Re: [osg-users] wide character in pagedlod error
Hi Archer, PageLOD stores filenames as std::string, so to support wide characters one will have to encode them. I'm not an expert in this area, others in the community are better placed to comment on what you'll need to do/or whether we'll need to modify the OSG to support what you are doing. FYI, between 2.6 and 2.8 some work for support encoded filenames was introduced. Have a look through the ChangeLog for this. Robert. On Tue, Feb 17, 2009 at 8:56 AM, archer archer.xu1...@gmail.com wrote: 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] floor looks dark
Hi, I tried to posted to list, but the files are too big to make it through. So I put them on my website: http://stargazer.110mb.com/carstore.3DS http://stargazer.110mb.com/carstore.zip ZIP file contains carstore.ive. Thanks for any help, Daniel On Mon, Feb 16, 2009 at 10:05 PM, Brian R Hill bhil...@csc.com wrote: If you can post the model I can try looking at it. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Daniel Drubin stargazer3...@gmail.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 02/16/2009 01:28PM Subject: Re: [osg-users] floor looks dark Hi, thanks for response, but it doesn't help :-( Another thing that I notice, the floor not only gets darkened, it also receives coloring from clear color, if that makes sense. Does anybody have an idea? Thanks, Daniel On Sun, Feb 15, 2009 at 6:56 PM, Brian ... br...@hotmail.com wrote: It probably needs surface normals. Try running the model through osg convert and have it add normals. osgconv --smooth input file output file.ive Brian Date: Sun, 15 Feb 2009 15:12:59 +0200 From: stargazer3...@gmail.com To: osg-users@lists.openscenegraph.org Subject: [osg-users] floor looks dark Greetings, I am trying to make a visualization of a building in 3DS, and it looks like the floor always looks dark, even if material/texture is light. I tried even to make the floor plain white, and it appeared quite dark gray. If I rotate, it always appears that darkened are surfaces that happen to be down related to the camera. Does anybody knows what to do about this darkening effect? Is it something that I can control? Thanks, D ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org See how Windows Mobile brings your life together—at home, work, or on the go. See Now ___ 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 ___ 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()
On Tue, Feb 17, 2009 at 9:29 AM, Fabian Aichele faich...@primusnetz.de wrote: 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. event handlers/event callback can be attached to any Node or to the viewer/view. All node callbacks are effectively traversal callbacks. 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? Before or after is fine. Or you can just split the frame() up into it's constient parts. Go have a look at the viewer.frame() to see what it's composed of. 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). update and cull are all syncronous so are fine to update in the main loop from, the only part you need to watch is when using DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext threading models the draw traversal overlaps with the update/event/cull traversals of the next frame. Only Drawables and StateSet are traversed by the draw traversal so you don't have to worry about modify nodes, but you need to take care about modifying Drawable and StateSet to avoid threading issues, the standard way to do this is to set the DataVariance on them to DYNAMIC to tell the renderingTraversals() method to hold back till all dynamic objects have been processed. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures
Hi Matt, The osgParticle::ParticleEffects all rely upon textures for the particle rendering. Does the standard osgparticleeffects example work fine? Most likely the problem is that you have setting the imagery on your file paths, the path is stored in the osgDB::DataFilePathList, which is set programatically bia osgDB::setDataFilePath() or via the OSG_FILE_PATH env var. The bin parth is not used when search for models/imagery, only the libraries are searched for on this path. Robert. On Tue, Feb 17, 2009 at 6:54 PM, Matt Fair mbf...@lanl.gov wrote: 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile Context Background Thread Question
Hi Alex, One would typically use a compile context in conjunction with the database pager, but it can be used for other purposes. It's a feature that is a bit bleeding edge on some platforms though, with OpenGL drivers simply not coping with multiple context sharing the same GL objects and running multi-threaded. Robert. On Tue, Feb 17, 2009 at 10:47 PM, Pecoraro, Alexander N alexander.n.pecor...@lmco.com wrote: 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg swig build problem
Dear ng, I try to build osgswig on debian etch with either osg 2.4 or osg 2.6, python 2.5, swig 1.3.29, cmake 2.4-patch 5, and a fresh checkout from the osgswig svn. With both versions of osg cmake finishes happily but make stops with the same errors about invalid conversion from 'const char*' to 'char*' and undeclared '$self's (see below). Can somebody give me a hint how to proceed? Thanks! Mathias [...] Scanning dependencies of target _osg cd /home/franzius/osgswig/osgswig-read-only/build /usr/bin/cmake -E cmake_depends Unix Makefiles /home/franzius/osgswig/osgswig-read-only /home/franzius/osgswig/osgswig-read-only/src/python /home/franzius/osgswig/osgswig-read-only/build /home/franzius/osgswig/osgswig-read-only/build/src/python /home/franzius/osgswig/osgswig-read-only/build/src/python/CMakeFiles/_osg.dir/DependInfo.cmake make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make -f src/python/CMakeFiles/_osg.dir/build.make src/python/CMakeFiles/_osg.dir/build make[2]: Entering directory `/home/franzius/osgswig/osgswig-read-only/build' /usr/bin/cmake -E cmake_progress_report /home/franzius/osgswig/osgswig-read-only/build/CMakeFiles 1 [ 11%] Building CXX object src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o /usr/bin/c++ -D_osg_EXPORTS -fPIC -I/HRI/External/OpenSceneGraph/2.4/include -I/home/franzius/osgswig/osgswig-read-only/include -I/HRI/External/python/2.5/include/python2.5 -o src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o -c /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'int SWIG_Python_ConvertFunctionPtr(PyObject*, void**, swig_type_info*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:2052: error: invalid conversion from 'const char*' to 'char*' /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'osg::ImageStream* osg_Image_asImageStream(osg::Image*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5255: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getX(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5256: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getY(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5257: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getWidth(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5258: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getHeight(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5259: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'void SWIG_Python_FixMethods(PyMethodDef*, swig_const_info*, swig_type_info**, swig_type_info**)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:310853: error: invalid conversion from 'const char*' to 'char*' make[2]: *** [src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o] Error 1 make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make[1]: *** [src/python/CMakeFiles/_osg.dir/all] Error 2 make[1]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make: *** [all] Error 2 ___ Jetzt 1 Monat kostenlos! WEB.DE FreeDSL - Telefonanschluss + DSL für nur 17,95 EURO/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K15039B7069a ___ 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?
