Re: [osg-users] OpenSceneGraph-2.8.0-rc6 tagged, please test

2009-02-23 Thread Robert Osfield
Hi Martin,

On Sun, Feb 22, 2009 at 9:54 PM, Martin Spott martin.sp...@mgras.net wrote:
 Ok, unless I'm getting contradictory test results tomorrow, this looks like
 a working procedure to build OSG 2.8 on AIX = 5 with GCC.

 1.) Point CMake to CURL- and probably other libraries like:

  -D CURL_LIBRARY=/opt/freeware/lib/libcurl.a \
  -D CURL_INCLUDE_DIR=/opt/freeware/include/curl

Did you build libcurl and other libraries yourself?

It does sound like the CMake find modules don't have these paths
listed for AIX so it'd be worth contacting the CMake team about their
placement so they can adjust their search paths to find these libs.

 2.) Apparently the test for 'libm' fails on my AIX machine (I'm unable to
 tell why), so call CMake with:

  -D MATH_LIBRARY=/lib/libm.a

Starting to sound like CMake hasn't been tested much under AIX...  so
it'd be worth pinging them about your findings, they are normally very
responsive about get things like this fixed, then hopefully you won't
have problems with future revs of CMake.

 3.) I suspect there's an old workaround for AIX releases _before_ AIX 5.
 Presumably the previous releases had their OpenGL headers stored in
 /usr/include/OpenGL/. Therefore I had to modify a little compile time
 switch:

 diff -urNb include/osg.release/GLU include/osg/GLU
 --- include/osg.release/GLU Wed Oct  3 22:21:01 2007
 +++ include/osg/GLU Sun Feb 22 21:59:07 2009
 @@ -16,7 +16,8 @@

  #include osg/GL

 -#if defined(__APPLE__) || defined (_AIX)
 +#if defined(__APPLE__) || \
 +(defined (_AIX)  !defined (_AIX51))
 #include OpenGL/glu.h
  #else
 #include GL/glu.h


 4.) Finally, almost all of the floating point types seem to be undefined on
 AIX, at least with GCC - I decided to re-use some switches which are alredy
 in place for the use on other commercial Unix systems:

 diff -urNb include/osg.release/Math include/osg/Math
 --- include/osg.release/MathSun Nov 23 12:35:43 2008
 +++ include/osg/MathSun Feb 22 22:24:46 2009
 @@ -44,7 +44,9 @@
 #include float.h
  #endif

 -#if defined (sun) || defined (__APPLE__)
 +#if defined (sun) || \
 +defined (__APPLE__) || \
 +(defined (_AIX)  defined (__GNUC__))

 #include float.h

 @@ -93,7 +95,8 @@

  #if defined (sun) || \
 defined (__hpux) || \
 -defined (APPLE_PRE_10_2)
 +defined (APPLE_PRE_10_2) || \
 +(defined (_AIX)  defined (__GNUC__))

 #ifndef floorf
 inline float floorf(float value) { return 
 static_castfloat(floor(value)); }

Could you post the header file changes to osg-submissions, I can then
merge them with svn/trunk and the OSG-2.8 branch so that when we make
2.8.1 it should work better out the box under AIX.

 Even though my server has 8 CPU's, they only run at 200 MHz each, so I don't
 expect the build to be ready before tomorrow  :-)

I remember when such a machine would have been considered high end...
but over a decade has past since then!

Thanks for perceiving with this testing.

Robert.
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Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-23 Thread MEDARD Christophe
Sukender's post lets me know I'm not the only one having the problem, so I must
do things correctly.

Sure, using the particles systems as emissive and changing on the run particles
colors would work, but it's a pain (!). 
Having a specific set of classes taking care of the internals of the particle
behaviour should allow the programmer to let them live they life whatever the
changing of conditions. Besides, it's what the interface leads to expect, the
emissive and lighting boolean being free to take the 'false' value (actually I
don't understand why it doesn't work - at least concerning the ambient -, since
in the implementation everything seems to be done to enable LIGHTING onto the
stateset... but I must be missing something).

If useful, I'll try today to find some time to modify the simple sample code to
show the problem.
As I recall, the key is the lighting parameter, the emissive_particles ones
allowing just to have an additive blend func on sprites...
I'm using myself customized PS subclasses (to ensure deterministic randoms, and
other things) and a bit more complex lighting conditions model, but the anomaly
will be same.

Christophe

--- Message d'origine ---
 De : Robert Osfield robert.osfi...@gmail.com
 À : OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sujet : Re: [osg-users] Non emissive ParticleSystem and lighting
 Date : dim 22 fév 2009 11:41:45 CET
 
 Can't you change the particle colour to be appropriate for different
 times of day?
 
 Robert.


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Re: [osg-users] Load uniform sampler2D in shader from .osg file

2009-02-23 Thread Joseba
Hi, 
I still cant get this working. I tried using getSteteSet instead of 
GetOrCreateStateSet, but it returns a valid StateSet and when i get the texture 
attribute list, its size is 1 (so i assume tha this is the texture unit im 
looking for). After that i create the unifor using this texture unit number (0):

Code:

osg::Uniform* textureUniform = new osg::Uniform(osg::Uniform::SAMPLER_2D, 
baseMap); 
textureUniform-set(0);
ss-addUniform(textureUniform);




But it still shows as black. Any idea?

J.

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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-23 Thread Sukender
Hi Paul and Robert,

What Paul points out about GL 3.1 raises a simple question: Will OSG 3 be...
1. Based on GL 3.0?
2. Based on GL 3.1?
3. API agnostic, but will wait GL 3.0?
4. API agnostic, but will wait GL 3.1?
5. other?

Going directly to an API agnostic OSG seems as risky as interesting. And IMHO, 
waiting for GL 3.1 seems very interesting too, as we may see the 3D future's a 
bit clearer. However, if GL 3.1 does not come shortly after 3.0, we may loose 
too much time. Any rough idea on the delay before GL 3.1 specs are released?

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


Le Fri, 20 Feb 2009 17:58:15 +0100, Paul Martz pma...@skew-matrix.com a écrit:

 Hi folks -- As a Khronos member, I have some insider knowledge about OpenGL
 3.1, but as the spec is not yet available, I am not at liberty to divulge
 specifics. Instead, though, I'll reference the slide set presented at last
 year's SIGGRAPH in which it stated clearly and plainly plan on deprecated
 functionality going away sooner rather than later.

 If you interpolate from there, then in OpenGL 3.1 (and GLSL 1.40) and
 beyond, the fixed function pipe is gone, and all associated state is gone,
 and all predefined uniforms are gone. So, to answer the query how to access
 lighting state from a shader?, you can't set it on the host, and you can't
 access it from a shader, because it no longer exists. If you need _any_
 uniform in your shader, you must explicitly create that uniform on the host
 and explicitly declare it in your shader. This is the future of OpenGL.

 Also worth noting, glVertexPointer, glColorPointer, glNormalPointer, etc.,
 are also all gone, and correspondingly, gl_Vertex, gl_Color, etc., are all
 gone as well. All vertex data, including the vertices themselves, get passed
 to shaders as generic attributes. The modelview and projection matrix
 uniforms are gone; you'll need to create them yourself if you need them.
 ftransform() is gone.

 This greatly changes the way you think about OpenGL, and about how the scene
 graph should work, and how to move forward with OSG. I have some ideas about
 a scene graph built on Open GL 3.1. I haven't really finalized them yet, but
 supporting the current OSG core API seems unlikely.

 I suggest you wait for OpenGL 3.1 to be released before you make solid plans
 for OSG's future. You really need to see the 3.1 spec (and GLSL 1.40) to
 know which direction to steer the OSG ship. The 3.1 spec will probably be
 out very soon (before SIGGRAPH).

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

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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-23 Thread Sukender
Hi all,

IMO, trying to create the shader-fixed mapping ourselves is a mistake. Others 
surely encountered the same promblem and it may have already been solved, or 
partially solved (as the ShaderGen Ralph and Brian told about).
I think some people of the OSG community could even join an existing project to 
ensure that it fits our needs.
Thoughts?

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


Le Fri, 20 Feb 2009 16:00:08 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Brian + Ralf,

 I did recall 3DLabs doing something, but didn't recall the name of
 this project...  thanks for the pointers, and thank too to Mike for
 preserving shadergen.

 Anybody know about the portability of this app? Is Windows only?

 Also does anybody know of documented list of mapping?

 Robert.

 On Fri, Feb 20, 2009 at 2:40 PM, Brian R Hill bhil...@csc.com wrote:
 Mike Weiblen's site has the shadergen tool.

 http://mew.cx/glsl/shadergen/

 Brian

 This is a PRIVATE message. If you are not the intended recipient, please
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 -osg-users-boun...@lists.openscenegraph.org wrote: -

 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 From: Robert Osfield robert.osfi...@gmail.com
 Sent by: osg-users-boun...@lists.openscenegraph.org
 Date: 02/20/2009 09:12AM
 Subject: [osg-users] Fixed function pipeline - GLSL shaders

 Hi All,

 One of the items I have ticking away as a background process is the
 topic of how we should gracefully manage the transition from the usage
 of fixed function pipeline to entirely shader based implementations.
 One motivation is the obvious one - GL3 and OpenGL ES don't have any
 fixed function pipeline, so we need to know how to implement the
 current OSG functionality that relies upon fixed function pipeline,
 and a second more subtle one - how to manage the combination of
 different shaders in a way that is as flexible and intuitive as the
 fixed function pipeline is for composing different elements of state
 together.

 This isn't an easy problem to solve, and rather than try to come up
 with a complete solution right now, in tinkering round the edges
 trying to get a better picture of the landscape of the problem.  One
 area we can map out right now is that of how existing fixed function
 pipeline features would map to GLSL shaders.  I recall that such a
 mapping has been published, but a quick search on the web didn't pin
 point it.  Does anyone have a reference to such a body of work?

 Robert.
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Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-23 Thread Sukender
Hi Roland,

Maybe I'm too tired to see it, but where it the link with doing diffuse or 
ambient interact with the particle without having to code things?
Anyway, this was a very interesting article. Thanks!

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


Le Sun, 22 Feb 2009 21:13:11 +0100, Roland Smeenk osgfo...@tevs.eu a écrit:

 Sukender,

 Look for premultiplied alpha. This allows for mixing additive and alpha 
 blending in a single texture.

 See 
 http://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Premultiplied%20alpha]]

 --
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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-23 Thread Maciej Krol
Hi Robert et al,

I thought about concept of generating shader code in cull traversal from
shader snippets. Snippet is a piece of GLSL code that implements certain
functionality like texture sampling or lighting, usually few lines of code.
Snippets have defined inputs like required varyings, uniforms and output
variables of dependant snippets. Output of snippet is a glsl variable (i.e.
texture coordinate, texture color) for internal snippet or
gl_FragColor/gl_FragData for terminal snippet. Snippets sit in a StateSet
just like modes and attributes. In cull traversal dependency graph of
snippets is created. From this graph GLSL program is generated or fetched
from cache. This approach would allow to seamlessly use functionality from
different toolkits without the need to rewrite shaders or to use ubershader.
Toolkits such as osgShadow or osgFX would expose shader snippets for certain
effects (shadow, phong lighting, atmospheric fog, etc) which could be merged
into snippet dependency graph. To imlement fixed function pipeline
functionality one can define mapping from modes/attributes to snippets. It
is just a concept. I do not know would it work in terms of ease of use and
extensibility.

GLSL is a must in these days especially for one reason - per pixel lighting.
It is a pity that it is not exposed in a fixed function pipeline. In my
applications I map fixed function pipeline to GLSL with custom visitor.
Based on state set modes (lighting, fog, ...) and vertex attributes (normal,
tangent, texco, ...)  GLSL shaders are generated and cached in a map (modes,
vertAttribs)=shader so they are unique. Only certain cases of FFP are
handled. Visitor is called in ReadFileCallback to convert FFP to GLSL. In
typical scenario You need only a few unique shaders (light on/off, color map
on/off, normal map on/off, env map on/off, fog on/off). Such simple solution
really pays off in visual quality of scenes.

Regards,
Maciej

2009/2/20 Robert Osfield robert.osfi...@gmail.com

 Hi All,

 One of the items I have ticking away as a background process is the
 topic of how we should gracefully manage the transition from the usage
 of fixed function pipeline to entirely shader based implementations.
 One motivation is the obvious one - GL3 and OpenGL ES don't have any
 fixed function pipeline, so we need to know how to implement the
 current OSG functionality that relies upon fixed function pipeline,
 and a second more subtle one - how to manage the combination of
 different shaders in a way that is as flexible and intuitive as the
 fixed function pipeline is for composing different elements of state
 together.

 This isn't an easy problem to solve, and rather than try to come up
 with a complete solution right now, in tinkering round the edges
 trying to get a better picture of the landscape of the problem.  One
 area we can map out right now is that of how existing fixed function
 pipeline features would map to GLSL shaders.  I recall that such a
 mapping has been published, but a quick search on the web didn't pin
 point it.  Does anyone have a reference to such a body of work?

 Robert.
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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-23 Thread Robert Osfield
HI Sukender,

On Mon, Feb 23, 2009 at 9:38 AM, Sukender suky0...@free.fr wrote:
 What Paul points out about GL 3.1 raises a simple question: Will OSG 3 be...
 1. Based on GL 3.0?
 2. Based on GL 3.1?
 3. API agnostic, but will wait GL 3.0?
 4. API agnostic, but will wait GL 3.1?
 5. other?

