[osg-users] OsgSwig on mac osx 10.5.6 (xcode 3.1)

2009-02-17 Thread massimo di stefano

Hi All,

i'm tring to build osgswig on my osx
but it give me some problems regarding the python's include files.
i succesfull build osg from svn (2.8) using cmake
(i build both .dylib and debug.dylib)

to build osgswig i used these cmake option :

http://www.geofemengineering.it/data/osgswig_cmake_settings.txt

these the build log :

http://www.geofemengineering.it/data/osgswig_build_log.txt

need i to change something in the advanced cmake setting ?

thanks for any help,

Massimo Di Stefano
massimodisa...@yahoo.it

epifanio on   irc.freenode.net  /join gfoss



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[osg-users] wide character in pagedlod error

2009-02-17 Thread archer
Hi all,

 

I try to combine several Chinese named .ive files to a pagedlod file, write
it to disk with postfix .ive . Open it with osgviewer, it works. Then I try
to do the same thing, loading .osg Chinese named files, writing to disk with
postfix .osg, opening it with osgviewer, it doesn't work. I debug it, and
find in memory, the Chinese named file name is not existed, only a short
name which does not contain the Chinese characters. So osgviewer can't find
the right .osg file to load.

 

I also convert .ive pagedlod file to .osg pagedlod file, it not work.

 

Why ive pagedlod can do while osg pagedlod can't.  is it a bug or osg
pagedlod does not support wide character?

 

Of course I used the sentence setlocale(LC_ALL, chs); I'm using windows
XP, vs2005, sp1, osg2.8

 

Think you,

archer

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Re: [osg-users] Problems with registering an osgManipulator withviewer.addEventHandler() after calling viewer.run()

2009-02-17 Thread Fabian Aichele

Hello!

Thanks for the clarification; that very likely explains what I saw when 
attaching a debugger.

The next two question that arise are: What is the correct how and when?
First, can manipulators be attached to any kind of  container graph node 
(i. e. Group/Transform/Geode), or are there certain restrictions.
Second, if I don't use viewer.run(), but a while loop that keeps calling 
viewer.frame(): Where is the right place to add manipulators, before or 
after requesting the next frame to be drawn? And, what mutexes/semaphores do 
I have to lock/unlock to ensure that I don't break other operations on the 
scene graph (though I up to now thought that the scene graph is only 
manipulated by update/culling etc. traversals after a call to the frame() 
function).


Thank you!
Fabian Aichele

- Original Message - 
From: Robert Osfield robert.osfi...@gmail.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, February 13, 2009 9:55 AM
Subject: Re: [osg-users] Problems with registering an osgManipulator 
withviewer.addEventHandler() after calling viewer.run()




Hi Fabian,

You should be able to add event handlers after the viewer frame loop
has begun.  However, it will depend upon how you go about adding it
and when.  You need to be careful about not invalidating interators or
introducing threading poblems.

Robert.

On Fri, Feb 13, 2009 at 7:25 AM, Fabian Aichele faich...@primusnetz.de 
wrote:

Hello!

I have a problem finding a working way to add register an osgManipulator
with the active viewer that contains the node to which I added the
manipulator instance. Instantiating the osgManipulator to a node in the
scene works (code modelled after the osgManipulator example), but as 
soon
as I call viewer.addEventHandler() with an instance of my own class 
derived

from osgGA::GuiEventHandler, the main application freezes and stops
responding to user input.

Is it possible to add a GUI event handler after starting a viewer with
viewer.run() via a call to viewer.addEventHandler() at all? If yes, how 
do I

do that correctly?

Thank you!

With best regards,
Fabian Aichele
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Re: [osg-users] PositionAttituteTransform vs MatrixTransform

2009-02-17 Thread Simon Loic
And what about performance? Is there any difference for the culling
traversal for example?
Thanks

On Mon, Feb 16, 2009 at 10:19 PM, Paul Melis osg-us...@assumetheposition.nl
 wrote:

 Cory Riddell wrote:
  Are these functionally equivalent? They seem like different ways of
  accomplishing the same thing. True?
 
 MatrixTransform is more general, in that you can specify any 4x4 matrix
 as your transform, specifically a matrix that can be a combination of
 simpler transforms (e.g. translate, scale, rotate, scale, translate,
 scale, rotate, etc). PAT's only provide a fixed sequence of
 transformation operations.

 Paul
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-- 
Loïc Simon
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Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-17 Thread Stephan Maximilian Huber
Hi Christian,

Christian Noon schrieb:

 I just built a development build of osg 2.8 successfully with the 10.5 sdk. 
 However, when trying to compile my app against the 2.8 frameworks, I keep 
 getting the following linker errors:

Did you use the xcode-projects part of the distribution or did you use
project files generated by cmake to build osg?

Have you tried to build + run one of the examples? (e.g. osggeometry)

Have you tried to clean your app-project? What svn-version did you use?

I am asking all these questions because I can't reproduce the
linker-error on my side.

cheers,
Stephan
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[osg-users] [C++/dll] Osg export model ?

2009-02-17 Thread Vincent Bourdier
Hi all,

Trying to make a dll with some osg code, I am having some difficulties.

It appear that a std::string parameter can cause crashes ... but in OSG they
are some std::string arguments... so is there some special code/compilation
to use ?
I use MSVC 2005 to make the dll and to use it in the other application...

Any suggestion/idea would be very appreciated.

Thanks,

Regards,
   Vincent.
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Re: [osg-users] [C++/dll] Osg export model ?

2009-02-17 Thread Tanguy Fautre
Hi Vincent,

 

Be careful that you respect the ODR (One Definition Rule). Check that
you're not compiling your application with different settings. If I had
to do a wild guess, I might say you're using mixing Debug/Release builds
or that debug/checked iterators are also mixed up.

 

Cheers,

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent
Bourdier
Sent: Tuesday 17 February 2009 11:54
To: osg
Subject: [osg-users] [C++/dll] Osg export model ?

