporter and it works in
blender but when i run it against osganimationviewer it seg faults. my
brain hurts. lol thanks in advance.
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http://www.plopbyte.net


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Re: [osg-users] OSG in an existing OpenGL context

2009-01-23 Thread Robert Osfield
Hi Uli,

Integration of the OSG with an existing OpenGL context is a bit
awkward virtue of the OSG doing lazy state updating - something it
does for performance reasons.

There state has to be protected in two ways - first up you need to
protect your own OpenGL code from be affected by OSG state - the
glPushAttrib()/glPopAttrib() should be used for this, and then ideally
the same down you you own OpenGL code, then the OSG itself should also
be told that the state has been reset, so do a
sceneview->getState()->reset() previous to calling sceneview->draw().

Perhaps another solution would be to render the OSG scene to a a
pbuffer and then use the pbuffer as a texture source for the original
graphics context.  This would isolate the OSG and your own OpenGL
context completely from each other.

Robert.


On Fri, Jan 23, 2009 at 9:56 AM, Ulrich von Zadow
 wrote:
> Hi,
>
> we are using OSG here to render into an OpenGL context created outside of
> OSG. The application renders some stuff into the context, then OSG renders
> its scene graph, and then the application renders some more things on top of
> what OSG has rendered. This raises some state management questions.
>
> Here is some pseudocode that shows what we're doing:
>
> void render()
> {
>renderApplicationScene();
>
>pushGLState();
>hackToSetStateToWhatOSGExpects();
>
>m_pSceneView->update();
>m_pSceneView->cull();
>m_pSceneView->draw();
>
>popGLState();
>
>renderMoreApplicationStuff();
> }
>
> This works, but the line that sais 'hackToSetStateToWhatOSGExpects()'
> bothers me ;-). Is there a way to tell OSG to set the OpenGL state in a
> non-lazy fashion once?
>
> Some background: This is a plugin for the 2d engine libavg that places an
> OSG scene graph inside of the 2d scene graph that libavg uses. libavg itself
> has no dependency on OSG and it's rendering state should be completely
> independent of the OSG state.
>
> Any ideas?
>
> Thanks,
>
>  Uli
>
> --
> Ulrich von Zadow
> Software Engineer (Dipl. Inf.)
> Exhibit Development
>
> Tel +49 (0)30 / 2000 577 12
> Fax +49 (0)30 / 2000 577 20
> Skype: uzadow
>
> Archimedes Solutions GmbH
> SaarbrüŸcker Str. 24 10405 Berlin
>
> www.archimedes-solutions.com
>
> GeschŠftsfŸührung:
> A. Valder | D. Feser | W. Rien | J. Schmidtsiefen | S. Spenling
>
> Amtsgericht: Berlin Charlottenburg
> HR Nr.: 107563 B
> UST-ID Nr.: DE-253.771.793
>
>
>
>
>
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Re: [osg-users] Need Help

2009-01-23 Thread Robert Osfield
HI Amit,

>From OSG-2.0 onwards we officially dropped support for Visual Studio
6.  This compiler is terribly broken w.r.t C++ and was becoming very
difficult to maintain support for even before 2.0 came out two years
ago.

MS provide free versions dev tools now so it should be possible grab
these in place of VS 6.0.

Robert.

On Fri, Jan 23, 2009 at 8:18 AM, Amit Kalhapure  wrote:
> Hello all,
>
> I have downloaded osg 2.40 for windows but have some problem in compiling.
> While executing an example file osganimate.cpp in Visual Studio 6, i am
> getting following errors .
>
> c:\program files\openscenegraph\include\osg\operationthread(35) : error
> C2437: 'Referenced' : already initialized
> c:\program files\openscenegraph\include\osgviewer\graphicswindow(45) : error
> C2143: syntax error : missing ',' before '*'
> c:\program files\openscenegraph\include\osgviewer\graphicswindow(45) : error
> C2059: syntax error : '*'
> c:\program files\openscenegraph\include\osgviewer\graphicswindow(156) :
> error C2061: syntax error : identifier 'GraphicsContext'
> c:\program files\openscenegraph\include\osgviewer\graphicswindow(211) :
> error C2143: syntax error : missing ',' before '*'
> c:\program files\openscenegraph\include\osgviewer\graphicswindow(211) :
> error C2059: syntax error : '*'
> Error executing cl.exe.
>
> I don't know how to fix these bugs. I tried alot but all wasted..
> Can anyone please help me in removing these errors
>
> Thank you...
>
>
>
>
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[osg-users] OSG in an existing OpenGL context