 Going directly to an API agnostic OSG seems as risky as interesting. And 
 IMHO, waiting for GL 3.1 seems very interesting too, as we may see the 3D 
 future's a bit clearer. However, if GL 3.1 does not come shortly after 3.0, 
 we may loose too much time. Any rough idea on the delay before GL 3.1 specs 
 are released?

First I have to say that the OSG 2.8 already has almost all of the
hardware support that will be available in OpenGL 3, thanks to the
OpenGL 2.x extensions that we already support.  The whole idea of
OpenGL 3.1 being new clean API isn't actually that critical as we
already have implemented the scene graph, it's not as if we are about
to write a new game from a completely clean slate, so the value in the
new trimmed API is not so critical for us, OpenGL 2.x + extensions
actually does pretty well.

This fact puts us in a position of strength, we can move to supporting
GL 3 when we ready, and the similarity between GL 3 and GL 2 +
extensions actually means a lot of high level solutions will work
across both as well.  Taken in this context GL 3 isn't the big leap in
itself.  The big leap is embracing more flexible composition of state,
this is in essence what the next gen scene graph will have to embrace.

My current thought on the overall situation for the future of the OSG
is that we need to make composition of state better across OpenGL 2,
OpenGL 3, as well OpenGL ES and OpenCL + C++ rendering backends.  In
this context the GL3 is actually a relatively minor part of jigsaw,
and rather than OSG 2.x being an OpenGL 2.x scene graph, and OSG 3.x
being an OpenGL 3.x scene graph, OSG 3.x becomes a scene graph +
flexible rendering backends that are associated with different types
of graphics context that we create.  If OSG 3.x isn't able to make
this leap then I think it would fall rather short of the opportunities
available in widening the OSG's platform capabilities.

Robert.
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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-23 Thread Robert Osfield
HI Marciej,

You thoughts on shader snippets being collected and assembled into
programs that are then cached is roughly what I've been envisaging as
well.  It's something I did try to get my head around when we
integrated GLSL into the core OSG a few years back, but the complexity
of this system meant that much more time would have to be invested in
developing, so rather than be so ambitious we went for the current
approach of decoupling uniforms from osg::Program, but not the whole
hog of decoupling osg::Shader from osg::Program.

The full blown shader composition is something we do need to address
in the next generation of the OSG.  Exactly what the interface should
be, and how we implement the back-end is the big hard part.  Once we
have such a scheme in place then provided only fixed function style
capabilities in GL3 or GL2 GLSL path ways should be much easier.  At
this point the distinction between the fixed function pipeline and
shader pipeline will melt away and become an implementation detail,
rather than a scene graph interface one.

Robert.

On Mon, Feb 23, 2009 at 10:04 AM, Maciej Krol mack...@gmail.com wrote:
 Hi Robert et al,

 I thought about concept of generating shader code in cull traversal from
 shader snippets. Snippet is a piece of GLSL code that implements certain
 functionality like texture sampling or lighting, usually few lines of code.
 Snippets have defined inputs like required varyings, uniforms and output
 variables of dependant snippets. Output of snippet is a glsl variable (i.e.
 texture coordinate, texture color) for internal snippet or
 gl_FragColor/gl_FragData for terminal snippet. Snippets sit in a StateSet
 just like modes and attributes. In cull traversal dependency graph of
 snippets is created. From this graph GLSL program is generated or fetched
 from cache. This approach would allow to seamlessly use functionality from
 different toolkits without the need to rewrite shaders or to use ubershader.
 Toolkits such as osgShadow or osgFX would expose shader snippets for certain
 effects (shadow, phong lighting, atmospheric fog, etc) which could be merged
 into snippet dependency graph. To imlement fixed function pipeline
 functionality one can define mapping from modes/attributes to snippets. It
 is just a concept. I do not know would it work in terms of ease of use and
 extensibility.

 GLSL is a must in these days especially for one reason - per pixel lighting.
 It is a pity that it is not exposed in a fixed function pipeline. In my
 applications I map fixed function pipeline to GLSL with custom visitor.
 Based on state set modes (lighting, fog, ...) and vertex attributes (normal,
 tangent, texco, ...)  GLSL shaders are generated and cached in a map (modes,
 vertAttribs)=shader so they are unique. Only certain cases of FFP are
 handled. Visitor is called in ReadFileCallback to convert FFP to GLSL. In
 typical scenario You need only a few unique shaders (light on/off, color map
 on/off, normal map on/off, env map on/off, fog on/off). Such simple solution
 really pays off in visual quality of scenes.

 Regards,
 Maciej

 2009/2/20 Robert Osfield robert.osfi...@gmail.com

 Hi All,

 One of the items I have ticking away as a background process is the
 topic of how we should gracefully manage the transition from the usage
 of fixed function pipeline to entirely shader based implementations.
 One motivation is the obvious one - GL3 and OpenGL ES don't have any
 fixed function pipeline, so we need to know how to implement the
 current OSG functionality that relies upon fixed function pipeline,
 and a second more subtle one - how to manage the combination of
 different shaders in a way that is as flexible and intuitive as the
 fixed function pipeline is for composing different elements of state
 together.

 This isn't an easy problem to solve, and rather than try to come up
 with a complete solution right now, in tinkering round the edges
 trying to get a better picture of the landscape of the problem.  One
 area we can map out right now is that of how existing fixed function
 pipeline features would map to GLSL shaders.  I recall that such a
 mapping has been published, but a quick search on the web didn't pin
 point it.  Does anyone have a reference to such a body of work?

 Robert.
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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-23 Thread Roland Smeenk
This paper might be of interest:

Automated Shader Generation using a Shader Infrastructure
http://www.codesampler.com/papers/Automated%20Shader%20Generation%20using%20a%20Shader%20Infrastructure.pdf

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[osg-users] OpenSceneGraph-2.9.0 dev release tagged

2009-02-23 Thread Robert Osfield
Hi All,

Another week, another dev release, no massive changes since 2.8.0, but
a few bug fixes and minor feature additions that should keep us all
happy ;-)

Developmer release page:
   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

Details:

 OpenSceneGraph-2.9.0, released on 23rd February 2009.
OpenSceneGraph-2.9.0, changes include:
  o Under VisualStudio builds VisualStudio specific version
information now embedded in core libraries and plugins.
  o Improved support in osgconv for writing out of compressed
imagery to .osg or .ive files with external imagery.
  o Support for using ARB_vertex_program and
ARB_fragment_program added to osgforest example.
  o Points support added to dxf plugin.
  o Bug fixes to State::reset(), dxf plugin, hdr plugin and
draw instanced for ushort and uint versions of osg::DrawElements?.

source package : OpenSceneGraph-2.9.0.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.0
OpenSceneGraph

The bug fixes above have also made it into the OSG-2.8 post 2.8.0, so
testing the build out for 2.9.0 will be a useful precursor to use make
a 2.8.1 stable release.  I'll leave going for a 2.8.1 release till
next month as this will give us all a bit more time to find further
bugs that weren't revealed in the run up to 2.8.0.

Robert.
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Re: [osg-users] Switching post-processing on/off

2009-02-23 Thread Roland Smeenk
Ken,

I experienced something similar with osgPPU. I can add a osgPPU post processor 
to a camera and even switch between different post processors, but returning to 
a non render-to-texture camera did not work. For now I am settling for using a 
pass though post processor, but I would like to entirely disable the extra 
render pass.

Does anybody else have any experience with switching on/off the RTT at runtime?

--
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Re: [osg-users] Fixed function pipeline - GLSL shaders

2009-02-23 Thread Maciej Krol
Hi Robert,

I think shader composition would be the next big thing for OSG although
robust design is far from trivial. For most users hiding shaders or
snippets would be the good thing. I would love to have state sets with OSG
modes not GL ones i.e.

StateSet
{
  OSG_LIGHTING ON
  osgLightingModel {
mode PHONG
  }
  OSG_NORMAL_MAP ON
  OSG_SHADOW ON
  OSG_FOG ON
  osgFogModel {
 mode VOLUMETRIC
 upDir 0 0 1
  }
}

Power user could register ther own modes/attributes handled by external
toolkits. With this approach different backends for GL1, GL2, GL3, GLES,
Sofware rasterizer, Software raytracer, DirectX :) could be implemented.

Regards,
Maciej


2009/2/23 Robert Osfield robert.osfi...@gmail.com

 HI Marciej,

 You thoughts on shader snippets being collected and assembled into
 programs that are then cached is roughly what I've been envisaging as
 well.  It's something I did try to get my head around when we
 integrated GLSL into the core OSG a few years back, but the complexity
 of this system meant that much more time would have to be invested in
 developing, so rather than be so ambitious we went for the current
 approach of decoupling uniforms from osg::Program, but not the whole
 hog of decoupling osg::Shader from osg::Program.

 The full blown shader composition is something we do need to address
 in the next generation of the OSG.  Exactly what the interface should
 be, and how we implement the back-end is the big hard part.  Once we
 have such a scheme in place then provided only fixed function style
 capabilities in GL3 or GL2 GLSL path ways should be much easier.  At
 this point the distinction between the fixed function pipeline and
 shader pipeline will melt away and become an implementation detail,
 rather than a scene graph interface one.

 Robert.

 On Mon, Feb 23, 2009 at 10:04 AM, Maciej Krol mack...@gmail.com wrote:
  Hi Robert et al,
 
  I thought about concept of generating shader code in cull traversal from
  shader snippets. Snippet is a piece of GLSL code that implements certain
  functionality like texture sampling or lighting, usually few lines of
 code.
  Snippets have defined inputs like required varyings, uniforms and output
  variables of dependant snippets. Output of snippet is a glsl variable
 (i.e.
  texture coordinate, texture color) for internal snippet or
  gl_FragColor/gl_FragData for terminal snippet. Snippets sit in a StateSet
  just like modes and attributes. In cull traversal dependency graph of
  snippets is created. From this graph GLSL program is generated or fetched
  from cache. This approach would allow to seamlessly use functionality
 from
  different toolkits without the need to rewrite shaders or to use
 ubershader.
  Toolkits such as osgShadow or osgFX would expose shader snippets for
 certain
  effects (shadow, phong lighting, atmospheric fog, etc) which could be
 merged
  into snippet dependency graph. To imlement fixed function pipeline
  functionality one can define mapping from modes/attributes to snippets.
 It
  is just a concept. I do not know would it work in terms of ease of use
 and
  extensibility.
 
  GLSL is a must in these days especially for one reason - per pixel
 lighting.
  It is a pity that it is not exposed in a fixed function pipeline. In my
  applications I map fixed function pipeline to GLSL with custom visitor.
  Based on state set modes (lighting, fog, ...) and vertex attributes
 (normal,
  tangent, texco, ...)  GLSL shaders are generated and cached in a map
 (modes,
  vertAttribs)=shader so they are unique. Only certain cases of FFP are
  handled. Visitor is called in ReadFileCallback to convert FFP to GLSL. In
  typical scenario You need only a few unique shaders (light on/off, color
 map
  on/off, normal map on/off, env map on/off, fog on/off). Such simple
 solution
  really pays off in visual quality of scenes.
 
  Regards,
  Maciej
 
  2009/2/20 Robert Osfield robert.osfi...@gmail.com
 
  Hi All,
 
  One of the items I have ticking away as a background process is the
  topic of how we should gracefully manage the transition from the usage
  of fixed function pipeline to entirely shader based implementations.
  One motivation is the obvious one - GL3 and OpenGL ES don't have any
  fixed function pipeline, so we need to know how to implement the
  current OSG functionality that relies upon fixed function pipeline,
  and a second more subtle one - how to manage the combination of
  different shaders in a way that is as flexible and intuitive as the
  fixed function pipeline is for composing different elements of state
  together.
 
  This isn't an easy problem to solve, and rather than try to come up
  with a complete solution right now, in tinkering round the edges
  trying to get a better picture of the landscape of the problem.  One
  area we can map out right now is that of how existing fixed function
  pipeline features would map to GLSL shaders.  I recall that such a
  mapping has been published, but a quick 

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

2009-02-23 Thread Art Tevs
Hi Ken, Roland,

would it add more problems if you use 2 cameras (one with postprocessing and 
another one without) and just switch between those 2 cameras? There exists 
osg::Switch-node which can do this for you. However I haven't tried to switch 
cameras, but I think it should work too.

cheers,
art

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[osg-users] [build] Can't build libraries under windows

2009-02-23 Thread Jonatan
Hi,

I am trying to build the OSG libraries under Windows XP (so I can use them for 
c++ development using mingw32 compiler)

I have downloaded and extracted the source zip to Desktop\OpenSceneGraph-2.8.0
then I created a folder OSGBuild on the desktop, as build location.
I checked out the dependencies from svn, to the folder OSGDep (somewhere else 
on the system)
I configured OSG using cmake-gui, and set the path to OSGDep as 
CMAKE_INCLUDE_PATH, CMAKE_LIBRARY_PATH and CMAKE_PREFIX_PATH.

