Re: [osg-users] Server migration

2009-02-09 Thread Jose Luis Hidalgo
Hi Sukender,


On Mon, Feb 9, 2009 at 8:16 AM, Sukender suky0...@free.fr wrote:
 Do your server have a protection software or something similar (I heard some 
 free exist and are quite good, butn I don't know more)?

Of course, we have a firewall that works quite well, the only thing I
needed to do is fill it with a blacklist (collected by a script that
parses the apache output). I'm looking for a long term solution, more
general, an IDS capable of detect and block this kind of attack.

 Is the 948 machines attack a Distributed DoS?

Sure, they are doing an stupid access to the machine, thanks to that I
can easily filter the traffic, right now it is almost under control. I
though every IP was from Australia, but actually it is from all over
places. Does anybody know a good technique to join single IP to block
bigger networks?

 I find this quite alarming and have two questions that may never have a 
 perfect answer: who?, and why?.

No clue, I suppose our server is easy to attack, that's enough. Given
the enough time every server is tested, that's not new... but still a
pity. But don't see this very alarming, we will work out a solution
and right now the server is working fine.

 The fact is that it causes the server to be less user friendly (slowdowns, 
 need to login before seeing the timeline). I of course understand your 
 position, but if all of this is really an attack, this is bad news. Maybe our 
 previous problems with the server came from here?...

Could be, the other apache was shared among other projects, and was
difficult to spot that kind of traffic... I will look at it, anyway
the migration to a virtualized machine gives us more control, so it's
a good move.

Cheers,
   Jose-L.

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Re: [osg-users] Server migration

2009-02-09 Thread J.P. Delport

Hi,

I can't seem to get my email address verified from trac. Tried 2 
addresses and pressed resend email multiple time. I have not received 
anything yet.


regards
jp

Jose Luis Hidalgo wrote:

HI All,

   The migration is beta-completed, we need now to test it and fix the
errors that surely will arise. As I've previously told you there is no
more OSG user to make changes on the wiki, now everybody should
register itself (but please do not use the e-mail feature, currently
the server doesn't send messages and your account won't be active).

  For those who had a subversion account your username/password is the
same on Trac, now users from trac and subversion share the same
database (that will make easier to grant svn access in the future).

   Users are the same for every project hosted on OSG server, no need
to register twice. Also please do not use your super-very-secret
password here, just in case.

  Next week, I will setup the FTP service which will replace our
webdav service to upload content (for those who had access), I will
thank a lot if those who need access to the server could refresh my
memory sending me an email (with copy to Robert).


Remember that we are testing the server, I would be very thankful if
you  shared with me any flaw you detect in order to solve it as fast
as possible.

Thank you all for your patience.

Cheers,
   Jose-Luis H.

On Sun, Feb 8, 2009 at 12:29 PM, Jose Luis Hidalgo
joseluis.hida...@gmail.com wrote:

Hi All,

  The migration is almost complete:

http://beta.openscenegraph.org

I've also changed all the Center macro, for those with curiosity:
mkdir -p $TMP
trac-admin . wiki dump $TMP
for file in $TMP/*; do
  sed -i -e 's/\[\[Center(begin)\]\]/{{{\n#!div style=text-align:
center\n/g' -e 's/\[\[Center(end)\]\]/\n}}}/g' $file
done
trac-admin . wiki load $TMP

Now I'm going to have a little break, then update macro permissions,
configure properly the plugins, and ftp (but this one won't work until
tomorrow because I need the UPV to open the 21 port).

then a little bit of testing...  cross your fingers.

Cheers,
  Jose-Luis H.


On Sun, Feb 8, 2009 at 11:35 AM, Robert Osfield
robert.osfi...@gmail.com wrote:

Hi Jose,

On Sun, Feb 8, 2009 at 8:45 AM, Jose Luis Hidalgo
joseluis.hida...@gmail.com wrote:

  2nd step: The server is going down for several minutes while I sync
the copy on the new one...

Just checked openscenegraph.org, nice front page notification and link
to old.openscenegraph.org ;-)

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread J.P. Delport

Hi,

I updated the OpenSceneGraph-2.8.0 branch to 9711. Must I rather check 
out the tag?


All built fine (debug build) with 0 errors and 0 warnings.

Debian Sid gcc version 4.3.3 (Debian 4.3.3-3).

Results also on cdash website under experimental.

jp

Robert Osfield wrote:

Hi All,

It turns out that the 2.8.0-rc2 was made from svn/trunk rather than
the OpenSceneGraph-2.8 from which it was meant to be made.  I've
spotted the error in my OSG maintainer section of
OpenSceneGraph/CMakeLists.txt and now when I make an rc it should
indeed come from the 2.8 branch.  As well as fixing the source of the
rc I've also made a couple of minor bug fixes.  As usual you can grab
the latest from:

http://www.openscenegraph.org/projects/osg/wiki/Downloads

Details:

Stable Release 2.8.0, release candidate 3, released 8th February 2009.
Further information...

Please test this release candidate, and report success/failure to the
osg-users mailing list.
Source Code:

source package : OpenSceneGraph-2.8.0-rc3.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0-rc3
OpenSceneGraph

The source package isn't generated yet, as the new server isn't
automatically generating the source packages like the previous server
was.  So grab the svn tag.  I'll get a source package upload tomorrow
if Jose Luis doesn't get to before I do.

I would very much like to make the final 2.8.0 release tomorrow, so if
rc3 compiles and runs well across platforms I'll make no further
changes other than release dates, and resetting the release candidate
number back to 0 to signify a final stable release.

Thanks in advance for all the testing :-)
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc2 tagged, please test

2009-02-09 Thread Robert Osfield
Hi Adrian,

I don't think this is an OSG bug, rather your application/plugin isn't
managing the clean up of graphics contexts in the right order.  Doing
a ref on the PerContextProgram object shouts out memory leak, which
I'd guess is you way of preventing proper cleanup.

It should possible to manage the clean up correctly without resorting
to these hacks, I don't know enougth about your particular
application/OSG usage to spot what you are doing wrong.  Might I
suggest a separate thread on this issue as it's really about correct
OSG usage rather than the 2.8. release.

Cheers,
Robert.

On Mon, Feb 9, 2009 at 7:16 AM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
 Hi Robert,

 I came around a long nightly tests, because i have a strange behaviour in
 our application w.r.t. to closing. For some models it raise an access
 violation error, for some not. now i worked out the problem we have.

 It's only raised (0x5 : access violation) :
 - when we append a slave at run time and remove it
 - when we have a shader attached (user shader) osg::Programm

 the code for adding removing the slave, just a look at the attachement
 (GuiEventHandler.cpp)
 releaseGLObjects then the error / crash can avoided.

 the problem comes from invalid pointer in _pcpList[x] = 0; the unref gets
 crashed. because the objects
 is still invalid, removed, in other program, or somewhere else or the
 initalization, or .. is not correct
 but only we renderer slave, and removed the slave (context) otherwise it
 works ok.

 i don't yet know where the bugs come from. or how we have to fix it. what
 does the _pcpList store? shared
 objects ?


 /adrian



 class WebaddonProgram : public osg::Program {
 public:
 virtual void releaseGLObjects(osg::State* state=0) const {

 for( unsigned int i=0; i  _shaderList.size(); ++i )
 {
 if (_shaderList[i].valid())
 _shaderList[i]-releaseGLObjects(state);
 }

 // begin hack (FIX)
 // i don't understand why this has to be done by a such hack.
 // but we believe that under full screen the OSG engine does't
 right copy
 // the pcp buffer (we are running under single threaded)
 for (unsigned int i(0);i_pcpList.size();i++ ) {
 _pcpList[i]-ref();
 }
 // end hack


 osg::buffered_valuedouble ARR;
 if (!state) {
 // FIX _pcpList.setAllElementsTo(0);
 } else {
 unsigned int contextID = state-getContextID();
 // FIX _pcpList[contextID] = 0; (FULL SCREEN BUG)
 }
 }
 };


 2009/2/8 Robert Osfield robert.osfi...@gmail.com

 Hi Paul,

 The fix is now checked into svn/trunk and OSG-2.8.

 Robert.

 On Sun, Feb 8, 2009 at 5:35 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:
  Hi Paul,
 
  After a tea break I got back on the horse and tracked the problem down
  to the osgText::Text::computeGlyphRepresentation() skipping every
  second repeated \n due to the way the if(){}else{} were set up.  I
  moved the end of lip skip to prevent this.  Changed file attached.  I
  can't check the file in right now, I'll try later on.
 
  Robert.
 
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Re: [osg-users] Server migration

2009-02-09 Thread Jose Luis Hidalgo
Hi J.P.,

I told on the list to not use the email-feature, is optional so
avoid it, right now the server can not send emails (due to our
University Policy). I will remove the username so you can register ir
again (this time without the email).

Cheers,
   Jose-L.


On Mon, Feb 9, 2009 at 9:45 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi,

 I can't seem to get my email address verified from trac. Tried 2 addresses
 and pressed resend email multiple time. I have not received anything yet.

 regards
 jp

 Jose Luis Hidalgo wrote:

 HI All,

   The migration is beta-completed, we need now to test it and fix the
 errors that surely will arise. As I've previously told you there is no
 more OSG user to make changes on the wiki, now everybody should
 register itself (but please do not use the e-mail feature, currently
 the server doesn't send messages and your account won't be active).

  For those who had a subversion account your username/password is the
 same on Trac, now users from trac and subversion share the same
 database (that will make easier to grant svn access in the future).

   Users are the same for every project hosted on OSG server, no need
 to register twice. Also please do not use your super-very-secret
 password here, just in case.

  Next week, I will setup the FTP service which will replace our
 webdav service to upload content (for those who had access), I will
 thank a lot if those who need access to the server could refresh my
 memory sending me an email (with copy to Robert).


 Remember that we are testing the server, I would be very thankful if
 you  shared with me any flaw you detect in order to solve it as fast
 as possible.

 Thank you all for your patience.

 Cheers,
   Jose-Luis H.

 On Sun, Feb 8, 2009 at 12:29 PM, Jose Luis Hidalgo
 joseluis.hida...@gmail.com wrote:

 Hi All,

  The migration is almost complete:

 http://beta.openscenegraph.org

 I've also changed all the Center macro, for those with curiosity:
 mkdir -p $TMP
 trac-admin . wiki dump $TMP
 for file in $TMP/*; do
  sed -i -e 's/\[\[Center(begin)\]\]/{{{\n#!div style=text-align:
 center\n/g' -e 's/\[\[Center(end)\]\]/\n}}}/g' $file
 done
 trac-admin . wiki load $TMP

 Now I'm going to have a little break, then update macro permissions,
 configure properly the plugins, and ftp (but this one won't work until
 tomorrow because I need the UPV to open the 21 port).

 then a little bit of testing...  cross your fingers.

 Cheers,
  Jose-Luis H.


 On Sun, Feb 8, 2009 at 11:35 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:

 Hi Jose,

 On Sun, Feb 8, 2009 at 8:45 AM, Jose Luis Hidalgo
 joseluis.hida...@gmail.com wrote:

  2nd step: The server is going down for several minutes while I sync
 the copy on the new one...

 Just checked openscenegraph.org, nice front page notification and link
 to old.openscenegraph.org ;-)

 Robert.
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Re: [osg-users] Server migration

2009-02-09 Thread J.P. Delport

Hi,


Jose Luis Hidalgo wrote:

Hi J.P.,

I told on the list to not use the email-feature, is optional so
avoid it, right now the server can not send emails (due to our
University Policy). I will remove the username so you can register ir
again (this time without the email).


OK, works fine now.

thanks

jp



Cheers,
   Jose-L.


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Re: [osg-users] Server migration

2009-02-09 Thread Jose Luis Hidalgo
Hi All,

   I've found the setting that removes the email verification, so now
there is no problem in giving the email. Sorry ! I'm still tweaking
Trac.

Right now the email verification when notification is off, is a little
bug: http://trac-hacks.org/ticket/3989

Cheers,
   Jose L.



On Mon, Feb 9, 2009 at 10:02 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi,

 Jose Luis Hidalgo wrote:

 Hi J.P.,

I told on the list to not use the email-feature, is optional so
 avoid it, right now the server can not send emails (due to our
 University Policy). I will remove the username so you can register ir
 again (this time without the email).

 OK, works fine now.

 thanks

 jp


 Cheers,
   Jose-L.

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Re: [osg-users] About game source!

2009-02-09 Thread Cedric Pinson

www.pok3d.com has been developped with osg

YangXiao wrote:

Hi Everyone:
  Is someone know about a opensource game code(about navy) developed 
use osg?

 Thanks
YangXiao.



好玩贺卡等你发,邮箱贺卡全新上线! 
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Paul Melis

Hi Robert,

Robert Osfield wrote:

I would very much like to make the final 2.8.0 release tomorrow, so if
rc3 compiles and runs well across platforms I'll make no further
changes other than release dates, and resetting the release candidate
number back to 0 to signify a final stable release.
  
I saw you updated NEWS.txt in svn. I made some minor textual changes to 
the release notes on the wiki yesterday.