2009-01-23 Thread Ulrich von Zadow

Hi,

we are using OSG here to render into an OpenGL context created outside  
of OSG. The application renders some stuff into the context, then OSG  
renders its scene graph, and then the application renders some more  
things on top of what OSG has rendered. This raises some state  
management questions.


Here is some pseudocode that shows what we're doing:

void render()
{
renderApplicationScene();

pushGLState();
hackToSetStateToWhatOSGExpects();

m_pSceneView->update();
m_pSceneView->cull();
m_pSceneView->draw();

popGLState();

renderMoreApplicationStuff();
}

This works, but the line that sais 'hackToSetStateToWhatOSGExpects()'  
bothers me ;-). Is there a way to tell OSG to set the OpenGL state in  
a non-lazy fashion once?


Some background: This is a plugin for the 2d engine libavg that places  
an OSG scene graph inside of the 2d scene graph that libavg uses.  
libavg itself has no dependency on OSG and it's rendering state should  
be completely independent of the OSG state.


Any ideas?

Thanks,

  Uli

--
Ulrich von Zadow
Software Engineer (Dipl. Inf.)
Exhibit Development

Tel +49 (0)30 / 2000 577 12
Fax +49 (0)30 / 2000 577 20
Skype: uzadow

Archimedes Solutions GmbH
SaarbrüŸcker Str. 24 10405 Berlin

www.archimedes-solutions.com

GeschŠftsfŸührung:
A. Valder | D. Feser | W. Rien | J. Schmidtsiefen | S. Spenling

Amtsgericht: Berlin Charlottenburg
HR Nr.: 107563 B
UST-ID Nr.: DE-253.771.793





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Re: [osg-users] osgPPU into main osg core?

2009-01-23 Thread Robert Osfield
Hi Art + Roland,

Apologies with not replying.  I needed to do a proper code review of
osgPPU before I could answer any question on suitability on merge, the
timing of the email was when I was particularly rushed off my feet so
I couldn't just dive in right away and do a review.

At the end of last year I did pull down osgPPU and do a quick review
and while I can't claim to under the class design fully I could see a
difference between how the core OSG managers shaders and Cameras and
how PPU manages them, with PPU provide high level encapsulation of
these features.  I understand the motivation of doing this higher
level encapsulation, but it would raise questions to engineers
considering how to implement a feature in their apps - which route to
take use PPU or a Camera and standard OSG shaders in a scene graph.
Given that there isn't a seamless gradient between the two approaches
I can see lots of support coming in because of this.

After my review I came away with the feeling that osgPPU points some
deficiences of the core OSG's manage of RTT support in terms of how to
address certain types of features, and rather than an extra library
that provides a different way of tackling RTT what we really should
have is a core support that can better tackle some of the features
that aren't ideal right now.  Such a refactor of the core will take
some time, but is needed, and might be appropriate to tackle once we
start looking at how to make it possible to have OpenGL 3.0, OpenGL ES
1.x, 2.x and maintain OpenGL 1.x + 2.x support. Such sweeping changes
are really an OSG 3.x era feature development.

Hope this helps,
Robert.