But when building, it stops when creating mingw_osgdb_jpeg.dll
This is the output:


Code:
Warning: .drectve `/manifestdependency:type='win32' name='Microsoft.VC80.CRT' v
ersion='8.0.50727.762' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18
e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized
Warning: .drectve `/manifestdependency:type='win32' name='Microsoft.VC80.CRT' v
ersion='8.0.50727.762' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18
e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized
Warning: .drectve `/manifestdependency:type='win32' name='Microsoft.VC80.CRT' v
ersion='8.0.50727.762' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18
e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized

{... lots  more of these messages ...}

C:\Documents and Settings\jbijl\My Documents\workspace\OSGDep\lib\libjpeg.lib(je
rror.obj):(.text+0x27): undefined reference to `__security_cookie'
C:\Documents and Settings\jbijl\My Documents\workspace\OSGDep\lib\libjpeg.lib(je
rror.obj):(.text+0x55): undefined reference to `_impiob_func'
C:\Documents and Settings\jbijl\My Documents\workspace\OSGDep\lib\libjpeg.lib(je
rror.obj):(.text+0x70): undefined reference to `...@__security_check_cookie@4'
C:\Documents and Settings\jbijl\My Documents\workspace\OSGDep\lib\libjpeg.lib(jd
marker.obj):(.text+0x707): undefined reference to `__security_cookie'

{... lots  more of these messages ...}

follow
collect2: ld returned 1 exit status
mingw32-make[2]: *** [bin/osgPlugins-2.8.0/mingw_osgdb_jpeg.dll] Error 1
mingw32-make[1]: *** [src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir/all] Error 2

mingw32-make: *** [all] Error 2



Could you please help me by either:
telling me how to solve this
telling me of another way to acquire the win32 mingw libraries I need to 
develop software that uses OSG.

thanks

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

2009-02-23 Thread Robert Osfield
On Mon, Feb 23, 2009 at 11:18 AM, Art Tevs osgfo...@tevs.eu wrote:
 would it add more problems if you use 2 cameras (one with postprocessing and 
 another one without) and just switch between those 2 cameras? There exists 
 osg::Switch-node which can do this for you. However I haven't tried to switch 
 cameras, but I think it should work too.

I haven't ever tried it, but perhaps you could set the camera's
rendering cache to 0, to detect it from any created rendering backend
i.e.

  camera-setRenderingCache(0);

Robert.
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Re: [osg-users] [build] Can't build libraries under windows

2009-02-23 Thread Robert Osfield
Hi Janatan,

I'm not  Window users myself, but from reading the list I have picked
up that the VisualStudio binaries aren't compatible with other version
of VS let alone other compilers completely...  So my guess is that you
will have to compile the dependencies using Mingw if you wish to use
them.

Robert.

On Mon, Feb 23, 2009 at 11:20 AM, Jonatan osgfo...@tevs.eu wrote:
 Hi,

 I am trying to build the OSG libraries under Windows XP (so I can use them 
 for c++ development using mingw32 compiler)

 I have downloaded and extracted the source zip to Desktop\OpenSceneGraph-2.8.0
 then I created a folder OSGBuild on the desktop, as build location.
 I checked out the dependencies from svn, to the folder OSGDep (somewhere else 
 on the system)
 I configured OSG using cmake-gui, and set the path to OSGDep as 
 CMAKE_INCLUDE_PATH, CMAKE_LIBRARY_PATH and CMAKE_PREFIX_PATH.

 But when building, it stops when creating mingw_osgdb_jpeg.dll
 This is the output:


 Code:
 Warning: .drectve `/manifestdependency:type='win32' 
 name='Microsoft.VC80.CRT' v
 ersion='8.0.50727.762' processorArchitecture='x86' 
 publicKeyToken='1fc8b3b9a1e18
 e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized
 Warning: .drectve `/manifestdependency:type='win32' 
 name='Microsoft.VC80.CRT' v
 ersion='8.0.50727.762' processorArchitecture='x86' 
 publicKeyToken='1fc8b3b9a1e18
 e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized
 Warning: .drectve `/manifestdependency:type='win32' 
 name='Microsoft.VC80.CRT' v
 ersion='8.0.50727.762' processorArchitecture='x86' 
 publicKeyToken='1fc8b3b9a1e18
 e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized

 {... lots  more of these messages ...}

 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(je
 rror.obj):(.text+0x27): undefined reference to `__security_cookie'
 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(je
 rror.obj):(.text+0x55): undefined reference to `_impiob_func'
 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(je
 rror.obj):(.text+0x70): undefined reference to `...@__security_check_cookie@4'
 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(jd
 marker.obj):(.text+0x707): undefined reference to `__security_cookie'

 {... lots  more of these messages ...}

 follow
 collect2: ld returned 1 exit status
 mingw32-make[2]: *** [bin/osgPlugins-2.8.0/mingw_osgdb_jpeg.dll] Error 1
 mingw32-make[1]: *** [src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir/all] 
 Error 2

 mingw32-make: *** [all] Error 2



 Could you please help me by either:
 telling me how to solve this
 telling me of another way to acquire the win32 mingw libraries I need to 
 develop software that uses OSG.

 thanks

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 http://forum.openscenegraph.org/viewtopic.php?p=7191#7191





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[osg-users] osgViewerSDL linling error

2009-02-23 Thread Alexandre Amalric
Hi osg-users,

when I try to compile latest version from osgViewerSDL example is osg svn
version, I have such error :

Erreur1error LNK2019: symbole externe non résolu _main référencé
dans la fonction ___tmainCRTStartupMSVCRTD.lib
Erreur2fatal error LNK1120: 1 externes non résolus
C:\Work\Dev\OpenSceneGraph-SVN\VisualStudio\bin\Debug\..\osgviewerSDLd.exe



I do not succeed to remove this error, anybody have an idea ?

I'm under Vista with MSVC 2005 SP1.

Kind regards,

-- 
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===
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http://www.pixxim.fr
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Re: [osg-users] [build] Can't build libraries under windows

2009-02-23 Thread Sukender
Hi Jonatan,

Agreed with Robert. You can't use Visual Studio dependencies with MinGW, as far 
as I know. I don't know if there are MinGW dependencies compiled somewhere. You 
may have to manually compile them all. If you acheive this, I suggest you let 
the OSG community access your binaries :) That may be useful for MinGW users.

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


Le Mon, 23 Feb 2009 12:42:15 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi Janatan,

 I'm not  Window users myself, but from reading the list I have picked
 up that the VisualStudio binaries aren't compatible with other version
 of VS let alone other compilers completely...  So my guess is that you
 will have to compile the dependencies using Mingw if you wish to use
 them.

 Robert.

 On Mon, Feb 23, 2009 at 11:20 AM, Jonatan osgfo...@tevs.eu wrote:
 Hi,

 I am trying to build the OSG libraries under Windows XP (so I can use them 
 for c++ development using mingw32 compiler)

 I have downloaded and extracted the source zip to 
 Desktop\OpenSceneGraph-2.8.0
 then I created a folder OSGBuild on the desktop, as build location.
 I checked out the dependencies from svn, to the folder OSGDep (somewhere 
 else on the system)
 I configured OSG using cmake-gui, and set the path to OSGDep as 
 CMAKE_INCLUDE_PATH, CMAKE_LIBRARY_PATH and CMAKE_PREFIX_PATH.

 But when building, it stops when creating mingw_osgdb_jpeg.dll
 This is the output:


 Code:
 Warning: .drectve `/manifestdependency:type='win32' 
 name='Microsoft.VC80.CRT' v
 ersion='8.0.50727.762' processorArchitecture='x86' 
 publicKeyToken='1fc8b3b9a1e18
 e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized
 Warning: .drectve `/manifestdependency:type='win32' 
 name='Microsoft.VC80.CRT' v
 ersion='8.0.50727.762' processorArchitecture='x86' 
 publicKeyToken='1fc8b3b9a1e18
 e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized
 Warning: .drectve `/manifestdependency:type='win32' 
 name='Microsoft.VC80.CRT' v
 ersion='8.0.50727.762' processorArchitecture='x86' 
 publicKeyToken='1fc8b3b9a1e18
 e3b' /DEFAULTLIB:MSVCRT /DEFAULTLIB:OLDNAMES ' unrecognized

 {... lots  more of these messages ...}

 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(je
 rror.obj):(.text+0x27): undefined reference to `__security_cookie'
 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(je
 rror.obj):(.text+0x55): undefined reference to `_impiob_func'
 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(je
 rror.obj):(.text+0x70): undefined reference to 
 `...@__security_check_cookie@4'
 C:\Documents and Settings\jbijl\My 
 Documents\workspace\OSGDep\lib\libjpeg.lib(jd
 marker.obj):(.text+0x707): undefined reference to `__security_cookie'

 {... lots  more of these messages ...}

 follow
 collect2: ld returned 1 exit status
 mingw32-make[2]: *** [bin/osgPlugins-2.8.0/mingw_osgdb_jpeg.dll] Error 1
 mingw32-make[1]: *** [src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir/all] 
 Error 2

 mingw32-make: *** [all] Error 2



 Could you please help me by either:
 telling me how to solve this
 telling me of another way to acquire the win32 mingw libraries I need to 
 develop software that uses OSG.

 thanks

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 http://forum.openscenegraph.org/viewtopic.php?p=7191#7191





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Re: [osg-users] Destroying osgViewer::Viewer leads to strange effects in texturing

2009-02-23 Thread Katharina Plugge
Hi Robert,

thanks for your fast answer. I used osg 2.7.6. Updating to 2.9 and using 
releaseGLObjects() on the subgraphs solved the problem.

Thank you very much.

Katharina

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[osg-users] osg Image and PNG writer

2009-02-23 Thread Vincent Bourdier
Hi all,

I'm working on a post-screenshot pass to apply to my pictures.
I searching a way to define a color as transparent. (for png file)

osg::Image do not allow this kind of modifications, or I don't know how...

Did you do it ? any idea ?

thanks,

Regards,
   Vincent.
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Re: [osg-users] osgswig: snapshot as numpy array?

2009-02-23 Thread Mathias Franzius
Hi Gerwin,

thanks for the code!
Sadly I can't run it, because my osgViewer.View class has no addSlave method.
That puzzles me, I use osg 2.6, which defines this method...

Thx,
   Mathias


-Ursprüngliche Nachricht-
Von: Gerwin de Haan gerwindeh...@gmail.com
Gesendet: 21.02.09 11:51:21
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] osgswig: snapshot as numpy array?

Hi Mathias,

I've used the following python snippet to make hi-res screenshots
using a slave camera and an FBO. I'm sure you could (or should) do
this with a draw callback, but I started with explicitly calling this
function myself to do some experimentation first. I did have some
trouble on one machine, where the context (and so the image) would
only contain the clear color. You could fill a numpy array from the
image I guess. I would be interested in that.

regards,
Gerwin

---

def fboshot(pFileName=screenshot.png, pWidth=1024,pHeight=768):

screenshot experiment with a frame buffer object
creates a new slave camera, attached to the viewer, draws, saves
to image, removes the camera again

import osg
import osgDB

viewer= __main__.viewer
cam = viewer.getCamera()

#prepare an image, to which a camera can render
shot = osg.Image()
shot.allocateImage(pWidth,pHeight,1, osg.GL_RGB, osg.GL_UNSIGNED_BYTE)

#create a camera with an fbo render target
hicam = osg.Camera()
hicam.setGraphicsContext(cam.getGraphicsContext())
hicam.setRenderTargetImplementation(osg.Camera.FRAME_BUFFER_OBJECT)
hicam.attach(osg.Camera.COLOR_BUFFER,shot)
hicam.setViewport(0,0,pWidth,pHeight)

#add a slave camera
viewer.addSlave(hicam)

#render one frame
viewer.frame()

#store the shot taken
osgDB.writeImageFile(shot,pFileName)

#remove this camera again
viewer.removeSlave(0)


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[osg-users] osg swig: crashes with nvidia

2009-02-23 Thread Mathias Franzius
Hi,
I have a strange problem: when I compile osg 2.4 or 2.6 and osgswig on debian 
etch
everything works fine with intel, ati or mesa graphics but doing the same thing 
on a
virtually identical machine but with nvidia graphics (over a wide range of 
versions)
all I get is this as soon as I import osg in python:

*** glibc detected *** free(): invalid pointer: 0xb7cd8674 ***
Aborted

Anyone got an idea what's going on here? It seems to be unrelated to direct 
rendering, as this is enabled on both the ati and nvidia machines.

Thx!
   Mathias


PS:
libc6 version 2.3.6.ds1-13etch7
SWIG Version 1.3.38
osgswig version: last week's svn checkout
cmake version 2.4-patch 5
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Re: [osg-users] Loading movie

2009-02-23 Thread J.P. Delport

Hi,

I must admit I had no idea how long something like this would take :/

It is in progress is all I can say. It is something quite new at our 
company and there is no existing process. It is hard to convince people 
that open sourcing != giving away secrets/whatever.


jp

Robert Osfield wrote:

Hi J.P,

On Tue, Jan 13, 2009 at 6:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:

Gerwin
ps. I was hoping for some public ffmpeg plugin implementation to pop
up on the list, but either I missed it or it's not yet been released.

Coming soon..., I hope next week. This would only be one possible
implementation, but we are using it with success.


Any news about this ffmpeg plugin?  Any chance of it being open sourced? ;-)

This week I'll be looking into possibility using ffmpeg for reading
video, if there already some code out there that does the job then
it'll be great to learn form it, enhance and get it integrated into
the core OSG.

If code isn't possible, then pointers about what you've learnt about
what parts of ffmpeg to use would be good too.

Cheers,
Robert.
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[osg-users] Using mime-type to select ReaderWriters

2009-02-23 Thread Glenn Waldron
Robert et al,

I propose that we add a facility to look up plugins by mime-type (in
addition to looking up by extension).

The existing mechanism works fine for local files. But when accessing data
via a URL (with the CURL plugin or by some other means), it is often the
case that you can only divine the content type by means of a mime-type in
the HTTP Content-Type header, and that no file extension is available.

Here's a possible implementation:

1) Add a method Registry::getReaderWriterForMimeType().

2) Add a method ReaderWriter::supportsMimeType() so that plugins can
register their support for various mime-types.

3) Update various plugins to call supportsMimeType() as appropriate.

