Re: [osg-users] VirtualProgram - making programmable pipeline lessfixed

2009-05-12 Thread Robert Osfield
Hi Wojtek,

On Mon, May 11, 2009 at 10:06 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
 Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to add
 changes that Robert made and maybe will create more advanced example.

I've made more changes this morning :-)

First up I've moved the State::getAttributeVec() into the public
section along with the associated typedefs.  This is now checked into
svn/trunk.  Just in case you want to compile against other versions of
OSG, the version numbers are also updated in svn/trunk so now read
2.9.5 in prep for the next dev release.

Changed file is attached.

Once you are happy with this example how do you feel about it being
included as an OSG example?  It could then live on as a test bed for
this type of functionality in prep for introducing something similar
for doing shader composite into the core OSG later down the line.

Robert.

#includeosg/Shader
#includeosg/Program
#includeosg/State
#includeosg/Notify
#includecassert

#includeVirtualProgram.h

using namespace osg;

#define MERGE_SHADERS 0

namespace osgExt {


osg::Shader * VirtualProgram::getShader
( const std::string  shaderSemantic, osg::Shader::Type type )
{
ShaderMap::key_type key( shaderSemantic, type );

return _shaderMap[ key ].get();
}

osg::Shader * VirtualProgram::setShader
( const std::string  shaderSemantic, osg::Shader * shader )
{
if( shader-getType() == osg::Shader::UNDEFINED ) 
return NULL;

ShaderMap::key_type key( shaderSemantic, shader-getType() );

ref_ptr osg::ShadershaderNew = shader;
ref_ptr osg::Shader   shaderCurrent = _shaderMap[ key ];

//shaderNew-setName( shaderSemantic );

if( shaderCurrent != shaderNew ) {
#if 0
   if( shaderCurrent.valid() )
   Program::removeShader( shaderCurrent.get() );

   if( shaderNew.valid() )
   Program::addShader( shaderNew.get() );
#endif
   shaderCurrent = shaderNew;
}

return shaderCurrent;
}

void VirtualProgram::apply( osg::State  state ) const
{
State::AttributeVec *av = state.getAttributeVec(this);

std::ostream os  = osg::notify( osg::INFO );

os  VirtualProgram cumulate Begin  std::endl;

ShaderMap shaderMap;
for( State::AttributeVec::iterator i = av-begin(); i != av-end(); ++i )
{
const osg::StateAttribute * sa = i-first;
const VirtualProgram * effect = dynamic_cast const VirtualProgram *( sa );
if( effect  ( effect-_mask  _mask ) ) {

os  VirtualProgram cumulate [ effect-getName()  ] apply  std::endl;

   for( ShaderMap::const_iterator i = effect-_shaderMap.begin();
   i != effect-_shaderMap.end(); ++i )
shaderMap[ i-first ] = i-second;

} else {
os  VirtualProgram cumulate ( effect from other space or not an effect ) ignore  std::endl;

continue; // ignore osg::Programs
}
}

for( ShaderMap::const_iterator i = this-_shaderMap.begin();
   i != this-_shaderMap.end(); ++i )
shaderMap[ i-first ] = i-second;

os  VirtualProgram cumulate End  std::endl;

if( shaderMap.size() ) {

ShaderList sl;
for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i )
sl.push_back( i-second );

osg::ref_ptr osg::Program   program = _programMap[ sl ];

if( !program.valid() ) {
program = new osg::Program;
#if !MERGE_SHADERS
for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
program-addShader( i-get() );
#else
std::string strFragment;
std::string strVertex;

for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
{
if( i-get()-getType() == osg::Shader::FRAGMENT )
strFragment += i-get()-getShaderSource();
else
strVertex += i-get()-getShaderSource();
}

if( strFragment.length()  0 ) {
program-addShader( new osg::Shader( osg::Shader::FRAGMENT, strFragment ) );
}

if( strVertex.length()  0  ) {
program-addShader( new osg::Shader( osg::Shader::VERTEX, strVertex ) );
}
#endif
}

#if !MERGE_SHADERS
assert( program-getNumShaders() == sl.size() );
#endif
program-apply( state );
} else {
Program::apply( state );
  

Re: [osg-users] txp database issue

2009-05-12 Thread Robert Osfield
HI Steve,

I'm afraid I can't give you an answers, I don't have your txp database
to test against, and I haven't ever seen this problem first hand.
Perhaps others in the community will have seen something similar and
may be able to help.