Hi Ben, If there are modes in your scene graph that enable lighting then you'll get the default OpenGL lighting values. You don't say what effect you actually want to achieve so can't comment on what you should do in your scene graph, you'll need to provide more info. FYI, Viewer is a View, so you only need to do _viewer-setLightingMode(..); Robert. On Tue, Feb 17, 2009 at 4:35 PM, Ben Axelrod baxel...@coroware.com wrote: 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 ___ 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
Actually, I just asked him for more detail and he said: it wasn't the full 10.4 SDK it was a slightly different setting. i changed Deployment Target to 10.4. but the actual SDK linking was still left at 10.5 Hope that helps. On Wed, Feb 18, 2009 at 4:48 PM, Dylan Sale dylan.s...@gmail.com wrote: 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 swig build problem
Mhh, I have hunch that SWIG 1.3.29 is too old to expand $self correctly. For the other errors please file an error report Cheers, Hartmut On 18/2/09 10:02 PM, Mathias Franzius wrote: Dear ng, I try to build osgswig on debian etch with either osg 2.4 or osg 2.6, python 2.5, swig 1.3.29, cmake 2.4-patch 5, and a fresh checkout from the osgswig svn. With both versions of osg cmake finishes happily but make stops with the same errors about invalid conversion from 'const char*' to 'char*' and undeclared '$self's (see below). Can somebody give me a hint how to proceed? Thanks! Mathias [...] Scanning dependencies of target _osg cd /home/franzius/osgswig/osgswig-read-only/build /usr/bin/cmake -E cmake_depends Unix Makefiles /home/franzius/osgswig/osgswig-read-only /home/franzius/osgswig/osgswig-read-only/src/python /home/franzius/osgswig/osgswig-read-only/build /home/franzius/osgswig/osgswig-read-only/build/src/python /home/franzius/osgswig/osgswig-read-only/build/src/python/CMakeFiles/_osg.dir/DependInfo.cmake make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make -f src/python/CMakeFiles/_osg.dir/build.make src/python/CMakeFiles/_osg.dir/build make[2]: Entering directory `/home/franzius/osgswig/osgswig-read-only/build' /usr/bin/cmake -E cmake_progress_report /home/franzius/osgswig/osgswig-read-only/build/CMakeFiles 1 [ 11%] Building CXX object src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o /usr/bin/c++ -D_osg_EXPORTS -fPIC -I/HRI/External/OpenSceneGraph/2.4/include -I/home/franzius/osgswig/osgswig-read-only/include -I/HRI/External/python/2.5/include/python2.5 -o src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o -c /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'int SWIG_Python_ConvertFunctionPtr(PyObject*, void**, swig_type_info*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:2052: error: invalid conversion from 'const char*' to 'char*' /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'osg::ImageStream* osg_Image_asImageStream(osg::Image*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5255: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getX(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5256: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getY(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5257: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getWidth(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5258: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getHeight(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5259: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'void SWIG_Python_FixMethods(PyMethodDef*, swig_const_info*, swig_type_info**, swig_type_info**)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:310853: error: invalid conversion from 'const char*' to 'char*' make[2]: *** [src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o] Error 1 make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make[1]: *** [src/python/CMakeFiles/_osg.dir/all] Error 2 make[1]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make: *** [all] Error 2 ___ Jetzt 1 Monat kostenlos! WEB.DE FreeDSL - Telefonanschluss + DSL für nur 17,95 EURO/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K15039B7069a ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg swig build problem
Thanks for the quick reply! I'll try the latest swig version then. Till then, I just commented the section with the $selfs out and fixed the chars to const chars to see if that's sufficient. It seems to be sth systematic, as after fixing src/python/osgPYTHON_wrap.cxx there are the same errors in src/python/osgDBPYTHON_wrap.cxx and src/python/osgFXPYTHON_wrap.cxx After that I lost confidence that I can fix it in some limited amount of time... I suppose the right place for bug reports is the google code page? Best, Mathias -Ursprüngliche Nachricht- Von: Hartmut Seichter li...@technotecture.com Gesendet: 18.02.09 11:26:07 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] osg swig build problem Mhh, I have hunch that SWIG 1.3.29 is too old to expand $self correctly. For the other errors please file an error report Cheers, Hartmut On 18/2/09 10:02 PM, Mathias Franzius wrote: Dear ng, I try to build osgswig on debian etch with either osg 2.4 or osg 2.6, python 2.5, swig 1.3.29, cmake 2.4-patch 5, and a fresh checkout from the osgswig svn. With both versions of osg cmake finishes happily but make stops with the same errors about invalid conversion from 'const char*' to 'char*' and undeclared '$self's (see below). Can somebody give me a hint how to proceed? Thanks! Mathias [...] Scanning dependencies of target _osg cd /home/franzius/osgswig/osgswig-read-only/build /usr/bin/cmake -E cmake_depends Unix Makefiles /home/franzius/osgswig/osgswig-read-only /home/franzius/osgswig/osgswig-read-only/src/python /home/franzius/osgswig/osgswig-read-only/build /home/franzius/osgswig/osgswig-read-only/build/src/python /home/franzius/osgswig/osgswig-read-only/build/src/python/CMakeFiles/_osg.dir/DependInfo.cmake make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make -f src/python/CMakeFiles/_osg.dir/build.make src/python/CMakeFiles/_osg.dir/build make[2]: Entering directory `/home/franzius/osgswig/osgswig-read-only/build' /usr/bin/cmake -E cmake_progress_report /home/franzius/osgswig/osgswig-read-only/build/CMakeFiles 1 [ 11%] Building CXX object src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o /usr/bin/c++ -D_osg_EXPORTS -fPIC -I/HRI/External/OpenSceneGraph/2.4/include -I/home/franzius/osgswig/osgswig-read-only/include -I/HRI/External/python/2.5/include/python2.5 -o src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o -c /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'int SWIG_Python_ConvertFunctionPtr(PyObject*, void**, swig_type_info*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:2052: error: invalid conversion from 'const char*' to 'char*' /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'osg::ImageStream* osg_Image_asImageStream(osg::Image*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5255: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getX(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5256: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getY(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5257: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getWidth(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5258: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getHeight(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5259: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'void SWIG_Python_FixMethods(PyMethodDef*, swig_const_info*, swig_type_info**, swig_type_info**)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:310853: error: invalid conversion from 'const char*' to 'char*' make[2]: *** [src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o] Error 1 make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make[1]: *** [src/python/CMakeFiles/_osg.dir/all] Error 2 make[1]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make: *** [all] Error 2 ___ Jetzt 1 Monat kostenlos! WEB.DE FreeDSL - Telefonanschluss + DSL für
[osg-users] osgEarth testing problems
Hello. I have done all the step to compile osgEarth and there are no problems with compilation. The problem appears when I try to execute with osgviewer. The error message is: *Could not find plugin to read objects from file \openstreetmap.earth.* Somebody has the same problem? How can I fix it? -- Adaya Lorenzo Leon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth testing problems
Hi I had it a few days ago. Check if the osgEarth dll(s) is in the PATH environment variable, if the file exist of course, ... all osgEarth dependencies have to be in the PATH too (all DLL in general...) Do you put the good paths in the Cmake configuration for osgEarth ? Regards, Vincent. 2009/2/18 Adaya Lorenzo adayalorenzol...@gmail.com Hello. I have done all the step to compile osgEarth and there are no problems with compilation. The problem appears when I try to execute with osgviewer. The error message is: *Could not find plugin to read objects from file \openstreetmap.earth.* Somebody has the same problem? How can I fix it? -- Adaya Lorenzo Leon ___ 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] OpenSceneGraph Blog goes live!