4) Update the CURL plugin so that it checks the Content-Type HTTP header,
calls getReaderWriterForMimeType(), and if that fails then calls
getReaderWriterForExtension(). (I might have that backwards.)

Thoughts?


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
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Re: [osg-users] Loading movie

2009-02-23 Thread Robert Osfield
Hi J.P,

On Mon, Feb 23, 2009 at 1:49 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 I must admit I had no idea how long something like this would take :/

 It is in progress is all I can say. It is something quite new at our company
 and there is no existing process. It is hard to convince people that open
 sourcing != giving away secrets/whatever.

No problem.  Can I pick your brains on ffmpeg integration?

A quick search for tutorials on ffmpeg came up with:

   http://www.dranger.com/ffmpeg/tutorial01.html

Which seems like a pretty decent place to start.  Looks like it'll be
quite straight forward.  Did you use a particular example/tutorial for
inspiration?

Robert.

Robert.
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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Vincent Bourdier
Hi Art,

I never wrote a shader so I think I will not learn this afternoon.
I was thinking on scanning all pixel, but the real problem is not how to get
the pixel, but how to write the png file with the background as transparent
color. I don't know if it is possible to do that just modifying A component
in a RVBA image ... or something else ?

Thanks.

Regards,
   Vincent.

2009/2/23 Art Tevs osgfo...@tevs.eu

 Hi Vincent,

 I would propose to change colors in a shader, this would be the simplest
 way. Just take the osgPPU, with following structure: Processor-UnitInOut
 (here is your shader) - UnitOutCapture (this will write the .png files).
 Should be very easy.

 Other way would be to take the picture of the rendered camera and to apply
 the shader on it, by rendering screen size aligned quad with appropriate
 shader (the same what osgPPu does ;) ).

 And the non-efficientest way would be just to scan through all your pixels
 on the CPU and just change the colors in the way you need them.

 cheers,
 art

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Re: [osg-users] Using mime-type to select ReaderWriters

2009-02-23 Thread Robert Osfield
Hi Glenn,

I'm open to these suggestions, but would prefer to keep the changes to
a minimum in terms of extra code/API.

Could the mime type simply be mapped to a plugin name?  If so then all
we'd need to do to set up a alias list for mime type in addition to
the current extension aliasing that the osgDB::Registry holds.

Robert.

On Mon, Feb 23, 2009 at 2:00 PM, Glenn Waldron gwald...@gmail.com wrote:
 Robert et al,

 I propose that we add a facility to look up plugins by mime-type (in
 addition to looking up by extension).

 The existing mechanism works fine for local files. But when accessing data
 via a URL (with the CURL plugin or by some other means), it is often the
 case that you can only divine the content type by means of a mime-type in
 the HTTP Content-Type header, and that no file extension is available.

 Here's a possible implementation:

 1) Add a method Registry::getReaderWriterForMimeType().

 2) Add a method ReaderWriter::supportsMimeType() so that plugins can
 register their support for various mime-types.

 3) Update various plugins to call supportsMimeType() as appropriate.

 4) Update the CURL plugin so that it checks the Content-Type HTTP header,
 calls getReaderWriterForMimeType(), and if that fails then calls
 getReaderWriterForExtension(). (I might have that backwards.)

 Thoughts?


 Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
 +1.703.652.4791

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Re: [osg-users] OpenSceneGraph-2.9.0 dev release tagged

2009-02-23 Thread Sukender
Builds fine (as usual! ;) ) with VC8. See the experimental build report ( 
http://www.cdash.org/CDashPublic/buildSummary.php?buildid=11376 ).

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


Le Mon, 23 Feb 2009 11:57:11 +0100, Robert Osfield robert.osfi...@gmail.com a 
écrit:

 Hi All,

 Another week, another dev release, no massive changes since 2.8.0, but
 a few bug fixes and minor feature additions that should keep us all
 happy ;-)

 Developmer release page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

 Details:

  OpenSceneGraph-2.9.0, released on 23rd February 2009.
 OpenSceneGraph-2.9.0, changes include:
   o Under VisualStudio builds VisualStudio specific version
 information now embedded in core libraries and plugins.
   o Improved support in osgconv for writing out of compressed
 imagery to .osg or .ive files with external imagery.
   o Support for using ARB_vertex_program and
 ARB_fragment_program added to osgforest example.
   o Points support added to dxf plugin.
   o Bug fixes to State::reset(), dxf plugin, hdr plugin and
 draw instanced for ushort and uint versions of osg::DrawElements?.

 source package : OpenSceneGraph-2.9.0.zip
 svn tag: svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.0
 OpenSceneGraph

 The bug fixes above have also made it into the OSG-2.8 post 2.8.0, so
 testing the build out for 2.9.0 will be a useful precursor to use make
 a 2.8.1 stable release.  I'll leave going for a 2.8.1 release till
 next month as this will give us all a bit more time to find further
 bugs that weren't revealed in the run up to 2.8.0.

 Robert.
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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Art Tevs
Hi Vincent,

ok, without shaders this would be easier to implement, however the running time 
would be just bad. Yes, if you just modify the alpha component of every pixel 
and then write this image to a .png file, you should get the transparent colors 
as you want.

You can even do the following: setup clear color of your camera, so that it 
also does clear the alpha color with 0.0. Then render your scene. Then write 
.png file. Nothing else. Pixels, which are not overrendered by your scene, will 
be transparent. I have the same effect in my applications, without doing 
anything ;) Of course your RTT-texture has to be of GL_RGBA format.

cheers,
art

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Re: [osg-users] Using mime-type to select ReaderWriters

2009-02-23 Thread Glenn Waldron
Robert,

I considered that, mapping mime-types to extensions, but shied away from the
idea that adding a plugin might require mime-types hard coded into Registry.
How would you include support for new types, say in a plugin in an external
NodeKit?


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


On Mon, Feb 23, 2009 at 9:20 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Glenn,

 I'm open to these suggestions, but would prefer to keep the changes to
 a minimum in terms of extra code/API.

 Could the mime type simply be mapped to a plugin name?  If so then all
 we'd need to do to set up a alias list for mime type in addition to
 the current extension aliasing that the osgDB::Registry holds.

 Robert.

 On Mon, Feb 23, 2009 at 2:00 PM, Glenn Waldron gwald...@gmail.com wrote:
  Robert et al,
 
  I propose that we add a facility to look up plugins by mime-type (in
  addition to looking up by extension).
 
  The existing mechanism works fine for local files. But when accessing
 data
  via a URL (with the CURL plugin or by some other means), it is often the
  case that you can only divine the content type by means of a mime-type in
  the HTTP Content-Type header, and that no file extension is available.
 
  Here's a possible implementation:
 
  1) Add a method Registry::getReaderWriterForMimeType().
 
  2) Add a method ReaderWriter::supportsMimeType() so that plugins can
  register their support for various mime-types.
 
  3) Update various plugins to call supportsMimeType() as appropriate.
 
  4) Update the CURL plugin so that it checks the Content-Type HTTP
 header,
  calls getReaderWriterForMimeType(), and if that fails then calls
  getReaderWriterForExtension(). (I might have that backwards.)
 
  Thoughts?
 
 
  Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
  +1.703.652.4791
 
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Re: [osg-users] Spam: Re: Loading movie

2009-02-23 Thread Tanguy Fautre
Hi Robert, J.P.,

I'm checking with my boss whether we can opensource our FFmpeg plugin.
We still haven't implemented the pause() method (and related behaviour), but 
the rest is pretty stable.


T


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday 23 February 2009 13:20
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] Loading movie

Hi J.P,

On Tue, Jan 13, 2009 at 6:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Gerwin
 ps. I was hoping for some public ffmpeg plugin implementation to pop
 up on the list, but either I missed it or it's not yet been released.

 Coming soon..., I hope next week. This would only be one possible
 implementation, but we are using it with success.

Any news about this ffmpeg plugin?  Any chance of it being open sourced? ;-)

This week I'll be looking into possibility using ffmpeg for reading
video, if there already some code out there that does the job then
it'll be great to learn form it, enhance and get it integrated into
the core OSG.

If code isn't possible, then pointers about what you've learnt about
what parts of ffmpeg to use would be good too.

Cheers,
Robert.
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[osg-users] How make multi-pass rendering ?

2009-02-23 Thread MOURARET Romain
Hello,
I am trying to create a special rendering process using OpenSceneGraph.
This rendering is composed by two main steps :
The first step is a multi-pass rendering based on the lights of the scene. I 
must find them in the scene graph : For each lights, I draw a plane on the 
screen surface having a material defined by a fragment shader initialized with 
the current light parameters. Each rendering must be merged into a FBO.
After, I draw the resulting FBO on a screen (second step).
If I have 8 light nodes in my scene, I will have to realize 8 rendering  in 
combining them during  the first step.
Can you help me to find the best solution to make the first step with a 
combining shader  (object to use, to redefine, ...)?
My objective is to use graphics card's power in order to make merging and 
rendering (no CPU).
For the moment, I parse the light node (using my own NodeVisitor) but I can't 
compute my different rendering  and combine them into a FBO.
I search a easy solution like osgDistortion object (where cameras are directly 
implemented in this objet and user must just give scene node).

Best regards.

Romain

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Re: [osg-users] Loading movie

2009-02-23 Thread Tanguy Fautre

Hi Robert, J.P,

That's one of the tutorials I've used to implement our plugin; probably the 
best I could find. It's a good start, but I found their video/audio 
synchronization to be pretty bad in pratice. I actually rewrote that part from 
scratch.


T


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday 23 February 2009 14:16
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] Loading movie

Hi J.P,

On Mon, Feb 23, 2009 at 1:49 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 I must admit I had no idea how long something like this would take :/

 It is in progress is all I can say. It is something quite new at our company
 and there is no existing process. It is hard to convince people that open
 sourcing != giving away secrets/whatever.

No problem.  Can I pick your brains on ffmpeg integration?

A quick search for tutorials on ffmpeg came up with:

   http://www.dranger.com/ffmpeg/tutorial01.html

Which seems like a pretty decent place to start.  Looks like it'll be
quite straight forward.  Did you use a particular example/tutorial for
inspiration?

Robert.

Robert.
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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Vincent Bourdier
I did a
 setClearColor(osg::Vec4(0., 0., 0., 1.));
and
 setClearColor(osg::Vec4(0., 0., 0., 0.));

on my camera, but when writing the file in png... nothing look like an alpha
channel... same result each time...

I'll try manually scannin each pixel. do you think just setting the alpha
component to 1.0 is sufficient ?
Thanks.

Regards,
   Vincent.


2009/2/23 Art Tevs osgfo...@tevs.eu

 Hi Vincent,

 ok, without shaders this would be easier to implement, however the running
 time would be just bad. Yes, if you just modify the alpha component of every
 pixel and then write this image to a .png file, you should get the
 transparent colors as you want.

 You can even do the following: setup clear color of your camera, so that it
 also does clear the alpha color with 0.0. Then render your scene. Then write
 .png file. Nothing else. Pixels, which are not overrendered by your scene,
 will be transparent. I have the same effect in my applications, without
 doing anything ;) Of course your RTT-texture has to be of GL_RGBA format.

 cheers,
 art

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Re: [osg-users] Using mime-type to select ReaderWriters

2009-02-23 Thread Jean-Sébastien Guay

Hi Robert, Glenn,


Could the mime type simply be mapped to a plugin name?  If so then all
we'd need to do to set up a alias list for mime type in addition to
the current extension aliasing that the osgDB::Registry holds.


I've seen lately, MediaWiki keeps a mapping of MIME type to extension 
(for security, it checks that the file actually contains what its 
extension suggests it should). In our case, we could do the same, and 
when the MIME type is checked, an extension would be returned, and then 
the plugin for that extension would be used.


Where to store the mapping would be an open question though. Hard-coded 
in a header/cpp somewhere, or as a text file in OpenSceneGraph-Data? But 
I thought I'd just throw the idea out there.


J-S
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Re: [osg-users] Loading movie

2009-02-23 Thread Tanguy Fautre
Talk about timing...

I've just got the green light from my boss.

Robert, is there a place where I could upload the current plugin 
implementation, including an example app and the Windows compiled ffmpeg 
libraries?

Cheers,

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tanguy Fautre
Sent: Monday 23 February 2009 14:52
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] Spam: Re: Loading movie

Hi Robert, J.P.,

I'm checking with my boss whether we can opensource our FFmpeg plugin.
We still haven't implemented the pause() method (and related behaviour), but 
the rest is pretty stable.


T


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday 23 February 2009 13:20
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] Loading movie

Hi J.P,

On Tue, Jan 13, 2009 at 6:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Gerwin
 ps. I was hoping for some public ffmpeg plugin implementation to pop
 up on the list, but either I missed it or it's not yet been released.

 Coming soon..., I hope next week. This would only be one possible
 implementation, but we are using it with success.

Any news about this ffmpeg plugin?  Any chance of it being open sourced? ;-)

This week I'll be looking into possibility using ffmpeg for reading
video, if there already some code out there that does the job then
it'll be great to learn form it, enhance and get it integrated into
the core OSG.

If code isn't possible, then pointers about what you've learnt about
what parts of ffmpeg to use would be good too.

Cheers,
Robert.
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Re: [osg-users] Using mime-type to select ReaderWriters

2009-02-23 Thread Robert Osfield
HI Glenn + JS,

On Mon, Feb 23, 2009 at 3:00 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert, Glenn,

 Could the mime type simply be mapped to a plugin name?  If so then all
 we'd need to do to set up a alias list for mime type in addition to
 the current extension aliasing that the osgDB::Registry holds.

