Re: [osg-users] Render to Texture and per vertex colors

2009-01-27 Thread Joseba

Anyone has experience something similar?

J.

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_ptrosg::Geode 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_ptrosg::Camera 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] Reproducing multi-threaded viewer + on screen camera/view crash

2009-01-27 Thread Uwe Woessner

Hello Robert,

did you look at my previous post with subject
Camera Statistics cause crash in 
CullThreadPerCameraDrawThreadPerContext mode

Could that be a similar problem.
I have that issue with small non paged datasets though.
And it is rather easy to reproduce.

 Uwe

Robert Osfield schrieb:

Hi All,

When I original merged the new camera/view stats code in testing on my
older machine I was able to see a crash when viewing large paged
databases with the on screen camera + view stats switched on, it used
to take a few minutes to see it, but it would eventually appear.
However, now I've allotted some time to fix this bug I haven't been
able to reproduce it...

Others have also reported this crash, so perhaps together we can come
up with a reliable test that reproduces the crash.  Please speak up
:-)

The importance of reprodocing the crash is that if I refactor the code
as I'm doing I'll need to be able to test that the crash is indeed
fixed.  Without a reliable crash to start with it'll be a case of
hoping for the best once I apply my changes.

Thanks in advance for you help,
Robert.
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Re: [osg-users] Development plan for imminent stable OSG-2.8

2009-01-27 Thread Paul Fotheringham
--- On Fri, 23/1/09, Robert Osfield robert.osfi...@gmail.com wrote:
snip
 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.

Hi,

I'm currently teaching myself how to build rpms. Would that be of any use for 
you?

I know they are typically targeted at specific distributions but I have a large 
hard drive and could try to make then up for any distribtions I can get my 
hands on!

From what I've read so far it seems that it would be better to create a source 
rpm first and then I can build the actual binary rpm on the target platform. 
Or maybe it's only the source rpm itself that should be made available?

Of course this would be my first project at building rpms which might be a bit 
ambitious but you have to learn somewhere and it would be great to give 
something back!

Paul



  

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Re: [osg-users] Dragger rendering issue

2009-01-27 Thread Robert Osfield
Hi Ruqin,

You could disable the depth test on the subgraph that rendered the dragger.

Robert.

On Mon, Jan 26, 2009 at 11:47 PM, Ruqin Zhang ruzh...@gmail.com wrote:
 Hi,

 I got an issue about osgManipulator::dragger. When I set up a dragger,
 sometime it just hide (totally or partially) inside the selected object. So,
 I am wondering if there is some sort of way that I could always force the
 dragger rendered on top of the selected object to make it fully visible to
 user? Thanks a lot!

 Ruqin

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Re: [osg-users] ABSOLUTE_RF problem

2009-01-27 Thread Robert Osfield
Hi Pavel,

The RefererenceFrame in Transform is widely used and does work robust
with ABSOLTE_RF - this is how most users with do HUDs (Camera is a
subclass from Transform.)

Just becuase the view matrix is identity doesn't mean that any
subgraph underneath will be visible, far from it, the subgraph will
only be visible if the objects local coordinates place it in front of
the camera.  In your transform set up code place add a query of the
center of the subgraph and then create a transform that takes this to
a position in front of the eye point.

Robert.

On Tue, Jan 27, 2009 at 8:49 AM, Pavel Domša pdo...@seznam.cz wrote:

 Hi all,

 i have an issue with osg::TransformMatrix::SetReferenceFrame and it's either
 bug or my misunderstanding. Documentation on osg::Transform explains
 difference between ABSOLUTE_RF and RELATIVE_RF pretty well. Also
 MatrixTransform.cpp shows how localToWorld transformations are being handled
 for both and code is clear and understandable.

 To demonstrate issue i've created simpliest scenario. Hierarchy is
 root-MatrixTransform-ModelNode(cow). Transformation is identity. By
 default reference frame is RELATIVE_RF and cow is clearly visible. But when
 reference frame is set to ABSOLUTE_RF nothing is being rendered at all. I
 believe that for ABSOLUTE_RF  cow should be visible as well since
 transformation is still identity.

 I googled a lot but it seems that ABSOLUTE_RF is being used only for
 osg::Camera settings and i couldn't find any piece of code where it's set on
 MatrixTransform.

 So is SetReferenceFrame supposed to work on osg::MatrixTransform as well? i
 believe it should because it's very handy to share states and attributes
 from hierarchy above but be able to do transformation in world coords.

 Demo is attached.

 Thanks

 Pavel Domsa


 #include osg/Node
 #include osg/MatrixTransform
 #include osg/Group
 #include osg/BlendFunc
 #include osg/Geometry

 #include osgText/Text
 #include osgViewer/Viewer

 #include osgGA/TrackballManipulator
 #include osgDB/ReadFile
 #include osgViewer/ViewerEventHandlers



 int main( int argc, char **argv )
 {
  osg::Referenced::setThreadSafeReferenceCounting(true);

  int rval = -1;
  osg::ArgumentParser args( argc, argv );

  osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFiles(args);
  if(!loadedModel)
  {
loadedModel = osgDB::readNodeFile(cow.osg);
  }

  std::string filename;

  osgViewer::Viewer viewer;
  viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

  viewer.addEventHandler(new osgViewer::WindowSizeHandler);
  viewer.addEventHandler(new osgViewer::StatsHandler);

  osg::ref_ptr osg::Group  scene = new osg::Group;
  viewer.setSceneData( scene.get() );

  osg::ref_ptrosg::MatrixTransform  mxt = new osg::MatrixTransform;

  mxt-addChild(loadedModel.get());

 //  mxt-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // uncomment here

  scene-addChild(mxt.get());

  viewer.setCameraManipulator(new osgGA::TrackballManipulator());

  viewer.run();

  return( rval );
 }


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Re: [osg-users] Reproducing multi-threaded viewer + on screen camera/view crash

2009-01-27 Thread Robert Osfield
Hi Uwe,

Could send me the small .ive file that you've used to reproduce this problem.

Could you also try reproducing the problem at your, but please don't
do an svn update quite yet as last night I checked in a fix for the
threading issues in Camera sets query - the one that your crash point
suggested was the problem.   Once you have reproduced it, could you
then do an svn update to see if my fixes address this problem.

The View stats code is still working in the original non thread safe
way.  Like the changes I made for the Camera stats code I will be
re-factoring the stats collection so it works in a thread safe way.
This should be complete in the next couple of hours.

Robert.

On Tue, Jan 27, 2009 at 8:51 AM, Uwe Woessner woess...@hlrs.de wrote:
 Hello Robert,

 did you look at my previous post with subject
 Camera Statistics cause crash in CullThreadPerCameraDrawThreadPerContext
 mode
 Could that be a similar problem.
 I have that issue with small non paged datasets though.
 And it is rather easy to reproduce.

  Uwe

 Robert Osfield schrieb:

 Hi All,

 When I original merged the new camera/view stats code in testing on my
 older machine I was able to see a crash when viewing large paged
 databases with the on screen camera + view stats switched on, it used
 to take a few minutes to see it, but it would eventually appear.
 However, now I've allotted some time to fix this bug I haven't been
 able to reproduce it...

 Others have also reported this crash, so perhaps together we can come
 up with a reliable test that reproduces the crash.  Please speak up
 :-)

 The importance of reprodocing the crash is that if I refactor the code
 as I'm doing I'll need to be able to test that the crash is indeed
 fixed.  Without a reliable crash to start with it'll be a case of
 hoping for the best once I apply my changes.

 Thanks in advance for you help,
 Robert.
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Re: [osg-users] Development plan for imminent stable OSG-2.8

2009-01-27 Thread Robert Osfield
Hi Paul,

On Tue, Jan 27, 2009 at 8:57 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote:
 I'm currently teaching myself how to build rpms. Would that be of any use for 
 you?

It would. There is a message of Mattias, on the thread about
LIB_POSTFIX, which mentions how to create rpms using CPack, so this
would be a good place to start.

 I know they are typically targeted at specific distributions but I have a 
 large hard drive and could try to make then up for any distributions I can 
 get my hands on!

Will you have to install the various distros?  I'd guess that that the
main rpm based Distro's would be RedHat, Fedora and Mandriva. Do you
have any these right now?

The first step would be to get rpm's built for the upcoming 2.7.9 on
your present platform then get others to test these out.

 Of course this would be my first project at building rpms which might be a 
 bit ambitious but you have to learn somewhere and it would be great to give 
 something back!

That's the attitude!  We would get much done if we were only ever
tackle things we knew 100% about.

Robert.
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Re: [osg-users] Render to Texture and per vertex colors

2009-01-27 Thread Art Tevs
Hi Joseba,

have you took a look into osgPPU? This can do exactly what you are looking for.

art

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[osg-users] freetype and png plugin building errors

2009-01-27 Thread Jon

Hi to all,

I'm facing some problems to build the osgdb_freetype and osgdb_png plugin in 
64bits.
I built the osg solution in 64bits without problem with visual studio 2005.
The examples worked fine.

Below are the errors i get when building these two plugins.
I'm looking forward for a solution.

Thanks in advance.


Erreur1error LNK2019: symbole externe non résolu FT_Done_Face référencé 
dans la fonction public: virtual __cdecl FreeTypeFont::~FreeTypeFont(void) 
(??1FreeTypeFont@@u...@xz)FreeTypeFont.obj
Erreur2error LNK2001: symbole externe non résolu FT_Done_Face
FreeTypeFont3D.obj
Erreur3error LNK2019: symbole externe non résolu FT_Set_Pixel_Sizes 
référencé dans la fonction protected: void __cdecl 
FreeTypeFont::setFontResolution(struct std::pairunsigned int,unsigned int 
const ) (?setfontresolut...@freetypefont@@ieaaxaebu?$p...@ii@std@@@Z)
FreeTypeFont.obj
Erreur4error LNK2001: symbole externe non résolu FT_Set_Pixel_Sizes
FreeTypeFont3D.obj
Erreur5error LNK2019: symbole externe non résolu FT_Load_Char référencé 
dans la fonction public: virtual class osgText::Font::Glyph * __cdecl 
FreeTypeFont::getGlyph(struct std::pairunsigned int,unsigned int const 
,unsigned int) 
(?getgl...@freetypefont@@ueaapeavgl...@font@osgText@@aebu?$p...@ii@std@@i...@z) 
   FreeTypeFont.obj
Erreur6error LNK2001: symbole externe non résolu FT_Load_Char
FreeTypeFont3D.obj
Erreur7error LNK2019: symbole externe non résolu FT_Get_Kerning 
référencé dans la fonction public: virtual class osg::Vec2f __cdecl 
FreeTypeFont::getKerning(struct std::pairunsigned int,unsigned int const 
,unsigned int,unsigned int,enum osgText::KerningType) 
(?getkern...@freetypefont@@ueaa?avve...@osg@@aebu?$p...@ii@std@@iiw4kerningt...@osgtext@@@Z)
FreeTypeFont.obj
Erreur8error LNK2001: symbole externe non résolu FT_Get_Kerning
FreeTypeFont3D.obj
Erreur9error LNK2019: symbole externe non résolu FT_Get_Char_Index 
référencé dans la fonction public: virtual class osg::Vec2f __cdecl 
FreeTypeFont::getKerning(struct std::pairunsigned int,unsigned int const 
,unsigned int,unsigned int,enum osgText::KerningType) 
(?getkern...@freetypefont@@ueaa?avve...@osg@@aebu?$p...@ii@std@@iiw4kerningt...@osgtext@@@Z)
FreeTypeFont.obj
Erreur10error LNK2001: symbole externe non résolu FT_Get_Char_Index
FreeTypeFont3D.obj
Erreur11error LNK2019: symbole externe non résolu FT_Outline_Get_BBox 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur12error LNK2019: symbole externe non résolu FT_Outline_Decompose 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur13error LNK2019: symbole externe non résolu FT_Load_Glyph 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur14error LNK2019: symbole externe non résolu FT_Set_Char_Size 
référencé dans la fonction protected: void __cdecl FreeTypeFont3D::init(void) 
(?i...@freetypefont3d@@IEAAXXZ)FreeTypeFont3D.obj
Erreur15error LNK2019: symbole externe non résolu FT_Init_FreeType 
référencé dans la fonction protected: __cdecl 
FreeTypeLibrary::FreeTypeLibrary(void) (??0FreeTypeLibrary@@i...@xz)
FreeTypeLibrary.obj
Erreur16error LNK2019: symbole externe non résolu FT_Done_FreeType 
référencé dans la fonction public: virtual __cdecl 
FreeTypeLibrary::~FreeTypeLibrary(void) (??1FreeTypeLibrary@@u...@xz)
FreeTypeLibrary.obj
Erreur17error LNK2019: symbole externe non résolu FT_New_Face référencé 
dans la fonction protected: bool __cdecl FreeTypeLibrary::getFace(class 
std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar 
 const ,unsigned int,struct FT_FaceRec_ * ) 
(?getf...@freetypelibrary@@ieaa_naebv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@IAEAPEAUFT_FaceRec_@@@Z)
FreeTypeLibrary.obj
Erreur18error LNK2019: symbole externe non résolu FT_Open_Face 
référencé dans la fonction protected: unsigned char * __cdecl 
FreeTypeLibrary::getFace(class std::basic_istreamchar,struct 
std::char_traitschar  ,unsigned int,struct FT_FaceRec_ * ) 
(?getf...@freetypelibrary@@ieaapeaeaeav?$basic_istr...@du?$char_traits@d...@std@@@std@@IAEAPEAUFT_FaceRec_@@@Z)
FreeTypeLibrary.obj
Erreur19error LNK2019: symbole externe non résolu FT_Set_Charmap 
référencé dans la fonction protected: void __cdecl 
FreeTypeLibrary::verifyCharacterMap(struct FT_FaceRec_ *) 
(?verifycharacter...@freetypelibrary@@IEAAXPEAUFT_FaceRec_@@@Z)
FreeTypeLibrary.obj
Erreur20fatal error LNK1120: 14 externes non résolus
J:\OSG2.6.1\SRC\build_x64\bin\Debug\..\osgPlugins-2.6.1\osgdb_freetyped.dll

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

2009-01-27 Thread Paul Fotheringham
--- On Tue, 27/1/09, Robert Osfield robert.osfi...@gmail.com wrote:

 From: Robert Osfield robert.osfi...@gmail.com
 Subject: Re: [osg-users] Development plan for imminent stable OSG-2.8
 To: osg_u...@yahoo.co.uk, OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org
 Date: Tuesday, 27 January, 2009, 9:24 AM
 Hi Paul,
 
 On Tue, Jan 27, 2009 at 8:57 AM, Paul Fotheringham
 osg_u...@yahoo.co.uk wrote:
  I'm currently teaching myself how to build rpms.
 Would that be of any use for you?
 