What I can say is that it'd be very useful for others if you provide
more information about your OSG version/OS/Graphics Card/Compiler
version/Compile build type.

Robert.


On Mon, May 11, 2009 at 9:54 PM, Stephan Posch spo...@gmail.com wrote:
 Hey everyone,

 I've been running into an issue with txp databases.  The problem is that 
 after running for a while the LODs start switching in and out rapidly like 
 the pager can't choose which ones to use.  Even when staying still in the 
 scene the LODs continue to switch.  It drops framerate down to around 6.0 Hz 
 and the statistics show somewhere between 100-150 ms times for GPU operations 
 (update/draw/cull all look normal).

 I can't really say what exactly triggers it because the timing of it seems to 
 be somewhat random.  Though it does seem to occur when externally referenced 
 models in the DB have been paged out/in multiple times.  In addition, the 
 highest LOD textures eventually lose all data and go all white.

 Any insight would be helpful and much appreciated!

 Thanks,

 Steve P.

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Re: [osg-users] how to get a city's image data?

2009-05-12 Thread Ümit Uzun
Hi Forest;

You can download elevation Dem files and textures from
http://seamless.usgs.gov/index.php easily.
Or
http://geoengine.nga.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.html

Regards.

2009/5/12 forest fores...@163.com

 hi all
   I want to use vpb to build a terrain and I have got the digital
 elevation data from

 ftp://ftp.glcf.umiacs.umd.edu/glcf/SRTM/Degree_Tiles/

 Now I want to find some corresponding texture image data for free, where
 can I get them?

  Thanks in advance.



 best regards

 forest

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Re: [osg-users] Web 3D opensource solution by Google ?

2009-05-12 Thread Robert Osfield
On Mon, May 11, 2009 at 9:22 PM, Paul Martz pma...@skew-matrix.com wrote:
 This is interesting if, for no other reason, the fact that the work is
 taking place just a few kilometers away from where I live and work. This is
 the SketchUp office in Boulder, Colorado, if I understand correctly.

Ooo that's where I might of ended up working then ;-)

A few years back I had a peculiar invite from google's HR for me to
apply for a job, but without any actual job description never
followed it up, too happy living somewhere as beautiful as the
Trossachs, but hey Boulder ain't too far from the mountains so perhaps
it wouldn't been too much of hardship :-)

 Given the long history of failed 3D web standards, I don't envy anyone
 working on this project. Nothing worse than working on something that has a
 proven track record of non-acceptance in the developer community. I hope
 they can overcome the shadow of the past. Looks like interesting stuff so
 far.

3D web has always been hyped as the next best thing...  never to take off.

It's interesting that they have gone for a lower level API centric
approach rather than a something based on a database format.  But if
it's so low level then why not just role your own plugin...

If one did expose something as powerful as the OSG with JavaScript it
would be an interesting comparison.  Both API centric, but one with
lots of art part support, threading, lots of high level effects etc,
but relatively big and complex with it and the other well... none of
those things.