 

Hi all,

Trying to make a dll with some osg code, I am having some difficulties.

It appear that a std::string parameter can cause crashes ... but in OSG
they are some std::string arguments... so is there some special
code/compilation to use ?
I use MSVC 2005 to make the dll and to use it in the other
application...

Any suggestion/idea would be very appreciated.

Thanks,

Regards,
   Vincent.

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Re: [osg-users] [C++/dll] Osg export model ?

2009-02-17 Thread Vincent Bourdier
Hi Tanguy,

It seems a good guess. I make my dll in Release mode, and I was testing my
application in Debug mode. Release Mode for my application launch correctly.
It appears that my std::string problem is solved too

\o/

But I know (I hope) it is possible to debug an application based on DLL
(release) ... isn't it ?

Thanks, I will continue going deeply in this problem.

Vincent.

2009/2/17 Tanguy Fautre tang...@aristechnologies.com

  Hi Vincent,



 Be careful that you respect the ODR (One Definition Rule). Check that
 you're not compiling your application with different settings. If I had to
 do a wild guess, I might say you're using mixing Debug/Release builds or
 that debug/checked iterators are also mixed up.



 Cheers,



 Tanguy





 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Vincent
 Bourdier
 *Sent:* Tuesday 17 February 2009 11:54
 *To:* osg
 *Subject:* [osg-users] [C++/dll] Osg export model ?



 Hi all,

 Trying to make a dll with some osg code, I am having some difficulties.

 It appear that a std::string parameter can cause crashes ... but in OSG
 they are some std::string arguments... so is there some special
 code/compilation to use ?
 I use MSVC 2005 to make the dll and to use it in the other application...

 Any suggestion/idea would be very appreciated.

 Thanks,

 Regards,
Vincent.

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Re: [osg-users] [C++/dll] Osg export model ?

2009-02-17 Thread Tanguy Fautre
Using a Release DLL in Debug mode is a ODR violation. So the short
answer is no, you can't.

 

The fact that OSG uses the STL (e.g. std::string) in its interface,
combined with MSVC debug and checked iterators, makes mixing debug and
release binaries resulting in undefined behaviour. Sometimes, it may
appear to work. But don't be fooled, it's often more broken than what it
appears to be.

 

In some very specific cases, it's possible to mix release and debug
builds.

 

My advice: don't.

 

T

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent
Bourdier
Sent: Tuesday 17 February 2009 12:17
To: OpenSceneGraph Users
Subject: Re: [osg-users] [C++/dll] Osg export model ?

 

Hi Tanguy,

It seems a good guess. I make my dll in Release mode, and I was testing
my application in Debug mode. Release Mode for my application launch
correctly.
It appears that my std::string problem is solved too 

\o/

But I know (I hope) it is possible to debug an application based on DLL
(release) ... isn't it ?

Thanks, I will continue going deeply in this problem.

Vincent.

2009/2/17 Tanguy Fautre tang...@aristechnologies.com

Hi Vincent,

 

Be careful that you respect the ODR (One Definition Rule). Check that
you're not compiling your application with different settings. If I had
to do a wild guess, I might say you're using mixing Debug/Release builds
or that debug/checked iterators are also mixed up.

 

Cheers,

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent
Bourdier
Sent: Tuesday 17 February 2009 11:54
To: osg
Subject: [osg-users] [C++/dll] Osg export model ?

 

Hi all,

Trying to make a dll with some osg code, I am having some difficulties.

It appear that a std::string parameter can cause crashes ... but in OSG
they are some std::string arguments... so is there some special
code/compilation to use ?
I use MSVC 2005 to make the dll and to use it in the other
application...

Any suggestion/idea would be very appreciated.

Thanks,

Regards,
   Vincent.


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g

 

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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Philip Lowman
On Mon, Feb 16, 2009 at 11:48 AM, Norman Vine n...@cape.com wrote:

 Cory Riddell writes:
 
  A couple of notes:
  1. I don't run as administrator all the time (it still amazes
  me how many Windows users always operate as an admin)
  2. I untarred with cygwin's tar. Perhaps that does something
  funky with the permissions?

 My guess is you don't have the sp1 runtime

 http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-
 984d-389c36f85647displaylang=enhttp://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-%0A984d-389c36f85647displaylang=en


Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have the
following files placed in the bin folder so they work out-of-the-box on
Windows 2000, Windows XP, or Windows Vista without anyone having to install
the MSVC runtime crap.

*C:\Program Files\Microsoft Visual Studio 8\VC\Redist\x86\Microsoft.VC80.CRT
*\*
See:
http://www.codeproject.com/KB/cpp/vcredists_x86.aspx

The debug prebuilts can't have the debug runtime included with them for
legal reasons.


Also, adding the following should cause the Visual Studio 7, 7.1, 8 or 9
runtime libraries to be copied to the bin folder when someone runs the
INSTALL target in Visual Studio.  I can't test this at the moment since I
don't own VS at home, only VS Express.  This should make packaging up
distributions of the OSG easier:

INCLUDE(InstallRequiredSystemLibraries.cmake OPTIONAL)


-- 
Philip Lowman
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Re: [osg-users] How to create detection, crossing from Vega(Multigen) to OSG

2009-02-17 Thread petr
Thanks a lot for your replies.

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6898#6898





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Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-17 Thread Christian Noon
Hi Stephan,

I did use the xcode-projects to build osg. I used the 10.5 sdk and development 
build.

I can run the examples no problem.

I have cleaned my project several times also.

I didn't check out the src code from svn, I just grabbed the zipped src from 
the osg homepage.

Hope some of this moves us in the right direction.

Thanks alot for your help,

- Christian

--
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Jean-Sébastien Guay

Hi Philip,

Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have 
the following files placed in the bin folder so they work 
out-of-the-box on Windows 2000, Windows XP, or Windows Vista without 
anyone having to install the MSVC runtime crap.