 It would. There is a message of Mattias, on the thread
 about
 LIB_POSTFIX, which mentions how to create rpms using CPack,
 so this
 would be a good place to start.

Thanks, I'll check that out.
 
  I know they are typically targeted at specific
 distributions but I have a large hard drive and could try to
 make then up for any distributions I can get my hands on!
 
 Will you have to install the various distros? 

I thought so but perhaps there's an easier way? I'll investigate this further.

 I'd guess that that the
 main rpm based Distro's would be RedHat, Fedora and
 Mandriva. Do you
 have any these right now?

I use Fedora at work and Mandriva at home so that should help. I think SuSE is 
rpm-based too or at least it was the last time I used it years ago.

 The first step would be to get rpm's built for the
 upcoming 2.7.9 on
 your present platform then get others to test these out.

I'll start with that then. Can't promise how quickly it'll happen of course but 
I'll do my best :)

Paul


  

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Re: [osg-users] Render to Texture and per vertex colors

2009-01-27 Thread Gordon Tomlinson
Does your shader code take into account you have no texture on the non
textured nodes.

One possible issue that I have seen before

I presume in your shader code you get and use the texture's rgb, but if you
get this on  a non textured fragment you will get Zero so if you doing a
multiplication in your color calculation then it will most likely end up
with Zero thus black.
You need to pick up that you have not texture and use a fixed value for your
RGB, 


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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joseba
Sent: Tuesday, January 27, 2009 3:22 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Render to Texture and per vertex colors

Anyone has experience something similar?

J.
 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::LIN
EAR);
 

sourceSceneTexture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LIN
EAR);
 }

 // Geode without ilumination for attaching the RTT
 rttPlaneGroup = new osg::Group;
 osg::ref_ptrosg::Geode 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_ptrosg::Camera 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());
 

Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Robert Osfield
Hi Morne,

I'm rather perplexed that it didn't just work.  The clear of the
graphics context/window should be done before everything else runs,
the construction order should have no effect on this as it's a feature
hard-wired into GraphicsContext. Is there a chance that you've
disabled the clear of the colour and depth buffer for the cameras?

Robert.

On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Hi Robert,

 Thanks for the info.  I had a look at the osgcamera example and
 changed my code to call

 getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
 getGraphicsWindow()-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

 in the constructor of my derived osgViewer::CompositeViewer.  This
 clears the viewer to green, but now none of my views show up inside
 the composite viewer, the whole viewer is just green.  When I add a
 view, it is created like this:

  osgViewer::View * pView = new osgViewer::View;
  osg::Camera * pCamera = pView-getCamera();

  pCamera-setGraphicsContext( getGraphicsWindow() );
  pCamera-setClearColor( osg::Vec4( 0.05, 0.05, 0.2, 1.0 ) ) ;

  addView( pView );

  ...compute viewport dimentions, etc...

  pCamera-setViewport( new osg::Viewport( Left, Bottom ,
 BestWindowWidth, BestWindowHeight ) );
  pCamera-setProjectionMatrixAsPerspective( 30.0f, double(
 BestWindowWidth ) / double( BestWindowHeight ), 1.0f, 1.0f );

 It is as if the call to clear the viewer comes after the call to
 render the views and I just see the cleared result.  Removing the
 setClearColor/setClearMask in the constructor shows my views again.

 Is it necessary to create a new GraphicsContexts for the cameras as in
 the osgcameras example? I tried that, without success, so I guess I
 must be missing something else. Attached is what I see.

 Thanks again for the help!

 Regards,
 Morne


 On Mon, Jan 26, 2009 at 4:30 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 This isn't a bug, rather a limitation of using camera's to clear the
 background colour of the graphics context.  If your camera's don't
 cover the whole window then you have tell the GraphicsContext to do a
 clear - something it doesn't do by default for efficiency reasons - as
 the vast majority of apps have camera's covering the whole graphics
 context.

 The osgcamera example has an example of enabling the clear of the
 GraphicsContext.  It's simply a case of doing  a
 window-setClearMask(..) and window-setClearColor(..);

 Robert.

 On Mon, Jan 26, 2009 at 4:20 PM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi guys,

 I am having trouble clearing the background on a composite viewer.  I
 have a composite viewer derived from QGLWidget to which I add and
 remove views dynamically. The viewports are automatically tiled into a
 number of rows and columns inside the viewer window to make the best
 use of the available space, with a small gap between each view.

 My problem is that I can't clear the background of the composite
 viewer when I add/remove views.  For example, if I had 4 views tiled
 in a 2x2 matrix, and remove one view, I my tiler keeps two views in
 the top row and 1 in the bottom row with an empty square where the
 fourth view was.  Although the fourth view was removed, I still see
 some data drawn from the last frame that the removed viewer displayed.
  Also, the gaps between the views shows garbage.  I attached two
 screenshots showing the problem.

 Is there something that I could call on the composite viewer to clear
 the entire window?  It could also be a Qt problem, since the composite
 viewer is derived from QGLWidget.  If I resize the window after
 removing the fourth view, then the background is cleared. I tried
 calling repaint()/paintGL() on the QtWidget, but that didn't help.

 I would appreciate pointers from people who have successfully used
 composite viewers with Qt before.

 Thanks a lot!

 Morne

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Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Morné Pistorius
Not intentionally, no.  I added

  pCamera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

to the camera attached to the view just to make sure, but it didn't
change anything.  It sounds like a bug then, I will try and recreate
it in a simple example.

Cheers,
Morne


On Tue, Jan 27, 2009 at 11:36 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Morne,

 I'm rather perplexed that it didn't just work.  The clear of the
 graphics context/window should be done before everything else runs,
 the construction order should have no effect on this as it's a feature
 hard-wired into GraphicsContext. Is there a chance that you've
 disabled the clear of the colour and depth buffer for the cameras?

 Robert.

 On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi Robert,

 Thanks for the info.  I had a look at the osgcamera example and
 changed my code to call

 getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
 getGraphicsWindow()-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

 in the constructor of my derived osgViewer::CompositeViewer.  This
 clears the viewer to green, but now none of my views show up inside
 the composite viewer, the whole viewer is just green.  When I add a
 view, it is created like this:

  osgViewer::View * pView = new osgViewer::View;
  osg::Camera * pCamera = pView-getCamera();

  pCamera-setGraphicsContext( getGraphicsWindow() );
  pCamera-setClearColor( osg::Vec4( 0.05, 0.05, 0.2, 1.0 ) ) ;

  addView( pView );

  ...compute viewport dimentions, etc...

  pCamera-setViewport( new osg::Viewport( Left, Bottom ,
 BestWindowWidth, BestWindowHeight ) );
  pCamera-setProjectionMatrixAsPerspective( 30.0f, double(
 BestWindowWidth ) / double( BestWindowHeight ), 1.0f, 1.0f );

 It is as if the call to clear the viewer comes after the call to
 render the views and I just see the cleared result.  Removing the
 setClearColor/setClearMask in the constructor shows my views again.

 Is it necessary to create a new GraphicsContexts for the cameras as in
 the osgcameras example? I tried that, without success, so I guess I
 must be missing something else. Attached is what I see.

 Thanks again for the help!

 Regards,
 Morne


 On Mon, Jan 26, 2009 at 4:30 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 This isn't a bug, rather a limitation of using camera's to clear the
 background colour of the graphics context.  If your camera's don't
 cover the whole window then you have tell the GraphicsContext to do a
 clear - something it doesn't do by default for efficiency reasons - as
 the vast majority of apps have camera's covering the whole graphics
 context.

 The osgcamera example has an example of enabling the clear of the
 GraphicsContext.  It's simply a case of doing  a
 window-setClearMask(..) and window-setClearColor(..);

 Robert.

 On Mon, Jan 26, 2009 at 4:20 PM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi guys,

 I am having trouble clearing the background on a composite viewer.  I
 have a composite viewer derived from QGLWidget to which I add and
 remove views dynamically. The viewports are automatically tiled into a
 number of rows and columns inside the viewer window to make the best
 use of the available space, with a small gap between each view.

 My problem is that I can't clear the background of the composite
 viewer when I add/remove views.  For example, if I had 4 views tiled
 in a 2x2 matrix, and remove one view, I my tiler keeps two views in
 the top row and 1 in the bottom row with an empty square where the
 fourth view was.  Although the fourth view was removed, I still see
 some data drawn from the last frame that the removed viewer displayed.
  Also, the gaps between the views shows garbage.  I attached two
 screenshots showing the problem.

 Is there something that I could call on the composite viewer to clear
 the entire window?  It could also be a Qt problem, since the composite
 viewer is derived from QGLWidget.  If I resize the window after
 removing the fourth view, then the background is cleared. I tried
 calling repaint()/paintGL() on the QtWidget, but that didn't help.

 I would appreciate pointers from people who have successfully used
 composite viewers with Qt before.

 Thanks a lot!

 Morne

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


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


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

2009-01-27 Thread Robert Osfield
Hi All,

I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8.  The page can be found at:


http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution

If have have bugs that exist in svn trunk + 2.7.x then please added
them into this page, and include details on how to help to reproduce
them.  Also post to the osg-users list to help coordinate this work,
as it's osg-users will be where all the dialogue happens - its the
dialogue that typically gets these problems resolved so don't please
don't hesitate to engage on these topics.

When populating the BugResolution page it's good to add links to the
osg-users archives on the topic to enable other engineers to follow
discussions.  Also providing examples that reproduce the problems is
useful.  The key to success is working together to resolve bugs,
remember we are all in the same boat, all users/developers, we all
have the source code so are all empowered to help track down the
source of bugs as well as fix them.  If you don't feel you have the
knowledge to fix bugs, then work to make it easier for others with
this knowledge to quickly reproduce and home in on the problems.

For those who have time and skills they can put to good use on the
packaging front please note we have a page for this, which needs
updating with latest info on cpack etc.

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

Robert.
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Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Morné Pistorius
Hello again Robert,

I modified the osgcompositeviewer example and setClearMask() works as
expected when creating a new graphics context with proper traits, etc.

I suspect my problem comes from using the graphics context created by
osgViewer::GraphicsWindowEmbedded (this is the graphics context I pass
to my cameras) in our Qt app.  It will take a bit of time to test my
theory, because I didn't build OSG with Qt support and need a proper
Qt install.  I will do this now and see if I can reproduce the error
in osgviewerQt.  I just thought I would mention it, maybe this hint
could shed some light on the problem.

Cheers,
Morne




On Tue, Jan 27, 2009 at 11:43 AM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Not intentionally, no.  I added

  pCamera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 to the camera attached to the view just to make sure, but it didn't
 change anything.  It sounds like a bug then, I will try and recreate
 it in a simple example.

 Cheers,
 Morne


 On Tue, Jan 27, 2009 at 11:36 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 I'm rather perplexed that it didn't just work.  The clear of the
 graphics context/window should be done before everything else runs,
 the construction order should have no effect on this as it's a feature
 hard-wired into GraphicsContext. Is there a chance that you've
 disabled the clear of the colour and depth buffer for the cameras?

 Robert.

 On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi Robert,

 Thanks for the info.  I had a look at the osgcamera example and
 changed my code to call

 getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
 getGraphicsWindow()-setClearMask( GL_COLOR_BUFFER_BIT | 
 GL_DEPTH_BUFFER_BIT)

 in the constructor of my derived osgViewer::CompositeViewer.  This
 clears the viewer to green, but now none of my views show up inside
 the composite viewer, the whole viewer is just green.  When I add a
 view, it is created like this:

  osgViewer::View * pView = new osgViewer::View;
  osg::Camera * pCamera = pView-getCamera();

  pCamera-setGraphicsContext( getGraphicsWindow() );
  pCamera-setClearColor( osg::Vec4( 0.05, 0.05, 0.2, 1.0 ) ) ;

  addView( pView );

  ...compute viewport dimentions, etc...

  pCamera-setViewport( new osg::Viewport( Left, Bottom ,
 BestWindowWidth, BestWindowHeight ) );
  pCamera-setProjectionMatrixAsPerspective( 30.0f, double(
 BestWindowWidth ) / double( BestWindowHeight ), 1.0f, 1.0f );

 It is as if the call to clear the viewer comes after the call to
 render the views and I just see the cleared result.  Removing the
 setClearColor/setClearMask in the constructor shows my views again.