Should I sync the svn version with the one in the 2.8 branch?

Paul
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Re: [osg-users] Server migration

2009-02-09 Thread Sukender
Hi Jose-Luis,

 Do your server have a protection software or something similar (I heard some 
 free exist and are quite good, butn I don't know more)?

 Of course, we have a firewall that works quite well, the only thing I
 needed to do is fill it with a blacklist (collected by a script that
 parses the apache output). I'm looking for a long term solution, more
 general, an IDS capable of detect and block this kind of attack.

Yes... I was actually talking about a specific software that does the analysis 
and do real-time detection and dynamic blocking. I know it exists but never 
used it.

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

2009-02-09 Thread hanne...@gmx.at

YangXiao wrote:

Hi Everyone:
  Is someone know about a opensource game code(about navy) developed use osg?
 Thanks
YangXiao.


The Combat Simulator Project
http://csp.sourceforge.net
1st person view, in development

Global Conflict Blue 
http://www.gcblue.com/

strategy, 1st version is using osg

in both cases look into the forum, both are friendly and don't bite if you 
post. ;)

regards
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Robert Osfield
Hi Paul,

On Mon, Feb 9, 2009 at 10:20 AM, Paul Melis p...@science.uva.nl wrote:
 I saw you updated NEWS.txt in svn. I made some minor textual changes to the
 release notes on the wiki yesterday.
 Should I sync the svn version with the one in the 2.8 branch?

Yes could you sync with the NEWS.txt and send me the changes.  It
would be worth double checking your changes are still there as the
server migration may have lots them if you made them at the wrong
point.

Robert.
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Re: [osg-users] About game source!

2009-02-09 Thread Sukender
Hi YangXiao,

I develop a tiny game and a small engine that uses OSG, ODE, osgAL (and thus 
OpenAL) and other libraries (boost, gettext, cURL...). See them both at:
http://pvle.sourceforge.net/
http://sukender.free.fr/paratrooper/index_en.php

Please note the engine is still alpha, but is useable and does not hide OSG. 
So think about it as kind of OSG helper, or OSG + some features that don't 
fall under the definition of a scene graph.

However, you may have a look to delta3D if you need a more sophisticated engine.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Robert Osfield
Hi JP,

On Mon, Feb 9, 2009 at 8:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 I updated the OpenSceneGraph-2.8.0 branch to 9711. Must I rather check out
 the tag?

Testing out the tag is useful as it's a release candidate.  Testing
out the the branch with the same rev should also get  you the same
sources - if my edits to the script have worked correct

 All built fine (debug build) with 0 errors and 0 warnings.

 Debian Sid gcc version 4.3.3 (Debian 4.3.3-3).

 Results also on cdash website under experimental.

Thanks.

Robert.
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[osg-users] Build Errors on Dashboard

2009-02-09 Thread Robert Osfield
Checking the dashboard this morning I see that a new error has been
reported for one of the Visual Studio builds, with site name ARNY:

   http://www.cdash.org/CDashPublic/buildSummary.php?buildid=9353

The errors are all in osgversion.cpp and of the form:

1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp(248)
: error C2001: newline in constant

1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp(249)
: error C2143: syntax error : missing ';' before 'if'

1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp(301)
: error C2001: newline in constant

There is also warning emitted for osgversion.cpp:

1..\..\..\tag2.4.0\OpenSceneGraph-2.8.0-rc1\applications\osgversion\osgversion.cpp
: warning C4819: The file contains a character that cannot be
represented in the current code page (949). Save the file in Unicode
format to prevent data loss

I did a search on the web for the later and came across an MS pag
List of bugs that are fixed in Visual Studio 2005 Service Pack 1

   http://support.microsoft.com/kb/918526

Which might suggests that this warning and associated errors might
well be a VS bug.  I do wonder if a locale setting is a fault too.
It's worth noting that this file has contained these problem
characters for years, they aren't anything new, and most VS users are
compiling it without problem.  So my guess it is a VS bug or settings
issue.   There is also a chance that a VS #pramga might be prevent
locale problems.

Thoughts?

Robert.
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Re: [osg-users] Collada Plugin for Mac OS X...some building problems

2009-02-09 Thread alessandro terenzi
Sorry to bother again with this problem, but I still cannot manage to build
Collada plugin for Mac...(now trying with OSG 2.7.9+Collada DOM 2.1)

...I suppose that the OSG's Xcode project does not work for target
osgdb_dae.so, I expected to build successfully the project 'out of the
box', but first I had to manually add a reference to boost headers, and
moreover Collada14Dom.dylib is not found by the linker...

...I also used Cmake to generate just make files and tryied to build from
command line, but again I got a linking error...

...I manually set both LD_LIBRARY_PATH and DYLD_LIBRARY_PATH to the
directory where Collada14Dom.dylib is but I still cannot link agaist it...

At this point I'd just like to know if it is a problem about my dev
environmet or if there is something wrong about OSG's Xcode project and/or
make files...

By the way, does anyone managed to build Collada plugin for Mac OS X (10.5)?
Thank you.
Alessandro
On Thu, Feb 5, 2009 at 3:58 PM, alessandro terenzi a.tere...@gmail.comwrote:

 I moved a step forward but still didn't manage to build dae plugin.
 One of the problems was that the ColladaDOM's Xcode project build only
 static version of the dom, so I manually used 'make' from the shell to build
 the dynamic library.
 On the OSG side, although I set cmake paramters for COLLADA, it looks like
 they are ignored in the Xcode project, so I had to manually set again the
 include dir for osgdb_dae.so target and I also added the path my
 Collada14Dom.dylib...but the linker continues to give me a 'library not
 found' error:

  *ld: library not found for -lcollada14dom*

 *collect2: ld returned 1 exit status*

 Can anyone help please?
 Thank you. Best regards.
 Alessandro

 On Mon, Feb 2, 2009 at 10:49 AM, alessandro terenzi 
 a.tere...@gmail.comwrote:

 I need to build collada plugin for Mac OS X (10.5) but I didn't manage to
 build it.
  Actually I did not understand which version of Collada DOM must be used
 with which OSG's version.

 In my last try (OSG 2.7.8 + Collada DOM 2.2) I had an error concerning
 BOOST...it looks like that many collada plugin files try to include
 boost/filesystem/convenience.hpp but unsuccessfully. Anyway I found it
 somewhere in the Collada files, so I manually added that path to build the
 plugin, but the linking failed because collada14dom was not found.
 Actually the Xcode project for Collada DOM builds just libdom.a (which I
 choose with Cmake).

 Am I missing something? Any suggestion? Thank.
 Alessandro



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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Robert Osfield
Hi All,

I would like to tag 2.8.0 this afternoon, which means in the next hour
or two.  I'm basically ready.  The code this last week has actually
looked pretty stable considering the relatively small number of
problems reported.  I would have liked more feedback on the niche
platforms such as Solaris, IRIX, HP-UX and AIX, but we can't hold back
the release indefinitely - we all have other work to get on with.
Please shout now if you are about to do some testing and wish to hold
the release till you get your results.

Thanks,
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Morné Pistorius
Hi Robert,

Built 2.8.0 branch, revision 9716 on Windows, VS 2005 SP1.  Everything
built fine, 0 errors, 0 warnings.

Cheers,
Morne


On Mon, Feb 9, 2009 at 12:37 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi All,

 I would like to tag 2.8.0 this afternoon, which means in the next hour
 or two.  I'm basically ready.  The code this last week has actually
 looked pretty stable considering the relatively small number of
 problems reported.  I would have liked more feedback on the niche
 platforms such as Solaris, IRIX, HP-UX and AIX, but we can't hold back
 the release indefinitely - we all have other work to get on with.
 Please shout now if you are about to do some testing and wish to hold
 the release till you get your results.

 Thanks,
 Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Stephan Maximilian Huber
Robert Osfield schrieb:
 Hi All,
 
 I would like to tag 2.8.0 this afternoon, which means in the next hour
 or two.  

Can you please wait a little bit, I am compiling osg on OS X against the
10.4 sdk and there seems to be a problem, compiling against the 10.5
does work fine. I have to make a clean build, but that takes a long time
on my machine.

I'll report success/errors back ASAP.

Stephan
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread legeochen
Done! Everything bult successfully with MinGW.
Cheers
  Legeo

2009/2/9 Morné Pistorius mpistorius@googlemail.com

 Hi Robert,

 Built 2.8.0 branch, revision 9716 on Windows, VS 2005 SP1.  Everything
 built fine, 0 errors, 0 warnings.

 Cheers,
 Morne


 On Mon, Feb 9, 2009 at 12:37 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
  Hi All,
 
  I would like to tag 2.8.0 this afternoon, which means in the next hour
  or two.  I'm basically ready.  The code this last week has actually
  looked pretty stable considering the relatively small number of
  problems reported.  I would have liked more feedback on the niche
  platforms such as Solaris, IRIX, HP-UX and AIX, but we can't hold back
  the release indefinitely - we all have other work to get on with.
  Please shout now if you are about to do some testing and wish to hold
  the release till you get your results.
 
  Thanks,
  Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Robert Osfield
On Mon, Feb 9, 2009 at 1:24 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
 Can you please wait a little bit, I am compiling osg on OS X against the
 10.4 sdk and there seems to be a problem, compiling against the 10.5
 does work fine. I have to make a clean build, but that takes a long time
 on my machine.

 I'll report success/errors back ASAP.

OK, I'll hang back till you report on progress.

What issues are you seeing pop up so far?

Robert.
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[osg-users] OpenSceneGraph 2.8.0-rc3 testing

2009-02-09 Thread Quinn, Gary
Hi Robert.
OSG2.8.0-rc3 on Windows with Visual Studio produces one error...
Project wrappers fails to build... genwrapper is not recognised as an
internal or external command

Also found some more typos in the output text of various examples...
http://vr3/osg280rc1/osg280rc3SpellingErrors.txt
Gary.

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[osg-users] multi camera

2009-02-09 Thread Ufuk
Hi,
i am trying to apply multi camera on my project. I am referencing Examples
osgcamera.
Here i did almost the same with your examples but there are few changes.
Maybe this changes causes problems because in your examples runs in 60fps
even there are 6 windows. My fps is 60fps/numberOfWindows :(
so i want to ask some questions about this.

Here is my code about multi window:


void MyApplication::multipleWindowMultipleCameras()
{
const int numberOfWindows = 4;

osg::GraphicsContext::WindowingSystemInterface* wsi =
osg::GraphicsContext::getWindowingSystemInterface();
unsigned int screenWidth, screenHeight;
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0),
screenWidth, screenHeight);

double aspectRatioScale = (double)numberOfWindows / 2;
double translate_x = double(numberOfWindows) - 1;

simBase::SimCamera* camera; //SimCamera encapsulates osgCamera.

for (int i = 0; i  numberOfWindows ; i++, translate_x -= 2.0)
{
if (i == 0)
{
camera = getCamera(); //myApplication main camera.
}
else
{
camera = new simBase::SimCamera(); //new camera which shows
other parts of scene.
}

osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
traits-screenNum = 0;
traits-x = (i * screenWidth) / numberOfWindows;
traits-y = 0;
traits-width = screenWidth/numberOfWindows - 1;
traits-height = screenHeight;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;

osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext::createGraphicsContext(traits.get());

osg::Camera* osgCamera = camera-getOSGCamera();
osgCamera-setGraphicsContext(gc.get());
osgCamera-setViewport(new osg::Viewport(0,0,  screenWidth /
numberOfWindows, screenHeight));
GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
osgCamera-setDrawBuffer(buffer);
osgCamera-setReadBuffer(buffer);

simBase::SimView* view = getView(); //SimView encapsulates
osgViewer::View.
if (i != 0) //if i apply this process to main camera, then i see
nothing on the scene. So i disabled this for first camera.
 view-addSlave(camera, osg::Matrix::scale(aspectRatioScale,
1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );
}
}


One important distance here is: i use osgViewer::View directly. I dont use
osgViewer::Viewer.  and MyApplication has a osgViewer::CompositeViewer.
Even if i call the function as
getCompositeViewer()-getView(0)-addSlave(osgCamera,
osg::Matrix::scale(aspectRatioScale, 1.0,
1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );

So i wonder, is it really that much different to use CompositeViewer or
Viewer.
Our design looks like a bit Delta3D (maybe you know) so i wanted to get some
advices about this..

I wanted to know if Viewer has capability show multiscreen better than
CompositeViewer or something else...


-- 
Ufuk
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[osg-users] Trac error

2009-02-09 Thread J.P. Delport

Hi J-L,

I surfed to
http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721

and got the following:

Oops…
Trac detected an internal error:

TypeError: expecting datetime, int, long, float, or None; got class 
'genshi.template.eval.Undefined'


There was an internal error in Trac. It is recommended that you inform 
your local Trac administrator and give him all the information he needs 
to reproduce the issue.