On Thu, Jan 22, 2009 at 12:33 PM, Art Tevs  wrote:
> Hi Roland,
>
> yes the mail wasn't answered, hence I didn't make any pressure on that. My 
> current release strategy is to release one osgPPU version for each osg stable 
> version. Hence as soon as 2.8 comes out, I will release osgPPU v0.4, which 
> will only be compatible with osg 2.8
>
> However, of course, if osgPPU will be moved into main core, I would be also 
> happy with that.
>
> Best regards,
> art
>
> --
> Read this topic online here:
> http://osgforum.tevs.eu/viewtopic.php?p=4901#4901
>
>
>
>
>
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Re: [osg-users] moving a vehicle at constant velocity

2009-01-23 Thread Robert Osfield
Hi Alfonso,

Is it possible to disable the second core?  It'd be interesting to see
if this affects the quality of the results from the timer.

Also are you running your app with vsync enabled?

Robert.

On Thu, Jan 22, 2009 at 9:22 AM, Alfonso Callejo Goena
 wrote:
> I'm using a Core 2 Duo 1.8 GHz 3 GB and a GeForce 8600 512 MB.
> I have seen that some jumps come when the time between callbacks is between
> the average 0.016 s and 0.040 s, and others with a delta time higher than
> 0.040 s. I can understand the latter jumps, but not the former...
> I will try what Jim suggested about computing an average time and
> translation between frames, but I don't think this will help because
> regardless the delta time between frames, I am eventually multiplying the
> velocity by the current time.
> Of course if the time returned by the timer is not consistent, the
> translation is not computed correctly... Is this possible?
>
> Thanks,
> Alfonso
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Re: [osg-users] osg/Export disabling MSVC "deprecated" warning

2009-01-23 Thread Robert Osfield
Hi Erik,

Over the last four weeks there has been lots of discussion about
warnings including the VS pragrma disables in osg/Export.  There is
already support in the CMake build system to switching off these VS
disables - see the OSG_DISABLE_MSVC_WARNINGS variable when you run
CMakeSetup, so you could try this.

If you track down the discussions on osg-users you'll see that I
favour moving the pragma's out of the headers completely and work to
get the headers compiling cleanly where possible. VS does produce some
rather misleading and unhelpful warnings though that are generated in
the implementation where the code is perfectly correctly, so disabling
these specific warnings is still appropriate and best done by using
compiler options rather than pragma.  Again there is some support for
this in the CMake build system.

The last discussion on warnings ended with me awaiting on feedback of
how things stand with warnings under VS with/without the
OSG_DISABLE_MSVC_WARNINGS.  I can only guess that as everyone is busy
they have other things to chase up which are a higher priorty.  Feel
free to dive in and do this testing and send in the warning output
that you get when you switch off the warning disable so that we can
review what changes would be best to implement.

Cheers,
Robert.

On Wed, Jan 21, 2009 at 11:23 PM, Erik Johnson  wrote:
> Hi,
>
> Through some debugging, I discovered that the osg/Export header file is
> disabling the C4996 "method is deprecated" compiler warning message*.
> That's all well and good when compiling OSG, but it is affecting *any*
> project that happens to include that file (directly or indirectly).  In my
> case, I have a class method marked as deprecated but since the class derives
> from an OSG class, the osg/Export header gets pulled in a squelches my
> compiler warning.
>
> Would it be agreeable to remove the disabling of the MSVC 4996 warning in
> the osg/Export file?  It doesn't appear that OSG itself is generating any
> deprecated compile warnings.
>
> *The MSVC C4996 compile warning is generated when a method declaration is
> prefixed with " __declspec(deprecated)" and is useful to notify the user
> that a deprecated method is being used.
>
> Thanks,
> Erik Johnson
>
>
>
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[osg-users] COLLADA plugin diffuse color assertion failed

2009-01-23 Thread Alexandre Amalric
Hi osg-users,

I found an assertion that fails when trying to convert collada files with
diffuse color in daearray.h :

/**
 * Gets the object at a specific index in the @c daeArray.
 * @param index Index of the object to get, asserts if the index is out
of bounds.
 * @return Returns the object at @c index.
 */
T& operator[](size_t index) {
assert(index < _count);
return ((T*)_data)[index]; }


it's due to the daerMaterial.cpp in latest osg svn version :

domFloat4 &f4 = cot->getColor()->getValue();
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4(
f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;

If you want to reproduce just try to convert a dae file with a diffuse color
like that :



  

  
 *0.27451 0.27451 0.27451*
  

  


Unfortunately I cannot send you my collada file because of my company
restrictions...