 Is it necessary to create a new GraphicsContexts for the cameras as in
 the osgcameras example? I tried that, without success, so I guess I
 must be missing something else. Attached is what I see.

 Thanks again for the help!

 Regards,
 Morne


 On Mon, Jan 26, 2009 at 4:30 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 This isn't a bug, rather a limitation of using camera's to clear the
 background colour of the graphics context.  If your camera's don't
 cover the whole window then you have tell the GraphicsContext to do a
 clear - something it doesn't do by default for efficiency reasons - as
 the vast majority of apps have camera's covering the whole graphics
 context.

 The osgcamera example has an example of enabling the clear of the
 GraphicsContext.  It's simply a case of doing  a
 window-setClearMask(..) and window-setClearColor(..);

 Robert.

 On Mon, Jan 26, 2009 at 4:20 PM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi guys,

 I am having trouble clearing the background on a composite viewer.  I
 have a composite viewer derived from QGLWidget to which I add and
 remove views dynamically. The viewports are automatically tiled into a
 number of rows and columns inside the viewer window to make the best
 use of the available space, with a small gap between each view.

 My problem is that I can't clear the background of the composite
 viewer when I add/remove views.  For example, if I had 4 views tiled
 in a 2x2 matrix, and remove one view, I my tiler keeps two views in
 the top row and 1 in the bottom row with an empty square where the
 fourth view was.  Although the fourth view was removed, I still see
 some data drawn from the last frame that the removed viewer displayed.
  Also, the gaps between the views shows garbage.  I attached two
 screenshots showing the problem.

 Is there something that I could call on the composite viewer to clear
 the entire window?  It could also be a Qt problem, since the composite
 viewer is derived from QGLWidget.  If I resize the window after
 removing the fourth view, then the background is cleared. I tried
 calling repaint()/paintGL() on the QtWidget, but that didn't help.

 I would appreciate pointers from people who have successfully used
 

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

2009-01-27 Thread Art Tevs
Hi Robert,

why making the life harder than it already is :) I mean making Wiki for Bug 
resolutions, which can be done with the Ticket system as well. I think using 
tickets will be an easier way than using the wiki. You only have to connect the 
ticket system with the mailing list and acitvate it, then we all will recieve a 
bug message as soon as somebody create a new ticket. 

Even more, I could catch up tickets sent to the mailing list and represent them 
in the forum marked in a certain way. This will make even the life of forum 
users easier, because they could directly see what happens with new bugs 
without checking the Wiki-Page. Thus we will have everything in one place, 
without loosing any new bugs/resolutions.

cheers,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5231#5231





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Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Robert Osfield
HI Morne,

Ahh the missing bit of the jigsaw - that fact that you are using
GraphicWindowEmbedded is key.  The GraphicsContext::swapBuffers() is
normally what does the swap buffers and then calls
GraphicsContext::clear(), with GraphicsWindowEmbedded::swapBuffers()
it's a non op, because there is no way it can do a swap buffers as it
doesn't actually know about a real graphics context.

What you'll need to do in your own QT code is call
GraphicsContext::clear() explicitly after the swap buffers or prior to
calling frame()/renderingTraversals();

Robert.

On Tue, Jan 27, 2009 at 12:44 PM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Hello again Robert,

 I modified the osgcompositeviewer example and setClearMask() works as
 expected when creating a new graphics context with proper traits, etc.

 I suspect my problem comes from using the graphics context created by
 osgViewer::GraphicsWindowEmbedded (this is the graphics context I pass
 to my cameras) in our Qt app.  It will take a bit of time to test my
 theory, because I didn't build OSG with Qt support and need a proper
 Qt install.  I will do this now and see if I can reproduce the error
 in osgviewerQt.  I just thought I would mention it, maybe this hint
 could shed some light on the problem.

 Cheers,
 Morne




 On Tue, Jan 27, 2009 at 11:43 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Not intentionally, no.  I added

  pCamera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 to the camera attached to the view just to make sure, but it didn't
 change anything.  It sounds like a bug then, I will try and recreate
 it in a simple example.

 Cheers,
 Morne


 On Tue, Jan 27, 2009 at 11:36 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 I'm rather perplexed that it didn't just work.  The clear of the
 graphics context/window should be done before everything else runs,
 the construction order should have no effect on this as it's a feature
 hard-wired into GraphicsContext. Is there a chance that you've
 disabled the clear of the colour and depth buffer for the cameras?

 Robert.

 On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi Robert,

 Thanks for the info.  I had a look at the osgcamera example and
 changed my code to call

 getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
 getGraphicsWindow()-setClearMask( GL_COLOR_BUFFER_BIT | 
 GL_DEPTH_BUFFER_BIT)

 in the constructor of my derived osgViewer::CompositeViewer.  This
 clears the viewer to green, but now none of my views show up inside
 the composite viewer, the whole viewer is just green.  When I add a
 view, it is created like this:

  osgViewer::View * pView = new osgViewer::View;
  osg::Camera * pCamera = pView-getCamera();

  pCamera-setGraphicsContext( getGraphicsWindow() );
  pCamera-setClearColor( osg::Vec4( 0.05, 0.05, 0.2, 1.0 ) ) ;

  addView( pView );

  ...compute viewport dimentions, etc...

  pCamera-setViewport( new osg::Viewport( Left, Bottom ,
 BestWindowWidth, BestWindowHeight ) );
  pCamera-setProjectionMatrixAsPerspective( 30.0f, double(
 BestWindowWidth ) / double( BestWindowHeight ), 1.0f, 1.0f );

 It is as if the call to clear the viewer comes after the call to
 render the views and I just see the cleared result.  Removing the
 setClearColor/setClearMask in the constructor shows my views again.

 Is it necessary to create a new GraphicsContexts for the cameras as in
 the osgcameras example? I tried that, without success, so I guess I
 must be missing something else. Attached is what I see.

 Thanks again for the help!

 Regards,
 Morne


 On Mon, Jan 26, 2009 at 4:30 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 This isn't a bug, rather a limitation of using camera's to clear the
 background colour of the graphics context.  If your camera's don't
 cover the whole window then you have tell the GraphicsContext to do a
 clear - something it doesn't do by default for efficiency reasons - as
 the vast majority of apps have camera's covering the whole graphics
 context.

 The osgcamera example has an example of enabling the clear of the
 GraphicsContext.  It's simply a case of doing  a
 window-setClearMask(..) and window-setClearColor(..);

 Robert.

 On Mon, Jan 26, 2009 at 4:20 PM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi guys,

 I am having trouble clearing the background on a composite viewer.  I
 have a composite viewer derived from QGLWidget to which I add and
 remove views dynamically. The viewports are automatically tiled into a
 number of rows and columns inside the viewer window to make the best
 use of the available space, with a small gap between each view.

 My problem is that I can't clear the background of the composite
 viewer when I add/remove views.  For example, if I had 4 views tiled
 in a 2x2 matrix, and remove one view, I my tiler keeps two views in
 the top row and 1 in the bottom row with an empty square where 

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

2009-01-27 Thread Robert Osfield
Hi Art,

I must admit I'm not familiar with the Ticket system.  I use Tracs in
a very basic way.  Perhaps it's time to learn...

I am rather wary of using instigating a bug tracking system as
sometimes they can be misused for feature request, and can create a
barrier in direct communication.  I got burned by bug tracking systems
in the past, where is caused far more work than it helped so have
avoided them since.  The Ticket system may well avoid the pitfalls.

Robert.

On Tue, Jan 27, 2009 at 1:00 PM, Art Tevs stud_in...@yahoo.de wrote:
 Hi Robert,

 why making the life harder than it already is :) I mean making Wiki for Bug 
 resolutions, which can be done with the Ticket system as well. I think using 
 tickets will be an easier way than using the wiki. You only have to connect 
 the ticket system with the mailing list and acitvate it, then we all will 
 recieve a bug message as soon as somebody create a new ticket.

 Even more, I could catch up tickets sent to the mailing list and represent 
 them in the forum marked in a certain way. This will make even the life of 
 forum users easier, because they could directly see what happens with new 
 bugs without checking the Wiki-Page. Thus we will have everything in one 
 place, without loosing any new bugs/resolutions.

 cheers,
 art

 --
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 http://osgforum.tevs.eu/viewtopic.php?p=5231#5231





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Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Morné Pistorius
Hi Robert,

As I expected, the problem lies with using a GraphicsWindowEmbedded.
I was able to reproduce the bug in oagviewerQt by adding


viewerWindow-getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
viewerWindow-getGraphicsWindow()-setClearMask(
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

to the composite viewer. Attached is the example recreating the bug.

Cheers,
Morne

On Tue, Jan 27, 2009 at 12:44 PM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Hello again Robert,

 I modified the osgcompositeviewer example and setClearMask() works as
 expected when creating a new graphics context with proper traits, etc.

 I suspect my problem comes from using the graphics context created by
 osgViewer::GraphicsWindowEmbedded (this is the graphics context I pass
 to my cameras) in our Qt app.  It will take a bit of time to test my
 theory, because I didn't build OSG with Qt support and need a proper
 Qt install.  I will do this now and see if I can reproduce the error
 in osgviewerQt.  I just thought I would mention it, maybe this hint
 could shed some light on the problem.

 Cheers,
 Morne




 On Tue, Jan 27, 2009 at 11:43 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Not intentionally, no.  I added

  pCamera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 to the camera attached to the view just to make sure, but it didn't
 change anything.  It sounds like a bug then, I will try and recreate
 it in a simple example.

 Cheers,
 Morne


 On Tue, Jan 27, 2009 at 11:36 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 I'm rather perplexed that it didn't just work.  The clear of the
 graphics context/window should be done before everything else runs,
 the construction order should have no effect on this as it's a feature
 hard-wired into GraphicsContext. Is there a chance that you've
 disabled the clear of the colour and depth buffer for the cameras?

 Robert.

 On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi Robert,

 Thanks for the info.  I had a look at the osgcamera example and
 changed my code to call

 getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
 getGraphicsWindow()-setClearMask( GL_COLOR_BUFFER_BIT | 
 GL_DEPTH_BUFFER_BIT)

 in the constructor of my derived osgViewer::CompositeViewer.  This
 clears the viewer to green, but now none of my views show up inside
 the composite viewer, the whole viewer is just green.  When I add a
 view, it is created like this:

  osgViewer::View * pView = new osgViewer::View;
  osg::Camera * pCamera = pView-getCamera();

  pCamera-setGraphicsContext( getGraphicsWindow() );
  pCamera-setClearColor( osg::Vec4( 0.05, 0.05, 0.2, 1.0 ) ) ;

  addView( pView );

  ...compute viewport dimentions, etc...

  pCamera-setViewport( new osg::Viewport( Left, Bottom ,
 BestWindowWidth, BestWindowHeight ) );
  pCamera-setProjectionMatrixAsPerspective( 30.0f, double(
 BestWindowWidth ) / double( BestWindowHeight ), 1.0f, 1.0f );

 It is as if the call to clear the viewer comes after the call to
 render the views and I just see the cleared result.  Removing the
 setClearColor/setClearMask in the constructor shows my views again.

 Is it necessary to create a new GraphicsContexts for the cameras as in
 the osgcameras example? I tried that, without success, so I guess I
 must be missing something else. Attached is what I see.

 Thanks again for the help!

 Regards,
 Morne


 On Mon, Jan 26, 2009 at 4:30 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 This isn't a bug, rather a limitation of using camera's to clear the
 background colour of the graphics context.  If your camera's don't
 cover the whole window then you have tell the GraphicsContext to do a
 clear - something it doesn't do by default for efficiency reasons - as
 the vast majority of apps have camera's covering the whole graphics
 context.

 The osgcamera example has an example of enabling the clear of the
 GraphicsContext.  It's simply a case of doing  a
 window-setClearMask(..) and window-setClearColor(..);

 Robert.

 On Mon, Jan 26, 2009 at 4:20 PM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi guys,

 I am having trouble clearing the background on a composite viewer.  I
 have a composite viewer derived from QGLWidget to which I add and
 remove views dynamically. The viewports are automatically tiled into a
 number of rows and columns inside the viewer window to make the best
 use of the available space, with a small gap between each view.

 My problem is that I can't clear the background of the composite
 viewer when I add/remove views.  For example, if I had 4 views tiled
 in a 2x2 matrix, and remove one view, I my tiler keeps two views in
 the top row and 1 in the bottom row with an empty square where the
 fourth view was.  Although the fourth view was removed, I still see
 some data drawn from the last frame that the removed viewer displayed.

Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Jean-Sébastien Guay

Hi Morné,


I suspect my problem comes from using the graphics context created by
osgViewer::GraphicsWindowEmbedded (this is the graphics context I pass
to my cameras) in our Qt app.


You really shouldn't be using GraphicsWindowEmbedded even in a Qt app. 
This is constraining you to single threaded use of OSG, and thus you're 
not using your hardware to its full potential. Plus you're getting 
problems because the way GraphicsWindowEmbedded works is not what you 
expect.