Robert.
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Re: [osg-users] osgWidget's Window's _index problem

2009-05-12 Thread Mattias Helsing
Hello Fajran,

Great start with trying to fix a bug you found, but
wrong/deprecated/unknwn submission protocol version ;-) Read:

http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol

In short: 1.subscribe to osg-submissions ML 2. Send whole files (no
diffs) to osg-submissions

cheers
Mattias

On 5/11/09, Fajran Iman Rusadi faj...@gmail.com wrote:
 On Mon, May 11, 2009 at 13:12, Fajran Iman Rusadi faj...@gmail.com wrote:

 After I investigated further, seems WindowManager tries to assign an
 _index to Window. This index should corresponds with the index in the
 Group's _children. The problem arises when I delete any Window but the
 last one, because the Window's _index is disrupted since I found no
 _index rearrangement (cmiiw).


 I made a small patch for this problem. Hopefully it addresses the
 problem correctly. At least in my case, the problem is gone.


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Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-12 Thread J.P. Delport

Hi,

Christian Sam wrote:

Hi,

okay, now i think i understand you. first step: construct the roof in 
conjunction with a normalarray that defines normals for as much as complete 
faces as possible. for the remaining ones, construct further primitives, which 
overlap the faces where the right normals weren't defined till yet.

[Image: http://www.spatiality.at/osg/roof2.jpg ]

was this the way you meant?


For the first line/row in your picture I would actually just make a 
single primitive with GL_TRIANGLES instead of triangle strip (there are 
no shared vertices here anyway). There is also no need to draw the two 
faces (top and bottom of the figure) if no normals are defined yet.


jp



Cheers,
Christian

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Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-12 Thread J.P. Delport

Hi,

Christian Sam wrote:

Hi J.P.

Thank you for taking the time in helping me. i have two questions
regarding your recommendations.



I think most people would nowadays advise to just specify normals
per vertex and not try to use normals per face (slow path).



- does this mean: if a normals-indexarray hasn't the same amount of
entries like the vertex-indexarray (like in the case i'm planning to
do) the rendering will be done with glBegin/glEnd calls instead of
the faster alternatives (displaylists, indexed arrays, etc.)

- i have never heard the phrase slow path, but this does not sounds
good ;-) does this mean the consequences mentioned above?

yes and yes, graphics cards are good at eating attributes per vertex. If 
 you do a search for slow path here


http://news.gmane.org/gmane.comp.graphics.openscenegraph.user

you'll find some discussions.

jp




E.g. primitive 1 = vertex_array_shared + normal_array1 +
drawelements primitive 2 = vertex_array_shared + normal_array2 +
drawelements




i' m a opengl/osg beginner, so i hope i got you right - you mean that
instead of defining one primitive (triangle_strip, drawElements) that
defines a roof-geometry, i define several primitives (triangle_strip,
drawElements) with same vertices and indices, but different assigned
normalarrays) for the same roof-geometry. (there would still be a
need of normals array 3, for the normals of vertex 4 and 5, pointing
north) this will result in two exact overlying, seperate
triangle_strips so no difference will be noticed, [Image:
http://www.spatiality.at/osg/roof.jpg ]

but wouldn't their faces z-fighting?

Best regards, christian sam

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Re: [osg-users] osgWidget's Window's _index problem

2009-05-12 Thread Fajran Iman Rusadi
On Tue, May 12, 2009 at 08:42, Mattias Helsing helsin...@gmail.com wrote:
 Hello Fajran,

 Great start with trying to fix a bug you found, but
 wrong/deprecated/unknwn submission protocol version ;-) Read:

sorry for that. I didn't know that.
I'll resubmit this following the procedure :-)

thanks!

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Re: [osg-users] Web 3D opensource solution by Google ?

2009-05-12 Thread Marco Gualdrini


Il giorno 12/mag/09, alle ore 05:11, Chris 'Xenon' Hanson ha scritto:



  BTW, I'm interested in the OSG browser integration too, for some  
back-burner projects of

mine. Weren't there some smart Italians that had solved this already?


Yep.
Look here:
http://3d.cineca.it/storage/demo_vrome_ajax/osg4web.html

The project is called OSG4Web and I think that Luigi Calori who  
follows this list has already spoke about it in the last months.

Have a look at the link, it's really a VERY GOOD work.