The action that triggered the error was:

GET: /log/OpenSceneGraph/branches

rgds
jp

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Re: [osg-users] OpenSceneGraph 2.8.0-rc3 testing

2009-02-09 Thread Robert Osfield
HI Gary,

On Mon, Feb 9, 2009 at 1:41 PM, Quinn, Gary g.qu...@tees.ac.uk wrote:
 OSG2.8.0-rc3 on Windows with Visual Studio produces one error...
 Project wrappers fails to build... genwrapper is not recognised as an
 internal or external command

wrappers is designed to run the genwrappers utility to generate the
osgIntrospection wrappers.  You'll need to pull this down from the
genwrapper svn and build it locally.

Normal OSG usage doesn't require you to run wrapper target, only if
you need to update the wrappers do you need it.

 Also found some more typos in the output text of various examples...
 http://vr3/osg280rc1/osg280rc3SpellingErrors.txt

I clicked on this link and don't get anything valid.  Could you please
just post the file to whole file to the osg-users lists.

Thanks,
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Stephan Maximilian Huber
Hi Robert,

Robert Osfield schrieb:
 OK, I'll hang back till you report on progress.
 
 What issues are you seeing pop up so far?

there were some bogus linker errors with some of the libraries, seems
that Xcode mixed up object-files for 10.5 and 10.4.

The clean build does not produce any errors, everthing's fine now on my end.

Stephan


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Re: [osg-users] Server migration

2009-02-09 Thread Jean-Sébastien Guay

Hi Jose Luis,


   The migration is beta-completed, we need now to test it and fix the
errors that surely will arise.


Do we need to test on beta.openscenegraph.org or just plain 
www.openscenegraph.org?


Thanks a lot for all your efforts,

J-S
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Re: [osg-users] multi camera

2009-02-09 Thread Robert Osfield
Hi Ufuk,

The CompositeViewer and Viewer should have exactly the same
performance characteristics w.r.t managing multiple cameras - as it's
exactly the same ViewerBase code underneath that is managing all the
threading and graphics rendering.

If you own app is not performing the same then it could be down to the
threading model used, or something else particular.  Please note that
some graphics drivers will do swap buffers in sequence if you have
multiple windows being rendered too, with each swap doing a vsync,
which ends up with each window blocking till the end of each screen
refresh.  Use of the swap groups extension would be one way around
this issue, unfortunately osgViewer doesn't yet provide this
functionality, it should be possible to integrate it though.

Robert.

On Mon, Feb 9, 2009 at 1:44 PM, Ufuk ufuk@gmail.com wrote:
 Hi,
 i am trying to apply multi camera on my project. I am referencing Examples
 osgcamera.
 Here i did almost the same with your examples but there are few changes.
 Maybe this changes causes problems because in your examples runs in 60fps
 even there are 6 windows. My fps is 60fps/numberOfWindows :(
 so i want to ask some questions about this.

 Here is my code about multi window:

 
 void MyApplication::multipleWindowMultipleCameras()
 {
 const int numberOfWindows = 4;

 osg::GraphicsContext::WindowingSystemInterface* wsi =
 osg::GraphicsContext::getWindowingSystemInterface();
 unsigned int screenWidth, screenHeight;
 wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0),
 screenWidth, screenHeight);

 double aspectRatioScale = (double)numberOfWindows / 2;
 double translate_x = double(numberOfWindows) - 1;

 simBase::SimCamera* camera; //SimCamera encapsulates osgCamera.

 for (int i = 0; i  numberOfWindows ; i++, translate_x -= 2.0)
 {
 if (i == 0)
 {
 camera = getCamera(); //myApplication main camera.
 }
 else
 {
 camera = new simBase::SimCamera(); //new camera which shows
 other parts of scene.
 }

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
 traits-screenNum = 0;
 traits-x = (i * screenWidth) / numberOfWindows;
 traits-y = 0;
 traits-width = screenWidth/numberOfWindows - 1;
 traits-height = screenHeight;
 traits-windowDecoration = true;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;

 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());

 osg::Camera* osgCamera = camera-getOSGCamera();
 osgCamera-setGraphicsContext(gc.get());
 osgCamera-setViewport(new osg::Viewport(0,0,  screenWidth /
 numberOfWindows, screenHeight));
 GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
 osgCamera-setDrawBuffer(buffer);
 osgCamera-setReadBuffer(buffer);

 simBase::SimView* view = getView(); //SimView encapsulates
 osgViewer::View.
 if (i != 0) //if i apply this process to main camera, then i see
 nothing on the scene. So i disabled this for first camera.
  view-addSlave(camera, osg::Matrix::scale(aspectRatioScale,
 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );
 }
 }
 

 One important distance here is: i use osgViewer::View directly. I dont use
 osgViewer::Viewer.  and MyApplication has a osgViewer::CompositeViewer.
 Even if i call the function as
 getCompositeViewer()-getView(0)-addSlave(osgCamera,
 osg::Matrix::scale(aspectRatioScale, 1.0,
 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );

 So i wonder, is it really that much different to use CompositeViewer or
 Viewer.
 Our design looks like a bit Delta3D (maybe you know) so i wanted to get some
 advices about this..

 I wanted to know if Viewer has capability show multiscreen better than
 CompositeViewer or something else...


 --
 Ufuk

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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Robert Osfield
Hi Stephan,

On Mon, Feb 9, 2009 at 1:56 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:

 there were some bogus linker errors with some of the libraries, seems
 that Xcode mixed up object-files for 10.5 and 10.4.

 The clean build does not produce any errors, everthing's fine now on my end.

So do we have a thumbs up for OSX for both 10.5 and 10.4 then?

Robert.
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Re: [osg-users] Trac error

2009-02-09 Thread Stephan Maximilian Huber
Hi,

as an additional note, the timeline stops at revision 9703, but the last
revision is currently 9722.

When browsing the source, trac reports an error No changeset 9722 in
the repository

cheers,
Stephan



J.P. Delport schrieb:
 Hi J-L,
 
 I surfed to
 http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721
 
 
 and got the following:
 
 Oops…
 Trac detected an internal error:
 
 TypeError: expecting datetime, int, long, float, or None; got class
 'genshi.template.eval.Undefined'
 
 There was an internal error in Trac. It is recommended that you inform
 your local Trac administrator and give him all the information he needs
 to reproduce the issue.
 
 The action that triggered the error was:
 
 GET: /log/OpenSceneGraph/branches
 
 rgds
 jp
 

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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Stephan Maximilian Huber
Hi Robert,
Robert Osfield schrieb:

 What issues are you seeing pop up so far?

can you please merge Changeset 9722 with the 2.8-branch? It's only the
local OpenThreads/Config-file for the xcode-project.

cheers,
Stephan
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[osg-users] Blending with osgAnimation

2009-02-09 Thread Fabien Lavignotte
I move the discussion to osg-users. 
The TimeLineAnimationManager does not really seems appropriate for my needs. 
Let me explain better.
I want to do cross-fade between two animations loop. The example shows 
continuous blend not cross-fade and between an endless animations and 
short animations. The figures in the following link show what i mean by 
cross-fade and continuous blend : 
http://www.gamasutra.com/features/20030704/edsall_02.shtml
Maybe it is possible to do cross-fade with TimeLine (using BlendOut for 
exemple?), but i have preferred to hack a simple method to start...

Then for my blending problems, I see into the code you are just doing addition 
and substraction on quaternion for blending, is it exact ?

Fabien.


-Original Message-
From: osg-submissions-boun...@lists.openscenegraph.org 
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric 
Pinson
Sent: lundi 9 février 2009 14:30
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Small fixes for osgAnimation

Hi,
If you check the osganimationtimline, it blends the two animations. The idle 
and the scratch. It could help you i guess.
The screenshoot is funny :)

Cheers,
Cedric

Fabien Lavignotte wrote:
 For blending I have checked osganimationtimeline, the TimeLine thing is quite 
 nice but i am not sure it cover my needs.
 I just wanted to blend smoothly when going from one animation loop to another 
 (for exemple run-walk, then walk-stand). Looking at TimeLine code i wasn't 
 sure it was possible.
 So, i ended up hacking a node callback with BasicAnimationManager, by  
 setting weight on the 2 Animation and then let osgAnimation engine blend 
 properly the two animations. 
 Blending seems to be done but result is quite weird, even funny sometimes 
 (check the screenshot) but i don't know if it is osgAnimation fault, my code 
 or even the animations. I have to dig further into it but unfortunately i 
 don't have much time to dedicate to character animation, it is just a side 
 project.

 Fabien. 

 -Original Message-
 From: osg-submissions-boun...@lists.openscenegraph.org 
 [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of 
 Cedric Pinson
 Sent: lundi 9 février 2009 12:41
 To: OpenSceneGraph Submissions
 Subject: Re: [osg-submissions] Small fixes for osgAnimation

 Hi Fabien,

 I will check them for integration, could send me in futur a patch it's easier 
 for me to watch what changed. I know Robert prefer entire file, so i propose 
 you send both.

 Can you describe the problem you have about blending ? Did you check in the 
 osganimationtimeline example ?

 Thank you for your contribution

 Cheers,
 Cedric

 Fabien Lavignotte wrote:
   
 Some other litte changes just to clean up the API.

 TimeLine : remove virtual inheritance that is not needed RigGeometry : 
 put some methods/members in private section (everything was public), 
 use META_Object macro osganimationskinning.cpp : remove two lines 
 that are not needed

 By the way, i have some good result with osgAnimation. I should post a 
 screenshot soon. I still have some problems with blending for the moment...

 Thanks,
 Fabien

  

 -Original Message-
 From: osg-submissions-boun...@lists.openscenegraph.org
 [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf 
 Of Cedric Pinson
 Sent: jeudi 5 février 2009 20:03
 To: OpenSceneGraph Submissions
 Subject: Re: [osg-submissions] Small fixes for osgAnimation

 Here the file without the virtual osg::Object

 Cheers,
 Cedric

 Cedric Pinson wrote:
   
 
 Hi Fabien,
 Thanks for the fix, The virtual inherit from osg::Object was due 
 some previous test, it's not require.

 Cheers,
 Cedric

 Fabien Lavignotte wrote:
 
   
 Hi Robert and Cedric,
 Here is some various small fixes i have done while playing with 
 osgAnimation.  - Animation : removed the _name attribute that is 
 never used.
  - BasicAnimationManager : fix a crash on Windows with the example 
 osganimationviewer. The _lastUpdate attribute was not initialized 
 when using copy constructor.
  - CMakeLists.txt : add RigGeometry to the headers list And just a 
 small comment on the Animation class, it uses virtual inheritance 
 on osg::Object, is it really needed ?
 Thanks,
 Fabien Lavignotte

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Re: [osg-users] Trac error

2009-02-09 Thread Jose Luis Hidalgo
Hi All,

   I've stopped the apache and I'm re-syncing the history of Trac...
It is probably that.

Cheers,
   Jose-L.

PS: Sorry for the apache being down... please wait a few moments.

On Mon, Feb 9, 2009 at 3:02 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
 Hi,

 as an additional note, the timeline stops at revision 9703, but the last
 revision is currently 9722.

 When browsing the source, trac reports an error No changeset 9722 in
 the repository

 cheers,
 Stephan



 J.P. Delport schrieb:
 Hi J-L,

 I surfed to
 http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721


 and got the following:

 Oops…
 Trac detected an internal error:

 TypeError: expecting datetime, int, long, float, or None; got class
 'genshi.template.eval.Undefined'

 There was an internal error in Trac. It is recommended that you inform
 your local Trac administrator and give him all the information he needs
 to reproduce the issue.

 The action that triggered the error was:

 GET: /log/OpenSceneGraph/branches

 rgds
 jp


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[osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
Hi All,

I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2
has been positive so far, so it looks like the code is pretty ready.
Do you agree/disagree that we are ready to tag?  Now is your last
opportunity to report a show stopper!

Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today.

Cheers,
Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Paul Melis

Robert Osfield wrote:

Hi All,

I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2
has been positive so far, so it looks like the code is pretty ready.
Do you agree/disagree that we are ready to tag?  Now is your last
opportunity to report a show stopper!
  

Did you see the message about rev 9722 not being in the branch yet?

Paul

Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today.

Cheers,
Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Robert Osfield
On Mon, Feb 9, 2009 at 2:04 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
 can you please merge Changeset 9722 with the 2.8-branch? It's only the
 local OpenThreads/Config-file for the xcode-project.

Is this something you've checked into svn/trunk?  I can't check right
now as the server is just rebooting.

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
On Mon, Feb 9, 2009 at 2:10 PM, Paul Melis p...@science.uva.nl wrote:
 Did you see the message about rev 9722 not being in the branch yet?

It arrived just after I pressed send :-)

So yes have spotted it, currently waiting on the server.

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Paul Melis

Robert Osfield wrote:

On Mon, Feb 9, 2009 at 2:10 PM, Paul Melis p...@science.uva.nl wrote:
  

Did you see the message about rev 9722 not being in the branch yet?



It arrived just after I pressed send :-)

So yes have spotted it, currently waiting on the server.
  

Good ;-)
BTW, you asked Stephan if he had committed it to the trunk, but I 
thought only you had permission to commit there?


Paul

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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Stephan Maximilian Huber
Hi Robert,

Robert Osfield schrieb:
 On Mon, Feb 9, 2009 at 2:04 PM, Stephan Maximilian Huber
 ratzf...@digitalmind.de wrote:

 can you please merge Changeset 9722 with the 2.8-branch? It's only the
 local OpenThreads/Config-file for the xcode-project.
 