IMHO, installing the MSVC runtime crap is preferable to copying the 
same DLLs in every release zip for every version of OSG (and potentially 
every other project we work on...) and therefore having potentially tens 
if not hundreds of copies of the same files on your system. Installing 
the redist ensures you have one copy (the right one) and it's accessible 
to all programs.


IMHO, the redist is as much a system DLL as anything that ships with 
Windows, and will probably be installed on any machine that runs any 
programs at all, really. Lots of installers for other programs will 
install it automatically, so I think it's a non-issue. If you don't have 
it installed, just install it. You will eventually anyways, and it's 
quick and painless.


As for the debug redist, the debug binaries are only useful to 
developers who presumably will need to have Visual Studio installed to 
do anything useful with them, so it's another non-issue.


Also, adding the following should cause the Visual Studio 7, 7.1, 8 or 9 
runtime libraries to be copied to the bin folder when someone runs the 
INSTALL target in Visual Studio.  I can't test this at the moment 
since I don't own VS at home, only VS Express.  This should make 
packaging up distributions of the OSG easier:


INCLUDE(InstallRequiredSystemLibraries.cmake OPTIONAL)


I don't think this is a good idea either for the same reasons.

J-S
--
__
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Re: [osg-users] Openflight converter

2009-02-17 Thread Paul Martz
You can either modify the OpenFlight loader to store that data in the scene
graph it creates, then write a NodeVisitor to walk your scene graph and
collect the data. Or, you can write your own OpenFlight loader to gather the
data directly from the flt file and convert it into your own format.

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 Sebastian
Messerschmidt
Sent: Tuesday, February 17, 2009 3:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] Openflight converter

Hello folks,

I need all essential data inside several openflight files.
For instance I'm interested in the triangle data, the surface material
codes/feature codes and the DOFs and switches.
Also I need externals that are referenced by the file (with name and
transform).
I need to convert these information into my own format.
Looking into the openflight-plugin I saw that there are callbacks for some
entities and some of the special properties are written to file streams.

Can someone give me a pointer where to start or what to do to get the
desired information?

cheers Sebastian
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Sukender
Agreed that users should install the MSVC redistribuable (or directly MSVC)... 
or switch to Linux/Mac if they get bored with MS-specific ;)

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


Le Tue, 17 Feb 2009 15:31:37 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Philip,

 Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have
 the following files placed in the bin folder so they work
 out-of-the-box on Windows 2000, Windows XP, or Windows Vista without
 anyone having to install the MSVC runtime crap.

 IMHO, installing the MSVC runtime crap is preferable to copying the
 same DLLs in every release zip for every version of OSG (and potentially
 every other project we work on...) and therefore having potentially tens
 if not hundreds of copies of the same files on your system. Installing
 the redist ensures you have one copy (the right one) and it's accessible
 to all programs.

 IMHO, the redist is as much a system DLL as anything that ships with
 Windows, and will probably be installed on any machine that runs any
 programs at all, really. Lots of installers for other programs will
 install it automatically, so I think it's a non-issue. If you don't have
 it installed, just install it. You will eventually anyways, and it's
 quick and painless.

 As for the debug redist, the debug binaries are only useful to
 developers who presumably will need to have Visual Studio installed to
 do anything useful with them, so it's another non-issue.

 Also, adding the following should cause the Visual Studio 7, 7.1, 8 or 9
 runtime libraries to be copied to the bin folder when someone runs the
 INSTALL target in Visual Studio.  I can't test this at the moment
 since I don't own VS at home, only VS Express.  This should make
 packaging up distributions of the OSG easier:

 INCLUDE(InstallRequiredSystemLibraries.cmake OPTIONAL)

 I don't think this is a good idea either for the same reasons.

 J-S

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Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-17 Thread Stephan Maximilian Huber
Hi Christian,

Christian Noon schrieb:

 I did use the xcode-projects to build osg. I used the 10.5 sdk and 
 development build.
 
 I can run the examples no problem.

Check your project-settings, perhaps you have forgotten to add the
OpenThreads-framework?

Another idea:
OpenThreads is now part of OpenSceneGraph, there's no need to compile it
with the extra xcode-project found in the OpenThreads-folder. Just
compile the OpenScenegraph.xcodeproj. Perhaps this is the source of your
problems?



Stephan


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[osg-users] gradient background

2009-02-17 Thread Cory Riddell
I'd like to be able to create a color gradient background for the osg
window rather than the default blue. Is the osghud example a good one to
follow for this? That example draws the hud last. For a background, I
think I would want to draw it first.

Cory
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Re: [osg-users] gradient background

2009-02-17 Thread Paul Martz
Set the Camera's render order to pre- instead of post-render.

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 Cory
Riddell
Sent: Tuesday, February 17, 2009 8:56 AM
To: OpenSceneGraph Users
Subject: [osg-users] gradient background

I'd like to be able to create a color gradient background for the osg window
rather than the default blue. Is the osghud example a good one to follow for
this? That example draws the hud last. For a background, I think I would
want to draw it first.

Cory
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[osg-users] osg::View NO_LIGHT bug?

2009-02-17 Thread Ben Axelrod
I cannot seem to turn off the light in osg::View.  I can change it between 
headlight and sky light, but when I try NO_LIGHT, I still get the headlight.


_viewer-getCamera()-getView()-setLightingMode(osg::View::SKY_LIGHT); //works


_viewer-getCamera()-getView()-setLightingMode(osg::View::HEADLIGHT); //works


_viewer-getCamera()-getView()-setLightingMode(osg::View::NO_LIGHT); //still 
get headlight

How can I turn off this default light?  How is it related to the osg::Lights in 
the scene?  I noticed when I add an osg::Light, then the headlight is 
overridden.  How can I change the light parameters of the SKY_LIGHT or 
HEADLIGHT?

I am using osg version 2.6.

Thanks,
-Ben
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Philip Lowman
 . Original Message ...
On Tue, 17 Feb 2009 09:31:37 -0500 Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:
Hi Philip,

 Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have 
 the following files placed in the bin folder so they work 
 out-of-the-box on Windows 2000, Windows XP, or Windows Vista without 
 anyone having to install the MSVC runtime crap.