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Re: [osg-users] VirtualProgram - making programmable pipelinelessfixed

2009-05-12 Thread Wojciech Lewandowski

Thanks, Robert,

Well, I am happy with this simple example. I don't think I want change much 
here. Of course I will modify VirtualProgram to use State::getAttributeVec() 
directly. I will also replace all effect words to virtualProgram 
(VirtualProgram started as Effect class it was later refactored to 
VirtualProgram). I am sure you may want to add some formal modifications as 
well.


I thought about creating more elaborate example but maybe we could do both. 
We may start with this one and later this week I will post more advanced one 
?

What do you think ?

Wojtek


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

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, May 12, 2009 8:12 AM
Subject: Re: [osg-users] VirtualProgram - making programmable 
pipelinelessfixed




Hi Wojtek,

On Mon, May 11, 2009 at 10:06 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to 
add

changes that Robert made and maybe will create more advanced example.


I've made more changes this morning :-)

First up I've moved the State::getAttributeVec() into the public
section along with the associated typedefs.  This is now checked into
svn/trunk.  Just in case you want to compile against other versions of
OSG, the version numbers are also updated in svn/trunk so now read
2.9.5 in prep for the next dev release.

Changed file is attached.

Once you are happy with this example how do you feel about it being
included as an OSG example?  It could then live on as a test bed for
this type of functionality in prep for introducing something similar
for doing shader composite into the core OSG later down the line.

Robert.








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Re: [osg-users] VirtualProgram - making programmable pipelinelessfixed

2009-05-12 Thread Robert Osfield
Hi Wojtek,

On Tue, May 12, 2009 at 9:19 AM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
 Thanks, Robert,

 Well, I am happy with this simple example. I don't think I want change much
 here. Of course I will modify VirtualProgram to use State::getAttributeVec()
 directly. I will also replace all effect words to virtualProgram
 (VirtualProgram started as Effect class it was later refactored to
 VirtualProgram). I am sure you may want to add some formal modifications as
 well.

 I thought about creating more elaborate example but maybe we could do both.
 We may start with this one and later this week I will post more advanced one
 ?
 What do you think ?

Start simple and build more complex things as they start
consolidating.  When you're ready just send me the version you'd like
integrated.

Cheers,
Robert.
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Re: [osg-users] Geodes VS Shaders

2009-05-12 Thread Maxime BOUCHER
Thus, the question remains...

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[osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim
Hello 
 
Iam running my program with the option --stereo and the stereo seems to work 
fine in the screen but i can not get my nvidia glass to start working with it 
can any one help me ?


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Re: [osg-users] how to get a city's image data?

2009-05-12 Thread J.P. Delport

See also

http://www.vterrain.org/Imagery/sources.html

forest wrote:

hi all
  I want to use vpb to build a terrain and I have got the digital 
elevation data from


ftp://ftp.glcf.umiacs.umd.edu/glcf/SRTM/Degree_Tiles/

Now I want to find some corresponding texture image data for free, where 
can I get them?


 Thanks in advance.

 


best regards

forest




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Re: [osg-users] Geodes VS Shaders

2009-05-12 Thread Robert Osfield
On Tue, May 12, 2009 at 9:43 AM, Maxime BOUCHER m.boucher...@gmail.com wrote:
 Thus, the question remains...

If I understood your email I might have been able to answer it.
Please review the examples that use TexGenNode by doing a search of
the OSG sources, this will help you much more than me trying to
understand what you mean.
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Re: [osg-users] Stereo Problem

2009-05-12 Thread Robert Osfield
Hi Ibrahim? Olfat?  Could you sign with your first name so we know how
to address you, thanks,

On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote:
 Hello

 Iam running my program with the option --stereo and the stereo seems to work
 fine in the screen but i can not get my nvidia glass to start working with
 it can any one help me ?