I use the Collada DOM 2.1.1

Kind regards,
-- 
Alexandre AMALRIC   Ingénieur R&D
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive

2009-01-23 Thread Wojciech Lewandowski
Roger,

You are probably right that one should overwrite ViewData if he/she wants to 
add Shadow computation specific uniforms (especially if they are supposed to be 
updated in cull traversal). Thats something I have neglected because I had no 
such uniforms in my code.  It could be a good idea to create simpler mechanism 
to add user uniforms along with their shaders. Maybe we could add 
_viewDataCommonStateSet memeber to osgShadow::StandardShadowMap. This stateset 
would be a placeholder for states and uniforms which would be passed to all 
associated ViewDatas in ViewData::init. 

Before such mechanism is added, you can, as J-S suggests, add your uniforms in 
any Node/Drawable StateSet that lies on shadow render/apply cull traversal path.
 
Cheers,
Wojtek


  - Original Message - 
  From: Roger James 
  To: OpenSceneGraph Users 
  Sent: Friday, January 23, 2009 1:49 AM
  Subject: Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and cow.ive


  Wojciech Lewandowski wrote: 
Guys,

Sorry if I offend anyone but I thought this should be obvious. Looks like 
only J-S got it ;-)  So I now shout to make it clear: 
If you don't like Vertex shader I use you can easily turn it off and switch 
to Fragment shader only version. You can easily adopt approach where you have 
only one Fragment shader as older osgShadow::ShadowMap did. I have added Vertex 
Shader only for one reason: to make sure ambient color is not wiped. 

But if you want fixed vertex pipeline - simply call:

lispmObject->setMainVertexShader( NULL ); 
lispmObject->setShadowVertexShader( NULL );

and voila you got rid of VertexShaders.

Of course you will also have to substitute Fragment shaders with yours, 
because my Fragment shaders expect that ambient term colorAmbientEmissive would 
be passed from VertexShaders you turned off.  

But further replacing fragmentShaders with something similar to 
osgShadow::ShadowMap shaders is really straight forward. Just set 
setMainFragmentShader with your Shader. And call setShadowFragmentShader with 
NULL argument and then you will land with configuration similar to 
osgShadow::ShadowMap. Which means you will lose ambient ;-). 

Roger, You dont need to override ViewData if you only want to replace 
shaders. Simply change the shaders in your DerivedShadowMap constructor. I 
thought you want to do something more complicated when you presented me your 
class.

Wojtek

PS. Actually there are a ways to compute ambient component in fragment 
shader if one is desperate, but it would require other sacirfices. I wrote a 
post on this topic few weeks ago.

  - Original Message - 
  From: Roger James 
  To: OpenSceneGraph Users 
  Sent: Thursday, January 22, 2009 6:27 PM
  Subject: Re: [osg-users] Bug : LightSpacePerspectiveShadowMapDB and 
cow.ive


  Alexandre Amalric wrote: 
Hi osg-users,

has anyone tried to launch osgShadow example with --lispsm and cow.ive 
model, apparently LightSpacePerspectiveShadowMapDB do not handle multi-textured 
model.
Is there any specific configuration to make it work ?
I'm using osg svn.