 I've seen lately, MediaWiki keeps a mapping of MIME type to extension (for
 security, it checks that the file actually contains what its extension
 suggests it should). In our case, we could do the same, and when the MIME
 type is checked, an extension would be returned, and then the plugin for
 that extension would be used.

 Where to store the mapping would be an open question though. Hard-coded in a
 header/cpp somewhere, or as a text file in OpenSceneGraph-Data? But I
 thought I'd just throw the idea out there.

Perhaps one could query the plugins and from this generate a
configuration file that provides the mapping/functionality that the
plugins provide and a .cpp implementation of this configuration file
which could be compiled into osgDB.  This would allow us to
autogenerate and keep up to date the configuration.

The mapping would also have a precedence, if a configuration file is
manually specified then this over-writes the built in, and finally any
plugins that are loaded could patch this configuration file to keep it
full up to date.

Not quite the minimal approach though...

Robert.
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Re: [osg-users] Trac menu

2009-02-23 Thread Sukender
Hi Wiki admins,

Sorry to push this topic up, but could someone with appropriate rights add a 
line to Community/WikiLogIn like:
If you wish to update wiki menus, you may have a look to the [wiki:TracNav/list 
TracNav list].
Thanks guys!

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



Le Thu, 19 Feb 2009 11:32:30 +0100, Sukender suky0...@free.fr a écrit:

 Hum, sorry, I didn't know that it was Trac that automatically changes the 
 order of sections. (I *still* find it confusing!)

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


 Le Thu, 19 Feb 2009 11:29:34 +0100, Sukender suky0...@free.fr a écrit:

 Hi all,

 I created a TOC list ( 
 http://www.openscenegraph.org/projects/osg/wiki/TracNav/list ) to help 
 maintenance (No page points to it yet).
 These are maybe dumb questions, but:
 - Should we create a page about how to maintain the wiki (such as an 
 improved version of Community/WikiLogIn)?
 - Is this a good idea to add [[TracNav(TracNav/TOCmain)]] (or the TOC of 
 the section) on every page ?
 - Each TOC puts its section at the begining, changing the order of sections. 
 And I find it confusing. Anyone having an argument for this, or can I change 
 it?

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


 Le Thu, 19 Feb 2009 10:21:11 +0100, Robert Osfield 
 robert.osfi...@gmail.com a écrit:

 Hi Sukunder,

 On Wed, Feb 18, 2009 at 11:47 PM, Sukender suky0...@free.fr wrote:
 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?

 The menu is manually created, and it not that same for each page.  To
 keep things in sync one has to edit the menu and add the appropriate
 items.

 Robert.
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Re: [osg-users] [build] Can't build libraries under windows

2009-02-23 Thread Jonatan
I am trying to compile the binaries myself, and if I succeed I do want to make 
them available for others. 
The problem is, that I get compilation errors for mingw_osgdb_jpeg.dll .
Does anybody know the solution to these errors?
(see my previous post/mail for the exact error messages)

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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Art Tevs
Hi Vincent,

you have to set alpha to 0.0 for transparent pixels. Check if your RTT texture 
has the right format. In my case setting setClearColor(osg::Vec4(0., 0., 0., 
0.));  on the rendering camera always works. 
Check if there are no slave camera which can overwrite the settings. Check also 
if you can really see the background, maybe there are no background pixels at 
all (I mean maybe they are overwritten by some black geometry or so).
And finally check also if your image editing program do shows the alpha channel 
correctly (just for the case). I use gimp for that case.

regards,
art

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Re: [osg-users] [build] Can't build libraries under windows

2009-02-23 Thread Robert Osfield
Hi Janatan,

On Mon, Feb 23, 2009 at 3:29 PM, Jonatan osgfo...@tevs.eu wrote:
 I am trying to compile the binaries myself, and if I succeed I do want to 
 make them available for others.
 The problem is, that I get compilation errors for mingw_osgdb_jpeg.dll .
 Does anybody know the solution to these errors?
 (see my previous post/mail for the exact error messages)

I'm afraid I can't help with the errors, but I like to chip in that
fact that if you can't easily get all the external dependencies
compiled then CMake will be able to automatically detect which ones
are and aren't there and decide what parts of the OSG to build
accordingly.

For most OSG functionality you just need OpenGL and C++, it's the
plugins were the numerous external dependencies come in, and each one
of these is entirely optional, if you don't have the dependency then
the plugin build and the only thing you'll miss is the functionality
provide by that specific plugin.

Robert.
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Re: [osg-users] Using mime-type to select ReaderWriters

2009-02-23 Thread Glenn Waldron
On Mon, Feb 23, 2009 at 10:00 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Robert, Glenn,

  Could the mime type simply be mapped to a plugin name?  If so then all
 we'd need to do to set up a alias list for mime type in addition to
 the current extension aliasing that the osgDB::Registry holds.


 I've seen lately, MediaWiki keeps a mapping of MIME type to extension (for
 security, it checks that the file actually contains what its extension
 suggests it should). In our case, we could do the same, and when the MIME
 type is checked, an extension would be returned, and then the plugin for
 that extension would be used.

 Where to store the mapping would be an open question though. Hard-coded in
 a header/cpp somewhere, or as a text file in OpenSceneGraph-Data? But I
 thought I'd just throw the idea out there.


J-S,

I'd be happy with this approach. I think hard-coding should be sufficient
for now. If there's a compelling reason, we can move to the config file
approach later.

Here's a sample mime-type list:
http://www.w3schools.com/media/media_mimeref.asp

Anyway-- once there's a consensus I will be happy to code something up.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
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Re: [osg-users] Loading movie

2009-02-23 Thread Robert Osfield
Hi Tanguy,

On Mon, Feb 23, 2009 at 3:01 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Talk about timing...

That's why it's always worth doing a syncronization step before coding :-)

 I've just got the green light from my boss.

Excellent news.  Means we all save some time, and we all can work on
improving the code base.

 Robert, is there a place where I could upload the current plugin 
 implementation, including an example app and the Windows compiled ffmpeg 
 libraries?

You could ftp them to the openscenegraph.org server, I could grab them
there and move the pre-compiled binaries to a publically accessible
place.

To log in to ftp on the server the user name is OSG, password OSG.

Cheers,
Robert.
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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Vincent Bourdier
Hi Art,

I do not use any RTT texture, just use _image-readPixels() to get screen
capture. I verified, result-getPixelSizeInBits()/8 remain = 4 so it is a
RGBA image.
No background or black geometry, ... If I change clear color to white, I
have the white background...
I use Gimp and Photofiltre to check the transparency

I just check/force all camera's clear color... no changes.

I'm trying to change pixel value looping on image's data ... but now the png
plugin tells me the image is not good for writing... I'm missing some point
or making a mistake...

Sorry, nothing works...

If you have any other idea or some image's data modification code... I'll be
grateful.

Regards,
   Vincent.


2009/2/23 Art Tevs osgfo...@tevs.eu

 Hi Vincent,

 you have to set alpha to 0.0 for transparent pixels. Check if your RTT
 texture has the right format. In my case setting setClearColor(osg::Vec4(0.,
 0., 0., 0.));  on the rendering camera always works.
 Check if there are no slave camera which can overwrite the settings. Check
 also if you can really see the background, maybe there are no background
 pixels at all (I mean maybe they are overwritten by some black geometry or
 so).
 And finally check also if your image editing program do shows the alpha
 channel correctly (just for the case). I use gimp for that case.

 regards,
 art

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Re: [osg-users] Defining NodeKit

2009-02-23 Thread Jeremy Moles
On Sat, 2009-02-21 at 16:02 -0700, Paul Martz wrote:
 Hi Robert and all -- As I proceed with updating the Quick Start Guide,
 I encountered the section describing OSG's NodeKits. My first
 inclination was to update this with a short description of
 osgAnimation, osgVolume, and osgWidget.

OH WOW, cool. :) Don't mention this in the book, obviously, but as soon
as my condition allows (the medication I take for my CML really knocks
me out; it's like chemo in a pill) I will be working more on osgWidget.
I won't be changing the API too much, but I will be reducing a lot of
the redundancy and abstracting a few things (such as making Widget an
interface rather than the Quad implementation I currently use).

 However, only osgAnimation appears to have a dot osg plugin. osgVolume
 and osgWidget apparently do not define any classes that are supported
 by dot osg. Looking closer, I see that there is no dot osg plugin for
 osgManipulator or osgGA either.
  
 Do we need a new category for OSG-based libraries that aren't
 NodeKits? Or do I need to change my definition of NodeKit to be more
 inclusive? Thanks for any suggestions.
  
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466
  
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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Art Tevs
Hi Vincent, 

ah ok, you are not using RTT features. I would suggest to do so, because 
otherwise pixel which are outside of your viewport are undefined (in most case 
you will get the window boundaries too ;). With glReadPixels it can happen htat 
you even capture the mouse pointer, which is sometime not the thing you want, I 
suppose. 

Ok, I suppose you then have a proper parameters set to image-readPixels(..., 
GL_RGBA, ...); ?
If you capture your pixel information directly from the framebuffer then you 
have to setup the framebuffer in the proper way. It should support alpha values 
too. Check if you setup the display settings properly, here 
osgViewer::View::getDisplaySettings(), you have to setup proper amount of alpha 
bits (i.e. 8). 

In general, I really propose to use FBO with RTT, otherwise you could even 
capture other windows which overlap with yours if you capture pixels directly 
from the framebuffer.

cheers,
art

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[osg-users] Rescaling all normals in an .flt file

2009-02-23 Thread Jean-Sébastien Guay

Hi all,

This is not directly OSG related, but since many here know Creator very 
well I presume, I thought I'd ask.


I have a model which the modeler has scaled, and as we can expect it 
exhibits the classic symptom that the normals were scaled as well - 
lighting is wrong. In Creator I can click the show normals button and 
I can see that some normals are markedly shorter than others.


I can't seem to find any tool for normalizing the normals in Creator 
though. There's the Attruibutes - Calculate Shading tool that lets me 
recalculate the normals, but even this doesn't seem to normalize them.


If I use osgconv to convert the model to .osg, and add a stateset with 
GL_NORMALIZE ON on the root node in the file, then the shading is 
correct. So I know this is the problem. I'd just like to know what to 
tell our modeler so he can fix the model directly instead of using 
GL_NORMALIZE or the osgUtil::SmoothingVisitor (I'd like to avoid extra 
steps). And it would seem a rather glaring omission if Creator scaled 
normals when scaling a model, but didn't give you a tool to renormalize 
them afterwards (or even renormalized them automatically - gasp!). Am I 
missing something obvious?


Thanks in advance,

J-S
--
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[osg-users] Precompile GL objects problems...

2009-02-23 Thread Joakim Simonsson


Hi,

I use 4 screens (running on two nvidia cards).

When I don't precompile the gl objects things look as expected. But when I  
precompile stuff, things are shown only on some graphic contexts.


1. I am loading models on my own background thread.

2. This is what I do on the main thread, before the update traversal:

osgUtil::GLObjectsVisitor glov;
glov.setNodeMaskOverride(0x);

osgViewer::Viewer::Contexts graphicContexts;
myViewer-getContexts(graphicContexts);

for (osgViewer::Viewer::Contexts::iterator it =  
graphicContexts.begin();

 it != graphicContexts.end();
 ++it)
{
glov.setState((*it)-getState());
glov.apply(*loadedNode);
}

Finally I add loadedNode to the scenegraph.


Is this the wrong approach?

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Re: [osg-users] [build] Can't build libraries under windows

2009-02-23 Thread Luigi Calori
The fact that cmake try to compile osgdb_jpeg means Your FindJPEG does 
nopt return NOTFOUND, try to set Advanced view in cmake-gui and look 
what library/include it has found.
If It point to lib that have been built with MSVC, it is very likely it 
does not work.
So either you remove them or try to build jpeg lib from source with your 
mingw tool chain.

Or try to find a pre-built one with mingw.

If you dare to try the first solution, I have some cmakified sources 
that I use with VS71, get them from  
http://3d.cineca.it/storage/packages/3rdPartySrc_pack.zip
and try to see if they compile with mingw (if you manage, send me 
patches, thanks), unzip the required files in -place as jpeg


Regarding pre-build libs, You probably know better how to get pre-built 
libraries with mingw,
Otherwise, you can try to use the ebuild tool from winkde project:   
  http://techbase.kde.org/Getting_Started/Build/KDE4/Windows/emerge
I see they have quite a lot of package read for emerge, and mingw is 
probably better supported than msvc


Hope it helps


Jonatan ha scritto:
I am trying to compile the binaries myself, and if I succeed I do want to make them available for others. 
The problem is, that I get compilation errors for mingw_osgdb_jpeg.dll .

Does anybody know the solution to these errors?
(see my previous post/mail for the exact error messages)

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Re: [osg-users] Precompile GL objects problems...

2009-02-23 Thread Robert Osfield
HI Joakim,

You can only compile OpenGL objects form the thread with the context
current.  The easist way to do this would be to just use the existing
osgViewer::Renderer::setCompileOnNextDraw(true) functionality on all
your active cameras.  You can get the renderer by doing:

osgViewer::Viewer::Renderer* rendering =
dynamic_castosgViewer::Renderer*(camera-getRenderer());

The cameras can be got using the viewer.getCameras(cameras) method in
the same way as you've done for getContexts().

Robert.


On Mon, Feb 23, 2009 at 4:31 PM, Joakim Simonsson joa...@autosim.no wrote:

 Hi,

 I use 4 screens (running on two nvidia cards).

 When I don't precompile the gl objects things look as expected. But when I
 precompile stuff, things are shown only on some graphic contexts.