Check out the osgviewerqt example (the --QOSGWidget part) to see how to 
use a regular GraphicsWindowWin32/GraphicsWindowX11/GraphicsWindowCarbon 
in conjunction with Qt. It's pretty simple, and will give you a tangible 
benefit in performance in the end.


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

2009-01-27 Thread Jean-Sébastien Guay

Hi Robert,


I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8.  The page can be found at:


http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution


Just wondering, I noticed you placed the osgShadow circular reference 
issue in the Recently Fixed bugs category, but the fix has not been 
checked in yet. Should it be moved back to Should resolve until you've 
had time to review it?


Thanks,

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

2009-01-27 Thread Paul Melis

Robert Osfield wrote:

I must admit I'm not familiar with the Ticket system.  I use Tracs in
a very basic way.  Perhaps it's time to learn...
  
I don't think there is much difference between Trac's tickets and what 
you find in a regular (bug) tracking system, such as Bugzilla or Roundup.
The advantage of Trac is that everything (wiki, sources, tickets) is 
integrated, so you can easily refer to a source revision from a ticket 
or wiki page, or refer to a ticket from a FAQ page.



I am rather wary of using instigating a bug tracking system as
sometimes they can be misused for feature request, and can create a
barrier in direct communication.  I got burned by bug tracking systems
in the past, where is caused far more work than it helped so have
avoided them since.  The Ticket system may well avoid the pitfalls.
  
It seems the things you describe above are mostly social problems, e.g. 
users putting large amounts of feature requests in a system meant for 
tracking bugs. This might be out of lack of experience with software 
development (not being able to recognize when something is a bug), lack 
of OpenGL experience (thinking OSG screws up while the user is misusing 
OpenGL) or just plain ignorance.


There may be some social solution to these, such as not allowing just 
everyone to enter tickets, but only a small number of experienced OSG 
users that can validate each requests/bugs merits (after these get 
posted to osg-users, or even a dedicated list). That way the advantages 
of having a central bug list are not lost. Currently, I think there 
isn't anybody (not even Robert) that has a complete overview of all 
outstanding issues with OSG. Having them in a central location for 
everybody to see might not immediately help them get resolved, but my 
feeling is that NOT having a central list isn't helping in that respect.


Regards,
Paul





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Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Robert Osfield
Hi Morne,

Thanks for the example.  This isn't a bug though, it's a limitation of
using GraphicsWindowEmbedded, just like you can't use
GraphicsWindowEmbedded for doing multi-threading or using it with
multiple windows, or having pbuffers used in the scene.

GraphicsWindowEmbedded is very limiting, only intended for basic
windowing integration, for full functionality you need to use a full
GraphicsWindow implementation.  There isn't much we can do to make
GraphicsWindowEmbedded work in the same way as a full GraphicsWindow,
as it'll require the ability to know about the underlying graphics
context, and to do this you end up having to implement a full
GraphicsWindow so it ceases to be this super easy to use class that
you can use off the shelf.

For most serious graphics apps you'll need to use a full
GraphicsWindow implementation, as JS mentions, even in the case of QT
it uses the window inheritance feature of GraphicsWindow enables you
to use QT and all of the full functionality of OSG.

Robert.

On Tue, Jan 27, 2009 at 1:45 PM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Hi Robert,

 As I expected, the problem lies with using a GraphicsWindowEmbedded.
 I was able to reproduce the bug in oagviewerQt by adding


 viewerWindow-getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
viewerWindow-getGraphicsWindow()-setClearMask(
 GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 to the composite viewer. Attached is the example recreating the bug.

 Cheers,
 Morne

 On Tue, Jan 27, 2009 at 12:44 PM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hello again Robert,

 I modified the osgcompositeviewer example and setClearMask() works as
 expected when creating a new graphics context with proper traits, etc.

 I suspect my problem comes from using the graphics context created by
 osgViewer::GraphicsWindowEmbedded (this is the graphics context I pass
 to my cameras) in our Qt app.  It will take a bit of time to test my
 theory, because I didn't build OSG with Qt support and need a proper
 Qt install.  I will do this now and see if I can reproduce the error
 in osgviewerQt.  I just thought I would mention it, maybe this hint
 could shed some light on the problem.

 Cheers,
 Morne




 On Tue, Jan 27, 2009 at 11:43 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Not intentionally, no.  I added

  pCamera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

 to the camera attached to the view just to make sure, but it didn't
 change anything.  It sounds like a bug then, I will try and recreate
 it in a simple example.

 Cheers,
 Morne


 On Tue, Jan 27, 2009 at 11:36 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 I'm rather perplexed that it didn't just work.  The clear of the
 graphics context/window should be done before everything else runs,
 the construction order should have no effect on this as it's a feature
 hard-wired into GraphicsContext. Is there a chance that you've
 disabled the clear of the colour and depth buffer for the cameras?

 Robert.

 On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Hi Robert,

 Thanks for the info.  I had a look at the osgcamera example and
 changed my code to call

 getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
 getGraphicsWindow()-setClearMask( GL_COLOR_BUFFER_BIT | 
 GL_DEPTH_BUFFER_BIT)

 in the constructor of my derived osgViewer::CompositeViewer.  This
 clears the viewer to green, but now none of my views show up inside
 the composite viewer, the whole viewer is just green.  When I add a
 view, it is created like this:

  osgViewer::View * pView = new osgViewer::View;
  osg::Camera * pCamera = pView-getCamera();

  pCamera-setGraphicsContext( getGraphicsWindow() );
  pCamera-setClearColor( osg::Vec4( 0.05, 0.05, 0.2, 1.0 ) ) ;

  addView( pView );

  ...compute viewport dimentions, etc...

  pCamera-setViewport( new osg::Viewport( Left, Bottom ,
 BestWindowWidth, BestWindowHeight ) );
  pCamera-setProjectionMatrixAsPerspective( 30.0f, double(
 BestWindowWidth ) / double( BestWindowHeight ), 1.0f, 1.0f );

 It is as if the call to clear the viewer comes after the call to
 render the views and I just see the cleared result.  Removing the
 setClearColor/setClearMask in the constructor shows my views again.

 Is it necessary to create a new GraphicsContexts for the cameras as in
 the osgcameras example? I tried that, without success, so I guess I
 must be missing something else. Attached is what I see.

 Thanks again for the help!

 Regards,
 Morne


 On Mon, Jan 26, 2009 at 4:30 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Morne,

 This isn't a bug, rather a limitation of using camera's to clear the
 background colour of the graphics context.  If your camera's don't
 cover the whole window then you have tell the GraphicsContext to do a
 clear - something it doesn't do by default for efficiency reasons - as
 the vast 

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

2009-01-27 Thread Jean-Sébastien Guay

Hi Robert,

Just wondering, I noticed you placed the osgShadow circular reference 
issue in the Recently Fixed bugs category, but the fix has not been 
checked in yet.


Sorry about that, just got your other message.

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

2009-01-27 Thread Robert Osfield
Hi JS,

On Tue, Jan 27, 2009 at 2:05 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Just wondering, I noticed you placed the osgShadow circular reference issue
 in the Recently Fixed bugs category, but the fix has not been checked in
 yet. Should it be moved back to Should resolve until you've had time to
 review it?

I had a fix waiting to apply when I added the entry, I didn't see a
need to list it as a unresolved bug otherwise others might end up
trying to fix something that already has a fix.

Now I've actually applied by own changes to fix this bug, inspired by
your fix, and this is now checked in, so the web page is now fully
correct (hopefully :-)

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

2009-01-27 Thread Paul Melis

Robert Osfield wrote:

Hi JS,

On Tue, Jan 27, 2009 at 2:05 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
  

Just wondering, I noticed you placed the osgShadow circular reference issue
in the Recently Fixed bugs category, but the fix has not been checked in
yet. Should it be moved back to Should resolve until you've had time to
review it?



I had a fix waiting to apply when I added the entry, I didn't see a
need to list it as a unresolved bug otherwise others might end up
trying to fix something that already has a fix.

Now I've actually applied by own changes to fix this bug, inspired by
your fix, and this is now checked in, so the web page is now fully
correct (hopefully :-)
  

I added the revision numbers for the fixed bugs. Trac at its finest :)
Paul
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Re: [osg-users] What is the ideal default value for LIB_POSTFIX under Linux?

2009-01-27 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Mattias Helsing wrote:
 I'm also sure rpm's have a way of modifying the system too but with
 rpm's I'm currently at zero. (It is possible to generate rpm's as our
 cpack support goes today, e.g. cpack -G RPM --config
 CPackSource-libopenscenegraph-dev.cmake)

There is something called a post-install script that you can use with
RPM to do this. It needs to be added to the spec file, not sure the
generated one using cpack will has a way to do so.

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

2009-01-27 Thread Robert Osfield
Hi Paul,

On Tue, Jan 27, 2009 at 2:08 PM, Paul Melis p...@science.uva.nl wrote:
 I am rather wary of using instigating a bug tracking system as
 sometimes they can be misused for feature request, and can create a
 barrier in direct communication.  I got burned by bug tracking systems
 in the past, where is caused far more work than it helped so have
 avoided them since.  The Ticket system may well avoid the pitfalls.


 It seems the things you describe above are mostly social problems, e.g.
 users putting large amounts of feature requests in a system meant for
 tracking bugs. This might be out of lack of experience with software
 development (not being able to recognize when something is a bug), lack of
 OpenGL experience (thinking OSG screws up while the user is misusing OpenGL)
 or just plain ignorance.

My experiences were from nearly 10 years ago now..  But issues are the
same.  Fixing bugs is very much a social activity, in as much as it's
the fixing bugs almost always requires a two way dialogue between the
people able to reproduce the bug and those engaged in try to fix it.
Facilitating the two way dialogue is absolutely the most important
part of any bug resolution scheme - which is why I've always focused
on osg-users as the route for bug resolution.

 There may be some social solution to these, such as not allowing just
 everyone to enter tickets, but only a small number of experienced OSG users
 that can validate each requests/bugs merits (after these get posted to
 osg-users, or even a dedicated list). That way the advantages of having a
 central bug list are not lost. Currently, I think there isn't anybody (not
 even Robert) that has a complete overview of all outstanding issues with
 OSG. Having them in a central location for everybody to see might not
 immediately help them get resolved, but my feeling is that NOT having a
 central list isn't helping in that respect.

I can certainly see value in having a properly maintained issue
tracking system, but this requires active management which in turn
means that it takes time to engage in - time that could be spent
actually fixing bugs.  One only gains once such as system helps
resolve more bugs than would have otherwise been fixed.

Learning an maintaining a new system is something takes time for me
and others in the community.  Perhaps after 2.8 is out the door we can
properly explore this possibility.

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

2009-01-27 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 Hi Art,
 
 I must admit I'm not familiar with the Ticket system.  I use Tracs in
  a very basic way.  Perhaps it's time to learn...
 
 I am rather wary of using instigating a bug tracking system as 
 sometimes they can be misused for feature request, and can create a 
 barrier in direct communication.  

The usual way to deal with this is that a bug tracker has categories and
severities for bugs. E.g Mandriva's Bugzilla has a severity wishlist
for a new feature request - it makes it easy to track these as well and
things will not fall through the cracks. They are not bugs in the
original sense of the word, but the system works well for them too.
Certainly beats keeping track of all that manually in some file, where
noone else can see it or some kind of unstructured Wiki page.

Regarding the direct communication - I do not see where the barrier
could be. Just send an e-mail to the reporter. If you mean the
discussion that can occur (and frequently does) under the individual
items in the bug tracker instead on a mailing list, I think that is
valuable info for whoever tries to fix the bug - everything is in one
place. Mandriva usually does both - the bug gets described on Bugzilla,
then people comment and discuss it on the list and additional info is
added to the bug description, sometimes with links to the list archives
when mails are referenced. That is why it is important to have a link
between the bug tracker and a mailing list, where new bug reports are
cc-d - so that people are kept aware of new things being reported
without having to search for them.

 I got burned by bug tracking
 systems in the past, where is caused far more work than it helped so
 have avoided them since.  The Ticket system may well avoid the
 pitfalls.

I think it comes down to the way the tool is used - set some rules and
policies (like with the patch submission protocol) and it will work.

Regards,

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

2009-01-27 Thread Jean-Sébastien Guay

Hi Paul,


I added the revision numbers for the fixed bugs. Trac at its finest :)


Yep, very nice :-)

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

2009-01-27 Thread Paul Melis

Robert Osfield wrote:

Hi All,

I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8.  The page can be found at:


http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution

If have have bugs that exist in svn trunk + 2.7.x then please added
them into this page, and include details on how to help to reproduce
them.  Also post to the osg-users list to help coordinate this work,
  
I added a small issue where the statistics are not shown in a very 
readable way.


Paul
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Re: [osg-users] Blender osgAnimation Issue

2009-01-27 Thread Jeremy Moles
On Mon, 2009-01-26 at 19:12 -0800, Ryan Morris wrote:
 Hoping someone can help me out here, I think I'm missing something in
 Blender, I export my animations and I get
 TransformVertexFunctor::UniqBoneSetVertexSet no bones found
 when I load them. Any thoughts?
 -Russ

There are exactly 1,323,239 ways a Blender file can be constructed
improperly resulting in a bad state for export. We do as much as we can
in the exporter to accommodate for this, but Blender is HUGE and the API
leaves MUCH to be desired in terms of predictability.