 Is this something you've checked into svn/trunk?  I can't check right
 now as the server is just rebooting.

yes. I had to modify the local Config-file for OpenThreads which is
needed for the XCode-project.

AFAIK I have no write-access to the xcode-folder of the 2.8-branch.

cheers,
Stephan
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Stephan Maximilian Huber
Hi Robert,

Robert Osfield schrieb:
 So do we have a thumbs up for OSX for both 10.5 and 10.4 then?

with changeset 9722 merged to 2.8-branch, yes.

cheers,
Stephan

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Re: [osg-users] Server migration

2009-02-09 Thread Jose Luis Hidalgo
Hi Jean-Sébastien,

   Right now www.openscenegraph.org is our new server.

J-L.


On Mon, Feb 9, 2009 at 2:58 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Jose Luis,

   The migration is beta-completed, we need now to test it and fix the
 errors that surely will arise.

 Do we need to test on beta.openscenegraph.org or just plain
 www.openscenegraph.org?

 Thanks a lot for all your efforts,

 J-S
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Re: [osg-users] OpenSceneGraph 2.8.0-rc3 testing

2009-02-09 Thread Quinn, Gary
Hi Robert.
Project wrappers fails to build... genwrapper is not recognised
as an internal or external command
 wrappers is designed to run the genwrappers utility to generate the
osgIntrospection wrappers.  You'll need to pull this down from the
genwrapper svn and build it locally.
I've seen this error before when testing an earlier rc. Paul ??? replied
saying something like the wrappers needed to be updated or checked-in or
something at your end.  Sorry I can't be more specific, the osg website
seems to be down at the moment so I can't get at the archives.
Gary.

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Re: [osg-users] Trac error

2009-02-09 Thread Jose Luis Hidalgo
Done... please test it... it should work now.

On Mon, Feb 9, 2009 at 3:07 PM, Jose Luis Hidalgo
joseluis.hida...@gmail.com wrote:
 Hi All,

   I've stopped the apache and I'm re-syncing the history of Trac...
 It is probably that.

 Cheers,
   Jose-L.

 PS: Sorry for the apache being down... please wait a few moments.

 On Mon, Feb 9, 2009 at 3:02 PM, Stephan Maximilian Huber
 ratzf...@digitalmind.de wrote:
 Hi,

 as an additional note, the timeline stops at revision 9703, but the last
 revision is currently 9722.

 When browsing the source, trac reports an error No changeset 9722 in
 the repository

 cheers,
 Stephan



 J.P. Delport schrieb:
 Hi J-L,

 I surfed to
 http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/branches?rev=9721


 and got the following:

 Oops…
 Trac detected an internal error:

 TypeError: expecting datetime, int, long, float, or None; got class
 'genshi.template.eval.Undefined'

 There was an internal error in Trac. It is recommended that you inform
 your local Trac administrator and give him all the information he needs
 to reproduce the issue.

 The action that triggered the error was:

 GET: /log/OpenSceneGraph/branches

 rgds
 jp


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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
Hi,

* Robert Osfield -- Monday 09 February 2009:
 Do you agree/disagree that we are ready to tag? 

you'll probably not be surprised if I say: I disagree.  :-)

I had reported a segfault and the diagnose output of valgrind/helgrind,
which affirms that there is a threading bug (maybe in the particles
code?). It's very likely that this is exactly the bug which causes
the segfaults.

m.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Sukender
Hi Robert,

I did not test many things but IMHO, and seeing what was posted on mailing 
lists, I agree to tag the 2.8.0.

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


Le Mon, 09 Feb 2009 15:08:40 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi All,

 I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2
 has been positive so far, so it looks like the code is pretty ready.
 Do you agree/disagree that we are ready to tag?  Now is your last
 opportunity to report a show stopper!

 Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today.

 Cheers,
 Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Mathias Fröhlich

Hi Robert,

On Monday 09 February 2009 15:08, Robert Osfield wrote:
 I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2
 has been positive so far, so it looks like the code is pretty ready.
 Do you agree/disagree that we are ready to tag?  Now is your last
 opportunity to report a show stopper!

 Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT
 today.

I successfully compiled today morning's 2.8 branch on solaris, hpux and two 
linux variants.

Looking forward to the release.

Mathias

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Re: [osg-users] OpenSceneGraph 2.8.0-rc3 testing

2009-02-09 Thread Robert Osfield
Hi Gary,

On Mon, Feb 9, 2009 at 2:22 PM, Quinn, Gary g.qu...@tees.ac.uk wrote:
 Hi Robert.
Project wrappers fails to build... genwrapper is not recognised
 as an internal or external command
 wrappers is designed to run the genwrappers utility to generate the
 osgIntrospection wrappers.  You'll need to pull this down from the
 genwrapper svn and build it locally.
 I've seen this error before when testing an earlier rc. Paul ??? replied
 saying something like the wrappers needed to be updated or checked-in or
 something at your end.  Sorry I can't be more specific, the osg website
 seems to be down at the moment so I can't get at the archives.

Compiling the wrappers is different from generating them.  The
wrappers target runs genwrapper to generate the wrappers.  While
enable compiling osgIntrospection will compile the wrappers, but if I
have haven't updated the wrappers to fit with changes to the core
header files then compile of the wrappers can break - which is what
Paul will have been refering to.

I believe all the wrappers are up to date (I've been running
genwrapper via make wrappers on my system to keep OG-2.8.), and the
wrapper target itself is a specialist target that you will only need
to run the wrappers target if you modify the headers and you are using
osgIntrospection.

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
Hi Melchior,

On Mon, Feb 9, 2009 at 2:24 PM, Melchior FRANZ melchior.fr...@gmail.com wrote:
 you'll probably not be surprised if I say: I disagree.  :-)

 I had reported a segfault and the diagnose output of valgrind/helgrind,
 which affirms that there is a threading bug (maybe in the particles
 code?). It's very likely that this is exactly the bug which causes
 the segfaults.

The segfault I saw with your example was because the example was
broken as the viewer wasn't ref counted, this wasn't an OSG bug.

I haven't had a chance to investigate the valgrind report though, have
you had a chance?  Has anyone else reproduce/investigated this issue?

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Robert Osfield
Hi Stephan,

On Mon, Feb 9, 2009 at 2:18 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
 Hi Robert,

 Robert Osfield schrieb:
 So do we have a thumbs up for OSX for both 10.5 and 10.4 then?

 with changeset 9722 merged to 2.8-branch, yes.

It turns out that I needed the 9653 changeset as well.  Could you
please check the OSG-2.8 branch to make sure all the files look
present and correct.

snv/trunk's OpenThrads/Config:
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/Xcode/OpenSceneGraph/config/OpenThreads/Config

svn/OSG-2.8 branches OpenThreads/Config:
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-2.8/Xcode/OpenSceneGraph/config/OpenThreads/Config

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
* Robert Osfield -- Monday 09 February 2009:
 The segfault I saw with your example was because the example was
 broken as the viewer wasn't ref counted, this wasn't an OSG bug.

But valgrind/helgrind reported a bug in *OSG*, in the same
area where FlightGear crashes. I didn't let it run over FlightGEar,
but over osgparticleeffects. No broken example involved
here. (Unless osgparticleeffects is broken, too, of course. :-)



 I haven't had a chance to investigate the valgrind report though, 
 have you had a chance?

I'm sorry. I know that patches are more welcomed than bug reports.
But it would probably have taken me many hours, if not days, to
understand how the code is supposed to work, before I could even
start to search for the bug. Time that I better spend on (OSS)
projects where I know the code (and that need as much bugfixing).

m.
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Re: [osg-users] osgPango (Stop Worrying Love The Bomb)

2009-02-09 Thread Jeremy Moles
On Fri, 2009-02-06 at 09:15 +, David Spilling wrote:
  Jeremy,
 
 Thanks for that. I must admit I am a little bit confused between the
 various things that have been mentioned for text rendering, and would
 appreciate a one liner explanation of what the difference between
 osgPango and osgCairo is. Plus I've seen other libraries mentioned in
 this context (Poppler?). I guess my question is, in the end, is
 osgPango meant as a replacement for osgText?

osgCairo is just a nodekit for gluing Cairo's vector drawing API onto an
osg::Image object.

osgPango uses Cairo to physically draw the fonts on the textures.

Will it replace osgText? I don't know. I hope so, but it introduces a
dependency on Pango that Robert may not be happy with. Also, there is so
much going on now with OSG that I doubt he'd even bother looking until
sometime a few months from now, at least.

 Thanks,
 
 David
 
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Re: [osg-users] Blending with osgAnimation

2009-02-09 Thread Cedric Pinson

Hi Fabien,

You can hack for start if you prefer. But the timeline api give you the 
ability to do cross fade. If you want to experiment, you can start an 
animation manager from the basic one, it's simple enough to hack inside.


You can add quaternion and renormalize after. For more complicated 
quaternion interpolation you the order you do the operation has 
influence. I used the simpliest from this reference 
http://mollyrocket.com/911?first=10action=download


I think we would need to add explanation on the wiki page

Cheers,
Cedric

Fabien Lavignotte wrote:
I move the discussion to osg-users. 
The TimeLineAnimationManager does not really seems appropriate for my needs. Let me explain better.

I want to do cross-fade between two animations loop. The example shows continuous blend not 
cross-fade and between an endless animations and short animations. The figures in the following 
link show what i mean by cross-fade and continuous blend : http://www.gamasutra.com/features/20030704/edsall_02.shtml
Maybe it is possible to do cross-fade with TimeLine (using BlendOut for 
exemple?), but i have preferred to hack a simple method to start...

Then for my blending problems, I see into the code you are just doing addition 
and substraction on quaternion for blending, is it exact ?

Fabien.


-Original Message-
From: osg-submissions-boun...@lists.openscenegraph.org 
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric 
Pinson
Sent: lundi 9 février 2009 14:30
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Small fixes for osgAnimation

Hi,
If you check the osganimationtimline, it blends the two animations. The idle 
and the scratch. It could help you i guess.
The screenshoot is funny :)

Cheers,
Cedric

Fabien Lavignotte wrote:
  

For blending I have checked osganimationtimeline, the TimeLine thing is quite 
nice but i am not sure it cover my needs.
I just wanted to blend smoothly when going from one animation loop to another (for 
exemple run-walk, then walk-stand). Looking at TimeLine code i wasn't sure it 
was possible.
So, i ended up hacking a node callback with BasicAnimationManager, by  setting weight on the 2 Animation and then let osgAnimation engine blend properly the two animations. 
Blending seems to be done but result is quite weird, even funny sometimes (check the screenshot) but i don't know if it is osgAnimation fault, my code or even the animations. I have to dig further into it but unfortunately i don't have much time to dedicate to character animation, it is just a side project.


Fabien. 


-Original Message-
From: osg-submissions-boun...@lists.openscenegraph.org 
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of 
Cedric Pinson

Sent: lundi 9 février 2009 12:41
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Small fixes for osgAnimation

Hi Fabien,

I will check them for integration, could send me in futur a patch it's easier 
for me to watch what changed. I know Robert prefer entire file, so i propose 
you send both.

Can you describe the problem you have about blending ? Did you check in the 
osganimationtimeline example ?

Thank you for your contribution

Cheers,
Cedric

Fabien Lavignotte wrote:
  


Some other litte changes just to clean up the API.

TimeLine : remove virtual inheritance that is not needed RigGeometry : 
put some methods/members in private section (everything was public), 
use META_Object macro osganimationskinning.cpp : remove two lines 
that are not needed


By the way, i have some good result with osgAnimation. I should post a 
screenshot soon. I still have some problems with blending for the moment...

Thanks,
Fabien

 


-Original Message-
From: osg-submissions-boun...@lists.openscenegraph.org
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf 
Of Cedric Pinson

Sent: jeudi 5 février 2009 20:03
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Small fixes for osgAnimation

Here the file without the virtual osg::Object

Cheers,
Cedric

Cedric Pinson wrote:
  

  

Hi Fabien,
Thanks for the fix, The virtual inherit from osg::Object was due 
some previous test, it's not require.


Cheers,
Cedric

Fabien Lavignotte wrote:

  


Hi Robert and Cedric,
Here is some various small fixes i have done while playing with 
osgAnimation.  - Animation : removed the _name attribute that is 
never used.
 - BasicAnimationManager : fix a crash on Windows with the example 
osganimationviewer. The _lastUpdate attribute was not initialized 
when using copy constructor.
 - CMakeLists.txt : add RigGeometry to the headers list And just a 
small comment on the Animation class, it uses virtual inheritance 
on osg::Object, is it really needed ?

Thanks,
Fabien Lavignotte

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For more information please 

[osg-users] problem with imageSequence in example osgvolume

2009-02-09 Thread David Michéa
Hi,

I would like to use the new features osgvolume to visualize scalar 4D data 
(3D+time)

I started by using the example osgvolume provided with v2.8.0, I have just 
added code to read my data:

...

while (...)
{   osg::ref_ptrosg::Image my_3d_image = new osg::Image ();
...
/ / Read data from disk and fill my_3d_image
...
images.push_back (my_3d_image.get());
}

...