By default the OSG will use anaglyphic stereo when you enable stereo,
but it also supports a range of other stereo options.  For shutter
glasses you'll probably just need to request quad buffer stereo via:

 osgviewer cow.osg --stereo QUAD_BUFFER

For more command line details run

  osgviewer --help

And via env vars:

  osgviewer --help-env

Programatically you can enable stereo via osg::DisplaySettings (the
above command line options and env vars just set it.) See the
osgstreoimage example for an example of programmatically enabling
stereo.

There is a big but... and that's does you graphics card/OpenGL driver
support quad buffer stereo.  I can't answer this as you've provide no
info w.r.t hardware/drivers you are using.  For NVidia it's just their
Quadro line that supports quad buffer stereo.

Robert.
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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim
iam Sorry  iam Olfat :
 
i had an account on OSG but i cannot remember it. any way my graphic card is 
Nvidia 96-- GT and my glasses Nvidia 3d Vision.

--- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote:

From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Date: Tuesday, May 12, 2009, 4:54 AM

Hi Ibrahim? Olfat?  Could you sign with your first name so we know how
to address you, thanks,

On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com
wrote:
 Hello

 Iam running my program with the option --stereo and the stereo seems to
work
 fine in the screen but i can not get my nvidia glass to start working with
 it can any one help me ?

By default the OSG will use anaglyphic stereo when you enable stereo,
but it also supports a range of other stereo options.  For shutter
glasses you'll probably just need to request quad buffer stereo via:

 osgviewer cow.osg --stereo QUAD_BUFFER

For more command line details run

  osgviewer --help

And via env vars:

  osgviewer --help-env

Programatically you can enable stereo via osg::DisplaySettings (the
above command line options and env vars just set it.) See the
osgstreoimage example for an example of programmatically enabling
stereo.

There is a big but... and that's does you graphics card/OpenGL driver
support quad buffer stereo.  I can't answer this as you've provide no
info w.r.t hardware/drivers you are using.  For NVidia it's just their
Quadro line that supports quad buffer stereo.

Robert.



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Re: [osg-users] Geodes VS Shaders

2009-05-12 Thread Maxime BOUCHER
Well, thanks anyway and I apologize if I bothered you.

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Re: [osg-users] Geodes VS Shaders

2009-05-12 Thread J.P. Delport

Hi,

don't be discouraged to ask again. Just try to rephrase your question to 
help people understand exactly what you mean/want. If the examples don't 
do exactly what you want, describe how your situation is different.


jp

Maxime BOUCHER wrote:

Well, thanks anyway and I apologize if I bothered you.

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Re: [osg-users] Stereo Problem

2009-05-12 Thread Robert Osfield
Hi Olfat,

The errors you are getting are due to lack of QUAD_BUFFER stereo
support in the driver.  This is pretty poor considering that you've
got the NVidia 3D glasses.

Perhaps the NVidia drivers only provide a hack for 3d support in 3rd
party apps, as they do for games.  I would be worth contacting NVidia
about it as frankly selling hardware but not supporting quad buffer
stereo in the drivers is just plain incompetent/fraudulent.

Robert.

On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote:

 Also i wanted to clarify that when i tried to use the command line :

 osgviewer cow.osg --stereo QUAD_BUFFER

 it gives me the following  :

 Warning: Could not find plugin to read objects from file QUAD_BUFFER.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Viewer::realize() - failed to set up any windows
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Viewer::realize() - failed to set up any windows

 --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote:

 From: Robert Osfield robert.osfi...@gmail.com
 Subject: Re: [osg-users] Stereo Problem
 To: olfat_ibra...@yahoo.com, OpenSceneGraph Users
 osg-users@lists.openscenegraph.org
 Date: Tuesday, May 12, 2009, 4:54 AM

 Hi Ibrahim? Olfat?  Could you sign with your first name so we know how
 to address you, thanks,

 On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim olfat_ibra...@yahoo.com
 wrote:
 Hello

 Iam running my program with the option --stereo and the stereo seems to
 work
 fine in the screen but i can not get my nvidia glass to start working with
 it can any one help me ?