 1. I am loading models on my own background thread.

 2. This is what I do on the main thread, before the update traversal:

osgUtil::GLObjectsVisitor glov;
glov.setNodeMaskOverride(0x);

osgViewer::Viewer::Contexts graphicContexts;
myViewer-getContexts(graphicContexts);

for (osgViewer::Viewer::Contexts::iterator it = graphicContexts.begin();
 it != graphicContexts.end();
 ++it)
{
glov.setState((*it)-getState());
glov.apply(*loadedNode);
}

 Finally I add loadedNode to the scenegraph.


 Is this the wrong approach?

 --
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Re: [osg-users] Precompile GL objects problems...

2009-02-23 Thread Joakim Simonsson
On Mon, 23 Feb 2009 17:38:35 +0100, Robert Osfield  
robert.osfi...@gmail.com wrote:



You can only compile OpenGL objects form the thread with the context
current.  The easist way to do this would be to just use the existing
osgViewer::Renderer::setCompileOnNextDraw(true) functionality on all
your active cameras.  You can get the renderer by doing:


Thanks for your advice!

I looked in the osgViwer::Renderer code. And it seems that the entire  
sceneview is compiled in osgViewer::Renderer::compile().


In my scenario, I first load a huge database. Then during the simulation,  
I load smaller objects and add them to my existing scene graph.


I was just wondering if it is an overkill to compile the entire sceneview  
for each smaller object that I load during runtime. Wouldn't it be enough  
to only compile my added objects, before I add them to my existing scene  
graph?



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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Vincent Bourdier
Hi Art,

I use
_image-readPixels(int(viewport-x()),int(viewport-y()),int(viewport-width()),int(viewport-height()),
GL_RGBA, GL_UNSIGNED_BYTE);

No display setting was set, so I made it

osg::DisplaySettings* ds = new osg::DisplaySettings();
ds-setMinimumNumAlphaBits(8);
view-setDisplaySettings(ds);

No changes...

FBO with RTT sounds like a great solution but I'm afraid I don't have enough
time to have this week, and it will be too late.

So, I try the data modification of the image, but the write file return me
an error.
I do that :

static osg::ref_ptrosg::Image changeBackground(osg::Image* img)
{

osg::ref_ptrosg::Image result = new osg::Image(*img,
osg::CopyOp::DEEP_COPY_ALL);

if(!result-valid())
return NULL;
if(result-getPixelSizeInBits()/8 != 4)
return NULL;


unsigned char* data = (unsigned
char*)calloc(result-s()*result-t()*4, sizeof(unsigned char));

long n = 0;
for(long i = 0; i  (result-s()*result-t()) ; i++)
{
data[n] = result-data()[n];
data[n+1] = result-data()[n+1];
data[n+2] = result-data()[n+2];
data[n+3] = 1.0;
n+=4;
}

result-allocateImage(result-s(), result-t(), result-r(),
result-getPixelFormat(), result-getDataType());
result-setImage(result-s(), result-t(), result-r(),
result-getInternalTextureFormat(), result-getPixelFormat(),
result-getDataType(), data,  result-getAllocationMode());

return result;
}

Do you see anything strange in it ? because Image seems to be unValid...

Thanks Art, and anyone who can give me some advice/help

Regards,
Vincent.

2009/2/23 Art Tevs osgfo...@tevs.eu

 Hi Vincent,

 ah ok, you are not using RTT features. I would suggest to do so, because
 otherwise pixel which are outside of your viewport are undefined (in most
 case you will get the window boundaries too ;). With glReadPixels it can
 happen htat you even capture the mouse pointer, which is sometime not the
 thing you want, I suppose.

 Ok, I suppose you then have a proper parameters set to
 image-readPixels(..., GL_RGBA, ...); ?
 If you capture your pixel information directly from the framebuffer then
 you have to setup the framebuffer in the proper way. It should support alpha
 values too. Check if you setup the display settings properly, here
 osgViewer::View::getDisplaySettings(), you have to setup proper amount of
 alpha bits (i.e. 8).

 In general, I really propose to use FBO with RTT, otherwise you could even
 capture other windows which overlap with yours if you capture pixels
 directly from the framebuffer.

 cheers,
 art

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Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-23 Thread MEDARD Christophe
Here is the source code of the osgparticle example a bit modify to show the
issue with lighting.
The key is the lighting parameter of the setDefaultParameters() method.
I've created a box reacting both to ambient and diffuse to have a reference on
lighting conditions in the scene.

Diffuse lighting :
In fact, while playing a bit with this sample, it seems that the diffuse
lighting is taken into account when the lightsource is at 'one certain position
relative to the particles'. However, this one is unpredictable (there is no
normal per vertex set onto particles sprites, so how odd ?) and must surely vary
with the manner the particlesystem animation is set/implemented (emitters and
programs).

Ambient lighting :
If you set no diffuse light but an ambient in the scene the particles remain
unvariably black, unreacting to it.

If anybody has an idea of code modification to make it work. I'm highly
interested !
Again, just one of the two kind of lighting (diffuse or ambient) would be enough
for me to be happy !  ;)

Christophe


PS: I'm using myself customized PS subclasses (to ensure deterministic randoms,
and
other things) and a bit more complex lighting conditions model, but the problem
I notice 
must be same.

--- Message d'origine ---
 De : MEDARD Christophe christophe.med...@oktal.fr
 À : OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sujet : Re: [osg-users] Non emissive ParticleSystem and lighting
 Date : lun 23 fév 2009 09:56:12 CET
 
 Sukender's post lets me know I'm not the only one having the problem, so I
 must do things correctly.
 
 Sure, using the particles systems as emissive and changing on the run
 particles
 colors would work, but it's a pain (!). 
 Having a specific set of classes taking care of the internals of the particle
 behaviour should allow the programmer to let them live they life whatever the
 changing of conditions. Besides, it's what the interface leads to expect, the
 emissive and lighting boolean being free to take the 'false' value (actually
 I don't understand why it doesn't work - at least concerning the ambient -,
 since
 in the implementation everything seems to be done to enable LIGHTING onto the
 stateset... but I must be missing something).
 
 If useful, I'll try today to find some time to modify the simple sample code
 to show the problem.
 As I recall, the key is the lighting parameter, the emissive_particles ones
 allowing just to have an additive blend func on sprites...
 I'm using myself customized PS subclasses (to ensure deterministic randoms,
 and other things) and a bit more complex lighting conditions model, but the
 anomaly will be same.
 
 Christophe
 
 --- Message d'origine ---
  De : Robert Osfield robert.osfi...@gmail.com
  À : OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sujet : Re: [osg-users] Non emissive ParticleSystem and lighting
  Date : dim 22 fév 2009 11:41:45 CET
  
  Can't you change the particle colour to be appropriate for different
  times of day?
  
  Robert.
 

/* OpenSceneGraph example, osgparticle.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osgViewer/Viewer

#include osg/Group
#include osg/Geode
#include osg/ShapeDrawable
#include osg/MatrixTransform
#include osg/LightModel

#include osgParticle/Particle
#include osgParticle/ParticleSystem
#include osgParticle/ParticleSystemUpdater
#include osgParticle/ModularEmitter
#include osgParticle/ModularProgram
#include osgParticle/RandomRateCounter
#include osgParticle/SectorPlacer
#include osgParticle/RadialShooter
#include osgParticle/AccelOperator
#include osgParticle/FluidFrictionOperator



//
// CUSTOM OPERATOR CLASS
//

// This class demonstrates Operator subclassing. This way you can create
// custom operators to apply your motion effects to the particles. See docs
// for more details.
class VortexOperator: public osgParticle::Operator {
public:
VortexOperator() 
: osgParticle::Operator(), center_(0, 0, 0), axis_(0, 

Re: [osg-users] Defining NodeKit

2009-02-23 Thread Paul Martz
Cool. Jeremy, could you possibly write a couple lines that capture the
spirit and intent of osgWidget for inclusion in my revision? If so, thanks
in advance.
 
Here's the text I have so far, so you can get a feel for what I'm after:

NodeKits extend the concept of Node, Drawable, and StateAttribute objects,
and can be thought of as extensions to the osg library in core OSG. NodeKits
must do more than derive from an OSG class. They must also provide a dot OSG
wrapper (an OSG plugin to support reading from and writing to an .osg file).
As a result, a NodeKit is composed of two libraries: the NodeKit itself, and
a dot OSG wrapper plugin library.

OSG v2.8 has 10 NodeKits.

. The osgAnimation library TBD.

. The osgFX library-This NodeKit provides additional scene graph
nodes for rendering special effects, such as anisotropic lighting, bump
mapping, and cartoon shading.

. The osgManipulator library-This NodeKit contains several classes
for manipulating selected objects in the scene graph.

. The osgParticle library-This NodeKit provides particle-based
rendering effects, such as explosions, fire, and smoke.

. The osgShadow library-This NodeKit provides a framework for
supporting shadow rendering techniques.

. The osgSim library-This NodeKit supports the special rendering
requirements of simulation systems and OpenFlight databases, such as terrain
elevation query classes, light point nodes, and DOF transformation nodes.

. The osgTerrain library-This NodeKit provides support for rendering
height field data.

. The osgText library-This NodeKit is a powerful tool for adding
text to your scene. It fully supports all TrueType fonts.

. The osgVolume library TBD.

. The osgWidget library TBD.

In addition, the osgGA library provides a cross-platform interface to events
and input devices such as window resize, mouse button, mouse motion, and key
press events.

 
 
I appreciate your assistance with filling in the blank.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
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[osg-users] osgManipulator.AntiSquish

2009-02-23 Thread Lewis, Jonathan
Hi,
 
The behavior of osgManipulator::AntiSquish seems to have changed between
releases 2.6.1 and 2.8.0.  I'm not sure what is happening differently in
the matrix math, but you can see the result on the TabBoxDragger by
firing up the standard osgManipulator example.  The dragger's corner
tabs are no longer in the corners.
 
As a test I replaced the v2.8 AntiSquish node with the v2.6.1 AntiSquish
in the TabPlaneDragger, and things looked right again.
 
Btw, is this the right place to put a bug report like this?
 
Thanks,
-Jonathan Lewis
 
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Re: [osg-users] Precompile GL objects problems...

2009-02-23 Thread Robert Osfield
Hi Joakim.

On Mon, Feb 23, 2009 at 4:54 PM, Joakim Simonsson joa...@autosim.no wrote:
 Thanks for your advice!

 I looked in the osgViwer::Renderer code. And it seems that the entire
 sceneview is compiled in osgViewer::Renderer::compile().

 In my scenario, I first load a huge database. Then during the simulation, I
 load smaller objects and add them to my existing scene graph.

 I was just wondering if it is an overkill to compile the entire sceneview
 for each smaller object that I load during runtime. Wouldn't it be enough to
 only compile my added objects, before I add them to my existing scene graph?

Yes a complete recompile traversal will be done, but if objects are
already compiled they won't be compiled again.

If you do want to just compile you new elements then you could a a
custom GraphicsOperation to the GraphicsContext's GraphicsThread.
Another alternative would be to use a CompileContext to allow you to
compile the new subgraph asynchronously.  Finally you could look at
use the DatabasePager to load and precompile you data.

Robert.
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Re: [osg-users] Precompile GL objects problems...

2009-02-23 Thread Joakim Simonsson


On Mon, 23 Feb 2009 18:31:54 +0100, Robert Osfield  
robert.osfi...@gmail.com wrote:



Yes a complete recompile traversal will be done, but if objects are
already compiled they won't be compiled again.

If you do want to just compile you new elements then you could a a
custom GraphicsOperation to the GraphicsContext's GraphicsThread.
Another alternative would be to use a CompileContext to allow you to
compile the new subgraph asynchronously.  Finally you could look at
use the DatabasePager to load and precompile you data.


Thanks Robert!

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Re: [osg-users] Non emissive ParticleSystem and lighting

2009-02-23 Thread Robert Osfield
HI Christophe,

Thanks for the example.  I am not surprised that their are lighting
problems as particles don't have any unique normal, so there is no
point providing one.  A normal on a particle would only make sense if
you were simulating a planer particle, such as a chunk of armour
plating, for all other cases a single normal makes no sense, and
OpenGL vertex lighting will never produce an all round appropriate
behaviour.

I think the only way would could add some form of lighting sensitivity
into osgParticle would be have a pseudo lighting calculation done for
a whole ParicleSystem or perhaps individual Particle, this will come
up with a colour modulation of the particle that appears to take into
account diffuse and ambient colours in a way that makes sense.
Exactly how you'd want it to take account of the light source will
depend on the particle type.  For instance fire and exposion are
definitely something that is emissive, while smoke or debri style
particles would be something that  does take into account diffuse and
ambient lighting.  For best results I guess you'd even want to place a
light source at the center of an explosion.

Robert.

On Mon, Feb 23, 2009 at 5:13 PM, MEDARD Christophe
christophe.med...@oktal.fr wrote:
 Here is the source code of the osgparticle example a bit modify to show the
 issue with lighting.
 The key is the lighting parameter of the setDefaultParameters() method.
 I've created a box reacting both to ambient and diffuse to have a reference on
 lighting conditions in the scene.

 Diffuse lighting :
 In fact, while playing a bit with this sample, it seems that the diffuse
 lighting is taken into account when the lightsource is at 'one certain 
 position
 relative to the particles'. However, this one is unpredictable (there is no
 normal per vertex set onto particles sprites, so how odd ?) and must surely 
 vary
 with the manner the particlesystem animation is set/implemented (emitters and
 programs).

 Ambient lighting :
 If you set no diffuse light but an ambient in the scene the particles remain
 unvariably black, unreacting to it.