Kind regards,
-- 
Alexandre AMALRIC   Ingénieur R&D

  Alexandre,

  It is not a bug, and you cannot configure round it. The fragment shaders 
in osgShadow::StandardShadowMap which are used by all the lispsm variants do 
not support multi-texturing or the use of texgens. The only way round it is to 
write your own shadow technique which derives from lispsm and overrides the 
shaders with ones that do what you want. Here is a very useful code snippet 
provided by Wojtek that shows how it is done.

  class CComplexShadowTechnique : public 
osgShadow::LightSpacePerspectiveShadowMapVB
  {
  public:
  /** Convenient typedef used in definition of ViewData struct and 
methods */
  typedef CComplexShadowTechnique ThisClass;
  /** Convenient typedef used in definition of ViewData struct and 
methods */
  typedef osgShadow::LightSpacePerspectiveShadowMapVB BaseClass;
  
  CComplexShadowTechnique() 
  {
 // Override shaders here
  }

  struct ViewData: public BaseClass::ViewData
  {
  virtual void init( ThisClass * st, osgUtil::CullVisitor * cv )
   
  {
BaseClass::ViewData::init( st, cv );
// Add additional uniforms here
  }
  };

  // This macro is required if you override ViewData and ViewData::init
  // It generates virtual stub function in trhe Base class which 
  // calls associated ViewData::init. 

  // Probably this was the reason your ViewData::init was not called.

  // Its just a case where virtualization does not help because I 
actually 
  // want to virtuali

[osg-users] Need Help

2009-01-23 Thread Amit Kalhapure
Hello all,

I have downloaded osg 2.40 for windows but have some problem in compiling.
While executing an example file osganimate.cpp in Visual Studio 6, i am getting 
following errors . 

c:\program files\openscenegraph\include\osg\operationthread(35) : error C2437: 
'Referenced' : already initialized
c:\program files\openscenegraph\include\osgviewer\graphicswindow(45) : error 
C2143: syntax error : missing ',' before '*'
c:\program files\openscenegraph\include\osgviewer\graphicswindow(45) : error 
C2059: syntax error : '*'
c:\program files\openscenegraph\include\osgviewer\graphicswindow(156) : error 
C2061: syntax error : identifier 'GraphicsContext'
c:\program files\openscenegraph\include\osgviewer\graphicswindow(211) : error 
C2143: syntax error : missing ',' before '*'
c:\program files\openscenegraph\include\osgviewer\graphicswindow(211) : error 
C2059: syntax error : '*'
Error executing cl.exe.

I don't know how to fix these bugs. I tried alot but all wasted..
Can anyone please help me in removing these errors

Thank you...





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Re: [osg-users] Is there a relationship between nodes and switchsets?

2009-01-23 Thread Francesco Argese
2009/1/23 Ulrich Hertlein :
> Hi Francesco,
>
> Quoting Francesco Argese :
>> Now i like to enable dof management of a switch only when it is
>
> What do you mean by 'dof management'?

I intend to handle dof considering the relationship with the switch.

>
>> enabled. To do so i need to understand what is the relationship
>> between opensceneGraph nodes and SwitchSet index. When i enable switch
>> i specify an int representing the SwitchSet in the function void
>> setActiveSwitchSet (unsigned int switchSet).
>
> (I assume you're talking about calling 'setActiveSwitchSet' on 'sw01' and that
> 'sw01' is an osgSim::MultiSwitch.)
>
> 'switchSet' determines which children of 'sw01' are considered visible.
> 'getValueList(switchSet)' gives you a list which children (by index) are
> visible is this switch set.

Ok. I had not understood this relationship beetween children and
SwitchSet: now it is more clear. Now i can try to retrieve the
information i need  linking the index to the children's name of my
switch.

>
> For example switchSet==0 could enable the first child
> ('First_Switch_Alternative'), switchSet==1 would enable the second child, and
> switchSet==2 would activate the first and the second child.
>
> In this case you would have three switchSets [0..2] of which each contains two
> values, one for each child.
>
>> Another thing that i have not understood: is if there is a manner to
>> enable a switch with the name of the children?
>
> No, not that I'm aware of.
>
> Hope this helps,

Thanks, it is very useful.
Francesco Argese
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