Re: [osg-users] wide character in pagedlod error

2009-02-18 Thread Robert Osfield
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

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Re: [osg-users] floor looks dark

2009-02-18 Thread Daniel Drubin
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

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 delete without copying and kindly advise us by e-mail of the mistake in
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 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
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Re: [osg-users] Problems with registering an osgManipulator withviewer.addEventHandler() after calling viewer.run()

2009-02-18 Thread Robert Osfield
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.
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Re: [osg-users] Textures

2009-02-18 Thread Robert Osfield
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
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Re: [osg-users] Compile Context Background Thread Question

2009-02-18 Thread Robert Osfield
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

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[osg-users] osg swig build problem

2009-02-18 Thread Mathias Franzius
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


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

2009-02-18 Thread Robert Osfield
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

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

2009-02-18 Thread Dylan Sale
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





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Re: [osg-users] osg swig build problem

2009-02-18 Thread Hartmut Seichter
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


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--
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Re: [osg-users] osg swig build problem

2009-02-18 Thread Mathias Franzius
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


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[osg-users] osgEarth testing problems

2009-02-18 Thread Adaya Lorenzo
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?

-- 
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Re: [osg-users] osgEarth testing problems

2009-02-18 Thread Vincent Bourdier
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

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


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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-18 Thread Robert Osfield
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.
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Re: [osg-users] osgEarth testing problems

2009-02-18 Thread Jason Beverage
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

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



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


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Re: [osg-users] osg swig build problem

2009-02-18 Thread Mathias Franzius
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?

2009-02-18 Thread Sukender
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/

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

2009-02-18 Thread Jean-Sébastien Guay

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
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   http://www.cm-labs.com/
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-18 Thread Art Tevs
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

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Re: [osg-users] osgEarth testing problems

2009-02-18 Thread Adaya Lorenzo
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

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



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 osg-users@lists.openscenegraph.org
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-18 Thread Art Tevs
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

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Re: [osg-users] osgEarth testing problems

2009-02-18 Thread Jason Beverage
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

 ___
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 osg-users@lists.openscenegraph.org

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



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 --
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-18 Thread Robert Osfield
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.
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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-18 Thread Robert Osfield
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.
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Re: [osg-users] osgEarth testing problems

2009-02-18 Thread Vincent Bourdier
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

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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-18 Thread Jean-Sébastien Guay

Hi Art,


ok, forum is now active also on this subdomain.


Nice! This makes things more official :-)

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

2009-02-18 Thread Stephan Maximilian Huber
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
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-18 Thread Robert Osfield
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/
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[osg-users] Extending osgcluster

2009-02-18 Thread Daniel Cervantes

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.


  
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Re: [osg-users] OpenSceneGraph-2.8.0 VC8sp1 packages uploded

2009-02-18 Thread Sukender
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/
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Re: [osg-users] Server migration

2009-02-18 Thread Jean-Sébastien Guay

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
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[osg-users] Model refrences to another model?

2009-02-18 Thread Ufuk
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...

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

2009-02-18 Thread Robert Osfield
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
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Re: [osg-users] problem with Windows debug binaries?

2009-02-18 Thread Jean-Sébastien Guay

Hi Robert,


This is a good solution, and I've update the download pages with the
requirements link.


Great, thanks.

J-S
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Re: [osg-users] Server migration

2009-02-18 Thread Jose Luis Hidalgo
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.


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[osg-users] Spreading the News about the OpenSceneGraph-2.8 release

2009-02-18 Thread Robert Osfield
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.
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[osg-users] Using anaglyph on two screens?

2009-02-18 Thread Yinpeng Li
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!
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Re: [osg-users] Using anaglyph on two screens?

2009-02-18 Thread Patrice Bouvier




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!
  

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[osg-users] Switching post-processing on/off

2009-02-18 Thread Ken George

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
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[osg-users] Blog update with posts about OSG-2.8 + forum

2009-02-18 Thread Robert Osfield
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.
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Re: [osg-users] Blog update with posts about OSG-2.8 + forum

2009-02-18 Thread Art Tevs

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

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Re: [osg-users] Blog update with posts about OSG-2.8 + forum

2009-02-18 Thread Robert Osfield
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.
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Re: [osg-users] Blog update with posts about OSG-2.8 + forum

2009-02-18 Thread Art Tevs
sorry to peeve you, however not really fixed, it should be Art Tevs's because 
of the genitive case ;-)

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Re: [osg-users] Blog update with posts about OSG-2.8 + forum

2009-02-18 Thread Robert Osfield
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.
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[osg-users] OSG 2.8.0 compilation

2009-02-18 Thread Christophe.medard
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.

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Re: [osg-users] ParticleSystem and alignment = BILLBOARD

2009-02-18 Thread Christophe.medard

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



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[osg-users] IVE writer repeatedly saves identical textures (osgconv)

2009-02-18 Thread Andrew Lett
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());
}



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[osg-users] Confused about back face culling

2009-02-18 Thread Martin Beckett
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

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Re: [osg-users] Compile Context Background Thread Question

2009-02-18 Thread Pecoraro, Alexander N
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

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[osg-users] osgCal shader question

2009-02-18 Thread Ben Cain
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

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Re: [osg-users] Confused about back face culling

2009-02-18 Thread Tomlinson, Gordon
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

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Re: [osg-users] osgCal shader question

2009-02-18 Thread Brian R Hill

osgcal's shader is overriding yours.

Brian

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-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

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-18 Thread Remo Eichenberger
hi all 

i'm also interested in osgInEurope, but only in switzerland ;) I'm from 
switzerland / AG.

Greets from a nice country ...

Remo Eichenberger

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Re: [osg-users] OSG 2.8.0 compilation

2009-02-18 Thread Sukender
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.

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Re: [osg-users] floor looks dark

2009-02-18 Thread Jason Daly

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

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-18 Thread Art Tevs
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 ;)

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Re: [osg-users] osg swig build problem

2009-02-18 Thread Gerwin de Haan
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

2009-02-18 Thread frankmiller
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();
  }

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-18 Thread Cedric Pinson

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 ;)

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

2009-02-18 Thread massimo di stefano

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


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[osg-users] Trac menu

2009-02-18 Thread Sukender
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/
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Re: [osg-users] Draw threads serialized by default?

2009-02-18 Thread Pecoraro, Alexander N
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.
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[osg-users] [osgPlugins] sticky question - where is the info on how to build a plugin

2009-02-18 Thread Paul McIntosh
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

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Re: [osg-users] IVE writer repeatedly saves identical textures (osgconv)

2009-02-18 Thread Steven Saunderson

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

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[osg-users] Loading Particle Effect from file Problem

2009-02-18 Thread Paul Pocock
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!





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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-18 Thread Adrian Egli OpenSceneGraph (3D)
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





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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-18 Thread Rafa Gaitan
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





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-- 
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Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-02-18 Thread Ragnar Hammarqvist
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 ;)

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