Hi Art, On Fri, Feb 13, 2009 at 8:14 PM, Art Tevs osgfo...@tevs.eu wrote: We do not even need to move the forum to another vserver, because one can setup apache/DNS in the way, so that it hosts the OSG forum on forum.openscenegraph.org. If you have access to the DNS-Records of your current virtual host, then just setup the forum. subdomain to point on the IP-Adress of current forum's server (78.46.220.153). In this way we do not have a lot of problems when moving the forum and also spread the responsibility to according admins ;) I've just added the forum subdomain to openscenegraph.org, directing it to 78.46.220.153. All I get for this IP addres is a page saying It works!. Have I missed something? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth testing problems
Hi Adaya, I think Vincent is correct, it sounds like the osgEarth dlls are not in your path. I generally just set up a batch file that sets my PATH variable to include the version of OSG I'm working with, the 3rd Party dependencies (libpng, curl, etc), and the osgEarth libraries. Jason On Wed, Feb 18, 2009 at 8:29 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi I had it a few days ago. Check if the osgEarth dll(s) is in the PATH environment variable, if the file exist of course, ... all osgEarth dependencies have to be in the PATH too (all DLL in general...) Do you put the good paths in the Cmake configuration for osgEarth ? Regards, Vincent. 2009/2/18 Adaya Lorenzo adayalorenzol...@gmail.com Hello. I have done all the step to compile osgEarth and there are no problems with compilation. The problem appears when I try to execute with osgviewer. The error message is: *Could not find plugin to read objects from file \openstreetmap.earth.* Somebody has the same problem? How can I fix it? -- Adaya Lorenzo Leon ___ 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] osg swig build problem
using swig 1.3.38 all compiled well. I found the issue with osg 2.6 and VecArray and thus tried osg 2.4. Now I have the libraries in build/lib/python/ which I manually copy to site-packages/osgswig (or is that wrong?) If I try something from the examples dir I get the following error: python pyramid.py Traceback (most recent call last): File pyramid.py, line 26, in module lineVertices.push_back(osg.Vec3(-10,10,0)) File /tmp/osg/osg.py, line 12044, in lambda __getattr__ = lambda self, name: _swig_getattr(self, Vec3Array, name) File /tmp/osg/osg.py, line 48, in _swig_getattr raise AttributeError(name) AttributeError: push_back Again, I'm lost here... Is this the same bug as for osg 2.6? Best, Mathias -Ursprüngliche Nachricht- Von: Mathias Franzius mathias.franz...@web.de Gesendet: 18.02.09 11:45:31 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] osg swig build problem Thanks for the quick reply! I'll try the latest swig version then. Till then, I just commented the section with the $selfs out and fixed the chars to const chars to see if that's sufficient. It seems to be sth systematic, as after fixing src/python/osgPYTHON_wrap.cxx there are the same errors in src/python/osgDBPYTHON_wrap.cxx and src/python/osgFXPYTHON_wrap.cxx After that I lost confidence that I can fix it in some limited amount of time... I suppose the right place for bug reports is the google code page? Best, Mathias -Ursprüngliche Nachricht- Von: Hartmut Seichter li...@technotecture.com Gesendet: 18.02.09 11:26:07 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] osg swig build problem Mhh, I have hunch that SWIG 1.3.29 is too old to expand $self correctly. For the other errors please file an error report Cheers, Hartmut On 18/2/09 10:02 PM, Mathias Franzius wrote: Dear ng, I try to build osgswig on debian etch with either osg 2.4 or osg 2.6, python 2.5, swig 1.3.29, cmake 2.4-patch 5, and a fresh checkout from the osgswig svn. With both versions of osg cmake finishes happily but make stops with the same errors about invalid conversion from 'const char*' to 'char*' and undeclared '$self's (see below). Can somebody give me a hint how to proceed? Thanks! Mathias [...] Scanning dependencies of target _osg cd /home/franzius/osgswig/osgswig-read-only/build /usr/bin/cmake -E cmake_depends Unix Makefiles /home/franzius/osgswig/osgswig-read-only /home/franzius/osgswig/osgswig-read-only/src/python /home/franzius/osgswig/osgswig-read-only/build /home/franzius/osgswig/osgswig-read-only/build/src/python /home/franzius/osgswig/osgswig-read-only/build/src/python/CMakeFiles/_osg.dir/DependInfo.cmake make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make -f src/python/CMakeFiles/_osg.dir/build.make src/python/CMakeFiles/_osg.dir/build make[2]: Entering directory `/home/franzius/osgswig/osgswig-read-only/build' /usr/bin/cmake -E cmake_progress_report /home/franzius/osgswig/osgswig-read-only/build/CMakeFiles 1 [ 11%] Building CXX object src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o /usr/bin/c++ -D_osg_EXPORTS -fPIC -I/HRI/External/OpenSceneGraph/2.4/include -I/home/franzius/osgswig/osgswig-read-only/include -I/HRI/External/python/2.5/include/python2.5 -o src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o -c /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'int SWIG_Python_ConvertFunctionPtr(PyObject*, void**, swig_type_info*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:2052: error: invalid conversion from 'const char*' to 'char*' /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'osg::ImageStream* osg_Image_asImageStream(osg::Image*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5255: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getX(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5256: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getY(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5257: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getWidth(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5258: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double
Re: [osg-users] problem with Windows debug binaries?
Hi Philip, CMake supports integration with NSIS. Not sure if there is support for MSI yet. Wix looks like a promising candidate. Do NSIS provide the feature we want (install the MSVC redistribuables if needed)? Anyway, putting the links on the download page could always be useful I think. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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 Sukender, Is that okay for everyone? Looks good to me. But putting all this text on the download page is too much. Instead, I've created a new page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/VisualStudioBinaries Robert, can you please add a link to that page next to the Windows Visual Studio 8 packages item in the 2.8 section on the Downloads page? Call it (requirements) or some such: [http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8 Windows Visual Studio 8] packages ([wiki:Downloads/VisualStudioBinaries requirements]) Thanks, 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] OpenSceneGraph Blog goes live!
Hi Robert, Robert Osfield wrote: Hi Art, I've just added the forum subdomain to openscenegraph.org, directing it to 78.46.220.153. All I get for this IP addres is a page saying It works!. Have I missed something? No, you don't! If you can see It works!, then it means that the subdomain is successfully mapped to my server. I will now setup apache, so that it does also provides forum to this subdomain. cheers, art -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=6953#6953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth testing problems
Hi Vicent and Jason. Thanks for your answers.I have put the osgEarth dll(s) in the Path enviroment varible but I have the same problem. I have reboot the pc too. All the paths in Cmake configuration are correct. Any other idea? 2009/2/18 Jason Beverage jasonbever...@gmail.com Hi Adaya, I think Vincent is correct, it sounds like the osgEarth dlls are not in your path. I generally just set up a batch file that sets my PATH variable to include the version of OSG I'm working with, the 3rd Party dependencies (libpng, curl, etc), and the osgEarth libraries. Jason On Wed, Feb 18, 2009 at 8:29 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi I had it a few days ago. Check if the osgEarth dll(s) is in the PATH environment variable, if the file exist of course, ... all osgEarth dependencies have to be in the PATH too (all DLL in general...) Do you put the good paths in the Cmake configuration for osgEarth ? Regards, Vincent. 2009/2/18 Adaya Lorenzo adayalorenzol...@gmail.com Hello. I have done all the step to compile osgEarth and there are no problems with compilation. The problem appears when I try to execute with osgviewer. The error message is: *Could not find plugin to read objects from file \openstreetmap.earth.* Somebody has the same problem? How can I fix it? -- Adaya Lorenzo Leon ___ 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 -- Adaya Lorenzo Leon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
Hi Robert, ok, forum is now active also on this subdomain. You can now make an announcement, that this forum is also accessible through forum.openscenegraph.org, if you like ;) (please use [forum] as prefix of your mail, this would move the announcement into the correct subforum ;) ) Wiki changes or some announcement on the main osg-site might be also helpful. Best regards, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6955#6955 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth testing problems
Hi Adaya, The only thing I can think to look at is to make sure you are building the release version of osgEarth and that osgdb_earth.dll is in your path. It's possible that you are building the debug version if you just hit Build after opening VS. Does osgviewerd openstreetmap.earth work? Jason On Wed, Feb 18, 2009 at 8:58 AM, Adaya Lorenzo adayalorenzol...@gmail.comwrote: Hi Vicent and Jason. Thanks for your answers.I have put the osgEarth dll(s) in the Path enviroment varible but I have the same problem. I have reboot the pc too. All the paths in Cmake configuration are correct. Any other idea? 2009/2/18 Jason Beverage jasonbever...@gmail.com Hi Adaya, I think Vincent is correct, it sounds like the osgEarth dlls are not in your path. I generally just set up a batch file that sets my PATH variable to include the version of OSG I'm working with, the 3rd Party dependencies (libpng, curl, etc), and the osgEarth libraries. Jason On Wed, Feb 18, 2009 at 8:29 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi I had it a few days ago. Check if the osgEarth dll(s) is in the PATH environment variable, if the file exist of course, ... all osgEarth dependencies have to be in the PATH too (all DLL in general...) Do you put the good paths in the Cmake configuration for osgEarth ? Regards, Vincent. 2009/2/18 Adaya Lorenzo adayalorenzol...@gmail.com Hello. I have done all the step to compile osgEarth and there are no problems with compilation. The problem appears when I try to execute with osgviewer. The error message is: *Could not find plugin to read objects from file \openstreetmap.earth.* Somebody has the same problem? How can I fix it? -- Adaya Lorenzo Leon ___ 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 -- Adaya Lorenzo Leon ___ 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] OpenSceneGraph Blog goes live!
Hi Art, On Wed, Feb 18, 2009 at 1:55 PM, Art Tevs osgfo...@tevs.eu wrote: No, you don't! If you can see It works!, then it means that the subdomain is successfully mapped to my server. I will now setup apache, so that it does also provides forum to this subdomain. Great. Once it's up a running I'll modify the support pages on the wiki to point to the forum. Also time to use the blog too. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Blog goes live!