IMHO, installing the MSVC runtime crap is preferable to copying the 
same DLLs in every release zip for every version of OSG (and potentially 
every other project we work on...) and therefore having potentially tens 
if not hundreds of copies of the same files on your system. Installing 
the redist ensures you have one copy (the right one) and it's accessible 
to all programs.

Personally I would trade the whopping 1.6 MB this would take up for the 
assurance that the binaries will work on all machines.  Of course if you want 
an end-user's first experience running osgviewer to view some model they found 
online to be a cryptic error message, then by all means leave things the way 
they are.  Unfortunately, not every first time user of OSG is going to have 
MSVC installed or the runtime libraries installed. 

Yes I agree this sucks.  Unfortunately the SxS runtime libraries do not come 
with Windows.

There is no disadvantage to including the runtime DLLs aside from an extra 4 
files and 1.6MB of space used.  I think this is really a no brainer.

-- 
Philip Lowman
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Jean-Sébastien Guay

Hi Philip,

I'll defer to others (Robert) for the decision, but I don't agree with 
your point of view. I think the redist is as close to a set of system 
DLLs as it can be without being on the actual Windows installation CD, 
so I think there's no point in putting copies of it everywhere on your 
system.


Personally I would trade the whopping 1.6 MB this would take up for the assurance that the binaries will work on all machines.  


1.6MB per project, per instance of the binaries, per... That's the 
point, they're meant to be system-wide, not all over the system.


Of course if you want an end-user's first experience running osgviewer to view some model they found online to be a cryptic error message, then by all means leave things the way they are.  


OSG is not an end-user app. It's a library which you'll use to develop 
other apps. If you downloaded the binary packages, it's either because 
you wanted to evaluate it for possible use in your project, or you want 
to use it in an existing project (perhaps in place of a previous version).


Unfortunately, not every first time user of OSG is going to have MSVC installed or the runtime libraries installed. 


A note in the readme should suffice. We can even have a special readme 
that we only include in the Windows binary packages. As I said, if they 
want to do almost anything else on the machine they'll need the redist, 
so whether OSG is the reason they install it or anything else makes 
little difference. In all likelyhood they'll have Visual Studio 
installed anyways... So I think we're arguing about a minority of users.


What we might consider doing would be, instead of generating tarballs, 
for Windows we could generate an .msi installer that would install the 
runtime correctly if needed (like most apps do). We could even generate 
both, and make it clear that if you download the tarball you need the 
runtime installed already.



There is no disadvantage to including the runtime DLLs aside from an extra 4 
files and 1.6MB of space used.  I think this is really a no brainer.


There is no disadvantage to not including the runtime DLLs. Period. And 
we don't pollute the system with copies of DLLs that will be installed 
to the system directories by some other app sooner or later.


Honestly, if there was a way for me to have one version of libpng, 
libjpeg, etc. like on a Linux box, installed system-wide, I'd do that. 
Unfortunately, it doesn't work like that on Windows. But at least we can 
keep the dependencies we need to ship to a minimum.


J-S
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Cory Riddell




Do end users download and install OSG? What on earth do they do with
it? I believe the intent of the binary packages is to provide a
shortcut for developers on Windows to get OSG and the dependencies. If
that's the case, then it wouldn't make any sense to include the MSVC.
The official distribution is the source tarball, no?

cory


Philip Lowman wrote:

   . Original Message ...
On Tue, 17 Feb 2009 09:31:37 -0500 "Jean-Sbastien Guay" jean-sebastien.g...@cm-labs.com wrote:
  
  
Hi Philip,



  Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have 
the following files placed in the "bin" folder so they work 
out-of-the-box on Windows 2000, Windows XP, or Windows Vista without 
anyone having to install the MSVC runtime crap.
  

IMHO, installing the "MSVC runtime crap" is preferable to copying the 
same DLLs in every release zip for every version of OSG (and potentially 
every other project we work on...) and therefore having potentially tens 
if not hundreds of copies of the same files on your system. Installing 
the redist ensures you have one copy (the right one) and it's accessible 
to all programs.

  
  
Personally I would trade the whopping 1.6 MB this would take up for the assurance that the binaries will work on all machines.  Of course if you want an end-user's first experience running osgviewer to view some model they found online to be a cryptic error message, then by all means leave things the way they are.  Unfortunately, not every first time user of OSG is going to have MSVC installed or the runtime libraries installed. 

Yes I agree this sucks.  Unfortunately the SxS runtime libraries do not come with Windows.

There is no disadvantage to including the runtime DLLs aside from an extra 4 files and 1.6MB of space used.  I think this is really a no brainer.

  



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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Luigi Calori


Cory Riddell ha scritto:
Do end users download and install OSG? What on earth do they do with 
it? I believe the intent of the binary packages is to provide a 
shortcut for developers on Windows to get OSG and the dependencies. If 
that's the case, then it wouldn't make any sense to include the MSVC. 
The official distribution is the source tarball, no?


If you are a developer and want to test OSG on different hardware 
platforms, then you need something that run with minimum hassle:
Think of build an usb pen and ask some colleague of yours to run that 
specific OSG example and see if it works ok on his (possibly old) pc

I have been in this situation quite often.
I came up with a folder that include the OSG install + osg data + a 
run.bat that set up OSG_FILE_PATH (it woul really be nice if there was a 
way to define a default path)
It seems to me that, for testing purposes, the inclusion of system dll 
would be good, at least as a default off option.
I silently had to patch osg CMakeFile to do exactly what Philip 
suggested but did not dare to ask for inclusion ...I know windows 
only hack are not exactly welcome.
If you have to build apps that deploy as binaries in platform that you 
do not control (as it happen to me), it could be handy to have a 
reference osg installation to test the deployed platform against, as 
it happens that there are bugs related to bad OpenGL drivers. So the 
need to test with official OSG examples (test)


I also think that OSG could benefit from extensive run time testing, on 
different HW platform and drivers, possibly published as a dashboard, as 
CDash already support an other sw like VTK do.