 If anybody has an idea of code modification to make it work. I'm highly
 interested !
 Again, just one of the two kind of lighting (diffuse or ambient) would be 
 enough
 for me to be happy !  ;)

 Christophe


 PS: I'm using myself customized PS subclasses (to ensure deterministic 
 randoms,
 and
 other things) and a bit more complex lighting conditions model, but the 
 problem
 I notice
 must be same.

 --- Message d'origine ---
 De : MEDARD Christophe christophe.med...@oktal.fr
 À : OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sujet : Re: [osg-users] Non emissive ParticleSystem and lighting
 Date : lun 23 fév 2009 09:56:12 CET

 Sukender's post lets me know I'm not the only one having the problem, so I
 must do things correctly.

 Sure, using the particles systems as emissive and changing on the run
 particles
 colors would work, but it's a pain (!).
 Having a specific set of classes taking care of the internals of the particle
 behaviour should allow the programmer to let them live they life whatever the
 changing of conditions. Besides, it's what the interface leads to expect, the
 emissive and lighting boolean being free to take the 'false' value (actually
 I don't understand why it doesn't work - at least concerning the ambient -,
 since
 in the implementation everything seems to be done to enable LIGHTING onto the
 stateset... but I must be missing something).

 If useful, I'll try today to find some time to modify the simple sample code
 to show the problem.
 As I recall, the key is the lighting parameter, the emissive_particles ones
 allowing just to have an additive blend func on sprites...
 I'm using myself customized PS subclasses (to ensure deterministic randoms,
 and other things) and a bit more complex lighting conditions model, but the
 anomaly will be same.

 Christophe

 --- Message d'origine ---
  De : Robert Osfield robert.osfi...@gmail.com
  À : OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sujet : Re: [osg-users] Non emissive ParticleSystem and lighting
  Date : dim 22 fév 2009 11:41:45 CET
 
  Can't you change the particle colour to be appropriate for different
  times of day?
 
  Robert.



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Re: [osg-users] Defining NodeKit

2009-02-23 Thread Cedric Pinson

Hi Paul,

I am a bit busy to help you right now to write on osgAnimation, you can 
find information about osgAnimation 
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation

It's not complete but will maybe help you to have an idea.

Cheers,
Cedric

Paul Martz wrote:
Cool. Jeremy, could you possibly write a couple lines that capture the 
spirit and intent of osgWidget for inclusion in my revision? If so, 
thanks in advance.

Here's the text I have so far, so you can get a feel for what I'm after:

NodeKits extend the concept of *Node,* *Drawable**,* and 
*StateAttribute* objects, and can be thought of as extensions to the 
osg library in core OSG. NodeKits must do more than derive from an OSG 
class. They must also provide a /dot OSG wrapper/ (an OSG plugin to 
support reading from and writing to an .osg file). As a result, a 
NodeKit is composed of two libraries: the NodeKit itself, and a dot 
OSG wrapper plugin library.


OSG v2.8 has 10 NodeKits.

· The osgAnimation library TBD.

· The osgFX library—This NodeKit provides additional scene graph nodes 
for rendering special effects, such as anisotropic lighting, bump 
mapping, and cartoon shading.


· The osgManipulator library—This NodeKit contains several classes for 
manipulating selected objects in the scene graph.


· The osgParticle library—This NodeKit provides particle-based 
rendering effects, such as explosions, fire, and smoke.


· The osgShadow library—This NodeKit provides a framework for 
supporting shadow rendering techniques.


· The osgSim library—This NodeKit supports the special rendering 
requirements of simulation systems and OpenFlight databases, such as 
terrain elevation query classes, light point nodes, and DOF 
transformation nodes.


· The osgTerrain library—This NodeKit provides support for rendering 
height field data.


· The osgText library—This NodeKit is a powerful tool for adding text 
to your scene. It fully supports all TrueType fonts.


· The osgVolume library TBD.

· The osgWidget library TBD.

In addition, the osgGA library provides a cross-platform interface to 
events and input devices such as window resize, mouse button, mouse 
motion, and key press events.


I appreciate your assistance with filling in the blank.
Paul Martz
*Skew Matrix Software LLC*
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466


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Re: [osg-users] osgManipulator.AntiSquish

2009-02-23 Thread Robert Osfield
Hi Jonathan,

This is correct place to report bugs.  I've just ran osgmanipulaor and
see the that tabs rendering is indeed wrong.  I have briefly looked at
the svn logs and haven't spotted the cause of this regression yet.
It's end of day here so I'll look into this tomorrow.

Robert.

On Mon, Feb 23, 2009 at 5:21 PM, Lewis, Jonathan
jle...@integrity-apps.com wrote:
 Hi,

 The behavior of osgManipulator::AntiSquish seems to have changed between
 releases 2.6.1 and 2.8.0.  I'm not sure what is happening differently in the
 matrix math, but you can see the result on the TabBoxDragger by firing up
 the standard osgManipulator example.  The dragger's corner tabs are no
 longer in the corners.

 As a test I replaced the v2.8 AntiSquish node with the v2.6.1 AntiSquish in
 the TabPlaneDragger, and things looked right again.

 Btw, is this the right place to put a bug report like this?

 Thanks,
 -Jonathan Lewis

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Re: [osg-users] Loading movie

2009-02-23 Thread Tanguy Fautre

Hi Robert,


I've uploaded the plugin sources, plus example application and FFmpeg Windows 
binaries (non-GPL) to the FTP.
The file name is osgFFmpeg_20090223.zip. It also contains a README file for 
further info.

I wished the code was a bit more readable, but this is a firt version. Also, 
FFmpeg API is not very clear in itself.

I'm not very happy with the current interface of the plugin, as it forces the 
user to do a dynamic_cast to access additional methods. I'm sure a better 
solution can be found (e.g. extending osg::ImageStream and/or adding an 
osg::AudioStream interface class?).

I've found some rare instances where the sound and the audio can get 
out-of-sync. This is probably the trickiest part of the plugin.

Anyway, have a look.

I have a bus to catch, otherwise I'll be stuck at the office. ;-)

Cheers,

T


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday 23 February 2009 15:20
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] Loading movie

Hi Tanguy,

On Mon, Feb 23, 2009 at 3:01 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 Talk about timing...

That's why it's always worth doing a syncronization step before coding :-)

 I've just got the green light from my boss.

Excellent news.  Means we all save some time, and we all can work on
improving the code base.

 Robert, is there a place where I could upload the current plugin 
 implementation, including an example app and the Windows compiled ffmpeg 
 libraries?

You could ftp them to the openscenegraph.org server, I could grab them
there and move the pre-compiled binaries to a publically accessible
place.

To log in to ftp on the server the user name is OSG, password OSG.

Cheers,
Robert.
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Re: [osg-users] osg swig: crashes with nvidia

2009-02-23 Thread Gerwin de Haan
Hi Mathias,

I recognize this type of error, but I thought I fixed this.
http://code.google.com/p/osgswig/issues/detail?id=17can=1
Could you pls follow the issue's comments and see if it helps you to
play with linking order or environment preloader settings?

Gerwin


On Mon, Feb 23, 2009 at 2:48 PM, Mathias Franzius
mathias.franz...@web.de wrote:
 Hi,
 I have a strange problem: when I compile osg 2.4 or 2.6 and osgswig on debian 
 etch
 everything works fine with intel, ati or mesa graphics but doing the same 
 thing on a
 virtually identical machine but with nvidia graphics (over a wide range of 
 versions)
 all I get is this as soon as I import osg in python:

 *** glibc detected *** free(): invalid pointer: 0xb7cd8674 ***
 Aborted

 Anyone got an idea what's going on here? It seems to be unrelated to direct 
 rendering, as this is enabled on both the ati and nvidia machines.

 Thx!
   Mathias


 PS:
 libc6 version 2.3.6.ds1-13etch7
 SWIG Version 1.3.38
 osgswig version: last week's svn checkout
 cmake version 2.4-patch 5
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[osg-users] Problems with VPB and DTED data.

2009-02-23 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
It seems that VPB (SVN revision 953) won't accept DTED data.  Looking at
the VPB code, VPB gets a list of GDAL supported extensions (and adds a
few that GDAL doesn't report).  Looking at GDAL, it fails to report the
DTED extensions (.dt0, .dt1, .dt2) via the
GetMetadataItem(DMD_EXTENSIONS) method.  The result is VPB reports that
DTED files are not supported.  I don't know if the fix belongs in GDAL
or VPB, but as a quick work-around add the following lines to the end of
the VPB System constructor (src/vpb/System.cpp):

addSupportedExtension(dt0, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 0);
addSupportedExtension(dt1, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 1);
addSupportedExtension(dt2, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 2);

Ken.
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[osg-users] [osgPPU] v0.4 tagged (to be used with osg 2.8)

2009-02-23 Thread Art Tevs
Hi folks,

i've just tagged v0.4 of osgPPU (post processing NodeKit for OpenSceneGraph). 
The new version does support:
- full support for osg 2.8
- New Modules: 
   -- UnitInOutModule processing units can now be loaded from .so/.dll modules
   -- UnitCamera - bring additional cameras into the osgppu pipeline (usefull 
for multiple cameras being processed by osgPPU)

- deprecated class Shader removed (use ShaderAttribute instead)
- small build fixes (changed Cmake files)
- examples do build now with osgppu_ prefix
- support for .so version build extensions (i.e. libosgPPU.so.0.4.0)
- new examples:
   -- ssao - simple screen space ambient occlusion
   -- glow - simple example shows how to use osgPPU to let certain objects glow)
   -- cuda - shows how to compile and use CUDA kernels together in ppu pipeline
   -- CUDA support - bring cuda kernels into osgPPU pipeline, by loading 
CUDA-kernel through UnitInOutModule unit (CUDA kernels has to be compiled 
externally into an .so/.dll file)

- full support for NodeKit definition ;)

Take a look, if you are interested.

Best regards,
Art

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[osg-users] basic terrain querstions

2009-02-23 Thread Christian Sam
hi

i would like to get a better understanding of osg's various possibilities in 
terrain-visualization. currently i'm using osggis/virtualplanetbuilder to 
display georeferenced, common gis rasterfiles which work wonderful. but as an 
osg-newbie i also would like to know what are the approaches of basic terrain 
handling of osggis' underlying osg.

what i know/suppose so far:

* according to the osgforest example, the most basic method seems to be using 
osg::Geometry, attach a vertex-/texturecoord array and draw as indiced 
DrawElement primitiveset.

* the other possibility seems to be osg:HeightField, which is less code than 
the above one, as well i can omit texturecoordinates (at least according to the 
example) because of its regular grid characteristic.



what i would like to know:

* are these assumptions right?

* are there other terrain related possibilities?

* i also have read about osgTerrain, but when i start the osgterrain example 
with an osgdem (--TERRAIN) generated dataset: osgterrain.exe 
boston-sample\terrain\out.ive i get the following message: No model created, 
please specify terrain or master file on command line, so till yet i haven't 
got an impression what osgTerrain actually is/does. 
actually it is more important for me to get some information about osgTerrain 
itself, than to get this example running - but if it happens that someone knows 
why that application doesn't work it's okay too ;-) 

* is there an easy way or example on how to load terrain vertices from a dumb 
raster file (heightmap, like you use in many 3d modelling programs) directly to 
osg (without osgdem preparation)?


thanks in advance,
christian

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Re: [osg-users] basic terrain querstions

2009-02-23 Thread Jason Beverage
Hi Christian,

If you're looking for a way to view terrain data on the fly without VPB
preparation, you can check out osgEarth at http://www.osgearth.org.  It has
a GDAL driver that should read your raster files and display them on the
fly.

Thanks!

Jason

On Mon, Feb 23, 2009 at 2:27 PM, Christian Sam osgfo...@tevs.eu wrote:

 hi

 i would like to get a better understanding of osg's various possibilities
 in terrain-visualization. currently i'm using osggis/virtualplanetbuilder to
 display georeferenced, common gis rasterfiles which work wonderful. but as
 an osg-newbie i also would like to know what are the approaches of basic
 terrain handling of osggis' underlying osg.

 what i know/suppose so far:

 * according to the osgforest example, the most basic method seems to be
 using osg::Geometry, attach a vertex-/texturecoord array and draw as indiced
 DrawElement primitiveset.

 * the other possibility seems to be osg:HeightField, which is less code
 than the above one, as well i can omit texturecoordinates (at least
 according to the example) because of its regular grid characteristic.



 what i would like to know:

 * are these assumptions right?

 * are there other terrain related possibilities?

 * i also have read about osgTerrain, but when i start the osgterrain
 example with an osgdem (--TERRAIN) generated dataset: osgterrain.exe
 boston-sample\terrain\out.ive i get the following message: No model
 created, please specify terrain or master file on command line, so till yet
 i haven't got an impression what osgTerrain actually is/does.
 actually it is more important for me to get some information about
 osgTerrain itself, than to get this example running - but if it happens that
 someone knows why that application doesn't work it's okay too ;-)

 * is there an easy way or example on how to load terrain vertices from a
 dumb raster file (heightmap, like you use in many 3d modelling programs)
 directly to osg (without osgdem preparation)?


 thanks in advance,
 christian

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Re: [osg-users] Trac menu

2009-02-23 Thread Art Tevs
Sorry guys, I again push up this topic.

There is currently some right/access problems on the trac page. Registered 
users are not able to add CommunityNews or to do anything with the Blog. 
Robert, you know that already. However, it seems that Jose Luis overseen this 
thread.

Robert, could you point him again on this issue? Or are there some extra things 
one need to do to be able to post to community news or to the blog?

cheers,
art

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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Art Tevs
Hi Vincent,

from your code, I do not see what could be wrong there. Maybe try no to copy 
the image, but to change the given image directly. However, maybe I oversee 
something...