On Wed, Feb 18, 2009 at 2:04 PM, Art Tevs osgfo...@tevs.eu wrote: Hi Robert, ok, forum is now active also on this subdomain. You can now make an announcement, that this forum is also accessible through forum.openscenegraph.org, if you like ;) (please use [forum] as prefix of your mail, this would move the announcement into the correct subforum ;) ) He, He... it now works and I spotted that you've just changed the note on the top from unofficial forum to official forum :-) Wiki changes or some announcement on the main osg-site might be also helpful. Front page news! Appropriate item for the blog.openscenegraph.org too! Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth testing problems
This are the osg/osgEarth elements in my PATH : Z:\OSG_2.8.0\binaries\bin; Z:\OSG_2.8.0\binaries\bin\osgplugins-2.8.0; Z:\OSG_2.8.0\sources\3rdParty_win32binaries_vs80sp1\bin; Z:\OsgEarth\bin\lib\release; Z:\OsgEarth\src\libCurl; Z:\OsgEarth\src\Expat 2.0.1\Bin; Z:\OsgEarth\src\zlib\GnuWin32\bin; Do you have each one ? do the other osg example work ? If is it not a problem of file not found, I don't know what it can be... Vincent. 2009/2/18 Adaya Lorenzo adayalorenzol...@gmail.com Hi Vicent and Jason. Thanks for your answers.I have put the osgEarth dll(s) in the Path enviroment varible but I have the same problem. I have reboot the pc too. All the paths in Cmake configuration are correct. Any other idea? 2009/2/18 Jason Beverage jasonbever...@gmail.com Hi Adaya, I think Vincent is correct, it sounds like the osgEarth dlls are not in your path. I generally just set up a batch file that sets my PATH variable to include the version of OSG I'm working with, the 3rd Party dependencies (libpng, curl, etc), and the osgEarth libraries. Jason On Wed, Feb 18, 2009 at 8:29 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi I had it a few days ago. Check if the osgEarth dll(s) is in the PATH environment variable, if the file exist of course, ... all osgEarth dependencies have to be in the PATH too (all DLL in general...) Do you put the good paths in the Cmake configuration for osgEarth ? Regards, Vincent. 2009/2/18 Adaya Lorenzo adayalorenzol...@gmail.com Hello. I have done all the step to compile osgEarth and there are no problems with compilation. The problem appears when I try to execute with osgviewer. The error message is: *Could not find plugin to read objects from file \openstreetmap.earth.* Somebody has the same problem? How can I fix it? -- Adaya Lorenzo Leon ___ 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 -- Adaya Lorenzo Leon ___ 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] OpenSceneGraph Blog goes live!
Hi Art, ok, forum is now active also on this subdomain. Nice! This makes things more official :-) 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] 2.8 OpenThreads linker errors on Mac 10.5
Hi Christian, Christian Noon schrieb: 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. I have no idea, whats going wrong on your side, Can you post the complete link-command? You'll find it in the build-log, perhaps this will help us to find the underneath problem. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded
Thanks for the suggestion, I've now updated the download page with this. On Fri, Feb 13, 2009 at 2:25 PM, suky0...@free.fr wrote: Hi Robert, I suggest a change to the download page ( http://www.openscenegraph.org/projects/osg/wiki/Downloads ): Replace For end-users we recommend downloading a binaries for your platform, and sample datasets. For software-developers we recommend downloading the source code for the latest stable release, the project dependencies and sample datasets. by We recommend downloading: * For end-users: * user binaries for your platform (User binaries do not have -dev in their name). * sample datasets * For software-developers: * developer binaries, or the source code for the latest stable release * project dependencies * sample datasets For details about packages, see the [wiki:Community/Packaging packaging page]. If you find any issue concerning binaries packages, please contact the corresponging [wiki:Community/PackageMaintainers package maintainer] (but please prefer contacting the osg-users mailing list for package availability). It's a bit more detailed, has links to Packaging and PackageMaintainers, and is presented in a list form. Is this text okay? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail d'origine - De: suky0...@free.fr À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Fri, 13 Feb 2009 14:49:16 +0100 (CET) Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded Hi Robert, Unspecified package contain only a few dirs and one file. It seems to be an useless crap from CMake. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail d'origine - De: Robert Osfield robert.osfi...@gmail.com À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Fri, 13 Feb 2009 11:46:23 +0100 (CET) Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded Hi Sukender, and all windows users, I've now moved Sukdender's VS8 binaries into the download section of the website. http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/ Also linked off the main download page. One package I'm curious about is the Unspecified-2.8.0-win32-x86-vc80sp1-*.tar.gz packages Could VS 8 users test these packages. I would be worth running virus checkers over them as well to be thorough. Robert. On Thu, Feb 12, 2009 at 11:38 PM, Sukender suky0...@free.fr wrote: Hi Robert, hi all, Packages for VC8 have been uploaded to the FTP (all packages, including the 'all' one). Please tell me/us if everything is okay (as listing is disabled on the FTP - And as replacement/deletion too, you should delete the files that are not ok). As I told before: - 2.8.0 VC8sp1 32 bits. - CMake with default options (except that I checked to build wrappers, plugins and examples of course). - I got all standard 3rd-parties + SDL (not very big, so I let it inside). - Debug and release. BTW, the packages targets under MSVC do not seem to depend on ALL_BUILD! That is to say if you lauch a package target, you may package something WRONG in case you forgot to build all before (or if any script/tool updated your working copy without rebuilding it). This sounds dangerous to me, and maybe this should be adressed in CMake (setting a custom dependency). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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 ___ 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] Extending osgcluster
Hello everyone I'm trying to programming a navigator in OSG to run in a graphic cluster. The main idea in the fly mode navigation, is to fix the camera to the origin and makes transformations to the model i.e. I have a MatrixTransform as father of the graph group and which moves to the graph with the mouse interactions, all works fine. The problem is when I try to make a like-osgcluster implementation, because in it, the master send its matrix view to the slaves but in my case I need to send the matrix transformations of the model (my matrix view is always fix, with a light translation in each slave) I think a possible solution is to have a only one camera in the master and slaves cameras like in osgwindows example, however in the case of osgcluster there are an application running for each slave and in the osgwindow there are only one. Somebody does know how to make it ? or have another idea. Best regards. Daniel. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded
Thanks Robert. Don't forget to also include the link JS posted :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 18 Feb 2009 16:25:22 +0100, Robert Osfield robert.osfi...@gmail.com a écrit: Thanks for the suggestion, I've now updated the download page with this. On Fri, Feb 13, 2009 at 2:25 PM, suky0...@free.fr wrote: Hi Robert, I suggest a change to the download page ( http://www.openscenegraph.org/projects/osg/wiki/Downloads ): Replace For end-users we recommend downloading a binaries for your platform, and sample datasets. For software-developers we recommend downloading the source code for the latest stable release, the project dependencies and sample datasets. by We recommend downloading: * For end-users: * user binaries for your platform (User binaries do not have -dev in their name). * sample datasets * For software-developers: * developer binaries, or the source code for the latest stable release * project dependencies * sample datasets For details about packages, see the [wiki:Community/Packaging packaging page]. If you find any issue concerning binaries packages, please contact the corresponging [wiki:Community/PackageMaintainers package maintainer] (but please prefer contacting the osg-users mailing list for package availability). It's a bit more detailed, has links to Packaging and PackageMaintainers, and is presented in a list form. Is this text okay? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail d'origine - De: suky0...@free.fr À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Fri, 13 Feb 2009 14:49:16 +0100 (CET) Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded Hi Robert, Unspecified package contain only a few dirs and one file. It seems to be an useless crap from CMake. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Mail d'origine - De: Robert Osfield robert.osfi...@gmail.com À: OpenSceneGraph Users osg-users@lists.openscenegraph.org Envoyé: Fri, 13 Feb 2009 11:46:23 +0100 (CET) Objet: Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded Hi Sukender, and all windows users, I've now moved Sukdender's VS8 binaries into the download section of the website. http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/ Also linked off the main download page. One package I'm curious about is the Unspecified-2.8.0-win32-x86-vc80sp1-*.tar.gz packages Could VS 8 users test these packages. I would be worth running virus checkers over them as well to be thorough. Robert. On Thu, Feb 12, 2009 at 11:38 PM, Sukender suky0...@free.fr wrote: Hi Robert, hi all, Packages for VC8 have been uploaded to the FTP (all packages, including the 'all' one). Please tell me/us if everything is okay (as listing is disabled on the FTP - And as replacement/deletion too, you should delete the files that are not ok). As I told before: - 2.8.0 VC8sp1 32 bits. - CMake with default options (except that I checked to build wrappers, plugins and examples of course). - I got all standard 3rd-parties + SDL (not very big, so I let it inside). - Debug and release. BTW, the packages targets under MSVC do not seem to depend on ALL_BUILD! That is to say if you lauch a package target, you may package something WRONG in case you forgot to build all before (or if any script/tool updated your working copy without rebuilding it). This sounds dangerous to me, and maybe this should be adressed in CMake (setting a custom dependency). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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 ___ 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] Server migration
Hi Jose-Luis, The Community News and News From Around the Web pages don't seem to work correctly. http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews http://www.openscenegraph.org/projects/osg/wiki/News/Feeds2 I don't know if this is a known problem or not... Just thought you should know. Thanks, 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] Model refrences to another model?