In that usage pattern, asking for a runtime installation that requires 
Admin privilege to just save some bytes seems incorrect.


Just my 0.2 Euros

Luigi


cory


Philip Lowman wrote:

 . Original Message ...
On Tue, 17 Feb 2009 09:31:37 -0500 Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:
  

Hi Philip,


Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have 
the following files placed in the bin folder so they work 
out-of-the-box on Windows 2000, Windows XP, or Windows Vista without 
anyone having to install the MSVC runtime crap.
  
IMHO, installing the MSVC runtime crap is preferable to copying the 
same DLLs in every release zip for every version of OSG (and potentially 
every other project we work on...) and therefore having potentially tens 
if not hundreds of copies of the same files on your system. Installing 
the redist ensures you have one copy (the right one) and it's accessible 
to all programs.



Personally I would trade the whopping 1.6 MB this would take up for the assurance that the binaries will work on all machines.  Of course if you want an end-user's first experience running osgviewer to view some model they found online to be a cryptic error message, then by all means leave things the way they are.  Unfortunately, not every first time user of OSG is going to have MSVC installed or the runtime libraries installed. 


Yes I agree this sucks.  Unfortunately the SxS runtime libraries do not come 
with Windows.

There is no disadvantage to including the runtime DLLs aside from an extra 4 
files and 1.6MB of space used.  I think this is really a no brainer.

  



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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Jean-Sébastien Guay

Hi all,

I think I'll bow out of this discussion, we're not going forward at all 
and instead concentrating on relatively uncommon use cases.


I think the big picture is the case where the binaries are used either 
to evaluate OSG for an upcoming project or to use in an existing 
project. In those cases, the machine will have the runtime already. OSG 
is not an end-user app, so the task of making installation and running 
easy on a bare machine is up to the app developer / packager, not to 
OSG itself.


If one of you disagrees with this, you can submit a change to do it some 
other way, and see what Robert thinks. I think all possible opinions 
have been voiced so if someone actually wants to change things, be my 
guest, but let's stop just talking about it and running in circles...


J-S
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Cory Riddell
Luigi Calori wrote:
 If you are a developer and want to test OSG on different hardware
 platforms, then you need something that run with minimum hassle

This might be a dumb question, but if you are really looking for minimal
hassle, why not just statically link everything?

Cory
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[osg-users] Textures

2009-02-17 Thread Matt Fair

Hello,
I am trying to use osgParticle::ParticleEffect which uses the Images/ 
smoke.rgb texture as its default texture.  However, it doesn't look  
like the texture is being loaded up, even if Images/smoke.rgb is in  
the executable path.  Has anyone else used textures with ParticleEffect?

Thanks,
Matt
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Sukender
Hi all, hi Robert,

 for Windows we could generate an .msi installer

If CMake can do that, I'll open a bottle of Champagne! :) That would be great 
to directly generate an installer for each platform...

But to end up the discussion, I'll say, until we got a real installer (which is 
the best solution), that:
- Tweaking the CMake script to add special DLLs in the tar.gz is a bad idea. 
DLLs should thus not be added in the archive.
- There should be a note and a link on the dowload page (and maybe in a README 
as J-S suggested). I suggest Robert (or anyone having write access to this 
page) to add, after the Windows Visual Studio 8 packages the following wiki 
text:
 - Requires the MSVC 2005 SP1 redistributables for your platform 
([http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647
 x86], 
[http://www.microsoft.com/downloads/details.aspx?FamilyID=eb4ebe2d-33c0-4a47-9dd4-b9a6d7bd44da
 x64] or 
[http://www.microsoft.com/downloads/details.aspx?FamilyID=747aad7c-5d6b-4432-8186-85df93dd51a9
 IA64]

And the same for 2008 packages 
(http://www.microsoft.com/downloads/details.aspx?FamilyID=a5c84275-3b97-4ab7-a40d-3802b2af5fc2
 (x86), 
http://www.microsoft.com/downloads/details.aspx?FamilyID=ba9257ca-337f-4b40-8c14-157cfdffee4e
 (x64), 
http://www.microsoft.com/downloads/details.aspx?FamilyID=dcc211e6-ab82-41d6-8dec-c79937393fe8
 (IA64)).

Is that okay for everyone?

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


Le Tue, 17 Feb 2009 18:27:35 +0100, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com a écrit:

 Hi Philip,

 I'll defer to others (Robert) for the decision, but I don't agree with
 your point of view. I think the redist is as close to a set of system
 DLLs as it can be without being on the actual Windows installation CD,
 so I think there's no point in putting copies of it everywhere on your
 system.

 Personally I would trade the whopping 1.6 MB this would take up for the 
 assurance that the binaries will work on all machines.

 1.6MB per project, per instance of the binaries, per... That's the
 point, they're meant to be system-wide, not all over the system.

 Of course if you want an end-user's first experience running osgviewer to 
 view some model they found online to be a cryptic error message, then by all 
 means leave things the way they are.

 OSG is not an end-user app. It's a library which you'll use to develop
 other apps. If you downloaded the binary packages, it's either because
 you wanted to evaluate it for possible use in your project, or you want
 to use it in an existing project (perhaps in place of a previous version).

 Unfortunately, not every first time user of OSG is going to have MSVC 
 installed or the runtime libraries installed.

 A note in the readme should suffice. We can even have a special readme
 that we only include in the Windows binary packages. As I said, if they
 want to do almost anything else on the machine they'll need the redist,
 so whether OSG is the reason they install it or anything else makes
 little difference. In all likelyhood they'll have Visual Studio
 installed anyways... So I think we're arguing about a minority of users.

 What we might consider doing would be, instead of generating tarballs,
 for Windows we could generate an .msi installer that would install the
 runtime correctly if needed (like most apps do). We could even generate
 both, and make it clear that if you download the tarball you need the
 runtime installed already.