Unfortunately, although the sequence image is actually created: Creating 
sequence of 10 volumes. I just can visualize the first image on screen, not 
the sequence.

Do I forget something? I'm fairly new, so please excuse my question if it is 
stupid.

Thx a lot.

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6298#6298





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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Stephan Maximilian Huber
Hi Robert,

Robert Osfield schrieb:
 Hi Stephan,
 
 On Mon, Feb 9, 2009 at 2:18 PM, Stephan Maximilian Huber
 ratzf...@digitalmind.de wrote:
 Hi Robert,

 Robert Osfield schrieb:
 So do we have a thumbs up for OSX for both 10.5 and 10.4 then?
 with changeset 9722 merged to 2.8-branch, yes.
 
 It turns out that I needed the 9653 changeset as well.  Could you
 please check the OSG-2.8 branch to make sure all the files look
 present and correct.

I did a svn switch
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8;

and a recompile of the osg-libraries and it worked well.

Thumbs up from me.

cheers,
Stephan
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Re: [osg-users] osgPango (Stop Worrying Love The Bomb)

2009-02-09 Thread Robert Osfield
Hi David, Jeremy et. al,

On Mon, Feb 9, 2009 at 2:54 PM, Jeremy Moles jer...@emperorlinux.com wrote:
 Will it replace osgText? I don't know. I hope so, but it introduces a
 dependency on Pango that Robert may not be happy with. Also, there is so
 much going on now with OSG that I doubt he'd even bother looking until
 sometime a few months from now, at least.

I would certainly like to see better text support integrated into core
OSG.  Exactly what form this might take I can't say until I spend time
reviewing both the existing code, osgPango and needs of the community.
 Having two text libraries doesn't make sense for the community,
having a basic text library with optional components/plugins would be
my preference.

Robert.
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Re: [osg-users] problem with imageSequence in example osgvolume

2009-02-09 Thread Robert Osfield
Hi David,

I'm afraid I have testing the ImageSequence/osgvolume code paths
recently.  What happens if you just add the image filenames via the
commandline?

Robert.

On Mon, Feb 9, 2009 at 3:12 PM, David MichÃ(c)a osgfo...@tevs.eu wrote:
 Hi,

 I would like to use the new features osgvolume to visualize scalar 4D data 
 (3D+time)

 I started by using the example osgvolume provided with v2.8.0, I have just 
 added code to read my data:

 ...

 while (...)
 {   osg::ref_ptrosg::Image my_3d_image = new osg::Image ();
...
/ / Read data from disk and fill my_3d_image
...
images.push_back (my_3d_image.get());
 }

 ...

 Unfortunately, although the sequence image is actually created: Creating 
 sequence of 10 volumes. I just can visualize the first image on screen, not 
 the sequence.

 Do I forget something? I'm fairly new, so please excuse my question if it is 
 stupid.

 Thx a lot.

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=6298#6298





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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
* Robert Osfield -- Monday 09 February 2009:
 I've just run valgrind and it generates a number of what it thinks are
 errors,

You are aware that I didn't use valgrind's standard tool mecheck,
but its threading checker helgrind?

  $ valgrind --tool=helgrind ./osgparticleeffects


  ==31276== Thread #1: lock order 0x58F499C before 0x58F494C violated
  ==31276== Thread #1: lock order 0x58F6A9C before 0x58F6AEC violated



 OpenThreads and osgParticle have not changed in any substantial way
 for quite some while, so these errors have likely been there for a
 long time.

Sure, it may well be that the broken threading is old and has caused
segfaults before.  :-P



 Do you get a crash in osgparticleeffects?  If so how quickly?

None. But OSG is a library. Whether examples crash or not is IMHO
not really relevant, *if* there are bugs in the lib. Sure, we can
just assume/pretend that helgrind is buggy and osg is bugfree.  ;-)

m.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Alberto Luaces
Hi Melchior,

El Lunes 09 Febrero 2009ES 16:34:45 Melchior FRANZ escribió:
 You are aware that I didn't use valgrind's standard tool mecheck,
 but its threading checker helgrind?

   $ valgrind --tool=helgrind ./osgparticleeffects
                     

   ==31276== Thread #1: lock order 0x58F499C before 0x58F494C violated
   ==31276== Thread #1: lock order 0x58F6A9C before 0x58F6AEC violated

Did you know that you can also attach a debugger so you can inspect directly 
every error reported by Valgrind? It is done adding --db-attach=yes to the 
command-line. Maybe the error could be more evident this way without having 
to dive into the code.

Just my 2 cents,

Alberto
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
HI Melchoir,

On Mon, Feb 9, 2009 at 3:34 PM, Melchior FRANZ melchior.fr...@gmail.com wrote:
 You are aware that I didn't use valgrind's standard tool mecheck,
 but its threading checker helgrind?

In my testing here I'm using the tool=helgrind

 Do you get a crash in osgparticleeffects?  If so how quickly?

 None. But OSG is a library. Whether examples crash or not is IMHO
 not really relevant, *if* there are bugs in the lib. Sure, we can
 just assume/pretend that helgrind is buggy and osg is bugfree.  ;-)

3rd party debugging tools aren't infaluable.  The can and do produce
false positives.  They can and do also miss real problems.   How much
we can rely upon valgraind/helgrind is not something I can vouch for
as this is the first time I'm attempted to use tool=helgrind.

If we get a one to one mapping between a crash site and the helgrind
warnings then we have something very tangible to go on.  Right now I
have an osgparticleeffects and osgviewer that doesn't crash, but have
a valgraind/helgrind suggesting errors, but it's rather unclear on how
to interpret those errors.  We don't have this one to one mapping.

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
Hi Alberto,

On Mon, Feb 9, 2009 at 3:54 PM, Alberto Luaces alua...@udc.es wrote:
 Did you know that you can also attach a debugger so you can inspect directly
 every error reported by Valgrind? It is done adding --db-attach=yes to the
 command-line. Maybe the error could be more evident this way without having
 to dive into the code.

Could you provide an example command line example of what you mean?

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Alberto Luaces
Hi Robert,

El Lunes 09 Febrero 2009ES 16:56:40 Robert Osfield escribió:
 Hi Alberto,

 On Mon, Feb 9, 2009 at 3:54 PM, Alberto Luaces alua...@udc.es wrote:
  Did you know that you can also attach a debugger so you can inspect
  directly every error reported by Valgrind? It is done adding
  --db-attach=yes to the command-line. Maybe the error could be more
  evident this way without having to dive into the code.

 Could you provide an example command line example of what you mean?


Yes. By issuing 

valgrind --tool=helgrind --db-attach=yes osgparticleeffects

valgrind stops on every error it reports with the question:

 Attach to debugger ? --- [Return/N/n/Y/y/C/c]

if you answer yes, gdb is automatically attached and you can inspect thread's 
stacks. You can also quit the debugger without quitting the program and 
continue valgrind's run.

Alberto

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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
* Alberto Luaces -- Monday 09 February 2009:
 Did you know that you can also attach a debugger 

Yes, of course. But the helgrind output already contained
*exact* line numbers where it found the locking order to
be wrong. There wasn't much point in staring at the lines.
Those by themselves aren't the bug, just the order in which
they are called. And for that I would have needed a lot
more (or any ;-) insight into the osg workings.

m.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
Hi,

* Robert Osfield -- Monday 09 February 2009:
 In my testing here I'm using the tool=helgrind

Oh, sorry then.



 3rd party debugging tools aren't infaluable. The can and do produce 
 false positives.

Yes, of course. But if I get a segfault in FlightGear which gdb
traces back to some lines of code in OSG, and then helgrind
points out a bug in pretty much exactly the same lines, then
my first assumption is not that helgrind is buggy. And helgrind's
report was IMHO very precise.



 How much we can rely upon valgraind/helgrind is not something
 I can vouch for as this is the first time I'm attempted to use
 tool=helgrind. 

Yeah, same here. I'm a total helgrind newbie. But still: segfault
and threading bug reported by two independent tools in the same
code.

But before I annoy the last person here, I stop bitching. Just
release OSG as it is. Maybe gdb and helgrind and FlightGear
get fixed and the problem goes away all by itself.   ;-)

m.
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Re: [osg-users] FlattenStaticTransformsVisitor corrupts StateSet

2009-02-09 Thread Thrall, Bryan
Robert Osfield wrote on Saturday, February 07, 2009 5:32 AM:
 Thanks for the example file, I was able to reproduce the problem and
 apply a fix.  The fix is now checked into the OSG-2.8 and svn/trunk.
 This is after 2.8.0-rc2, so you'll need to test the 2.8 branch rather
 than the 2.8.0-rc2 tag.  Modified src/osgUtil/Optimizer.cpp also
 attached.

I tested with 2.8.0-rc3 and it fixes the problem. Thanks!

 On Fri, Feb 6, 2009 at 10:20 PM, Thrall, Bryan
 bryan.thr...@flightsafety.com wrote:
 
 OSG version: 2.8 rc1 (svn 9676)
 OS: Windows XP
 Compiler: Visual Studio 2005
 
 The OSG Optimizer::FlattenStaticTransformsVisitor appears to be
altering
 StateSets when it shouldn't; when I run the following command (see
 attached, bzip2 compressed model), The StateSet at the top loses its
Texture
 and Program: 
 
 osgconv -s 10,10,10 cloud_surface.osg cloud_surface2.osg
 
 You can get similar results with
 
 osgviewer cloud_surface.osg.10,10,10.scale
 
 (of course, you need to have some actual shaders to load to see the
 difference there) 
 
 Setting OSG_OPTIMIZER=OFF fixes the problem.
 
 I don't really have time to debug this further at the moment, but
 hopefully someone else can, or I'll get to it later.
 
 --
 Bryan Thrall
 FlightSafety International
 bryan.thr...@flightsafety.com
 
 
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g



-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
HI Melchior,

On Mon, Feb 9, 2009 at 4:11 PM, Melchior FRANZ melchior.fr...@gmail.com wrote:
 3rd party debugging tools aren't infaluable. The can and do produce
 false positives.

 Yes, of course. But if I get a segfault in FlightGear which gdb
 traces back to some lines of code in OSG, and then helgrind
 points out a bug in pretty much exactly the same lines, then
 my first assumption is not that helgrind is buggy. And helgrind's
 report was IMHO very precise.

How easy is it to build FlightGear these days?  I was hoping to get it
up and running on my machine so I could you it as another test
platform for the OSG.

I don't want to spend several days chasing up stuff though... have my
own release to make...

 How much we can rely upon valgraind/helgrind is not something
 I can vouch for as this is the first time I'm attempted to use
 tool=helgrind.

 Yeah, same here. I'm a total helgrind newbie. But still: segfault
 and threading bug reported by two independent tools in the same
 code.

 But before I annoy the last person here, I stop bitching. Just
 release OSG as it is. Maybe gdb and helgrind and FlightGear
 get fixed and the problem goes away all by itself.   ;-)

As much as having bugs reported is annoying... if it's a real bug in
the OSG then I want to see it fixed.  A crash is enough to warrant
holding back the release.

At my end I do have the helgrind output that suggests a problem, but I
don't have a crash, which makes it a bit more difficult for me to
fully diagnose the problem and confirm a fix of the problem.  The
helgrind output is just a hint that somewhere in access of the
ReadWriteMutex there is an issue, it doesn't actually pinpoint the
actual failure mechanism.

I am current reviewing the ReadWriterMutex implementation, and think I
have a handle on a possible failure mechanism of the read and write
threads changing the locks/unlocks in an unsafe way.  I am looking
into ways of refactoring this class to fix the potential problems.
While it seems likely right now this this could be the cause of the
seg faults you are seeing, I can't say this for certain.  Also as I
can't reproduce the crash the best I can hope is the valigrind will
give the refactored code the all clear and FlighGear crash will be
solved - but I'll need others to test this for me as I don't have
FlightGear to test against.

Are you around for the rest of the day?  Can I push a testing question
of new code in your direction?

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
* Robert Osfield -- Monday 09 February 2009:
 How easy is it to build FlightGear these days?

Shouldn't be too hard for you, as you probably have a lot of the
necessary components installed already (osg, libpng, libjpg, openal,
alut etc.)


So all you'll need is a decent scene graph lib:;-)

  $ svn co https://plib.svn.sourceforge.net/svnroot/plib/trunk plib


We still use some parts of that -- networking, joystick, GUI.
Then you need SimGear:

  $ cvs -d :pserver:cvsgu...@cvs.simgear.org:/var/cvs/SimGear-0.3 login
  CVS passwd: guest
  $ cvs -d :pserver:cvsgu...@cvs.simgear.org:/var/cvs/SimGear-0.3 co source


And FlightGear itself:

  $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 login
  CVS passwd: guest
  $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 co 
source


It's the usual  ./autogen.sh  ./configure  make  sudo make install
everywhere, IIRC.



 At my end I do have the helgrind output that suggests a problem, but I
 don't have a crash, [...]