Hi,i have a question about loading models. i was checking the trian3d (http://www.triangraphics.de/index.php?l=eng) and there are some models that they produced. These terrain models has one master model which references to child of this model. It also includes some level of details. actually i am asking this question because i have not seen such a thing before. (probably ignorance of me) and i searched it in the mail group but i could not find any thing about it or i do not know how to search. anyway, when i loaded the master model, child models should be loaded automatically when needed but i could not do this. Do you know any thing about this? should i do some extra thing to load other models? i downloaded models from the address: http://www.triangraphics.de/index.php?1=Downloadl=eng i hope it is not so weird question... thanks... -- Ufuk ___ 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 J-S, This is a good solution, and I've update the download pages with the requirements link. Robert. On Wed, Feb 18, 2009 at 1:49 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Sukender, Is that okay for everyone? Looks good to me. But putting all this text on the download page is too much. Instead, I've created a new page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/VisualStudioBinaries Robert, can you please add a link to that page next to the Windows Visual Studio 8 packages item in the 2.8 section on the Downloads page? Call it (requirements) or some such: [http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8 Windows Visual Studio 8] packages ([wiki:Downloads/VisualStudioBinaries requirements]) Thanks, 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] problem with Windows debug binaries?
Hi Robert, This is a good solution, and I've update the download pages with the requirements link. Great, thanks. 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] Server migration
Hi Jean-Sébastien, On Wed, Feb 18, 2009 at 4:35 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Jose-Luis, The Community News and News From Around the Web pages don't seem to work correctly. http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews http://www.openscenegraph.org/projects/osg/wiki/News/Feeds2 I don't know if this is a known problem or not... Just thought you should know. Those modules are no longer available on the new Trac, we need to upgrade those pages to something suitable for us. Maybe we can open the Trac-Blog as the old community-news. Cheers, J-L. -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Spreading the News about the OpenSceneGraph-2.8 release
Hi All, Now we have binaries/pacakges up for Windows, debian and gentoo I believe it's a good time to call the various tech websites about the release. As usual the SpreadingTheNews wiki page is the place to coordinate what sites to contact and to record which ones have be done so far: http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews I'm feeling pretty burnt out right now - due to the long days put in prior to the release, and then having extended family to stay over along week end... so rather than dive back in the deep end I'll try to tackle lots of stuff myself, I'd appreciate others tackling a little bit of the lists of contacts each. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using anaglyph on two screens?
Hi everyone, I am now trying to display a scene with two screens, namely on two windows, and the images on two windows can join at the center, as is shown below, an 'A' is displayed - | /|\ | | / | \ | | /--|---\| | /|\ | | / | \ | -- I used the mechanism of slave cameras, and two slave cameras were added, each of them designated to one window. They are put at the same place, and their directions form an angle of 90 degrees. The horizontal FOV of both the cameras are all 90 degrees also. Under normal modes, this works fine. However, when Anaglyph is turned on, the anaglyphic images on the windows do not join anymore. Will someone tell me how to make the images join when anaglyph is turned on? Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using anaglyph on two screens?
Hi Yinpeng, maybe you can have a look to this page : http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings and set the environmental variable OSG_SPLIT_STEREO_HORIZONTAL_SEPARATION to 0. Patrice Yinpeng Li a crit: Hi everyone, I am now trying to display a scene with two screens, namely ontwo windows, and the images on two windows can join at the center, as is shown below, an 'A' is displayed - |/|\ | |/ |\ | |/--|---\ | |/ | \| |/ |\ | -- I used the mechanism of slave cameras, and two slavecameras were added, each of them designated to one window. They are put at the same place, and their directions form an angle of 90 degrees. The horizontal FOV of both the cameras are all 90 degrees also. Under normal modes, this works fine. However, when Anaglyph is turned on, the anaglyphicimages on the windows do not join anymore. Will someone tell me how to make the images join when anaglyph is turned on? Thanks! ___ 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] Switching post-processing on/off
I'm trying to use a FRAME_BUFFER_OBJECT render target implementation to render to a texture and then perform post processing. It works, but I would like to toggle the post processing on/off. If I set the render target implementation back to FRAME_BUFFER, it does not work because the camera doesn't get reinitialized with runCameraSetUp in RenderStage. If I check for a change in the implementation and make the call to runCameraSetUp, then it works at first and then after a few toggles neither implementation works. I found where others with a similar problem were told to set the rendering cache to NULL. I tried that with set RenderingCache, but it did not cause runCameraSetup to run. Is there something else I need to do? Ken _ Get more out of the Web. Learn 10 hidden secrets of Windows Live. http://windowslive.com/connect/post/jamiethomson.spaces.live.com-Blog-cns!550F681DAD532637!5295.entry?ocid=TXT_TAGLM_WL_domore_092008___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Blog update with posts about OSG-2.8 + forum
Hi All, Now that new avenue for all my typo's has been opened up, I've added entries for the OSG-2.8 release and a note about forum.openscenegraph.org as well. All stuff that has already been mentioned on this list so don't expect anything new, just yet :-) http://blog.openscenegraph.org/ Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blog update with posts about OSG-2.8 + forum
Robert Osfield wrote: Hi All, Now that new avenue for all my typo's has been opened up, I've added entries for the OSG-2.8 release and a note about forum.openscenegraph.org as well. All stuff that has already been mentioned on this list so don't expect anything new, just yet :-) http://blog.openscenegraph.org/ Robert, Art Tevs and not Art Trevs ;) cheers -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6978#6978 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blog update with posts about OSG-2.8 + forum
On Wed, Feb 18, 2009 at 5:30 PM, Art Tevs osgfo...@tevs.eu wrote: Robert, Art Tevs and not Art Trevs ;) Ooopss... now fixed. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blog update with posts about OSG-2.8 + forum
sorry to peeve you, however not really fixed, it should be Art Tevs's because of the genitive case ;-) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6980#6980 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blog update with posts about OSG-2.8 + forum
On Wed, Feb 18, 2009 at 5:36 PM, Art Tevs osgfo...@tevs.eu wrote: sorry to peeve you, however not really fixed, it should be Art Tevs's because of the genitive case ;-) ... ooohh I really struggle with English language don't I ;-) I do wonder if it shouldn't be Art Tevs' though... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.0 compilation
Hi All, While planning to test my end-user application with OpenSceneGraph 2.8.0, after having compiled the latter from the source download I have the following issues during compilation/linking I didn't have with 2.6.1 : 1) The linking beats the record of warning numbers (approximately 4000 warnings), all being the same : warning C4251 : [osgClass]::[_osgmember] : class 'osg::ref_ptrT' needs to have dll-interface to be used by clients of [osgClass] 2) I got errors coming from include of missing files : osg/Config and OpenThreads/Config. I'm not pretty familiar with these but while looking at their content inside my OpenSceneGraph 2.6.1 distribution it seems that they are normally generated by CMake. Does anyone else have these problems ?? I'm building on WindowsXP using Visual Studio 2005. Best, Christophe.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ParticleSystem and alignment = BILLBOARD