The bottom line is: you need to provide your .blend file before either
Cedric or myself can help. :) 

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

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

2009-01-27 Thread Robert Osfield
On Tue, Jan 27, 2009 at 2:37 PM, Paul Melis p...@science.uva.nl wrote:
 I added a small issue where the statistics are not shown in a very readable
 way.

I noted these problems when I was refactoring the internals to fix the
threading issues.  Fixing the sizes of the rectangles is trivial.
Extra labels are needed as well.  Feel free to go fix these while I go
chase some other bugs :-)

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

2009-01-27 Thread Art Tevs
Hi Robert,


Robert Osfield wrote:
 
 My experiences were from nearly 10 years ago now..  But issues are the
 same.  Fixing bugs is very much a social activity, in as much as it's
 the fixing bugs almost always requires a two way dialogue between the
 people able to reproduce the bug and those engaged in try to fix it.
 Facilitating the two way dialogue is absolutely the most important
 part of any bug resolution scheme - which is why I've always focused
 on osg-users as the route for bug resolution.
 


I think using a ticket system as already providid by the trac enviornment you 
are using for the project is the way one should go to make the project more 
flexible and younger. Look, the osg project is not a small project anymore and 
the community is continuosly growing. Using mailing lists only doesn't make all 
the users happy. And I still think that this kind of support/community is 
outdated. There exists a lot of capabilities to handle big projects well. 
Forums, Tickets and Wikis are such systems. We are happy to have a Wiki and a 
Forum now and ticket system would just make the whole project more flexible and 
better supported than now.

It could even reduce your workload, because users could assigned tickets to 
themself and help other users without your intronvention. I understand that it 
is hard to give away a control to more dezentralized way, however for a such 
big project as osg it is the way to go in the future, I think. Come on, you 
will still stay the big boss/president of the osg community ;)

Users/Developers/Contributors could register on the trac system with their own 
usernames. Then whenever a new ticket or feature request is posted somebody who 
thinks he is able to manage the bug, could assign the current ticket to 
himself. Peoples visiting the ticket system are able then to trace the bug 
resolution process and could see who is currently responsible for writing a 
solution.

Even more as we have discussed in another thread (Ideas for osg 3.0) ticket 
system/trac environment could be setted up in a hierarchical way, so that there 
will be a hierarchy of contributors/maintainers of the project. When we split 
up osg to main core and node kit suites, there could be categories in the 
ticket system handling only about the node kits and the maintainer responsible 
for his node kit will do the managing work. 

I think this is the way we have to go, instead of managing bugs on a wiki page. 
Wiki pages would produce more work because of persistent mirroring of real osg 
state on the wiki page.

Best regards,
art

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Re: [osg-users] About osgVolume example

2009-01-27 Thread sicong he
Hi, Robert,
Thanks for the link. I'd like to go and have a try.

2009/1/25 Robert Osfield robert.osfi...@gmail.com

 Hi Hesicong,

 osgVolume doesn't directly load or require any particular file
 format,so you can use it with an 3D osg::Image data that you have.

 The OSG's dicom plugin can generate such 3D osg::Image by reading a
 directory of dicom files if you use osgDB::readImageFile() or a
 complete VolumeTIle node with all associate data and rendering
 techniques set up if you use osgDB::readNodeFile().  You can select
 the the dicom plugin for reading dicom directories by appending a
 .dicom to the end of the filename i.e.

   osgviewer CardicCT.dicom

 The osgvolume example with append the .dicom automatically for you so
 you can do:

   osgvolume CardicCT

 Examples of dicom files can be found on the web, and I don't plan to
 add these of OpenSceneGarph-Data as they are typically very large -
 often hundreds of Mb, and also I don't have copyright for them so
 can't go including them.

 A couple of example of dicom files can be found on the Osix website:

http://www.osirix-viewer.com/Downloads.html

 I've come across other sample dicom on the web, but a quick search
 with google didn't pick up on links to these, I'll populate a wiki
 page with links once I track them down.

 Robert.

 On Sun, Jan 25, 2009 at 11:05 AM, sicong he hesicong2...@gmail.com
 wrote:
  Hi, Robert,
  I'm very glad to see the volume support of OSG. The osgVolume example
 should
  be a good start. By checking out the latest version of
 OpenSceneGraph-Data,
  I still can't find any data to run the example, only some shaders. So
 would
  you please provide some CT or MRI dataset to run the example?
 
  Regards,
  Hesicong
  www.april1985.com
  January,25, 2009
 
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Re: [osg-users] Dragger rendering issue

2009-01-27 Thread Chris Denham

Hi Ruqin,
Just wanted to add to this as Robert and JS suggested switching off the 
depth test for the dragger.
I have actually tried that and found the results less than ideal for the 
normal dragger geometries.
The problem is that the parts of the dragger geometries may not render 
correctly over each other with depth test off.

Chris.

- Original Message - 
From: Chris Denham c.m.den...@gmail.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, January 27, 2009 9:33 AM
Subject: Re: [osg-users] Dragger rendering issue



Hi Ruqin,
I had the same problem with Draggers, and the solution was to put the 
dragger object in the scenegraph below a post render camera.
This works well for me as I can now also drag the selected object when it 
is behind other objects in the scene. To do this you may need a version of 
OSG later that 2.6 though, because I had some problems in relation to 
transforms and subgraph cameras which Robert helped me to fix.
The other 'enhancement' I made was to add an autotransform node to keep 
the dragger geometry the same size on the screen regardless of the 
size/scale of the object.

Chris.


Date: Mon, 26 Jan 2009 17:47:44 -0600
From: Ruqin Zhang ruzh...@gmail.com
Subject: [osg-users] Dragger rendering issue
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
e72eee3a0901261547p65185c2bs72f4dff743737...@mail.gmail.com
Content-Type: text/plain; charset=iso-8859-1

Hi,

I got an issue about osgManipulator::dragger. When I set up a dragger,
sometime it just hide (totally or partially) inside the selected object. 
So,

I am wondering if there is some sort of way that I could always force the
dragger rendered on top of the selected object to make it fully visible 
to

user? Thanks a lot!

Ruqin




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[osg-users] Multiple Render Target Question

2009-01-27 Thread paul1492
I'm attempt to develop a Multiple Render Target (MRT) program and have a few 
questions..

First, I see this in the osgstereomatch example:
Two textures are needed, because shaders cannot read and write to the same 
texture during calculation. One texture is used as input and the other as 
output. After a calculation, the input and output textures are swapped. The 
technique is known as ping-ponging or flip-flopping the textures. 

What does this mean?  Can I have the same texture defined as input (assigned to 
the StateSet) and still have it attached (but not used) as a render target? In 
short, I see how I can ping-pong the input by changing the texture uniform but 
how do I ping-pong the attached render buffer? Can I attach all my render 
targets but then not use them (if it's an input)?

What happens if you do read and write to the same texture each frame? Also, 
does this clear all my render targets (between frames):
    _Camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

What I'm trying to do is calculate a temporal averaging of a specific number of 
consecutive frames. I assume I need to keep a running average of frames as well 
as well as save each of the frames. Then each frame:
   SUM =  (SUM - oldestFrame + newFrame)
and 
   Output = SUM/numberOfFrames;

I think I'm done asking questions for now :-).

Thanks for any help you can provide...

Paul 


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

2009-01-27 Thread Robert Osfield
Guys, please stop pontificating about bug tracking/ticketing etc.
Leave this type of long winded discussion until after we've got
OSG-2.8 out the door.  Learning and introducing new schemes is not
what you do when you have an immenient release, instead you get on
with job of testing and debugging and readying packaging.  Sometimes
this community is far more capable of talking than doing...

Lets just go the job done.  Things that need doing are:

 1) Testing of build + runtime against real client apps across as many
platforms as possible.
 2) Fixing bugs
 3) Completing the packaging support
 4) Working out how we can better fit into distro packaging systems,
liasing with package maintainers.
 5) Submitting builds to the CDash dashboard :
http://www.cdash.org/CDashPublic/viewConfigure.php?buildid=7682
 6) Updating docs/wiki/news items for the OSG-2.8

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

2009-01-27 Thread Jeremy Moles
On Tue, 2009-01-27 at 15:16 +, Art Tevs wrote:
 Hi Robert,
 
 
 Robert Osfield wrote:
  
  My experiences were from nearly 10 years ago now..  But issues are the
  same.  Fixing bugs is very much a social activity, in as much as it's
  the fixing bugs almost always requires a two way dialogue between the
  people able to reproduce the bug and those engaged in try to fix it.
  Facilitating the two way dialogue is absolutely the most important
  part of any bug resolution scheme - which is why I've always focused
  on osg-users as the route for bug resolution.
  
 
 
 I think using a ticket system as already providid by the trac enviornment you 
 are using for the project is the way one should go to make the project more 
 flexible and younger. Look, the osg project is not a small project anymore 
 and the community is continuosly growing. Using mailing lists only doesn't 
 make all the users happy. And I still think that this kind of 
 support/community is outdated. There exists a lot of capabilities to handle 
 big projects well. Forums, Tickets and Wikis are such systems. We are happy 
 to have a Wiki and a Forum now and ticket system would just make the whole 
 project more flexible and better supported than now.

I'm confused by this thread somewhat--what exactly is going on? Is OSG
adopting some external management software for bug tracking and what
not, or are we discussing the possibility thereof?

 It could even reduce your workload, because users would assigned tickets to 
 themself and help other users without your intronvention. I understand that 
 it is hard to give away a control to more dezentralized way, however for a 
 such big project as osg it is the way to go in the future, I think. Come on, 
 you will still stay the big boss/president of the osg community ;)
 
 Users/Developers/Contributors could register on the trac system with their 
 own usernames. Then whenever a new ticket or feature request is posted 
 somebody who thinks he is able to manage the bug, could assign the current 
 ticket to himself. Peoples visiting the ticket system are able then to trace 
 the bug resolution process and could see who is currently responsible for 
 writing a solution.
 
 Even more as we have discussed in another thread (Ideas for osg 3.0) ticket 
 system/trac environment could be setted up in a hierarchical way, so that 
 there will be a hierarchy of contributors/maintainers of the project. When we 
 split up osg to main core and node kit suites, there could be categories in 
 the ticket system handling only about the node kits and the maintainer 
 responsible for his node kit will do the managing work. 
 
 I think this is the way we have to go, instead of managing bugs on a wiki 
 page. Wiki pages would produce more work because of persistent mirroring of 
 real osg state on the wiki page.
 
 Best regards,
 art
 
 --
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 http://osgforum.tevs.eu/viewtopic.php?p=5264#5264
 
 
 
 
 
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Re: [osg-users] What is the ideal default value for LIB_POSTFIX under Linux?

2009-01-27 Thread Robert Osfield
Hi Guys,

I'd like to wrap up this thread with some concrete actions.

First up, change the /usr/local/lib postfix for 64bit builds looks
like it will be of little overall benefit, so I'll stick with the
existing scheme.

Second, our make install isn't suggest anything about the need to add
the installed library directory to LD_LIBRARY (and other platform
specific env vars) or ld.so.conf which could do with addressing.  I'm
now cmake expert so could someone with better cmake skills than I step
in and have a look at this.

Thirds, we could provide an automatically generated
openscenegraph-library-path.conf file in the distro that users could
copy/or even CMake do the install of.  I'm in two minds about this.
If we have proper docs generated on the make install about the install
path and the options open for adding the path I think the need to
install this feel is diminished.  Even if we do create and install
such a file the need to document this on make install output is still
required so the above would need to be addressed first, so we can
defer this task till after the docs are improved.

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

2009-01-27 Thread Robert Osfield
Hi Jeremy,

On Tue, Jan 27, 2009 at 3:40 PM, Jeremy Moles jer...@emperorlinux.com wrote:
 I'm confused by this thread somewhat--what exactly is going on? Is OSG
 adopting some external management software for bug tracking and what
 not, or are we discussing the possibility thereof?

It's just ended up being another me-too thread... lots of suggestions,
little action...

Nothing is happening on introducing new systems.  For OSG-2.8 we'll
stick with osg-users for reporting bugs and resolve them as usual, and
posting details on these bugs and their resolution on the usual
BugResolution page.

Once OSG-2.8 we can discuss the possibility of introducing an formal
system for issue tracking.

Job now is to getting everything ready for OSG-2.8 and make it as best we can.

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

2009-01-27 Thread Paul Melis

Robert Osfield wrote:

On Tue, Jan 27, 2009 at 2:37 PM, Paul Melis p...@science.uva.nl wrote:
  

I added a small issue where the statistics are not shown in a very readable
way.



I noted these problems when I was refactoring the internals to fix the
threading issues.  Fixing the sizes of the rectangles is trivial.
Extra labels are needed as well.  Feel free to go fix these while I go
chase some other bugs :-)
  

It's being worked on (by me)

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

2009-01-27 Thread Jeremy Moles
On Tue, 2009-01-27 at 15:51 +, Robert Osfield wrote:
 Hi Jeremy,
 
 On Tue, Jan 27, 2009 at 3:40 PM, Jeremy Moles jer...@emperorlinux.com wrote:
  I'm confused by this thread somewhat--what exactly is going on? Is OSG
  adopting some external management software for bug tracking and what
  not, or are we discussing the possibility thereof?
 
 It's just ended up being another me-too thread... lots of suggestions,
 little action...
 
 Nothing is happening on introducing new systems.  For OSG-2.8 we'll
 stick with osg-users for reporting bugs and resolve them as usual, and
 posting details on these bugs and their resolution on the usual
 BugResolution page.
 