I cannot reproduce the crash every time either. Happens once in a
while, but *if* it happens, then the origin is always the same.
There's nothing fuzzy about it.



 I am looking into ways of refactoring this class to fix the potential
 problems.

That sounds much too dangerous shortly before a release. I'd rather
look into that afterwards. Crashes aren't nice, but messing up a
lib before a release is far worse.  :-)



 Are you around for the rest of the day?  Can I push a testing question
 of new code in your direction?

Yes, and sure. But note that I can't reproduce it with every fgfs run.
I'd have to run fgfs dozens of times and hope that it segfaults.

m.
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Re: [osg-users] collada

2009-02-09 Thread Matt Fair

Roger,
Thanks for your help, I was able to get it to link correctly under the  
MAC.  Here is what I did:

Index: src/osgPlugins/dae/CMakeLists.txt
===
--- src/osgPlugins/dae/CMakeLists.txt   (revision 9676)
+++ src/osgPlugins/dae/CMakeLists.txt   (working copy)
@@ -45,9 +45,9 @@
 #
 # ...so what we need is a conditional way to properly SET() the  
right one.

 IF(COLLADA_USE_STATIC)
-SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2 pcrecpp)
+SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2 pcrecpp $ 
{Boost_SYSTEM_LIBRARY})

 ELSE(COLLADA_USE_STATIC)
-SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2)
+SET(TARGET_EXTERNAL_LIBRARIES collada14dom xml2 $ 
{Boost_SYSTEM_LIBRARY})

 ENDIF(COLLADA_USE_STATIC)

 ENDIF(WIN32)
Index: CMakeLists.txt
===
--- CMakeLists.txt  (revision 9676)
+++ CMakeLists.txt  (working copy)
@@ -619,3 +619,7 @@
 ADD_CUSTOM_TARGET(uninstall
   ${CMAKE_COMMAND} -P ${CMAKE_CURRENT_BINARY_DIR}/ 
cmake_uninstall.cmake)


+#fix for collada
+ADD_DEFINITIONS(-DBOOST_ALL_NO_LIB)
+FIND_PACKAGE( Boost 1.36 COMPONENTS system )
+

Matt

On Feb 6, 2009, at 11:24 AM, Roger James wrote:


alessandro terenzi wrote:


Roger,
are there also some changes that we should make to build collada  
plugin on Mac?


I'm experiencing some problem when building collada plugin on Mac  
OS X (10.5). I'm quite new to Mac's developinng environment (as  
well as Unix and Linux), so maybe it is my fault and I apologize if  
I make silly questions, anyway here is what I did:


1) I built Collada DOM 2.2 (resulting in Collada14Dom.dylib)
2) I set OSG's cmake parameters for COLLADA in order to point to  
the just built Collada14Dom.dylib and to Collada DOM's headers too
3) I tried to build OSG using Xcode project as generated by cmake,  
but building failed


So, I manually added the path to boost headers (that was a problem)  
and compiling was successful, but linking failed becuase it looks  
like that the collada lib is still not found (even though I also  
added the path to Collada14Dom.dylib).


Please can you tell me if there are some steps to follow in order  
to build dae plugin against DOM 2.2? By the way I'm using OSG 2.7.9?

Thanks.
Alessandro
On Fri, Feb 6, 2009 at 2:10 PM, Roger James ro...@beardandsandals.co.uk 
 wrote:

Matt Fair wrote:


I am trying to get collada compiled into OSG and am having some  
trouble.  It looks like collada-dom comes with boost and  
statically links to it, I have another version of boost on my  
system also, but how the make files are setup it is using the  
provided copy.  When I compile OSG I get:



Matt,

To build against 2.2 on Windows I had to mod the CMake generated  
build files as follows:-


1. Added a path for boost to the additional include directories.
2. Added BOOST_ALL_NO_LIB to the preprocessor defines.
3. Added a path for boost to the linker additional library  
directories.

4. Added libboost_system-d.lib to the linker additional dependencies.

However you can still build against https://collada-dom.svn.sourceforge.net/svnroot/collada-dom/tags/2.1/dom 
 without making any changes.


I suppose these changes should realy go into CMake, but I find  
CMake somewhat opaque :-)


Roger

Alessandro,

I suspect you will have to make similar changes to the  Xcode build  
files to successfully link against the Collada DOM api version 2.2.  
However there is really not much to gain from linking against this  
version rather than the 2.1 version.


Roger
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
Hi Melchior,

Thanks for the instructions on getting flight gear I'll have bash.

On Mon, Feb 9, 2009 at 5:00 PM, Melchior FRANZ melchior.fr...@gmail.com wrote:
 I am looking into ways of refactoring this class to fix the potential
 problems.

 That sounds much too dangerous shortly before a release. I'd rather
 look into that afterwards. Crashes aren't nice, but messing up a
 lib before a release is far worse.  :-)

I think we have three choices:

  1) Refactor OpenThreads::ReadWriteMutex to fix it.
  2) Refactor osgParticle::ParticleSystem to use a Mutex instead of a
ReadWriteMutext.
  3) Ignore it and fix it after the release.

There are pros and cons of each of these routes.  My preference would
be 1) fix the problem, but would fixing it also introduce the risk of
breaking it even more?  Solution 2) would introduce a performance
bottleneck.  Solution 3) isn't a solution :-)

Robert.
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Re: [osg-users] OSG Books (was: RE: Number of contributors)

2009-02-09 Thread Martin Beckett
Could I suggest a wiki cookbook which could then be turned into a printed book?
This seems to have worked for Python (the O'Reilly Python Cookbook is in it's 
3rd Ed)

Paul's excellent intro book covers getting started and the source provides the 
details but there is a need for 'the OSG way to do X' guide.

I can certainly think of a dozen questions which are more community type 
answers than strictly programming. eg.
Whats the best way to handle something like a grid which is part of the 
scenegraph but not part of the model?
Do I store things like switch/PAT nodes in the file or create them from scratch 
when I load it?

Martin


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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
* Robert Osfield -- Monday 09 February 2009:
 Thanks for the instructions on getting flight gear I'll have bash.

You'd also need the data. And ~2GB free disk space, though you could
leave most aircraft away, which saves a lot:

  $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 login
  CVS passwd: guest
  $ cvs -d :pserver:cvsgu...@cvs.flightgear.org:/var/cvs/FlightGear-0.9 co data



I wrote that I can't reliably reproduce, but what I can do is put
lots of particle-using aircraft in the scenery, which should increase
the crashiness. Will try that now ...

m.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Stefan Roettger

At my end I do have the helgrind output that suggests a problem, but I
don't have a crash, which makes it a bit more difficult for me to
fully diagnose the problem and confirm a fix of the problem.  The
helgrind output is just a hint that somewhere in access of the
ReadWriteMutex there is an issue, it doesn't actually pinpoint the
actual failure mechanism.


Just my 2 eurocents: We were using openthreads to lock a crew of  
worker threads which were accessing a shared file cache locked with a  
mutex. We got a crash every once in a while. To check for the problem  
we changed the code to use tbb (thread building blocks). After that it  
did not crash anymore. It is too long ago to recall the details (not  
much of a help to nail it down either, sorry :), but I would agree to  
point my finger to core openthreads and not valgrind/helgrind/ 
osgparticle etc.


Stefan

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Re: [osg-users] OSG Books (was: RE: Number of contributors)

2009-02-09 Thread Sukender
Hi Martin et al.,

IMHO, a receipe book would be very nice and would distribute the effort. 
Moreover, it would be a kind of sumarized mailing list for common problems, 
saving time for people searching the list.
And if the receipes are on Trac, then anyone having a different solution for 
the same problem could fill the article by describing this alternate solution 
and benefits and drawbacks of each.

I just suggest someone to be the maintainer of such an online/printable book, 
to avoid duplicates, to keep things up to date, to ask the community to regroup 
some similar articles or update them, to arrange articles hierarchically, etc.
Just my 2.5 cents (Euro is getting quite expensive comparing to USD these 
days!)...

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


Le Mon, 09 Feb 2009 18:24:26 +0100, Martin Beckett m...@mgbeckett.com a écrit:

 Could I suggest a wiki cookbook which could then be turned into a printed 
 book?
 This seems to have worked for Python (the O'Reilly Python Cookbook is in it's 
 3rd Ed)

 Paul's excellent intro book covers getting started and the source provides 
 the details but there is a need for 'the OSG way to do X' guide.

 I can certainly think of a dozen questions which are more community type 
 answers than strictly programming. eg.
 Whats the best way to handle something like a grid which is part of the 
 scenegraph but not part of the model?
 Do I store things like switch/PAT nodes in the file or create them from 
 scratch when I load it?

 Martin


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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
On Mon, Feb 9, 2009 at 5:16 PM, Robert Osfield robert.osfi...@gmail.com wrote:
 I think we have three choices:

  1) Refactor OpenThreads::ReadWriteMutex to fix it.
  2) Refactor osgParticle::ParticleSystem to use a Mutex instead of a
 ReadWriteMutext.
  3) Ignore it and fix it after the release.

 There are pros and cons of each of these routes.  My preference would
 be 1) fix the problem, but would fixing it also introduce the risk of
 breaking it even more?  Solution 2) would introduce a performance
 bottleneck.  Solution 3) isn't a solution :-)

Over dinner I reflected on the above options and feel that solution 2
is probably the most practical at this late stage in the release.  I
am now converting osgParticle::ParticleSystem across to all optional
compile of use of Mutex or ReadWriteMutex.

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
Hi Stefan,

On Mon, Feb 9, 2009 at 5:37 PM, Stefan Roettger ste...@stereofx.org wrote:
 Just my 2 eurocents: We were using openthreads to lock a crew of worker
 threads which were accessing a shared file cache locked with a mutex. We got
 a crash every once in a while. To check for the problem we changed the code
 to use tbb (thread building blocks). After that it did not crash anymore. It
 is too long ago to recall the details (not much of a help to nail it down
 either, sorry :), but I would agree to point my finger to core openthreads
 and not valgrind/helgrind/osgparticle etc.

Did you use an OpenThreads::Mutex or ReadWriteMutex in your shared
file cache?  As far as I know OpenThreads::Mutex is sound, but
ReadWriteMutex does look unsound as it stands.

Robert.
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Re: [osg-users] osgModeling 0.1.1 released - subdivision supported

2009-02-09 Thread Mathieu MARACHE
Hi Wang Rui,

Great job !

I've been looking at your implementation and found some strange
behaviours in the Loft implementation while using it. I've looked up
your google code project and since there hasn't been any activity
since your release I wanted like to know if your project is orphaned,
stalled or if are you are still working on it ?

Regards,
--
Mathieu
O ascii ribbon campaign - stop html mail - www.asciiribbon.org



2008/11/17 Wang Rui wangra...@gmail.com:
 Hi all,

 osgModeling, which is a library purposed to help generate parametric curves
 and surfaces and implement kinds of polygon technologies, releases its 0.1.1
 version today. Please visit

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

 for the source tarball and the CHM help documentation (generated by
 doxygen).

 You may also use svn command to check out the code:
svn checkout http://osgmodeling.googlecode.com/svn/trunk osgmodeling

 New features:

 * New polygon mesh generator to convert any geometries to
 vertices-edges-faces list.
 * New subdivision classes to support Loop and Sqrt(3) methods to subdivide
 polygon meshes.
 * New normal generator to generate normal arrays using different mean
 weights (MWE, MWA, MWSELR, MWAAT, MWELR, MWRELR).
 * New osgdb_osgmodeling plugin for read/write osgModeling objects in .osg
 files. Only a framework at present.
 * Support for creating the document and .chm help file based on doxygen.

 The pictures attached are the subdivision levels of famous Stanford bunny
 and a chess pawn. Original files are both low-polygon models and subdivided
 to higher levels using Loop/Sqrt(3) methods. There are still some problems
 with the implements of polygon subdivision, for example, texture coordinates
 and color/fog arrays are not handled at present.

 I'm just planning for the next version 0.1.2, to add support for mesh
 parameterization (which will do great help for texture mapping on complex
 meshes), and finish designing the osgdb_osgModeling plugin. I'm also
 thinking of implementing some more algorithms for the simplification and
 triangle strips of polygons, as a supplement of current osgUtil classes.
 What else do you think the library should add or improve? I may not have a
 good blueprint of this modeling nodekit of OSG.

 Thanks for help and best wishes,

 Wang Rui
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
Hi Melchoir et al.

On Mon, Feb 9, 2009 at 5:00 PM, Melchior FRANZ melchior.fr...@gmail.com wrote:
 Are you around for the rest of the day?  Can I push a testing question
 of new code in your direction?

 Yes, and sure. But note that I can't reproduce it with every fgfs run.
 I'd have to run fgfs dozens of times and hope that it segfaults.

I have now checked in my changes to osgParticle::ParticleSystem to
have an optional compile path for either the use of the
OpenThreads::ReadWriteMutex or a OpenThreads::Mutex, with the standard
Mutex now being the default.  An svn update to the OSG-2.8 branch will
get you these changes.