Hi Robert, I tryed with OSG-2.8.0 (had to patch it a little bit, see my other thread), and the issue concerning the billboarding is fixed indeed. However, my problem remains about lighting. Any idea ? Do you think it'd be used that I re-try my attempt to feed normals per vertex (I see in 2.8.0 implementation that they are still not established) ? - Wouldn't explain that at least the ambient doesn't work though... - Any idea is welcome ! Christophe. - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, February 05, 2009 7:13 PM Subject: Re: [osg-users] ParticleSystem and alignment = BILLBOARD HI Christophe, Could you please try the OSG-2.8.0-rc1 as there was a fix for this issue. Robert. On Thu, Feb 5, 2009 at 6:03 PM, Christophe.medard christophe.med...@oktal.fr wrote: Hi All, While updating my end user application from OSG 2.2.0 to 2.6.1, I noticed some bugs appearing onto osgParticle/ concerning the use of particle systems whose alignment is BILLBOARD : emitted particles seems to behave anymore as billboard sprites. Relinking with OSG successive versions, it seems that the bug appears as early as with OSG 2.4.x... I just wanted to ask if some people have already stated this issue and maybe isolated the reason of this bug (maybe located into osgParticle::ParticleSystem::single_pass_render() implementation, that has moved since 2.2.0) ? I also wanted to know one thing : has someone already tryed to use ParticleSystem with not emissive particles ?? I'm under the impression that lighting in the scene (ambient as well as diffuse) hasn't got proper effect onto rendered particles' sprites : they remain black even when sharply lighted in the scene. I've tryed (onto ancien 2.2 implementation) to set/patch per vertex normal values (playing with osgParticle::Particle::render() and osgParticle::ParticleSystem::single_pass_render() implementation), but that didn't seem to properly solve the problem I wanted to ask if someone had a different approach in mind about a possible problem patching ? Thanks ! Christophe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] IVE writer repeatedly saves identical textures (osgconv)
Hello everyone! I've been using 'osgconv' to make native ive binary versions of osg ascii files. However, if a texture is used more than once, it is resaved each time it is used. For your reference, I've created a sample file called 'billboards.zip' which you can download from the following URL: http://www.geocities.com/andrlet/index.html So I traced through the code, and found that 'write' in 'osgPlugins/ive/Textures2D.cpp' doesn't check to see if the texture has already been written out. So here I put in a check to make sure that the texture data is written out only the first time (see code example below), and subsequently only references to the texture filename are written out. Unfortunately this didn't solve my problem, as the texture only appears once in the first child Geode (where it is saved), and not in subsequent children. Is there another solution which can prevent repeat saves of the same texture? (I've thought about modifying the ive loader too but would like to avoid that). All suggestions are very much welcome. Best regards, - Andrew // modified part of Texture2D.cpp, from osgPlugins/ive (replace ::write) std::setstd::string savedFileNames; void Texture2D::write(DataOutputStream* out){ // Write Texture2D's identification. out-writeInt(IVETEXTURE2D); // If the osg class is inherited by any other class we should also write this to file. osg::Texture* tex = dynamic_castosg::Texture*(this); if(tex){ ((ive::Texture*)(tex))-write(out); } else throw Exception(Texture2D::write(): Could not cast this osg::Texture2D to an osg::Texture.); // Write Texture2D's properties. // Write image. // Should we include images date in stream IncludeImageMode includeImg = out-getIncludeImageMode(); // get filename for texture image, and write out data only once osg::Image *myImage = getImage(); std::string imgName = myImage-getFileName(); if (savedFileNames.find(imgName) == savedFileNames.end()) { savedFileNames.insert(imgName); } else { includeImg = IMAGE_REFERENCE_FILE; } out-writeChar(includeImg); out-writeImage(includeImg,getImage()); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Confused about back face culling
I want to draw a model as wireframe/points without the rear part being shown. I thought Back Face Culling only draws triangles with the normal facing the camera, but it doesn't hide the rear surface. The suggestions in the mailing list are to do the two pass technique of drawing the surface model invisibly and then drawing the wireframe/points over the top. Is there any specific support for this in OSG? And what use is backface culling then? Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile Context Background Thread Question
So when OSG_COMPIlE_CONTEXTS=ON then a background thread traverses the scene graph and compiles the un-compiled display lists using a different OpenGL context than the render thread's, which prevents the render thread from having to do the display list compilation. Is that correct? Thanks. Alex -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, February 18, 2009 12:59 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Compile Context Background Thread Question Hi Alex, One would typically use a compile context in conjunction with the database pager, but it can be used for other purposes. It's a feature that is a bit bleeding edge on some platforms though, with OpenGL drivers simply not coping with multiple context sharing the same GL objects and running multi-threaded. Robert. On Tue, Feb 17, 2009 at 10:47 PM, Pecoraro, Alexander N alexander.n.pecor...@lmco.com wrote: 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.or g ___ 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
[osg-users] osgCal shader question
Hello, Do you know why a shader might not be affecting osgCal nodes? I apply a black-and-white shader to the scene root, but it isn't affecting the CAL3D characters. Everything else is fine. scene-getOrCreateStateSet()-setAttributeAndModes(prog.get(), osg::StateAttribute::ON); Does osgCal has its own shader? If so, it will override the one that I'm applying at the scene root. What are my options? Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Confused about back face culling
Back face culling ONLY works for triangles/polygons it does not work for points or lines/wireframe Its not the normal you supply its more than that and is driver specific, as you can be per-vert normal, over all triangle, overall geom can be used 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 Martin Beckett Sent: Wednesday, February 18, 2009 2:24 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Confused about back face culling I want to draw a model as wireframe/points without the rear part being shown. I thought Back Face Culling only draws triangles with the normal facing the camera, but it doesn't hide the rear surface. The suggestions in the mailing list are to do the two pass technique of drawing the surface model invisibly and then drawing the wireframe/points over the top. Is there any specific support for this in OSG? And what use is backface culling then? Martin ___ 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] osgCal shader question
osgcal's shader is overriding yours. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org osg-users@lists.openscenegraph.org From: Ben Cain bc...@digitalfusion.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 02/18/2009 02:42PM Subject: [osg-users] osgCal shader question Hello, Do you know why a shader might not be affecting osgCal nodes? I apply a black-and-white shader to the scene root, but it isn’t affecting the CAL3D characters. Everything else is fine. scene-getOrCreateStateSet()-setAttributeAndModes(prog.get(), osg::StateAttribute::ON); Does osgCal has its own shader? If so, it will override the one that I’m applying at the scene root. What are my options? Thanks, Ben ___ 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] What about User-Meeting in Europe - osgInEurope?