 There is no disadvantage to including the runtime DLLs aside from an extra 4 
 files and 1.6MB of space used.  I think this is really a no brainer.

 There is no disadvantage to not including the runtime DLLs. Period. And
 we don't pollute the system with copies of DLLs that will be installed
 to the system directories by some other app sooner or later.

 Honestly, if there was a way for me to have one version of libpng,
 libjpeg, etc. like on a Linux box, installed system-wide, I'd do that.
 Unfortunately, it doesn't work like that on Windows. But at least we can
 keep the dependencies we need to ship to a minimum.

 J-S

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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Tomlinson, Gordon
One reason for not statically linking for many 3rd party libs this would
break their licensing terms


Gordon

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

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Tuesday, February 17, 2009 1:41 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with Windows debug binaries?

Luigi Calori wrote:
 If you are a developer and want to test OSG on different hardware 
 platforms, then you need something that run with minimum hassle

This might be a dumb question, but if you are really looking for minimal
hassle, why not just statically link everything?

Cory
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Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-17 Thread Christian Noon
I have added the OpenThreads Framework to the project settings. I have also 
built OpenThreads Frameworks two different ways:
- The first was with the OpenSceneGraph.xcodproj.
- Then I read some of the notes and it said sometimes there are problems with 
the OpenThreads Framework, so I built it again and I still got the same errors.

Thanks again,

- Christian

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Re: [osg-users] osg::View NO_LIGHT bug?

2009-02-17 Thread Ben Axelrod
I still don't know why osg::View::NO_LIGHT doesn't work, but to answer my own 
questions, to turn off the default light completely:

_viewer-getCamera()-getView()-setLightingMode(osg::View::HEADLIGHT);
osg::Light* light = _viewer-getCamera()-getView()-getLight();
if (light != NULL)
{
  light-setAmbient(osg::Vec4(0,0,0,1));
  light-setDiffuse(osg::Vec4(0,0,0,1));
  light-setSpecular(osg::Vec4(0,0,0,1));
}

-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ben Axelrod
Sent: Tuesday, February 17, 2009 11:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osg::View NO_LIGHT bug?

I cannot seem to turn off the light in osg::View.  I can change it between 
headlight and sky light, but when I try NO_LIGHT, I still get the headlight.


_viewer-getCamera()-getView()-setLightingMode(osg::View::SKY_LIGHT); //works


_viewer-getCamera()-getView()-setLightingMode(osg::View::HEADLIGHT); //works


_viewer-getCamera()-getView()-setLightingMode(osg::View::NO_LIGHT); //still 
get headlight

How can I turn off this default light?  How is it related to the osg::Lights in 
the scene?  I noticed when I add an osg::Light, then the headlight is 
overridden.  How can I change the light parameters of the SKY_LIGHT or 
HEADLIGHT?

I am using osg version 2.6.

Thanks,
-Ben
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Re: [osg-users] OsgSwig on mac osx 10.5.6 (xcode 3.1)

2009-02-17 Thread Gerwin de Haan
Hi Massimo,

we don't have a working version yet of osgswig that is compatible with
OpenSceneGraph 2.8.  I recently posted this on the osgswig issue list,
 you can keep track of this through the following link:
http://code.google.com/p/osgswig/issues/detail?id=25. I hope to look
into this in the end of next week. For clarity, I put a list on the
main osgswig page with OSG version compatibility.

Gerwin


On Tue, Feb 17, 2009 at 9:37 AM, massimo di stefano
massimodisa...@yahoo.it wrote:
 Hi All,

 i'm tring to build osgswig on my osx
 but it give me some problems regarding the python's include files.
 i succesfull build osg from svn (2.8) using cmake
 (i build both .dylib and debug.dylib)

 to build osgswig i used these cmake option :

 http://www.geofemengineering.it/data/osgswig_cmake_settings.txt

 these the build log :

 http://www.geofemengineering.it/data/osgswig_build_log.txt

 need i to change something in the advanced cmake setting ?

 thanks for any help,

 Massimo Di Stefano
 massimodisa...@yahoo.it

 epifanio on   irc.freenode.net  /join gfoss



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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-17 Thread Gerwin de Haan
Hi Jeff and J-S,

There's this page
(http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers)
which lists available wrappers.
As far as I can tell, both the original PyOSG and osgPython by
Miguel Escriva et al. haven't been updated since early 2007.
I'm still actively using (and maintaining) osgSWIG, with Python being
the main target (see http://code.google.com/p/osgswig/).

From reading your problem, I'm sure you can use a small Python scripts
to get results fast without too much effort. For example, in your
script you would import osg modules, use some DB/file reading loop to
read values, generate objects in a scene graph tree, and write results
away in an OpenSceneGraph format using a osgDB.writeNodeFile(mynode,
myfile.osg). You can directly view results from within a
python-based viewer, or use osg's osgviewer application to see the
saved files. I advise you to take a look at the examples to get an
idea of osgswig's use, and learn a bit of osg at the same time. Get
back to us if you get stuck...

Gerwin

ps. if you want to have per-vertex control of shapes through osgSWIG I
advise you to stick to OpenSceneGraph 2.4. (we have serious wrapping
problems with some osg 2.6+ structures).


On Mon, Feb 16, 2009 at 8:05 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Jeff,

 Another solution could be to use scripting directly with OSG. Look into
 osgLua, osgPython, osgSWIG, ... which will allow you to create scripts that
 generate/manipulate OSG objects without writing and compiling C++ code.

 I'm familiar with Python, so which would be the best wrapper to use.
  OSGSWIG, osgPython, or PyOSG.  Any suggestions on which one is best?  Seems
 the project would focus on one...

 I think osgPython is generated using SWIG these days, so presumably it would
 be roughly equivalent to osgSWIG... I'll let others reply as to which one is
 more up to date these days, as I don't use any of those myself.