Changing to mutex solves the valigrind/helgrind warnings when you run
osgparticleeffects in SingleThreaded.  I still see helgrind errors if
run osgviewer cow.osg multi-threaded with lots of warnings in GL or
osgViewer.  I suspect most of these errors are benign though, the
design of osgViewer is that it can accomodate not completely guarded
data structures as the high level frame synchronisation of threads
should avoid most issues.

Could you test out these changes and let me know how you get on,

Cheers,
Robert.
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Re: [osg-users] OSG Books (was: RE: Number of contributors)

2009-02-09 Thread Martin Beckett
Can the trac wiki be made user editable on some pages safely?
The obvious starting point is this page 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials
It says 'I have written these tutorials' but no indication who 'I' is or any 
contact details.

There is also an unofficial faq site at  
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm
but it is a little out of date

Martin




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Re: [osg-users] osgModeling 0.1.1 released - subdivision supported

2009-02-09 Thread Jason Beverage
Hi Wang,

Congrats on your release!  This library looks extremely useful.

Jason

On Mon, Nov 17, 2008 at 3:01 AM, Wang Rui wangra...@gmail.com wrote:

 Hi all,

 osgModeling, which is a library purposed to help generate parametric curves
 and surfaces and implement kinds of polygon technologies, releases its 0.1.1
 version today. Please visit

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

 for the source tarball and the CHM help documentation (generated by
 doxygen).

 You may also use svn command to check out the code:
svn checkout http://osgmodeling.googlecode.com/svn/trunk osgmodeling

 New features:

 * New polygon mesh generator to convert any geometries to
 vertices-edges-faces list.
 * New subdivision classes to support Loop and Sqrt(3) methods to subdivide
 polygon meshes.
 * New normal generator to generate normal arrays using different mean
 weights (MWE, MWA, MWSELR, MWAAT, MWELR, MWRELR).
 * New osgdb_osgmodeling plugin for read/write osgModeling objects in .osg
 files. Only a framework at present.
 * Support for creating the document and .chm help file based on doxygen.

 The pictures attached are the subdivision levels of famous Stanford bunny
 and a chess pawn. Original files are both low-polygon models and subdivided
 to higher levels using Loop/Sqrt(3) methods. There are still some problems
 with the implements of polygon subdivision, for example, texture coordinates
 and color/fog arrays are not handled at present.

 I'm just planning for the next version 0.1.2, to add support for mesh
 parameterization (which will do great help for texture mapping on complex
 meshes), and finish designing the osgdb_osgModeling plugin. I'm also
 thinking of implementing some more algorithms for the simplification and
 triangle strips of polygons, as a supplement of current osgUtil classes.
 What else do you think the library should add or improve? I may not have a
 good blueprint of this modeling nodekit of OSG.

 Thanks for help and best wishes,

 Wang Rui
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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Martin Beckett
2.8.0-rc3 Windows XP/Visual studio 2008 with MSVC++ 9.0 dependencies from 
MattiasHelsing
(3rdParty_Win32Binaries_vc90.zip)

ReaderWriterCURL, unresolved externals:
__imp__curl_easy_setopt 
__imp__curl_easy_init 
__imp__curl_easy_cleanup
__imp__curl_easy_strerror
__imp__curl_easy_getinfo
__imp__curl_easy_perform 

Martin

ps. sorry if this double posts, the previous one disappeared and isn't in my 
sentmail
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Stefan Roettger

Did you use an OpenThreads::Mutex or ReadWriteMutex in your shared
file cache?  As far as I know OpenThreads::Mutex is sound, but
ReadWriteMutex does look unsound as it stands.


Could have been ReadWriteMutex, but not 100% sure. The only sure thing  
is that tbb fixed it.

Stefan

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[osg-users] OSG Books (was: RE: Number of contributors)

2009-02-09 Thread Roland Smeenk

Martin Beckett wrote:
 Can the trac wiki be made user editable on some pages safely?


Most pages were editable, but I suspect that due to the server migration the 
current Wiki is locked.


Martin Beckett wrote:
 
 It says 'I have written these tutorials' but no indication who 'I' is or any 
 contact details.
 


The next line says the tutorials are done by Franclin Foping.

--
Roland

--
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Melchior FRANZ
* Robert Osfield -- Monday 09 February 2009:
 An svn update to the OSG-2.8 branch will get you these changes.

OK. I updated and recompiled, and will now test fgfs intensively.
One evening won't be enough to confirm that the problem is fixed,
but the fact that helgrind no longer complains is a good sign.

I'll continue testing ... you can see me on our live-multiplayer
map as cptf:  http://mpmap01.flightgear.org/

Thanks for your efforts so far!

m.

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Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Mattias Helsing
Hi Martin,

I'm in the process of rebuilding the vc90 dep zip. I haven't gotten to
compile it with your setup be will shortly (tomorrow). Will check for
this error then.

Mattias

On Mon, Feb 9, 2009 at 8:24 PM, Martin Beckett m...@mgbeckett.com wrote:
 2.8.0-rc3 Windows XP/Visual studio 2008 with MSVC++ 9.0 dependencies from 
 MattiasHelsing
 (3rdParty_Win32Binaries_vc90.zip)

 ReaderWriterCURL, unresolved externals:
 __imp__curl_easy_setopt
 __imp__curl_easy_init
 __imp__curl_easy_cleanup
 __imp__curl_easy_strerror
 __imp__curl_easy_getinfo
 __imp__curl_easy_perform

 Martin

 ps. sorry if this double posts, the previous one disappeared and isn't in my 
 sentmail
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Re: [osg-users] collada

2009-02-09 Thread Roland Smeenk
Matt could you send these changes to the osg submissions list?

The CMakeLists file still needs to be changed for Windows and Collada DOM 2.2.

These libraries are currently in the CMakeLists file for win32:

Code:

libxml2.lib
libcollada14dom21.lib
pcrecpp.lib
pcre-lib




These libraries still need to be added:

Code:

libboost_filesystem.lib
libboost_system.lib
minizip.lib
zlib.lib





--
Roland

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Re: [osg-users] OSG Books (was: RE: Number of contributors)

2009-02-09 Thread Paul Martz
I'm encouraged to hear that this process works for Python. OSG already has a
wiki, and although there is some documentation present, I'd hardly call it a
community-written book as you appear to be describing.

This is my fear with the OSG Recipes book -- If no one is willing to write
and post documentation to the OSG wiki, will they be willing to write and
submit material for a recipes book? We'll see; Bob and I are still intending
to launch it in the near future.

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 Martin
Beckett
Sent: Monday, February 09, 2009 10:24 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG Books (was: RE: Number of contributors)

Could I suggest a wiki cookbook which could then be turned into a printed
book?
This seems to have worked for Python (the O'Reilly Python Cookbook is in
it's 3rd Ed)

Paul's excellent intro book covers getting started and the source provides
the details but there is a need for 'the OSG way to do X' guide.

I can certainly think of a dozen questions which are more community type
answers than strictly programming. eg.
Whats the best way to handle something like a grid which is part of the
scenegraph but not part of the model?
Do I store things like switch/PAT nodes in the file or create them from
scratch when I load it?

Martin


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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 isready ; -)

2009-02-09 Thread Paul Martz
My coworkers and I have been testing our projects on the 2.8 branch on a
variety of systems including WinXP, WinVista, and Max OS X. The 2.8 branch
has exhibited no problems in our usage.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, February 09, 2009 7:09 AM
To: OpenSceneGraph Users
Subject: [osg-users] Please give approval if you feel OpenSceneGraph-2.8
isready ; -)

Hi All,

I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2 has
been positive so far, so it looks like the code is pretty ready.
Do you agree/disagree that we are ready to tag?  Now is your last
opportunity to report a show stopper!

Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today.

Cheers,
Robert.
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[osg-users] OSG Books (was: RE: Number of contributors)

2009-02-09 Thread Art Tevs

Martin Beckett wrote:
 
 I can certainly think of a dozen questions which are more community type 
 answers than strictly programming. eg.
 Whats the best way to handle something like a grid which is part of the 
 scenegraph but not part of the model?
 Do I store things like switch/PAT nodes in the file or create them from 
 scratch when I load it?
 


There exists already a similar project. It can be found under osghelp.com I 
think articles found there could be somehow used for the book too. Or at least 
for a beginner book ;)

cheers

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Re: [osg-users] osgWidget Design Though (Input Events)

2009-02-09 Thread Jeremy Moles
On Thu, 2009-01-22 at 14:23 -0500, Jeremy Moles wrote:
 In osgWidget's current design, Widgets are notified of events such as
 mouseOver by a single ViewerEventHandler object that traverses a given
 root node and determines (or tries to :)) what kind of thing is going
 on. When I originally wrote this part of osgWidget, such was the limit
 of my knowldege...
 
 However, I would like to move to a more divorced system, in which each
 Drawable (Widget) or Node (Window) can use special UpdateCallback and
 NodeCallback objects so that they can simply subscribe to the events
 they're interested in.
 
 What I'm looking for are some ideas as to how I could best accomplish
 this.
 
 One possibility is that I could keep the osgWidget::ViewerEventHandlers
 that I currently have (MouseHandler, KeyboarHandler, etc.) except than
 instead of having them call the mouseOver methods on the Widgets
 directly they would simply set various state variables (mouse position,
 etc.) that the user could later query in their on NodeCallback or
 UpdateCallback functions.
 
 Does this make sense? Is this even a worthy endeavor? I get a lot of
 questions about how osgWidget marries the WindowManager+Event
 mechanism and the widgets it manages, so I'm looking for ways to break
 that up. The general idea is that I really want to use the OSG update
 traversal more, since right now I basically just have one object (the
 various ViewerEventHandlers) doing EVERYTHING on every object during
 their own update phase.

I'm bumping this since it got no response really back in January.

What I plan on doing now is something like this:

- A Widget is no longer a Quad; a Widget is a pure virtual interface
that anything can derive from, including your existing Drawables (things
that can be picked). Quad (2D) and Cube (3D) will be the provided
implementations of workable Widgets.

- There is no longer a WindowManager object. This will mean more work
on your part, but will make the library MUCH cleaner and OSG-like. In
the future I may provide a FocusGroup/FocusSwitch object that did what
the WindowManager object did.

- There is no longer a Window object. Everything is a Widget that can
be added to everything else. This will be accomplished by requiring all
Widget objects (or your custom implementation) to provide a const
osg::BoundingBox object that I will use to position one Widget in
relation to another using a clean API similar to the way World of
Warcraft does in it's GUI.

- Each Widget will have an object it manages internally called a
WidgetEventState. SOMETHING will need to update this state in response
to mouse and keyboard events. By default, I will provide updater objects
in the form of GUIEventHandler implementations that will feed state data
to each Widget by processing normal OSG events. If you choose not to use
OSG events, you will need to write an SDL-osgWidget or GTK-osgWidget
or whatever you want conversion object.

- As a result of the above, there are no longer a special Widget event
callback mechanisms; you will be required to use the normal OSG update()
convention and query the WidgetEventState object directly. This will
significantly reduce the complexity and confusion in osgWidget
currently.

- All of the examples will be removed and condensed into one
osgwidgettest example. Making tons of examples is just a short term
excuse for me to NOT write documentation, so I need to stop that.



I will post more on this thread as I go, but a lot is going to change in
osgWidget as the next months go by. I don't seem to have got the first
incarnation of osgWidget right (enough people aren't using it!) even
though my heart was in the right place.

I'm smarter and wiser now, so hopefully Mk2 will be MUCH closer to what
osgWidget is supposed to be, although the version currently in OSG is
more than capable of doing anything you'd want. I don't think this puts
us in any danger for 2.8 release since there aren't enough people using
it, probably as a result of it's questionable API? :) Feel free to
remove it, Robert, if you feel that is necessary.



Furthermore, I was diagnosed with Leukemia in the last month, so my
level of productivity won't be as high as I'd like, but it will be
sufficient. I need to get osgWidget to a point where it's easy enough to
understand so that other people can easily find bugs and fix them even
if my health does not permit me to do it personally. :)


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Re: [osg-users] collada

2009-02-09 Thread Robert Osfield
Hi Matt, Rodger, Roland et. al,

I have Matt's submission of the src/osgPlugins/dae/CMakeLists.txt
which is based on 2.7.0's version of the file.  This file has moved on
a bit, but still doesn't have the boost entry.

I don't know which version of the Collada DOM that Matt is linking
too.  Is it 2.2?

What about older versions of the Collanda DOM?  Does this need boost?

What about the other libs that Roland mentioned.

As things stand it looks like the proposed changes will break builds
as there is no discrimination between Collada versions.

Adding an optional boost dependency this close to release is also
potential build instability.

This stuff really doesn't feel ready enough to go into the OSG-2.8
branch, it's not even ready to go into svn/trunk.

Could one of the engineers who's contributes alot to the Collada
plugin look into sorting out the various dependencies, Matt's
submission might be an input to this, but isn't ready to be merged as
is.

Cheers,
Robert.
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Re: [osg-users] osgWidget Design Though (Input Events)

2009-02-09 Thread Robert Osfield
Hi Jeremy,

Your re-design suggestions sounds reasonable.  Rarely do first
incarnations of code not require some re-factoring to get right.
Often I find my first cut at a class/NodeKit useful as a learning
experience as solution to a problem.  The passage of development
itself explores the problem domain so once you've been round the path
once you know the route much better and know what elements to prune,
what elements to expand upon, which short cuts are safe to take.