hi all i'm also interested in osgInEurope, but only in switzerland ;) I'm from switzerland / AG. Greets from a nice country ... Remo Eichenberger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6990#6990 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.0 compilation
Hi Christophe, Actually 2.8.0 compilation has been quite well tested; and what you explain seem strange. Nothing like this has been reported, as far as I know. 1. Do you have the SP1 for VS2005? 2. Did you try clearing your CMake cache AND rebuilding everything? ...Or else you may get the precompiled packages (See http://www.openscenegraph.org/projects/osg/wiki/Downloads ). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 18 Feb 2009 19:10:16 +0100, Christophe.medard christophe.med...@oktal.fr a écrit: Hi All, While planning to test my end-user application with OpenSceneGraph 2.8.0, after having compiled the latter from the source download I have the following issues during compilation/linking I didn't have with 2.6.1 : 1) The linking beats the record of warning numbers (approximately 4000 warnings), all being the same : warning C4251 : [osgClass]::[_osgmember] : class 'osg::ref_ptrT' needs to have dll-interface to be used by clients of [osgClass] 2) I got errors coming from include of missing files : osg/Config and OpenThreads/Config. I'm not pretty familiar with these but while looking at their content inside my OpenSceneGraph 2.6.1 distribution it seems that they are normally generated by CMake. Does anyone else have these problems ?? I'm building on WindowsXP using Visual Studio 2005. Best, Christophe. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] floor looks dark
Daniel Drubin wrote: thanks for response, but it doesn't help :-( Another thing that I notice, the floor not only gets darkened, it also receives coloring from clear color, if that makes sense. Does anybody have an idea? If that's true, it sounds like you're not seeing the floor at all. That is, you're seeing the back of the floor, which is getting culled by backface culling. A quick way to check for this is to disable backface culling on your scene (look at osg/CullFace). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Hi all, there is currently only 7 votes now and they are all spread out over the europe. Hence, don't be shy and vote for the next osg meeting in europe ;)!!! Best regards, art P.S. From now on, I will post frequently (once a week) about the polling of the next user meeting. So that nobody overlook it ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6993#6993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg swig build problem
Mathias, I had already noticed someone commited osgSWIG changes for osg 2.6 that probably accidentally broke osg 2.4 Arrays (http://code.google.com/p/osgswig/source/detail?r=179). I didn't feel like fixing it at the time, because my own checkout was far out of sync and it would require some time to test stuff for both osg 2.4 and osg 2.6. Hopefully now I fixed stuff again in SVN, revision 185, (http://code.google.com/p/osgswig/source/detail?r=185). Excuse me for the trouble, hopefully you can continue your journey now. Gerwin On Wed, Feb 18, 2009 at 2:46 PM, Mathias Franzius mathias.franz...@web.de wrote: using swig 1.3.38 all compiled well. I found the issue with osg 2.6 and VecArray and thus tried osg 2.4. Now I have the libraries in build/lib/python/ which I manually copy to site-packages/osgswig (or is that wrong?) If I try something from the examples dir I get the following error: python pyramid.py Traceback (most recent call last): File pyramid.py, line 26, in module lineVertices.push_back(osg.Vec3(-10,10,0)) File /tmp/osg/osg.py, line 12044, in lambda __getattr__ = lambda self, name: _swig_getattr(self, Vec3Array, name) File /tmp/osg/osg.py, line 48, in _swig_getattr raise AttributeError(name) AttributeError: push_back Again, I'm lost here... Is this the same bug as for osg 2.6? Best, Mathias -Ursprüngliche Nachricht- Von: Mathias Franzius mathias.franz...@web.de Gesendet: 18.02.09 11:45:31 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] osg swig build problem Thanks for the quick reply! I'll try the latest swig version then. Till then, I just commented the section with the $selfs out and fixed the chars to const chars to see if that's sufficient. It seems to be sth systematic, as after fixing src/python/osgPYTHON_wrap.cxx there are the same errors in src/python/osgDBPYTHON_wrap.cxx and src/python/osgFXPYTHON_wrap.cxx After that I lost confidence that I can fix it in some limited amount of time... I suppose the right place for bug reports is the google code page? Best, Mathias -Ursprüngliche Nachricht- Von: Hartmut Seichter li...@technotecture.com Gesendet: 18.02.09 11:26:07 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] osg swig build problem Mhh, I have hunch that SWIG 1.3.29 is too old to expand $self correctly. For the other errors please file an error report Cheers, Hartmut On 18/2/09 10:02 PM, Mathias Franzius wrote: Dear ng, I try to build osgswig on debian etch with either osg 2.4 or osg 2.6, python 2.5, swig 1.3.29, cmake 2.4-patch 5, and a fresh checkout from the osgswig svn. With both versions of osg cmake finishes happily but make stops with the same errors about invalid conversion from 'const char*' to 'char*' and undeclared '$self's (see below). Can somebody give me a hint how to proceed? Thanks! Mathias [...] Scanning dependencies of target _osg cd /home/franzius/osgswig/osgswig-read-only/build /usr/bin/cmake -E cmake_depends Unix Makefiles /home/franzius/osgswig/osgswig-read-only /home/franzius/osgswig/osgswig-read-only/src/python /home/franzius/osgswig/osgswig-read-only/build /home/franzius/osgswig/osgswig-read-only/build/src/python /home/franzius/osgswig/osgswig-read-only/build/src/python/CMakeFiles/_osg.dir/DependInfo.cmake make[2]: Leaving directory `/home/franzius/osgswig/osgswig-read-only/build' make -f src/python/CMakeFiles/_osg.dir/build.make src/python/CMakeFiles/_osg.dir/build make[2]: Entering directory `/home/franzius/osgswig/osgswig-read-only/build' /usr/bin/cmake -E cmake_progress_report /home/franzius/osgswig/osgswig-read-only/build/CMakeFiles 1 [ 11%] Building CXX object src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o /usr/bin/c++ -D_osg_EXPORTS -fPIC -I/HRI/External/OpenSceneGraph/2.4/include -I/home/franzius/osgswig/osgswig-read-only/include -I/HRI/External/python/2.5/include/python2.5 -o src/python/CMakeFiles/_osg.dir/osgPYTHON_wrap.o -c /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'int SWIG_Python_ConvertFunctionPtr(PyObject*, void**, swig_type_info*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:2052: error: invalid conversion from 'const char*' to 'char*' /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'osg::ImageStream* osg_Image_asImageStream(osg::Image*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5255: error: '$self' was not declared in this scope /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx: In function 'double osg_Viewport_getX(osg::Viewport*)': /home/franzius/osgswig/osgswig-read-only/build/src/python/osgPYTHON_wrap.cxx:5256: error: '$self' was not declared in this scope
[osg-users] Problem with 2D and 3D text in the same scene
Greetings, I am experiencing problems rendering osgText::Text and osgText::Text3D in the same scene. I have boiled it down to a nice bite-size chunk of code which I have attached. I am running version 2.8. Is this a bug? Frank #include osgViewer/Viewer #include osg/Group #include osg/Camera #include osgText/Font #include osgText/Text #include osgText/Text3D #if 1 // Can't see 3D text when both 2D and 3D use the same font... char const * FontFile3D = fonts/arial.ttf; char const * FontFile2D = fonts/arial.ttf; #else // but when they are different, things work fine. char const * FontFile3D = fonts/arial.ttf; char const * FontFile2D = fonts/times.ttf; #endif osg::ref_ptr osg::Node Create2DText() { osg::ref_ptr osg::Camera pCamera = new osg::Camera(); pCamera-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); pCamera-setViewport( 0, 0, 800, 800 ); pCamera-setProjectionMatrixAsOrtho2D( 0, 800, 0, 800 ); pCamera-setViewMatrix( osg::Matrix::identity() ); pCamera-setClearMask( GL_DEPTH_BUFFER_BIT ); pCamera-getOrCreateStateSet()-setMode( GL_LIGHTING, osg::StateAttribute::OFF ); osg::ref_ptr osg::Geode pGeode = new osg::Geode(); pCamera-addChild( pGeode.get() ); osg::ref_ptr osgText::Text pText = new osgText::Text; pText-setFont( FontFile2D ); pText-setColor( osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) ); pText-setCharacterSize( 42.0 ); pText-setPosition( osg::Vec3( 100.0, 100.0 ,0.0f ) ); pText-setText( 2D text ); pGeode-addDrawable( pText ); return pCamera.get(); } osg::ref_ptr osg::Node Create3DText() { osg::ref_ptr osg::Geode pGeode = new osg::Geode; float characterSize = 1.0f; float characterDepth = characterSize*0.2f; osg::ref_ptr osgText::Text3D pText = new osgText::Text3D(); pText-setFont( FontFile3D ); pText-setCharacterSize( characterSize ); pText-setCharacterDepth( characterDepth ); pText-setPosition( osg::Vec3( 0.0f, 0.0f, 0.0f ) ); pText-setDrawMode( osgText::Text3D::TEXT ); pText-setAxisAlignment( osgText::Text3D::XZ_PLANE ); pText-setText( 3D Text ); pGeode-addDrawable( pText ); osg::ref_ptr osg::Group pRoot = new osg::Group(); pRoot-addChild( pGeode ); return pRoot.get(); } int main( int argc, char * argv[] ) { osgViewer::Viewer viewer; osg::ref_ptr osg::Group pGroup = new osg::Group(); pGroup-addChild( Create2DText() ); pGroup-addChild( Create3DText() ); viewer.setSceneData( pGroup ); viewer.run(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Hi all, I vote for Paris :) or near france :) Cheers, Cedric Art Tevs wrote: Hi all, there is currently only 7 votes now and they are all spread out over the europe. Hence, don't be shy and vote for the next osg meeting in europe ;)!!! Best regards, art P.S. From now on, I will post frequently (once a week) about the polling of the next user meeting. So that nobody overlook it ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6993#6993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ 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 Gerwin, thanks a lot for the quick answer. actually i'm able to run osgswig on my linux partition using osg 2.6, i'l wait for osx ;-) (i haven't tried to build osg-2.6 + osgswig on osx, i'll try and give feedback about it) i'll follow the link. regards, Massimo. Il giorno 17/feb/09, alle ore 21:31, Gerwin de Haan ha scritto: 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trac menu
Hi all, I noticed the menu on the Trac wiki (on the right - yellow background) isn't the same for every page. It there a way to ensure the menu is up-to-date without having to change every page? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Draw threads serialized by default?