 Once OSG-2.8 we can discuss the possibility of introducing an formal
 system for issue tracking.
 
 Job now is to getting everything ready for OSG-2.8 and make it as best we can.

Okay, cool. :)

I get about 1000 lines worth of warnings when I build OSG with:

-W -Wall

...which is troublesome, because it prevents me from using those
arguments in my own projects because of the warnings in OSG headers. I'd
like to fix this (and have brought it up in the past), but it doesn't
make sense to submit 50 or 60 full files for one-line fixes.

Any ideas on this? Again, I can fix it myself--the question is, do you
trust me to do it? :)

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

2009-01-27 Thread Robert Osfield
Hi Jeremy,

On Tue, Jan 27, 2009 at 4:00 PM, Jeremy Moles jer...@emperorlinux.com wrote:
 I get about 1000 lines worth of warnings when I build OSG with:

-W -Wall

 ...which is troublesome, because it prevents me from using those
 arguments in my own projects because of the warnings in OSG headers. I'd
 like to fix this (and have brought it up in the past), but it doesn't
 make sense to submit 50 or 60 full files for one-line fixes.

 Any ideas on this? Again, I can fix it myself--the question is, do you
 trust me to do it? :)

I've spent quite a bit of time on doing a warnings purge, and pretty
well all the sensible/fixable warnings have been fixed now.  By
default the OSG now builds with aggressive warnings enabled, so I
kinda surprised that you are still seeing warnings.

Could you post me the compile output you are seeing.

What compiler are you using?

Robert.
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[osg-users] Anti-Grain and OpenSceneGraph

2009-01-27 Thread Kurt Sierens

Has anyone used the Anti-Grain library in OpenSceneGraph?  I would like to get 
a better looking text display than the osgText node kit does.
 
http://www.antigrain.com/index.html
 
Thanks, Kurt

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Re: [osg-users] Bug: Light management and slave cameras

2009-01-27 Thread Robert Osfield
Hi Alexande,

FYI, I'm now looking at this issue.  It does look like a bug, I
haven't characterised the problem yet though...

Robert.

On Mon, Jan 26, 2009 at 4:42 PM, Alexandre Amalric
alex.pix...@gmail.com wrote:
 Hi Robert,

 thank you for according some time to this case, it's very important to me to
 understand what I'm doing wrong or if it's a bug from osg ;-)

 Kind regards,

 2009/1/26 Robert Osfield robert.osfi...@gmail.com

 Hi Alexandre,

 Thanks for the updated example and screenshot, this makes it much
 clearer.  I'm fixing another bug right now, but once that is complete
 I'll have another look at this example.

 Robert.

 On Mon, Jan 26, 2009 at 4:32 PM, Alexandre Amalric
 alex.pix...@gmail.com wrote:
  Hi Robert,
 
  Well I attached new version from my sample file.
 
  If you launch sample file without argument you should see
  no_slave_camera.png.
 
  If you launch with argument --addslave, it's activate a piece of code
  wich
  add a slave camera to an osg::View and you'll see attached screenshot
  with_slave_camera.png.
 
  You see that in with_slave_camera.png screenshot there's no light,
  because
  of adding this slave camera to the view.
 
  Maybe like you said it's only an incorrect usage from slave cameras but
  It
  will be nice if you confirm that I'm mistaken if it's.
 
  2009/1/26 Robert Osfield robert.osfi...@gmail.com
 
  HI Alexandre,
 
  I read your explanation but am still am confused.  Could you modify
  the code so that you use a command line argument to add/remove the
  code this will make it easy to test the two configuration without
  recompile.
 
  As for it being a serious issue, well it could well still be an
  incorrect usage issue rather than a bug.  Could you explain by what
  you mean by corrupt.
 
  Robert.
 
  On Mon, Jan 26, 2009 at 4:04 PM, Alexandre Amalric
  alex.pix...@gmail.com wrote:
   Hi Robert,
  
   I'm sorry If my explanation wasn't clear enough but it seems to be to
   be
   a
   serious issue so I will take more time to make myself clear.
  
   In the file osgLight.cpp previously attached there is a piece of code
   in
   main function at line 397 to 400 :
  
   ///
   // SLAVE CAM REMOVE LIGHT
   osg::ref_ptrosg::Camera camera = new osg::Camera;
  
   camera-setGraphicsContext(view-getCamera()-getGraphicsContext());
   camera-setViewport(new osg::Viewport(0, 0 , traits-width/2,
   traits-height/2));
   view-addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
   ///
  
   If you launch this sample file by this piece of code the scene is
   well
   lighted, but if you try to launch the same file without commenting
   those
   lines, the scene isn't well lighted.
  
   It seems to me that when we add a slave camera to an osg::View the
   lighting
   from the scene is corrupt.
  
   I hope I was clear enough.
  
   Kind regards,
  
   2009/1/26 Robert Osfield robert.osfi...@gmail.com
  
   HI Alexandre,
  
   I can't find the code you are referring to in the osglight.cpp you
   provided.
  
   I'm afraid I really don't understand what you are trying to achieve,
   and what is happening that is wrong.  Given this there is nothing I
   can do till you provide a clear example code and a better
   explanation.
  
   Robert.
  
   On Mon, Jan 26, 2009 at 8:29 AM, Alexandre Amalric
   alex.pix...@gmail.com wrote:
Hi osg-users,
   
I recently have found something weird about adding slave camera to
osgViewer::View when managing my own lightning.
   
I'm using OSG SVN version.
   
I derived osgLight example to show you my problem, please compile
attached
code with uncommenting following lines :
// Adding slave camera, uncomment to show bug !!
and you'll see that lighting has disappear...
   
when you remove comments scene isn't lighted has expected because
of
adding
slave camera...
   
Kind regards,
   
--
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===
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http://www.pixxim.fr
   
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Re: [osg-users] Anti-Grain and OpenSceneGraph

2009-01-27 Thread Jeremy Moles
On Tue, 2009-01-27 at 11:06 -0500, Kurt Sierens wrote:
  Has anyone used the Anti-Grain library in OpenSceneGraph?  I would
 like to get a better looking text display than the osgText node kit
 does.

If you're using Linux, you need to help me with osgPango. :) I have this
same goal, and you can find more info (and screenshots) here:

http://osgpango.googlecode.com

Technically, Pango works on Windows (the Clutter guys use it and it's
included in Gimp for Windows), but I've never done it personally so I
can't comment.

I'm a text display whore myself, so I will settle for absolutely nothing
less than near-pixel-perfect display in my own projects. :) Some folks
just don't care, but bad font quality is a deal-breaker for me.

 http://www.antigrain.com/index.html
  
 Thanks, Kurt
 
 
 
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Re: [osg-users] Dragger rendering issue

2009-01-27 Thread Ruqin Zhang
Thank you guys! I tried the idea of turning off the depth test. It works ok
but not perfect. Just as Chris mentioned, there is some rendering problem of
the dragger geometries. Anyone has idea of solving this problem? Thanks
again!

Ruqin

On Tue, Jan 27, 2009 at 9:20 AM, Chris Denham c.m.den...@gmail.com wrote:

 Hi Ruqin,
 Just wanted to add to this as Robert and JS suggested switching off the
 depth test for the dragger.
 I have actually tried that and found the results less than ideal for the
 normal dragger geometries.
 The problem is that the parts of the dragger geometries may not render
 correctly over each other with depth test off.
 Chris.

 - Original Message - From: Chris Denham c.m.den...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Tuesday, January 27, 2009 9:33 AM
 Subject: Re: [osg-users] Dragger rendering issue


  Hi Ruqin,
 I had the same problem with Draggers, and the solution was to put the
 dragger object in the scenegraph below a post render camera.
 This works well for me as I can now also drag the selected object when it
 is behind other objects in the scene. To do this you may need a version of
 OSG later that 2.6 though, because I had some problems in relation to
 transforms and subgraph cameras which Robert helped me to fix.
 The other 'enhancement' I made was to add an autotransform node to keep
 the dragger geometry the same size on the screen regardless of the
 size/scale of the object.
 Chris.

  Date: Mon, 26 Jan 2009 17:47:44 -0600
 From: Ruqin Zhang ruzh...@gmail.com
 Subject: [osg-users] Dragger rendering issue
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
 e72eee3a0901261547p65185c2bs72f4dff743737...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi,

 I got an issue about osgManipulator::dragger. When I set up a dragger,
 sometime it just hide (totally or partially) inside the selected object.
 So,
 I am wondering if there is some sort of way that I could always force the
 dragger rendered on top of the selected object to make it fully visible
 to
 user? Thanks a lot!

 Ruqin




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Re: [osg-users] Dragger rendering issue

2009-01-27 Thread Chris Denham
Have you tried my earlier suggestion?i.e.  adding a post render camera 
just above the dragger.
Can be a bit fiddly to manage the scenegraph, so might be worth trying any 
other ideas first.

But I can give you some code snippets if you want to try it.
Chris.

- Original Message - 
From: Ruqin Zhang

To: Chris Denham ; osg-users@lists.openscenegraph.org
Sent: Tuesday, January 27, 2009 4:45 PM
Subject: Re: [osg-users] Dragger rendering issue


Thank you guys! I tried the idea of turning off the depth test. It works ok 
but not perfect. Just as Chris mentioned, there is some rendering problem of 
the dragger geometries. Anyone has idea of solving this problem? Thanks 
again!


Ruqin


On Tue, Jan 27, 2009 at 9:20 AM, Chris Denham c.m.den...@gmail.com wrote:

Hi Ruqin,
Just wanted to add to this as Robert and JS suggested switching off the 
depth test for the dragger.
I have actually tried that and found the results less than ideal for the 
normal dragger geometries.
The problem is that the parts of the dragger geometries may not render 
correctly over each other with depth test off.

Chris.

- Original Message - From: Chris Denham c.m.den...@gmail.com
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, January 27, 2009 9:33 AM
Subject: Re: [osg-users] Dragger rendering issue



Hi Ruqin,
I had the same problem with Draggers, and the solution was to put the 
dragger object in the scenegraph below a post render camera.
This works well for me as I can now also drag the selected object when it is 
behind other objects in the scene. To do this you may need a version of OSG 
later that 2.6 though, because I had some problems in relation to transforms 
and subgraph cameras which Robert helped me to fix.
The other 'enhancement' I made was to add an autotransform node to keep the 
dragger geometry the same size on the screen regardless of the size/scale of 
the object.

Chris.


Date: Mon, 26 Jan 2009 17:47:44 -0600
From: Ruqin Zhang ruzh...@gmail.com
Subject: [osg-users] Dragger rendering issue
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
e72eee3a0901261547p65185c2bs72f4dff743737...@mail.gmail.com
Content-Type: text/plain; charset=iso-8859-1

Hi,


I got an issue about osgManipulator::dragger. When I set up a dragger,
sometime it just hide (totally or partially) inside the selected object. So,
I am wondering if there is some sort of way that I could always force the
dragger rendered on top of the selected object to make it fully visible to
user? Thanks a lot!


Ruqin 


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

2009-01-27 Thread Tony Horrobin
Hi,

Windows Vista 32Bit
Geforce 8600M with NVIDIA notebook beta drivers
Intel Core 2
Visual Studio 2008 SP1 Express

Built OK, with some mutterings about 'cannot generate assignment operator', but 
I think we already touched on that one.

Ubuntu 8.04 32Bit
Linux 2.6.23.14
GeForce 8800GTS
Intel Core 2

Builds OK.  I turned on -Wextra and this causes warnings of the form 'class X 
should be explicitly initialised' in various copy constructors.


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] What is the ideal default value for LIB_POSTFIX under Linux?

2009-01-27 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 Hi Guys,
 
 I'd like to wrap up this thread with some concrete actions.
 
 Second, our make install isn't suggest anything about the need to add
 the installed library directory to LD_LIBRARY (and other platform
 specific env vars) or ld.so.conf which could do with addressing.  I'm
 now cmake expert so could someone with better cmake skills than I step
 in and have a look at this.

You can do something like this:

ADD_CUSTOM_TARGET(ldlibpath_warning ALL DEPENDS tracker COMMENT Do not
forget to add ${CMAKE_INSTALL_PREFIX}/lib to LD_LIBRARY_PATH environment
variable)

Of course, replace the target tracker with target that gets built
last, e.g. install. It will print the message specified after COMMENT.
However, I am cmake rookie at best, so feel free to improve it :)

Regards,

Jan

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

iD8DBQFJf0Nhn11XseNj94gRAnlnAKCcdNwWPmkt4LwucrsYbpg6DFun2wCg5wlu
m5OhmSRThQl9dVeOYyr7xd8=
=rfUZ
-END PGP SIGNATURE-
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Re: [osg-users] Dragger rendering issue

2009-01-27 Thread Ruqin Zhang
Sure, I'd like to try it. Thanks!

Ruqin

On Tue, Jan 27, 2009 at 11:04 AM, Chris Denham c.m.den...@gmail.com wrote:

 Have you tried my earlier suggestion?i.e.  adding a post render camera
 just above the dragger.
 Can be a bit fiddly to manage the scenegraph, so might be worth trying any
 other ideas first.
 But I can give you some code snippets if you want to try it.
 Chris.