Over the next few months I should have a chance to dive and help out
with your work on osgWidget, so feel free to direct me.

I'm very sorry to hear about the the diagnosis of Leukemia, challenges
in life don't get much tougher than having to deal with such an
illness.  Hopefully people's exploits with the code that you have
generously written will give you good cheer, small comforts and
amusements can sometimes brighten a day :-)

The very best of luck with your therapy,
Robert.

On Mon, Feb 9, 2009 at 8:47 PM, Jeremy Moles jer...@emperorlinux.com wrote:
 On Thu, 2009-01-22 at 14:23 -0500, Jeremy Moles wrote:
 In osgWidget's current design, Widgets are notified of events such as
 mouseOver by a single ViewerEventHandler object that traverses a given
 root node and determines (or tries to :)) what kind of thing is going
 on. When I originally wrote this part of osgWidget, such was the limit
 of my knowldege...

 However, I would like to move to a more divorced system, in which each
 Drawable (Widget) or Node (Window) can use special UpdateCallback and
 NodeCallback objects so that they can simply subscribe to the events
 they're interested in.

 What I'm looking for are some ideas as to how I could best accomplish
 this.

 One possibility is that I could keep the osgWidget::ViewerEventHandlers
 that I currently have (MouseHandler, KeyboarHandler, etc.) except than
 instead of having them call the mouseOver methods on the Widgets
 directly they would simply set various state variables (mouse position,
 etc.) that the user could later query in their on NodeCallback or
 UpdateCallback functions.

 Does this make sense? Is this even a worthy endeavor? I get a lot of
 questions about how osgWidget marries the WindowManager+Event
 mechanism and the widgets it manages, so I'm looking for ways to break
 that up. The general idea is that I really want to use the OSG update
 traversal more, since right now I basically just have one object (the
 various ViewerEventHandlers) doing EVERYTHING on every object during
 their own update phase.

 I'm bumping this since it got no response really back in January.

 What I plan on doing now is something like this:

- A Widget is no longer a Quad; a Widget is a pure virtual interface
 that anything can derive from, including your existing Drawables (things
 that can be picked). Quad (2D) and Cube (3D) will be the provided
 implementations of workable Widgets.

- There is no longer a WindowManager object. This will mean more work
 on your part, but will make the library MUCH cleaner and OSG-like. In
 the future I may provide a FocusGroup/FocusSwitch object that did what
 the WindowManager object did.

- There is no longer a Window object. Everything is a Widget that can
 be added to everything else. This will be accomplished by requiring all
 Widget objects (or your custom implementation) to provide a const
 osg::BoundingBox object that I will use to position one Widget in
 relation to another using a clean API similar to the way World of
 Warcraft does in it's GUI.

- Each Widget will have an object it manages internally called a
 WidgetEventState. SOMETHING will need to update this state in response
 to mouse and keyboard events. By default, I will provide updater objects
 in the form of GUIEventHandler implementations that will feed state data
 to each Widget by processing normal OSG events. If you choose not to use
 OSG events, you will need to write an SDL-osgWidget or GTK-osgWidget
 or whatever you want conversion object.

- As a result of the above, there are no longer a special Widget event
 callback mechanisms; you will be required to use the normal OSG update()
 convention and query the WidgetEventState object directly. This will
 significantly reduce the complexity and confusion in osgWidget
 currently.

- All of the examples will be removed and condensed into one
 osgwidgettest example. Making tons of examples is just a short term
 excuse for me to NOT write documentation, so I need to stop that.

 

 I will post more on this thread as I go, but a lot is going to change in
 osgWidget as the next months go by. I don't seem to have got the first
 incarnation of osgWidget right (enough people aren't using it!) even
 though my heart was in the right place.

 I'm smarter and wiser now, so hopefully Mk2 will be MUCH closer to what
 osgWidget is supposed to be, although the version 

Re: [osg-users] collada

2009-02-09 Thread Matt Fair

Robert,
Yes I was using collada-dom 2.2, and the older version also uses  
boost.  This is really a pain to have to link to like this and I agree  
a better way needs to be devised.

Matt

On Feb 9, 2009, at 1:52 PM, Robert Osfield wrote:


Hi Matt, Rodger, Roland et. al,

I have Matt's submission of the src/osgPlugins/dae/CMakeLists.txt
which is based on 2.7.0's version of the file.  This file has moved on
a bit, but still doesn't have the boost entry.

I don't know which version of the Collada DOM that Matt is linking
too.  Is it 2.2?

What about older versions of the Collanda DOM?  Does this need boost?

What about the other libs that Roland mentioned.

As things stand it looks like the proposed changes will break builds
as there is no discrimination between Collada versions.

Adding an optional boost dependency this close to release is also
potential build instability.

This stuff really doesn't feel ready enough to go into the OSG-2.8
branch, it's not even ready to go into svn/trunk.

Could one of the engineers who's contributes alot to the Collada
plugin look into sorting out the various dependencies, Matt's
submission might be an input to this, but isn't ready to be merged as
is.

Cheers,
Robert.
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Re: [osg-users] collada

2009-02-09 Thread Roland Smeenk
Just like Roger I don't really feel comfortable with CMake and for the time 
being I just added the extra libraries in Visual Studio manually.
DOM 2.2 indeed adds extra dependencies. Building against DOM 2.1 should go OK, 
though even for 2.1 I believe that the CMake file isn't really complete yet.

Since the DOM 2.1 is not downloadable as a package from Sourceforge anymore it 
is probably wise to switch to 2.2

The Collada DOM 2.2 library is delivered with these libraries as precompiled 
libraries:


 
 libxml2 and zlib (mingw, win32)
 pcre and pcrecpp (mac, mingw, ps3, vc8, vc9)
 libboost_filesystem and libboost_system (mac, mingw, ps3, vc8, vc9)
 minizip (mac, win32)
 tinyxml (linux, mac, mingw, ps3, vc8, vc9)
 


I don't know if we can reduce these dependecies with precompiler directives, 
but that's the list we may need to handle properly. I am afraid this will 
quickly clutter the CMake file. I think we need to prevent a collision with the 
zlib as used by the png plugin. The boost dependency is not the full blown 
boost, but only two small libraries. Furthermore release and debug versions of 
these libraries are not properly set for Windows.

So there still is a small TODO list...

--
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread John Vidar Larring

Hi Robert,

It seems that the osgautocapture example has stopped working along the 
way. It seems that DatabasePager::getRequestsInProgress() returns zero 
even after the terrain model has started loading. Please, test to 
reproduce with the osgautocapture example:


./osgautocapture --window 0 0 1024 576 --camera 55 10 30 0 30 0 
--filename out.jpg terrain.ive


Best regards,
John Vidar

Robert Osfield wrote:

Hi All,

I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2
has been positive so far, so it looks like the code is pretty ready.
Do you agree/disagree that we are ready to tag?  Now is your last
opportunity to report a show stopper!

Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT today.

Cheers,
Robert.
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Re: [osg-users] collada

2009-02-09 Thread Robert Osfield
Hi Roland,

Thanks for the extra info.  I'm afraid the clarification doesn't make
the path forward much clearer.  The ballooning sets of dependencies of
Collada really doesn't feel good, Collada DOM we need is only for
support of reading/writing the Collada .dae files yet feels like it
growing well beyond this in terms of scope of external dependencies.
I know this little rant doesn't help anything, but sometimes you just
have to let off on something that seems out of control.

Robert.

On Mon, Feb 9, 2009 at 9:20 PM, Roland Smeenk roland.sme...@tno.nl wrote:
 Just like Roger I don't really feel comfortable with CMake and for the time 
 being I just added the extra libraries in Visual Studio manually.
 DOM 2.2 indeed adds extra dependencies. Building against DOM 2.1 should go 
 OK, though even for 2.1 I believe that the CMake file isn't really complete 
 yet.

 Since the DOM 2.1 is not downloadable as a package from Sourceforge anymore 
 it is probably wise to switch to 2.2

 The Collada DOM 2.2 library is delivered with these libraries as precompiled 
 libraries:



 libxml2 and zlib (mingw, win32)
 pcre and pcrecpp (mac, mingw, ps3, vc8, vc9)
 libboost_filesystem and libboost_system (mac, mingw, ps3, vc8, vc9)
 minizip (mac, win32)
 tinyxml (linux, mac, mingw, ps3, vc8, vc9)



 I don't know if we can reduce these dependecies with precompiler directives, 
 but that's the list we may need to handle properly. I am afraid this will 
 quickly clutter the CMake file. I think we need to prevent a collision with 
 the zlib as used by the png plugin. The boost dependency is not the full 
 blown boost, but only two small libraries. Furthermore release and debug 
 versions of these libraries are not properly set for Windows.

 So there still is a small TODO list...

 --
 Roland

 --
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 http://osgforum.tevs.eu/viewtopic.php?p=6345#6345





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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
HI John,

Could you please look into, I have enough on my plate already.

Robert.

On Mon, Feb 9, 2009 at 9:29 PM, John Vidar Larring john_larr...@sil.org wrote:
 Hi Robert,

 It seems that the osgautocapture example has stopped working along the way.
 It seems that DatabasePager::getRequestsInProgress() returns zero even after
 the terrain model has started loading. Please, test to reproduce with the
 osgautocapture example:

 ./osgautocapture --window 0 0 1024 576 --camera 55 10 30 0 30 0
 --filename out.jpg terrain.ive

 Best regards,
 John Vidar

 Robert Osfield wrote:

 Hi All,

 I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2
 has been positive so far, so it looks like the code is pretty ready.
 Do you agree/disagree that we are ready to tag?  Now is your last
 opportunity to report a show stopper!

 Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT
 today.

 Cheers,
 Robert.
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Re: [osg-users] collada

2009-02-09 Thread Robert Osfield
Hi Guys,

Just to be clear, if you want me to consider any further patches to
the dae plugins CMakeLists.txt for the OSG-2.8 then I need the full
CmakeLists.txt changes based on the current OSG-2.8 branch.
Instructions for me to go add stuff is not sufficient, I'm not the
expert on this particular plugin and don't have the problem platforms
to test against.

Robert.
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Re: [osg-users] collada

2009-02-09 Thread Roland Smeenk
Robert,

I also feel this plugin is a little heavy on dependencies. (don't you just love 
OSS ;) )   However I believe that a Collada plugin that supports reading and 
writing is a valuable asset. I have planned (and partially implemented) further 
enhancements that will make it even more valuable. 

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Re: [osg-users] collada

2009-02-09 Thread Robert Osfield
Hi Roland,

On Mon, Feb 9, 2009 at 9:41 PM, Roland Smeenk roland.sme...@tno.nl wrote:
 I also feel this plugin is a little heavy on dependencies. (don't you just 
 love OSS ;) )   However I believe that a Collada plugin that supports reading 
 and writing is a valuable asset. I have planned (and partially implemented) 
 further enhancements that will make it even more valuable.

I value the Collada plugin, but the Collada DOM itself not the
greatest example of how to manage/implement this type of project.
Each time I go to compile it from source it shouts out mess to me,
each time a Collada DOM is released it breaks things and introduces
new hurdles.  Are there any other Collada libraries out there?

Robert.
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Robert Osfield
HI John,

I've finished the other tasks then had a look at this issue.  I was
able to track it down to an incorrect for loop end iterator value in
the DatabasePager::getRequestsInProgress().  This is now fixed and the
osgautocapture example works once more.

Robert.

On Mon, Feb 9, 2009 at 9:33 PM, Robert Osfield robert.osfi...@gmail.com wrote:
 HI John,

 Could you please look into, I have enough on my plate already.

 Robert.

 On Mon, Feb 9, 2009 at 9:29 PM, John Vidar Larring john_larr...@sil.org 
 wrote:
 Hi Robert,

 It seems that the osgautocapture example has stopped working along the way.
 It seems that DatabasePager::getRequestsInProgress() returns zero even after
 the terrain model has started loading. Please, test to reproduce with the
 osgautocapture example:

 ./osgautocapture --window 0 0 1024 576 --camera 55 10 30 0 30 0
 --filename out.jpg terrain.ive

 Best regards,
 John Vidar

 Robert Osfield wrote:

 Hi All,

 I'm ready to tag the 2.8.0.  Feedback on the 2.8 branch and 2.8.0-rc2
 has been positive so far, so it looks like the code is pretty ready.
 Do you agree/disagree that we are ready to tag?  Now is your last
 opportunity to report a show stopper!

 Unless there is a show stopper reported I'll tag 2.8.0 at 1500hrs GMT
 today.

 Cheers,
 Robert.
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Re: [osg-users] collada

2009-02-09 Thread Roland Smeenk
Well, there's FCollada that is more or less abandoned when Feeling Software 
pulled it's hands off it. This used to be the preferred alternative, but I 
believe the DOM is becoming a better option since it is still in development 
and follows the latest updates when a new version of Collada is released.

--
Roland

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