 J-S
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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-17 Thread Jean-Sébastien Guay

Hi Gerwin,


As far as I can tell, both the original PyOSG and osgPython by
Miguel Escriva et al. haven't been updated since early 2007.
I'm still actively using (and maintaining) osgSWIG, with Python being
the main target (see http://code.google.com/p/osgswig/).


Hah, so I had it backwards, osgSWIG generates Python bindings instead of 
osgPython being generated through SWIG. Sorry for the confusion, but 
it's hard to keep track when you only read about these projects on the 
mailing list...


J-S
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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-17 Thread Jeff
Gerwin de Haan, I'm a little confused as the page on links to osgPython, unless 
SWIG is osgPython..??  Also, there is only a version for Python 2.6 - anything 
for Python 2.5?

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Re: [osg-users] Converting from Partiview - suggestions?

2009-02-17 Thread Gerwin de Haan
Jeff,
yes, the naming of that file is indeed confusing, but the file should
have been called something cryptic like osgSWIG/Py 0.9.1 - Python 2.6
- OpenSceneGraph 2.6.1.
Here is the release note:
---
The osgSWIG team is happy to announce osgSWIG/Py 0.9.1 for Python 2.6
which corresponds to the OpenSceneGraph 2.6.1 version. There is an
installer for Win32/Python 2.6 or if you feel funky you can try to
compile osgSWIG/Py straight from the source.
Please note that on Windows we can only support you with Python 2.6 -
hence build with Visual Studio 2008. And another note, we decided to
only support stable releases, like 2.6.x or the upcoming 2.8.x
releases as the maintenance of the interface files becomes more
problematic. Be assured we are looking into some alternative ways to
generate them :)
For those users looking for an update of the version including osgART
(http://www.osgart.org) - please be patient, we are working on the
release of osgART 2.x and would like to keep things in sync - there
will be an update but not right now.
Please give the installer a spin - let us know of your problems in the
issue tracker.
Now, head over to http://code.google.com/p/osgswig/
---
I myself am not on Windows, so I wasn't too sure on why my fellow
maintainer(s) restricted to Python 2.6. If you feel funky, you could
 try to compile osgSWIG/Py straight from the source that can be gotten
through svn-access. If this is all too much, let us know and we'll
discuss how we can make stuff more easy. Keep us updated on your
progress.
Gerwin



On Tue, Feb 17, 2009 at 10:36 PM, Jeff osgfo...@tevs.eu wrote:
 Gerwin de Haan, I'm a little confused as the page on links to osgPython, 
 unless SWIG is osgPython..??  Also, there is only a version for Python 2.6 - 
 anything for Python 2.5?

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 http://osgforum.tevs.eu/viewtopic.php?p=6923#6923





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Re: [osg-users] osg::View NO_LIGHT bug?

2009-02-17 Thread Tomlinson, Gordon
just an FYI, that does not turn the light off, its still on and you
paying the cost of it being applied to all the geom in the scene
attached to that view
 

Gordon

__
Gordon Tomlinson

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

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

 
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ben
Axelrod
Sent: Tuesday, February 17, 2009 3:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg::View NO_LIGHT bug?



I still don't know why osg::View::NO_LIGHT doesn't work, but to answer
my own questions, to turn off the default light completely:

 

_viewer-getCamera()-getView()-setLightingMode(osg::View::HEADLIGHT);

osg::Light* light = _viewer-getCamera()-getView()-getLight();

if (light != NULL)

{

  light-setAmbient(osg::Vec4(0,0,0,1));

  light-setDiffuse(osg::Vec4(0,0,0,1));

  light-setSpecular(osg::Vec4(0,0,0,1));

}

 

-Ben

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ben
Axelrod
Sent: Tuesday, February 17, 2009 11:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osg::View NO_LIGHT bug?

 

I cannot seem to turn off the light in osg::View.  I can change it
between headlight and sky light, but when I try NO_LIGHT, I still get
the headlight.

 

_viewer-getCamera()-getView()-setLightingMode(osg::View::SKY_LIGHT);
//works

 

_viewer-getCamera()-getView()-setLightingMode(osg::View::HEADLIGHT);
//works

 

_viewer-getCamera()-getView()-setLightingMode(osg::View::NO_LIGHT);
//still get headlight

 

How can I turn off this default light?  How is it related to the
osg::Lights in the scene?  I noticed when I add an osg::Light, then the
headlight is overridden.  How can I change the light parameters of the
SKY_LIGHT or HEADLIGHT?

 

I am using osg version 2.6.

 

Thanks,

-Ben

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Re: [osg-users] osg::View NO_LIGHT bug?

2009-02-17 Thread David Spilling
Ben,

osg::View's setLightingMode with NO_LIGHT as a parameter doesn't actually
turn any lights off (just look at the source in osg/View.cpp). If the
lightingMode is *not* NO_LIGHT, then it sets light 0 with the default 0.8
diffuse value etc. I presume this is by design, although I'm not sure why!

Actually, this is all a bit confusing. For example, SceneView sets a global
ambient light model that you have to suppress after the fact.

Similarly, I notice that osg/View has LightingMode as enum {NO_LIGHT,
HEADLIGHT, SKY_LIGHT}, whereas SceneView has enum Options {
NO_SCENEVIEW_LIGHT = 0x0, HEADLIGHT = 0x1, SKY_LIGHT = 0x2}, which looks a
little bit... random... to me if any default conversion between the enums is
done. However a quick trawl through SceneView looks okay (LightingMode in
SceneView is typedef'd to Options).

David
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[osg-users] Compile Context Background Thread Question

2009-02-17 Thread Pecoraro, Alexander N
I noticed that there is an environment variable
OSG_COMPIlE_CONTEXTS=OFF/ON that, Enable/disable the use a backgrouind
compile contexts and threads. I was wondering if this particular
functionality is only used in conjuction with the database pager. In
other words, if my database does not have any PagedLOD nodes then will
enabling this functionality have no effect?


Thanks.