 - Original Message - From: Ruqin Zhang
 To: Chris Denham ; osg-users@lists.openscenegraph.org
 Sent: Tuesday, January 27, 2009 4:45 PM

 Subject: Re: [osg-users] Dragger rendering issue


 Thank you guys! I tried the idea of turning off the depth test. It works ok
 but not perfect. Just as Chris mentioned, there is some rendering problem of
 the dragger geometries. Anyone has idea of solving this problem? Thanks
 again!

 Ruqin


 On Tue, Jan 27, 2009 at 9:20 AM, Chris Denham c.m.den...@gmail.com
 wrote:

 Hi Ruqin,
 Just wanted to add to this as Robert and JS suggested switching off the
 depth test for the dragger.
 I have actually tried that and found the results less than ideal for the
 normal dragger geometries.
 The problem is that the parts of the dragger geometries may not render
 correctly over each other with depth test off.
 Chris.

 - Original Message - From: Chris Denham c.m.den...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Tuesday, January 27, 2009 9:33 AM
 Subject: Re: [osg-users] Dragger rendering issue



 Hi Ruqin,
 I had the same problem with Draggers, and the solution was to put the
 dragger object in the scenegraph below a post render camera.
 This works well for me as I can now also drag the selected object when it
 is behind other objects in the scene. To do this you may need a version of
 OSG later that 2.6 though, because I had some problems in relation to
 transforms and subgraph cameras which Robert helped me to fix.
 The other 'enhancement' I made was to add an autotransform node to keep the
 dragger geometry the same size on the screen regardless of the size/scale of
 the object.
 Chris.


 Date: Mon, 26 Jan 2009 17:47:44 -0600
 From: Ruqin Zhang ruzh...@gmail.com
 Subject: [osg-users] Dragger rendering issue
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
 e72eee3a0901261547p65185c2bs72f4dff743737...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi,


 I got an issue about osgManipulator::dragger. When I set up a dragger,
 sometime it just hide (totally or partially) inside the selected object.
 So,
 I am wondering if there is some sort of way that I could always force the
 dragger rendered on top of the selected object to make it fully visible to
 user? Thanks a lot!


 Ruqin




-- 
Research Assistant
Human Computer Interaction Program
Virtual Reality Applications Center(VRAC)
Iowa State University
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Re: [osg-users] Bug: Light management and slave cameras

2009-01-27 Thread Robert Osfield
Hi Alexandre,

I have some intial finding w.r.t the lighting turning off in the scene
when you use:

   view-setLightingMode(osg::View::NO_LIGHT);

The reason why this unlights the scene, is because the scene graph
setup lacks any enabling of GL_LIGHTING, and it was only visible
because when LightingMode != NO_LIGHT that the internal SceneView
would enable GL_LIGHTING by default.  So not getting any lighting in
the scene is actually correct for the viewer and scene graph setting.
So rather --addslave revealling a bug, it actually makes the code work
as you've set the scene graph/viewer up as.

Adding the following line to osglight.cpp fixes this problem, as it
explicitly enables lighting for the scene you want to light.

   rootnode-getOrCreateStateSet()-setMode(GL_LIGHTING,
osg::StateAttribute::ON);

Now, the question for me is why adding the slave fixes things, and why
without the slave the defaults are having an effect.  It looks like an
order of initialisation issue - i.e. the master camera and it's
Renderer intialize with the defaults of the HEADLIGHT which enables
the GL_LIGHTING mode by default, but the later reset of the
LightingMode to be NO_LIGHT doesn't actively change the GL_LIGHTING
mode/enable disable.   I will continue to look into this, but once I
do fix it the behaviour we should see is that there will be no
lighting enabled by default if you do NO_LIGHT.

I hope this makes sense.

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

2009-01-27 Thread Robert Osfield
Hi Tony,

Could you send me the warnings, as I and others can't do anything
about unless we know where they are and what is causing them.

Robert.

On Tue, Jan 27, 2009 at 5:07 PM, Tony Horrobin
a.j.horro...@its.leeds.ac.uk wrote:
 Hi,

 Windows Vista 32Bit
 Geforce 8600M with NVIDIA notebook beta drivers
 Intel Core 2
 Visual Studio 2008 SP1 Express

 Built OK, with some mutterings about 'cannot generate assignment operator', 
 but I think we already touched on that one.

 Ubuntu 8.04 32Bit
 Linux 2.6.23.14
 GeForce 8800GTS
 Intel Core 2

 Builds OK.  I turned on -Wextra and this causes warnings of the form 'class X 
 should be explicitly initialised' in various copy constructors.


 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

2009-01-27 Thread Tony Horrobin
Hi Robert,

The Windows warnings are caused by having const references but not declaring 
the copy/assignment private.  I think a load of these had been fixed recently.

Under Linux, an example would be:

In file included from osgal/examples/osgalocclude/osgalocclude.cpp:43:
include/osgViewer/ViewerEventHandlers: In copy constructor 
‘osgViewer::InteractiveImageHandler::InteractiveImageHandler(const 
osgViewer::InteractiveImageHandler, const osg::CopyOp)’:
include/osgViewer/ViewerEventHandlers:393: warning: base class ‘class 
osg::Object’ should be explicitly initialised in the copy constructor

From a simple test case, it appears that the default constructor is called 
instead.

The flags used were:

-Wall -Wextra -Wno-unused-parameter

Cheers,

-Tony


Robert Osfield wrote:
 Hi Tony,
 
 Could you send me the warnings, as I and others can't do anything
 about unless we know where they are and what is causing them.
 
 Robert.
 
 On Tue, Jan 27, 2009 at 5:07 PM, Tony Horrobin
  wrote:
 
  Hi,
  
  Windows Vista 32Bit
  Geforce 8600M with NVIDIA notebook beta drivers
  Intel Core 2
  Visual Studio 2008 SP1 Express
  
  Built OK, with some mutterings about 'cannot generate assignment operator', 
  but I think we already touched on that one.
  
  Ubuntu 8.04 32Bit
  Linux 2.6.23.14
  GeForce 8800GTS
  Intel Core 2
  
  Builds OK.  I turned on -Wextra and this causes warnings of the form 'class 
  X should be explicitly initialised' in various copy constructors.
  
  
  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] moving a vehicle at constant velocity

2009-01-27 Thread Alfonso Callejo Goena
Jean-Sebastien, Robert and all,

I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.

Thank you,
Alfonso
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Re: [osg-users] moving a vehicle at constant velocity

2009-01-27 Thread Alfonso Callejo Goena
Jean-Sebastien, Robert and all,

I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.

Thank you,
Alfonso
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Re: [osg-users] moving a vehicle at constant velocity

2009-01-27 Thread Jean-Sébastien Guay

Hi Alfonso,

I'm afraid I already have the KB896256 patch installed because I have 
Windows XP sp3. I will try to update the nvidia drivers to see if the 
timer problems are solved.


Hmmm, it was just a guess anyways. I have never really seen timer 
inaccuracies of the order you describe... I'm afraid you're on your own 
on this.


Sorry I couldn't help more.

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

2009-01-27 Thread Robert Osfield
Hi Tony,

I don't need an explanation, I need the actual warnings generated.
Please just copy the output to a file and post it.

Thanks,
Robert.

On Tue, Jan 27, 2009 at 6:13 PM, Tony Horrobin
a.j.horro...@its.leeds.ac.uk wrote:
 Hi Robert,

 The Windows warnings are caused by having const references but not declaring 
 the copy/assignment private.  I think a load of these had been fixed recently.

 Under Linux, an example would be:

 In file included from osgal/examples/osgalocclude/osgalocclude.cpp:43:
 include/osgViewer/ViewerEventHandlers: In copy constructor 
 'osgViewer::InteractiveImageHandler::InteractiveImageHandler(const 
 osgViewer::InteractiveImageHandler, const osg::CopyOp)':
 include/osgViewer/ViewerEventHandlers:393: warning: base class 'class 
 osg::Object' should be explicitly initialised in the copy constructor

 From a simple test case, it appears that the default constructor is called 
 instead.

 The flags used were:

 -Wall -Wextra -Wno-unused-parameter

 Cheers,

 -Tony


 Robert Osfield wrote:
 Hi Tony,

 Could you send me the warnings, as I and others can't do anything
 about unless we know where they are and what is causing them.

 Robert.

 On Tue, Jan 27, 2009 at 5:07 PM, Tony Horrobin
  wrote:

  Hi,
 
  Windows Vista 32Bit
  Geforce 8600M with NVIDIA notebook beta drivers
  Intel Core 2
  Visual Studio 2008 SP1 Express
 
  Built OK, with some mutterings about 'cannot generate assignment 
  operator', but I think we already touched on that one.
 
  Ubuntu 8.04 32Bit
  Linux 2.6.23.14
  GeForce 8800GTS
  Intel Core 2
 
  Builds OK.  I turned on -Wextra and this causes warnings of the form 
  'class X should be explicitly initialised' in various copy constructors.
 
 
  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] Rendering double-sided surfaces.

2009-01-27 Thread alessandro terenzi
Thank you all for suggestions, I'll try them as soon as possible and will
let you know.
Regards.

Alessandro

On Mon, Jan 26, 2009 at 5:42 PM, Paul Martz pma...@skew-matrix.com wrote:

 Yes, two sided lighting was what I was going to suggest, but you beat me to
 it.

 Note that two sided lighting is deprecated in OpenGL 3.0, so you should
 consider looking for a shader-based solution instead. In the shader, if the
 dot product of the normal and eye vector is negative, just negate it, then
 calculate lighting as usual.

 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
 frankmil...@jhmi.edu
 Sent: Monday, January 26, 2009 8:44 AM
 To: OpenSceneGraph Users
  Subject: Re: [osg-users] Rendering double-sided surfaces.

 For sure the best thing to do would be to process the incoming data as
 suggested. However, you might be able to get OpenGL to do what you want by
 setting all material properties for both sides of the polygon and enabling
 two sided lighting. Something like this.

  osg::ref_ptr osg::LightModel  pLightModel = new osg::LightModel();
  pLightModel-setTwoSided( true );
  pState-setAttributeAndModes( pLightModel.get(), osg::StateAttribute::ON
 );

  osg::ref_ptrosg::Material pMaterial = new osg::Material();
  pMaterial-setColorMode( osg::Material::DIFFUSE );
  pMaterial-setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.0, 0.0,
 0.0, 1.0 ) );
  pMaterial-setSpecular( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0,
 1.0, 1.0, 1.0 ) );
  pMaterial-setShininess( osg::Material::FRONT_AND_BACK, 64.0f );
  pState-setAttributeAndModes( pMaterial.get(), osg::StateAttribute::ON );

 I have never tried this for data like you have but it seems to me like it
 should work.

 Frank

 On Mon, Jan 26, 2009 at 04:21:41PM +0100, alessandro terenzi wrote:
  Problem is that the models that come to my application are already
  prepared by people that do not (and unfortunately won't) think about
  normals issues, so maybe the best thing to do would be to really
  render both front and back faces, I'm not an expert, but the only
  approach I can think is to double the geometry so to have both faces,
  but it would be really a waste (not to mention performace problems
  that may arise..and other unexpected visualization problems I cannot
  think of..) Regards.
  Alessandro
 
  On Mon, Jan 26, 2009 at 1:37 PM, Tomlinson, Gordon 
  gtomlin...@overwatch.textron.com wrote:
 
your triangles all need to be wound the same way (anticlockwise by
   default for OSG  Opengl), whether or not your normal's are correct
  
   The easiest fix would be to ensure that your modeling package sets
   up correct normal's before you get to OSG
  
   Assuming your triangles are wound the same way ( if not you will
   have to fix that ) try using the SmoothingVistor on the data see
  
   include\osgUtil\SmoothingVisitor
  
  
   *Gordon*
  
   __
   *Gordon Tomlinson*
  
   *Product Manager 3D
   **Email * : gtomlinson @ overwatch.textron.com
   __
   *(C): (+1) 571-265-2612
   (W)**: (+1) 703-437-7651*
  
   Self defence is not a function of learning tricks but is a function
   of how quickly and intensely one can arouse one's instinct for
   survival
   - *Master Tambo Tetsura*
  
  
  
--
   *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
   osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
   *alessandro terenzi
   *Sent:* Monday, January 26, 2009 7:09 AM
   *To:* OpenSceneGraph Users
   *Subject:* [osg-users] Rendering double-sided surfaces.
  
Sometimes my application has to load models that have normals not
   always oriented in the same coherent way, so it is not always
   possible to say that a surface is oriented in a way or in another
   and my renderings do not look correct.
  
   I'd like to fix this problem in some way...so I was thinking about
   rendering both front and back faces, but how do I ask OSG do this?
   Or perhaps, is there another way/technique to achive the same result?
 (ie.
   orient a surface in a coherent way: all faces inward XOR outward)
  
   Thank you.
   Alessandro
  
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Re: [osg-users] Bug: Light management and slave cameras

2009-01-27 Thread Robert Osfield
Hi Alexandre,

On Tue, Jan 27, 2009 at 5:29 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Now, the question for me is why adding the slave fixes things, and why
 without the slave the defaults are having an effect.  It looks like an
 order of initialisation issue - i.e. the master camera and it's
 Renderer intialize with the defaults of the HEADLIGHT which enables
 the GL_LIGHTING mode by default, but the later reset of the
 LightingMode to be NO_LIGHT doesn't actively change the GL_LIGHTING
 mode/enable disable.   I will continue to look into this, but once I
 do fix it the behaviour we should see is that there will be no
 lighting enabled by default if you do NO_LIGHT.

