[osg-users] OsgSwig on mac osx 10.5.6 (xcode 3.1)
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 Chiacchiera con i tuoi amici in tempo reale! http://it.yahoo.com/mail_it/foot/*http://it.messenger.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] wide character in pagedlod error
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with registering an osgManipulator withviewer.addEventHandler() after calling viewer.run()
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PositionAttituteTransform vs MatrixTransform
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [C++/dll] Osg export model ?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [C++/dll] Osg export model ?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to create detection, crossing from Vega(Multigen) to OSG
Thanks a lot for your replies. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6898#6898 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5
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 -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6899#6899 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openflight converter
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] gradient background
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Textures
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
One reason for not statically linking for many 3rd party libs this would break their licensing terms 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 -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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgSwig on mac osx 10.5.6 (xcode 3.1)
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 Chiacchiera con i tuoi amici in tempo reale! http://it.yahoo.com/mail_it/foot/*http://it.messenger.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting from Partiview - suggestions?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting from Partiview - suggestions?
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting from Partiview - suggestions?
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? -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6923#6923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting from Partiview - suggestions?
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? -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6923#6923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::View NO_LIGHT bug?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::View NO_LIGHT bug?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Compile Context Background Thread Question
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ComputerGraphics for Simulation Workshop final call for papers at Summer Computer Simulation Conference 09
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PositionAttituteTransform vs MatrixTransform
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::View NO_LIGHT bug?
- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with Windows debug binaries?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org