 

Alex

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[osg-users] ComputerGraphics for Simulation Workshop final call for papers at Summer Computer Simulation Conference 09

2009-02-17 Thread John F. Richardson
 Final Call for Papers for the Computer Graphics for Simulation Workshop at
the Summer Computer Simulation Conference (SCSC'09) conference in Istanbul,
Turkey on July 13-16, 2009.

 

The Society for Modeling and Simulation international (http://www.scs.org
http://www.scs.org/ ) is the sponsor of a Simulation conference [Summer
Computer Simulation Conference (SCSC'09)] at the 2009 International
Simulation Multi-conference (ISMc'09). 

( http://www.scs.org/confernc/summersim/summersim09/summersim09.htm )

Other conferences in the multi-conference are the International Symposium on
Performance Evaluation of Computer and Telecommunication Systems (SPECTS'09)
and the Grand Challenges in Modeling  Simulation (GCMS'09) conference.

 

There is a Computer Graphics for Simulation Workshop at the SCSC'09
conference. One of the main topic areas in the Workshop is General CG, Web3D
(distributed simulation), Scenegraphs,  and Simulation.

SCSC'09 Call: ( http://www.eng.auburn.edu/~yilmaz/SCSC09-CFP.htm ) [click
the CG Workshop link]

 

The conference is being held in Europe and so may be of particular interest
to the European branch of the Openscengraph community. Don't be shy. You can
also submit papers on general Computer Graphics Topics. Authors can also
submit High resolution images for a Scientific Visualization Contest. Visit
the above links for more details about sponsors, submission and program
committee.

 

Topic Areas: (See official call, for subtopics within topic areas)

General Computer Graphics.

Web3D, Data Acquisition and Simulation.

Computational Grids for Simulation.

3-D Modeling and Animation Systems use in Simulation.

Art and Esthetics in Simulation.

 

Key dates

Submission of Full Papers (full, short, applications)February 25, 2009

Notification of Acceptance   April 21, 2009

Final Camera-Ready Submission and Early Registration May 15, 2009

 

John F. Richardson

 

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Re: [osg-users] PositionAttituteTransform vs MatrixTransform

2009-02-17 Thread Ulrich Hertlein

Quoting Simon Loic simon1l...@gmail.com:

And what about performance? Is there any difference for the culling
traversal for example?


PAT would be slightly slower since it has to create the transform  
matrix from the translate, rotate, scale components.


/ulrich

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Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-17 Thread Dylan Sale
Hi, my friend just spent all day fixing this problem :)
He said it occurred because the osg binaries were compiled with 10.4, so he
compiled our project with 10.4 (instead of 10.5) and it worked fine.

I am not sure if he tried compiling osg with 10.5, or how you would do that.

Cheers,
Dylan


On Wed, Feb 18, 2009 at 6:36 AM, Christian Noon osgfo...@tevs.eu wrote:

 I have added the OpenThreads Framework to the project settings. I have also
 built OpenThreads Frameworks two different ways:
 - The first was with the OpenSceneGraph.xcodproj.
 - Then I read some of the notes and it said sometimes there are problems
 with the OpenThreads Framework, so I built it again and I still got the same
 errors.

 Thanks again,

 - Christian

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=6918#6918





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Re: [osg-users] osg::View NO_LIGHT bug?

2009-02-17 Thread Steven Saunderson


- From: Ben Axelrod at 2009-02-18 07:09-
I
still dont know why osg::View::NO_LIGHT doesnt work, but to answer my own
questions, to turn off the default light completely:
{

 light-setAmbient(osg::Vec4(0,0,0,1));

 light-setDiffuse(osg::Vec4(0,0,0,1));

 light-setSpecular(osg::Vec4(0,0,0,1));

}
Hi Ben,
This is the best solution that I found. I tried the example code
from OSGQSG but it didn't work properly. I appreciate comments here
that it's not ideal because light#0 is wasted but it seems safer than
trying to hijack this light which viewer expects to use.
Any suggestions or clues about taking control of light#0 will be greatly
appreciated.
-- Steven



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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Philip Lowman
On Tue, Feb 17, 2009 at 2:25 PM, Sukender suky0...@free.fr wrote:

 Hi all, hi Robert,

  for Windows we could generate an .msi installer

 If CMake can do that, I'll open a bottle of Champagne! :) That would be
 great to directly generate an installer for each platform...


CMake supports integration with NSIS.  Not sure if there is support for MSI
yet.  Wix looks like a promising candidate.




 But to end up the discussion, I'll say, until we got a real installer
 (which is the best solution), that:
 - Tweaking the CMake script to add special DLLs in the tar.gz is a bad
 idea. DLLs should thus not be added in the archive.
 - There should be a note and a link on the dowload page (and maybe in a
 README as J-S suggested). I suggest Robert (or anyone having write access to
 this page) to add, after the Windows Visual Studio 8 packages the
 following wiki text:
  - Requires the MSVC 2005 SP1 redistributables for your platform ([
 http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647x86],
  [
 http://www.microsoft.com/downloads/details.aspx?FamilyID=eb4ebe2d-33c0-4a47-9dd4-b9a6d7bd44dax64]
  or [
 http://www.microsoft.com/downloads/details.aspx?FamilyID=747aad7c-5d6b-4432-8186-85df93dd51a9IA64];

 And the same for 2008 packages (
 http://www.microsoft.com/downloads/details.aspx?FamilyID=a5c84275-3b97-4ab7-a40d-3802b2af5fc2(x86),
 http://www.microsoft.com/downloads/details.aspx?FamilyID=ba9257ca-337f-4b40-8c14-157cfdffee4e(x64),
 http://www.microsoft.com/downloads/details.aspx?FamilyID=dcc211e6-ab82-41d6-8dec-c79937393fe8(IA64)).

 Is that okay for everyone?


No arguments here.  Until an installer is once again available for casual
end-users just linking the URLs you provided seems reasonable to me.

-- 
Philip Lowman
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