I have now tracked down the inconsitency to osgUtil::SceneView not
passing on changes the GL_LIGHTING mode when the LightingMode is
toggled on/off.  I've now fixed this and checked it into svn/trunk.

This fix, will mean that in your example both with and without the
slave Camera will behave the same, both won't have GL_LIGHTING mode
enabled - which is exactly what you've told the viewer to do, and
since the scene graph doesn't explictly enable GL_LIGHTING then this
mode remains off, so no OpenGL lighting is enabled.

To enable it you simple enable it manually in the scene graph, since
you are managing your lighting in the scene graph then it makes
perfect sense that you you be enabling the GL_LIGHTING mode for the
subgraphs that require OpenGL lighting.

Robert.
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Re: [osg-users] looking for latest prebuilt windows binaries and winforms examples

2009-01-27 Thread Mattias Helsing
Hi Peter,

On 1/27/09, pe...@jumbovision.com.au pe...@jumbovision.com.au wrote:
 Hello

 i was wondering if there were pprebuilt binaries available for
 download for windows for use with VS2008 c++  for the latest released
 versions of OSG.

There is a set of prebuilt binaries here:
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
A recent post suggests updates to this zip so it might get updated in
near future.


 I seem to only be able to find up to v2.4.

 In addition is there any site/info that has examples for having osg
 viewer running in a dotNET winforms form/panel. So i wanted to use the
 winforms/dotnet part for GUI and display, and unmanged c++ for the
 rest of OSG stuff. Any tutorials on integrating these two in this
 manner ?

Can't help you here but try:
http://www.openscenegraph.com/projects/osgDotNet

Mattias


 thanks for any help, its been a long while since i last looked at osg,
 and i cam up empty on searching the net for these

 thanks

 Peted

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Re: [osg-users] Dragger rendering issue

2009-01-27 Thread Ruqin Zhang
Hi Chris, can I have a look of the chunk of code you mentioned? Thanks a
lot!

Ruqin

On Tue, Jan 27, 2009 at 11:04 AM, Chris Denham c.m.den...@gmail.com wrote:

 Have you tried my earlier suggestion?i.e.  adding a post render camera
 just above the dragger.
 Can be a bit fiddly to manage the scenegraph, so might be worth trying any
 other ideas first.
 But I can give you some code snippets if you want to try it.
 Chris.

 - Original Message - From: Ruqin Zhang
 To: Chris Denham ; osg-users@lists.openscenegraph.org
 Sent: Tuesday, January 27, 2009 4:45 PM

 Subject: Re: [osg-users] Dragger rendering issue


 Thank you guys! I tried the idea of turning off the depth test. It works ok
 but not perfect. Just as Chris mentioned, there is some rendering problem of
 the dragger geometries. Anyone has idea of solving this problem? Thanks
 again!

 Ruqin


 On Tue, Jan 27, 2009 at 9:20 AM, Chris Denham c.m.den...@gmail.com
 wrote:

 Hi Ruqin,
 Just wanted to add to this as Robert and JS suggested switching off the
 depth test for the dragger.
 I have actually tried that and found the results less than ideal for the
 normal dragger geometries.
 The problem is that the parts of the dragger geometries may not render
 correctly over each other with depth test off.
 Chris.

 - Original Message - From: Chris Denham c.m.den...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Tuesday, January 27, 2009 9:33 AM
 Subject: Re: [osg-users] Dragger rendering issue



 Hi Ruqin,
 I had the same problem with Draggers, and the solution was to put the
 dragger object in the scenegraph below a post render camera.
 This works well for me as I can now also drag the selected object when it
 is behind other objects in the scene. To do this you may need a version of
 OSG later that 2.6 though, because I had some problems in relation to
 transforms and subgraph cameras which Robert helped me to fix.
 The other 'enhancement' I made was to add an autotransform node to keep the
 dragger geometry the same size on the screen regardless of the size/scale of
 the object.
 Chris.


 Date: Mon, 26 Jan 2009 17:47:44 -0600
 From: Ruqin Zhang ruzh...@gmail.com
 Subject: [osg-users] Dragger rendering issue
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
 e72eee3a0901261547p65185c2bs72f4dff743737...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi,


 I got an issue about osgManipulator::dragger. When I set up a dragger,
 sometime it just hide (totally or partially) inside the selected object.
 So,
 I am wondering if there is some sort of way that I could always force the
 dragger rendered on top of the selected object to make it fully visible to
 user? Thanks a lot!


 Ruqin

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Re: [osg-users] Anti-Grain and OpenSceneGraph

2009-01-27 Thread Kurt Sierens

Jeremy,
 
I was looking at your osgPango node kit and would actually love to use it, but 
what else would be required?  We are ported to Windows and will also need to 
support Mac, not Linux or Unix at this point.   We are pretty fussy about the 
entire user experience and the current osgText implementation gives a rather 
chunky result at times.
 
 Date: Tue, 27 Jan 2009 11:17:11 -0500 From: Jeremy Moles 
 jer...@emperorlinux.com Subject: Re: [osg-users] Anti-Grain and 
 OpenSceneGraph To: OpenSceneGraph Users 
 osg-users@lists.openscenegraph.org Message-ID: 
 1233073031.3353.40.ca...@dhcp196.emperorlinux.com Content-Type: 
 text/plain; charset=UTF-8  On Tue, 2009-01-27 at 11:06 -0500, Kurt 
 Sierens wrote:  Has anyone used the Anti-Grain library in OpenSceneGraph? I 
 would  like to get a better looking text display than the osgText node kit 
  does.  If you're using Linux, you need to help me with osgPango. :) I 
 have this same goal, and you can find more info (and screenshots) here:  
 http://osgpango.googlecode.com  Technically, Pango works on Windows (the 
 Clutter guys use it and it's included in Gimp for Windows), but I've never 
 done it personally so I can't comment.  I'm a text display whore myself, 
 so I will settle for absolutely nothing less than near-pixel-perfect display 
 in my own projects. :) Some folks just don't care, but bad font quality is a 
 deal-breaker for me.   http://www.antigrain.com/index.htmlThanks, 
 Kurt
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[osg-users] possible bug in cfg plugin

2009-01-27 Thread Pecoraro, Alexander N
I noticed a bug in the 2.6.0 version of the API with the viewer config
file reader plugin. I can't access the latest developer source code
right now so I can't verify that the bug still exists in the 2.7 version
of the API, but I've attached the config file that I used to reproduce
the problem. The problem is that the plugin causes a segfault when it
reads that configuration file because the _realized member variable of
the RenderSurface class defined in src/osgPlugins/cfg/RenderSurface.cpp
is never given an initial value. Interestingly enough this problem does
not occur on my Linux box, which is running Redhat Enterprise Client 5.
However, on my Windows box with Visual Studio 2005 Professional the
_realized variable is auto-initialized to true which ends up causing the
segfault to occur. I'm guessing, but haven't verified, that the reason
it works on my Linux box is because the GCC compiler auto-initializes
the variable to false which prevents the bug from occurring.

 

Here is how I ran the osgviewer to get it to crash:

 

osgviewer -c oneWindow.cfg name of osg file

 

I also found that once I went into the ReaderSurface's constructor and
added _realized = false; to it then the bug went away.

 

Alex

Camera Camera 1
{
RenderSurface GDE Viewer {
Visual  { SetSimple }
Screen 0;
WindowRect 0 0 1024 768;
Border on;
}
Lens {
Perspective 40.0 30.0 1.0 1.0;
}
Offset {
Shear 0.0 0.0;
}
}
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Re: [osg-users] Anti-Grain and OpenSceneGraph

2009-01-27 Thread Jeremy Moles
On Tue, 2009-01-27 at 18:33 -0500, Kurt Sierens wrote:
  Jeremy,
  
 I was looking at your osgPango node kit and would actually love to use
 it, but what else would be required?  We are ported to Windows and
 will also need to support Mac, not Linux or Unix at this point.   We
 are pretty fussy about the entire user experience and the current
 osgText implementation gives a rather chunky result at times.

I'm headed out the door now, so I'll respond more tomorrow. :) Useless,
I know.

And yes, osgText is horrid if you CARE about font quality, but we appear
to be the minority.

  Date: Tue, 27 Jan 2009 11:17:11 -0500
  From: Jeremy Moles jer...@emperorlinux.com
  Subject: Re: [osg-users] Anti-Grain and OpenSceneGraph
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Message-ID: 1233073031.3353.40.ca...@dhcp196.emperorlinux.com
  Content-Type: text/plain; charset=UTF-8
  
  On Tue, 2009-01-27 at 11:06 -0500, Kurt Sierens wrote:
   Has anyone used the Anti-Grain library in OpenSceneGraph? I would
   like to get a better looking text display than the osgText node
 kit
   does.
  
  If you're using Linux, you need to help me with osgPango. :) I have
 this
  same goal, and you can find more info (and screenshots) here:
  
  http://osgpango.googlecode.com
  
  Technically, Pango works on Windows (the Clutter guys use it and
 it's
  included in Gimp for Windows), but I've never done it personally so
 I
  can't comment.
  
  I'm a text display whore myself, so I will settle for absolutely
 nothing
  less than near-pixel-perfect display in my own projects. :) Some
 folks
  just don't care, but bad font quality is a deal-breaker for me.
  
   http://www.antigrain.com/index.html
   
   Thanks, Kurt
   
   
   
  
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Re: [osg-users] Reproducing multi-threaded viewer + on screen camera/view crash

2009-01-27 Thread Uwe Woessner

Hello Robert,

Could send me the small .ive file that you've used to reproduce this problem.

Could you also try reproducing the problem at your, but please don't
do an svn update quite yet as last night I checked in a fix for the
threading issues in Camera sets query - the one that your crash point
suggested was the problem.   Once you have reproduced it, could you
then do an svn update to see if my fixes address this problem.

The View stats code is still working in the original non thread safe
way.  Like the changes I made for the Camera stats code I will be
re-factoring the stats collection so it works in a thread safe way.
This should be complete in the next couple of hours.

I did an update and neither Camera nor View stats cause a crash anymore.
perfect, thanks

 Uwe
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[osg-users] packaging wiki

2009-01-27 Thread Mattias Helsing
Hi all,

I have added some cpack support documentation to

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

While editing I removed Roberts draft since they got outdated in the
process. Much of it (like dependency hints) were reused and lives on.

Teh page is currently not very pretty but I will be editing it through
this week. Proposals (additions, errors, whatever) are welcome.

An idea was to move it from Community/Packaging to Support/CPack. Ok?

I also intend to update the Support/CMake page. The todo list at the
bottom is a bit out of date

Mattias
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Re: [osg-users] Blender osgAnimation Issue

2009-01-27 Thread Ryan Morris
Haha, as soon as I posted this I knew that was going to be the response.
I know there are several ways to do armatures in blender, my basic
test process has been this:
1) create a long box
2) subdivide a bunch of times
3) create a vertex group
4) create the armature (2 bones)
5) add an armature modifier to the box
6) parent the armature to the box (CTRL-P)
This apparently doesn't work, is there a different process that the
exporter requires? I'll submit a file if that is needed.
Thanks for the continued help guys! I really appreciate it.
-Russ
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Re: [osg-users] Multiple Render Target Question

2009-01-27 Thread J.P. Delport

Hi Paul,

paul1...@yahoo.com wrote:

I'm attempt to develop a Multiple Render Target (MRT) program and
have a few questions..

First, I see this in the osgstereomatch example: Two textures are
needed, because shaders cannot read and write to the same texture
during calculation. One texture is used as input and the other as
output. After a calculation, the input and output textures are
swapped. The technique is known as ping-ponging or flip-flopping the
textures.

What does this mean?  Can I have the same texture defined as input
(assigned to the StateSet) and still have it attached (but not used)
as a render target? 


I'm not sure if it will work. If the current output depends on the 
previous output you need to fill a single of two targets (the current 
output) while reading from the other (the previous output). If the 
targets are attached to the same RTT camera I'm not sure how you can 
write to one but not write to the other one.



In short, I see how I can ping-pong the input by
changing the texture uniform but how do I ping-pong the attached
render buffer? Can I attach all my render targets but then not use
them (if it's an input)?


In all the code that I've made, I've ping-ponged the attached textures 
by swapping between two osg RTT cameras. The simplest example of this is 
osggameoflife.


There are other ways to swap, but they are not easy to do with base osg 
(I think, but am not sure, that osgPPU might help). For the options, 
have a look at this:


http://www.mathematik.uni-dortmund.de/~goeddeke/gpgpu/tutorial.html

search for ping pong.

The disadvantage of the two camera approach is that we are wasting FBOs. 
An easier way to change attachments would help.




What happens if you do read and write to the same texture each frame?


Craziness. Try it. Think of multiple processes reading and writing to 
the same memory in parallel. If there is any dependency between in/out 
the data will get corrupted.


Also, does this clear all my render targets (between frames): 
_Camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


I think so, but write out the buffers to check.



What I'm trying to do is calculate a temporal averaging of a specific
number of consecutive frames. I assume I need to keep a running
average of frames as well as well as save each of the frames. Then
each frame: SUM =  (SUM - oldestFrame + newFrame) and Output =
SUM/numberOfFrames;


You might be able to get away with just storing a running average. You 
can do something like:


time_constant = 10;
avg = ((time_constant-1)*avg + new_image)/time_constant;

This in effect creates a low-pass filter.



I think I'm done asking questions for now :-).

Thanks for any help you can provide...

Paul


cheers
jp





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