I think it would be nice if the processor chosen for the draw thread by the osgViewer was somehow configurable instead of it just defaulting to starting at processor number 1 and going up from there. I, like Todd, seem to have found that running the draw thread on my second processor (on any of the four cores on my second processor) produces better performance than running it on any of the cores of my first processor. I can't explain why I get better performance on my second processor, but the only way I was able to make the draw thread run on my second processor was by modifying the osgViewer::startThreading() function because I found that calling the draw thread's setProcessorAffinity() function had no effect after the thread started running. Perhaps something for 2.8.1? Alex -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday, September 01, 2008 8:34 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Draw threads serialized by default? HI Todd. osgViewer already sets the affinity, and indeed this makes a big difference to performance when running multi-threaded, mult-context/mulit-gpu work. The draw dispatch serialization that osgViewer::Renderer does on top of this makes even more difference on PCs I've tested. I would guess that a decent multi-processing architecture like the Onyx would scale much better, it might be that some very high PC hardware set ups would also scale much better (the AMD 4x4 motherboards spring to mind as a potential candidate for this better scaling). Robert. On Mon, Sep 1, 2008 at 4:22 PM, Todd J. Furlong t...@inv3rsion.com wrote: Robert, The post of yours that Paul linked to sounds very similar to something we saw with VR Juggler OSG a while back: terrible performance with OSG apps that had parallel draw threads. In our case, VR Juggler manages threading, but the same may apply to OSG with osgViewer. For us, it turned out that we had to set the threads' affinity to lock them to a particular CPU/core. The Linux scheduler moved the threads around and thrashed the cache, I believe. Setting the affinity boosted the parallel draw performance back up. The solution we ended up with is twofold: 1. Add a default behavior that sequentially locks draw threads to CPU cores (0,1,2,etc. repeat) 2. Use an environment variable to override the default behavior (VJ_DRAW_THREAD_AFFINITY, a space-delimited list of integers). The default behavior is good for most users, but we can squeeze out a little more performance by tweaking the environment variable. For a system with two draw threads and two dual-core CPUs, the default behavior locks the draw threads to CPUs 0 1, but we get slightly better performance if we set VJ_DRAW_THREAD_AFFINITY=2 3. Regards, Todd Robert Osfield wrote: Hi Paul, On Sat, Aug 30, 2008 at 10:19 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- Prior to the 2.2 release, code was added to serialize the draw dispatch. Is there a reason that this behavior defaults to ON? (See DisplaySettings.cpp line 135.) I have somehow incorrectly documented this as defaulting to OFF in the ref man. Now that I see it's ON by default, I half wonder if this is a bug. Wanted to check with you: should I change the documentation, or the code? Which is right? The settings has been ON since I introduced the option to serialize the draw dispatch. Just before the 2.6 release I did testing at my end and still found serializing the draw dispatch to be far more effiecent on my Linux/NVidia drivers so I left the option on. In the original thread when I introduced the optional draw mutex into the draw dispatch I did call for testing on the performance impact but I didn't get sufficient feedback to make a more informed decision than just basing it on my own testing. I would still appreciate more testing, as I'd expect that best default setting to vary on different hardware and drivers - I for one would love to see better scalability in driver/hardware. Robert. ___ 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.or g ___ 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
[osg-users] [osgPlugins] sticky question - where is the info on how to build a plugin
First post in the plugin forum :) Is there any document explaining how to build a plug-in? I have a bunch of code that I want to group together and release as a plugin osgDiagram. It would be good to have this info as a sticky note in the forum. Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7003#7003 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IVE writer repeatedly saves identical textures (osgconv)
Andrew Lett wrote: Is there another solution which can prevent repeat saves of the same texture? Can you change your scene (or whatever generates the .osg files) so it uses the same texture multiple times instead of multiple textures that just happen to contain the same image file ? I do this and the .osg output file is full of UseTexture_?? and UseArray_?? for the co-ords but the texture specs and image file name appear only once. -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7004#7004 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Loading Particle Effect from file Problem
HI all, I was wondering if anyone has had this problem and if so what was their solution. I have a particle system loading from sn .osg file, attach it to a transform and add a NodeVisitor callback to the transform. Unfortuately The Particle System does not like it. There is an article on this here: http://faculty.nps.edu/jasullivan/osgTutorials/osgParticleHelper.htm The solution refered to here unfortuately does not work. Any ideas ? would be great to load particles from an .osg file! IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Switzerland :-) /adrian 2009/2/18 Cedric Pinson morni...@plopbyte.net Hi all, I vote for Paris :) or near france :) Cheers, Cedric Art Tevs wrote: Hi all, there is currently only 7 votes now and they are all spread out over the europe. Hence, don't be shy and vote for the next osg meeting in europe ;)!!! Best regards, art P.S. From now on, I will post frequently (once a week) about the polling of the next user meeting. So that nobody overlook it ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6993#6993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Hi, What about Valencia/Spain? :), We have some places to do meetings in the University, and we have some interesting resources to do demos or whatever :). my 2 cents, Rafa. On Thu, Feb 19, 2009 at 8:11 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Switzerland :-) /adrian 2009/2/18 Cedric Pinson morni...@plopbyte.net Hi all, I vote for Paris :) or near france :) Cheers, Cedric Art Tevs wrote: Hi all, there is currently only 7 votes now and they are all spread out over the europe. Hence, don't be shy and vote for the next osg meeting in europe ;)!!! Best regards, art P.S. From now on, I will post frequently (once a week) about the polling of the next user meeting. So that nobody overlook it ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6993#6993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
I vote Sweden !! /Ragnar Från: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] För Adrian Egli OpenSceneGraph (3D) Skickat: den 19 februari 2009 08:12 Till: OpenSceneGraph Users Ämne: Re: [osg-users] What about User-Meeting in Europe - osgInEurope? Switzerland :-) /adrian 2009/2/18 Cedric Pinson morni...@plopbyte.netmailto:morni...@plopbyte.net Hi all, I vote for Paris :) or near france :) Cheers, Cedric Art Tevs wrote: Hi all, there is currently only 7 votes now and they are all spread out over the europe. Hence, don't be shy and vote for the next osg meeting in europe ;)!!! Best regards, art P.S. From now on, I will post frequently (once a week) about the polling of the next user meeting. So that nobody overlook it ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6993#6993 ___ osg-users mailing list osg-users@lists.openscenegraph.orgmailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.netmailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.orgmailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org