Is your returned result or just don't have valid data in it? Try to play with 
the for-loop, so to just create the resulting image with only green color for 
example and to see what happens. It could be that there is a problem with the 
input image...

regards,
art

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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Paul Speed



Vincent Bourdier wrote:
[snip]

data[n+3] = 1.0;


This isn't your problem with the image not saving but I think it will 
hit you eventually.  data is a char array and you are setting a float. 
I think you really want to be setting 0xff or 255.


-Paul

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[osg-users] VPB and imagery without filename extensions.

2009-02-23 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
A lot of the imagery data we use is in ENVI's native format. GDAL does
support it and it has worked in previous versions of Virtual Planet
Builder. It now fails with the current SVN head (953) because the data
doesn't use a filename extension.  Typically the ENVI format is composed
of two files (sample.hdr and sample, for example).  One file has the
projection and image info, the other is just the raw data.  All the gdal
commands want the file without the extension as the argument.
Previously, this was not an issue with VPB, but the new method of
checking filename extensions on input files is causing problems.  Since
there is no extension to add to VPB's list, may I suggest a flag for VPB
to tell it not to do the filename extensions checking?

Ken.


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Re: [osg-users] ANN: OSG Training in Washington DC

2009-02-23 Thread Paul Martz
Hello all -- Is anyone intending to sign up for this training that hasn't
done so yet? At this point, we're inclined to cancel the first day Intro
course due to low attendance. The Intermediate and Terrain courses will
proceed as scheduled.
 
If you intend to register for the Introduction to OSG course, please do so
immediately and notify me by direct email, thanks.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, January 21, 2009 7:14 PM
To: 'OpenSceneGraph Users'
Subject: [osg-users] ANN: OSG Training in Washington DC


Hi all -- I'm pleased to announce that registration is now open for our next
public OSG training course, to be held in Washington DC, March 9-12, 2009.
 
To view course information and register online, please visit:
 http://www.skew-matrix.com/training.html
http://www.skew-matrix.com/training.html
 
Register before February 9 for all three courses and receive a $440
discount!
 
Hope to see you in DC.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
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[osg-users] Packaging distribution under Windows

2009-02-23 Thread Sukender
Hi all Windows users (and others too, I'm not doing discrimination ;) ),

Under Linux ( co), packages can have dependencies. Under Windows, we're far to 
have such an easy system.
Question is: how could we redistribute efficiently the OSG binaries (I mean 
when not linking statically) alongside our apps?

Here are my suggestions, please share your thoughts.
1. Manually copy the DLLs in the app's dir. That becomes a pain if you select 
each DLL by hand, and you may have multiple copies for each app.
2. Say to the user (s)he must download the OSG binaires. Not very user 
firendly, IMO.
3. Create a nice installer that contains the OSG packages. Thus the installer 
become obese since we don't need all the DLLs...
4. Create a nice installer that contains partial packages. Not very clean to 
begin splitting packages I think.
5. Create a nice installer that will download packages on the web. Nice, but 
what about installing on a machine that has no connection? Should we provide 
both online and offline installers?

And about installers... Should we copy the DLLs to the system dir? What about 
Vista and its strange policies about having access to system dirs (I simply 
stayed under XP :D )?

Thank you!

PS: It seems I'm going to have an installer (or such) ten times bigger than my 
app... (sigh)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Packaging distribution under Windows

2009-02-23 Thread Philip Taylor
My 2p worth...

Since you are considering only a MSVS environment, it looks far more
professional to have something like InstallShield. Creating it would seem to
be a relatively trivial task (when I watched someone else create one using a
VS 2003 InstallShield wizard in about 15 seconds). The only fly in the
ointment is deciding on a version that supports VS 7 (2003), 8 (2005) and 9
(2008).

As to online and offline installers, I would go for offline everytime
because I have worked on simulator sites that will never be connected to the
internet. It also means that come the fateful day when the hard disk dies,
the complete install is available from a local security backup rather than
relying on a hosting website to still be holding the exact version required
to restore the system. (This is a long term support issue - when was the
last time you tried to buy a 40MB Winchester hard disk??!! -- oops age
showing)

PhilT


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Sukender
Sent: 23 February 2009 23:51
To: OpenSceneGraph Users
Subject: [osg-users] Packaging distribution under Windows


Hi all Windows users (and others too, I'm not doing discrimination ;) ),

Under Linux ( co), packages can have dependencies. Under Windows, we're far
to have such an easy system.
Question is: how could we redistribute efficiently the OSG binaries (I mean
when not linking statically) alongside our apps?

Here are my suggestions, please share your thoughts.
1. Manually copy the DLLs in the app's dir. That becomes a pain if you
select each DLL by hand, and you may have multiple copies for each app.
2. Say to the user (s)he must download the OSG binaires. Not very user
firendly, IMO.
3. Create a nice installer that contains the OSG packages. Thus the
installer become obese since we don't need all the DLLs...
4. Create a nice installer that contains partial packages. Not very clean
to begin splitting packages I think.
5. Create a nice installer that will download packages on the web. Nice, but
what about installing on a machine that has no connection? Should we provide
both online and offline installers?

And about installers... Should we copy the DLLs to the system dir? What
about Vista and its strange policies about having access to system dirs (I
simply stayed under XP :D )?

Thank you!

PS: It seems I'm going to have an installer (or such) ten times bigger than
my app... (sigh)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Packaging distribution under Windows

2009-02-23 Thread Philip Lowman
On Mon, Feb 23, 2009 at 6:51 PM, Sukender suky0...@free.fr wrote:

 Hi all Windows users (and others too, I'm not doing discrimination ;) ),

 Under Linux ( co), packages can have dependencies. Under Windows, we're
 far to have such an easy system.
 Question is: how could we redistribute efficiently the OSG binaries (I mean
 when not linking statically) alongside our apps?

 Here are my suggestions, please share your thoughts.
 1. Manually copy the DLLs in the app's dir. That becomes a pain if you
 select each DLL by hand, and you may have multiple copies for each app.
 2. Say to the user (s)he must download the OSG binaires. Not very user
 firendly, IMO.
 3. Create a nice installer that contains the OSG packages. Thus the
 installer become obese since we don't need all the DLLs...
 4. Create a nice installer that contains partial packages. Not very clean
 to begin splitting packages I think.
 5. Create a nice installer that will download packages on the web. Nice,
 but what about installing on a machine that has no connection? Should we
 provide both online and offline installers?


I'm starting a project called CMakePorts that aims to solve some of these
goals.  The goal would be to build many of the popular dependent libraries
as part of the OSG and then since they would be make installed they could
simply be picked up by CPack (and/or any installer someone might choose to
contribute).

http://code.google.com/p/cmakeports/wiki/CMakePortsPlan

It's obviously still in the planning phase right now though.


 And about installers... Should we copy the DLLs to the system dir? What
 about Vista and its strange policies about having access to system dirs (I
 simply stayed under XP :D )?


Assuming you want an application to be used by non-administrators and
non-power users (certainly the case with the OSG, IMHO) you're always going
to want the DLLs to at least be available alongside the .EXE files as an
option in the installer.

-- 
Philip Lowman
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[osg-users] CMake 2.6.3 brings easier OSG integration out-of-the-box

2009-02-23 Thread Philip Lowman
The release of CMake 2.6.3 includes a new find module which makes using the
OSG from within a project of your own much easier to do.  There is also
version support available should you want to specify the minimum (or exact)
version of the OSG that is needed to build your project.

Here's a 6 line hello world example.  Replace foo.cpp with the OSG app of
your choice and modify the find_package() line to contain the list of
nodekits/libraries you require.

CMakeLists.txt:
=
project(Foo)
cmake_minimum_required(VERSION 2.6.3)

find_package(OpenSceneGraph 2.8.0 REQUIRED osgUtil osgDB
osgWhateverNodekitsYouNeed)

include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
add_executable(foo foo.cpp)
target_link_libraries(foo ${OPENSCENEGRAPH_LIBRARIES})
==

If you need to set cmake_minimum_required to less than 2.6.3 please see the
documentation for FindOpenSceneGraph.cmake as you will need to copy a few
files from the 2.6.3 release of CMake into your CMake module path.

-- 
Philip Lowman
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Re: [osg-users] Problems with VPB and DTED data.

2009-02-23 Thread J.P. Delport

Hi,

what OS are you using? What version of GDAL? On Linux I've not had a 
problem reading .dt? files.


jp

Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW wrote:

It seems that VPB (SVN revision 953) won't accept DTED data.  Looking at
the VPB code, VPB gets a list of GDAL supported extensions (and adds a
few that GDAL doesn't report).  Looking at GDAL, it fails to report the
DTED extensions (.dt0, .dt1, .dt2) via the
GetMetadataItem(DMD_EXTENSIONS) method.  The result is VPB reports that
DTED files are not supported.  I don't know if the fix belongs in GDAL
or VPB, but as a quick work-around add the following lines to the end of
the VPB System constructor (src/vpb/System.cpp):

addSupportedExtension(dt0, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 0);
addSupportedExtension(dt1, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 1);
addSupportedExtension(dt2, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 2);

Ken.
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Re: [osg-users] Loading movie

2009-02-23 Thread J.P. Delport

Hi,

Robert Osfield wrote:

Hi J.P,

On Mon, Feb 23, 2009 at 1:49 PM, J.P. Delport jpdelp...@csir.co.za wrote:

I must admit I had no idea how long something like this would take :/

It is in progress is all I can say. It is something quite new at our company
and there is no existing process. It is hard to convince people that open
sourcing != giving away secrets/whatever.


No problem.  Can I pick your brains on ffmpeg integration?

A quick search for tutorials on ffmpeg came up with:

   http://www.dranger.com/ffmpeg/tutorial01.html

Which seems like a pretty decent place to start.  Looks like it'll be
quite straight forward.  Did you use a particular example/tutorial for
inspiration?


I looked at this and also the simple example that comes with the source 
distribution.


jp



Robert.

Robert.
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Re: [osg-users] Loading movie

2009-02-23 Thread J.P. Delport

Hi,

Robert Osfield wrote:

Hi Tanguy,

On Mon, Feb 23, 2009 at 3:01 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:

Talk about timing...


That's why it's always worth doing a syncronization step before coding :-)


I've just got the green light from my boss.


Excellent news.  Means we all save some time, and we all can work on
improving the code base.


I suggest you use Tanguy's implementation. I'd help where I can.

Our code is not a plugin in the OSG sense, but is part of a framework 
for doing image processing with OSG. I'm trying to get the whole 
framework released. There might be some existing parts of the framework 
we can later include, e.g. movie writing.


jp

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Re: [osg-users] Loading movie

2009-02-23 Thread J.P. Delport

Hi Tanguy, Robert,

Tanguy Fautre wrote:

Hi Robert,


I've uploaded the plugin sources, plus example application and FFmpeg
Windows binaries (non-GPL) to the FTP. 


When you say non-GPL what do you mean?

I've done some research into the whole FFmpeg GPL vs LGPL issues, since 
I would like to release our code under LGPL. It is quite easy to build 
LGPL versions of ffmpeg on Debian/Ubuntu. The standard packages contain 
GPL code.


If you would like to know the gory details, let me know.

jp


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Re: [osg-users] Problems with VPB and DTED data.

2009-02-23 Thread J.P. Delport

Hi,

must admit I have not tried the latest OSG version, maybe it's a change 
in OSG and not VPB?


jp

J.P. Delport wrote:

Hi,

what OS are you using? What version of GDAL? On Linux I've not had a 
problem reading .dt? files.


jp

Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW wrote:

It seems that VPB (SVN revision 953) won't accept DTED data.  Looking at
the VPB code, VPB gets a list of GDAL supported extensions (and adds a
few that GDAL doesn't report).  Looking at GDAL, it fails to report the
DTED extensions (.dt0, .dt1, .dt2) via the
GetMetadataItem(DMD_EXTENSIONS) method.  The result is VPB reports that
DTED files are not supported.  I don't know if the fix belongs in GDAL
or VPB, but as a quick work-around add the following lines to the end of
the VPB System constructor (src/vpb/System.cpp):

addSupportedExtension(dt0, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 0);
addSupportedExtension(dt1, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 1);
addSupportedExtension(dt2, Source::IMAGE | Source::HEIGHT_FIELD, DTED
Level 2);

Ken.
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[osg-users] VPB trac site

2009-02-23 Thread J.P. Delport

Hi,

I can't view the VPB Timeline any more.

First error is:
Error: Forbidden
TIMELINE_VIEW privileges are required to perform this operation

When I try to login, I get:
Trac Error
Authentication information not available. Please refer to the 
installation documentation.


regards
jp

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Re: [osg-users] osg Image and PNG writer

2009-02-23 Thread Vincent Bourdier
Hi Paul

Nice observation ! I was a little bit tired yesterday evening I think... it
is better with 0 to 255 values...

Art, the code is good if at the end I just do a
result-setImage(result-s(), result-t(), result-r(),
result-getInternalTextureFormat(), result-getPixelFormat(),
result-getDataType(), data,  result-getAllocationMode());
( and no the whole allocation)

Thanks for your help, I can now save png files with alpha channel :-)

Regards,
   Vincent.


2009/2/23 Paul Speed psp...@progeeks.com



 Vincent Bourdier wrote:
 [snip]

data[n+3] = 1.0;


 This isn't your problem with the image not saving but I think it will hit
 you eventually.  data is a char array and you are setting a float. I think
 you really want to be setting 0xff or 255.

 -Paul


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