 By default the OSG will use anaglyphic stereo when you enable stereo,
 but it also supports a range of other stereo options.  For shutter
 glasses you'll probably just need to request quad buffer stereo via:

  osgviewer cow.osg --stereo QUAD_BUFFER

 For more command line details run

   osgviewer --help

 And via env vars:

   osgviewer --help-env

 Programatically you can enable stereo via osg::DisplaySettings (the
 above command line options and env vars just set it.) See the
 osgstreoimage example for an example of programmatically enabling
 stereo.

 There is a big but... and that's does you graphics card/OpenGL driver
 support quad buffer stereo.  I can't answer this as you've provide no
 info w.r.t hardware/drivers you are using.  For NVidia it's just their
 Quadro line that supports quad buffer stereo.

 Robert.


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Re: [osg-users] Positioning PrecipitationEffect

2009-05-12 Thread Rick Appleton
Hi Robert,

I'm assuming nothing has happened on this front after the last message? I'm 
seeing the same effect here on a terrain database which is about 80kmx80km. If 
I get far away from the center of the bounding box (note: not the origin of the 
model) the rain becomes patchy and then disappears.

I'm looking through the code, but it's a little unclear to me what it's 
supposed to do. You wouldn't happen to have a link to a high level description, 
paper or similar that the implementation is based on would you?

As our database is in the GB range I'm afraid I'm not able to attach it. 

Thank you!

Cheers,
Rick

PS. I'm having trouble locating Jason's attachment. On the forums his mail 
shows up, but no attachment, and in the mailing list archive I am unable to 
find the email with the attachment. Your reply to that email is here 
(http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg23436.html), 
but the mail with the attachment doesn't show.

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Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-05-12 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

Which OGR Version does the plugin use? Or does it need the OGR Frame work
installed.

/adrian

2009/5/11 Robert Osfield robert.osfi...@gmail.com

 Hi Adrian,

 I haven't head of build errors with the ogr plugin before.  Could you
 be specific about which version of the OSG and OGR you are using and
 the error you see.

 Perhaps other Windows users who've built the OGR can suggest what
 might be wrong.

 Robert.

 On Mon, May 11, 2009 at 8:14 PM, Adrian Egli OpenSceneGraph (3D)
 3dh...@gmail.com wrote:
  Hi Robert,
 
  There are some build bugs under VS 2005, OGR plugin. How can i fix it, or
  what should i install to build correctly?
 
  missing CPL_STDCALL
 
  #ifndef CPL_STDCALL
  #if defined(_MSC_VER)  !defined(CPL_DISABLE_STDCALL)
  #  define CPL_STDCALL __stdcall
  #else
  #  define CPL_STDCALL
  #endif
  #endif
 
 
  MISSING CPL ...
 
  class ReaderWriterOGR : public osgDB::ReaderWriter
  {
 
  public:
  ReaderWriterOGR()
  {
  supportsExtension(ogr,OGR file reader);
  supportsOption(useRandomColorByFeature, Assign a random color
 to
  each feature.);
  supportsOption(addGroupPerFeature, Places each feature in a
  seperate group.);
  --   oldHandler = CPLSetErrorHandler(CPLOSGErrorHandler);
  }
 
  virtual ~ReaderWriterOGR()
  {
  --CPLSetErrorHandler(oldHandler);
  }
 
 
  /regards
  Adrian
 
  --
  
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Re: [osg-users] txp database issue

2009-05-12 Thread Stephan Posch
Hi Robert,

I definitely understand not being able to see the issue.  I can see the issue 
and I'm having trouble figuring it out, so it may be a long shot getting 
anything here, but it's always worth a try!  The best way to describe it is 
that it looks like all 3 LODs just start paging nonstop...almost like it is 
changing LODs every frame.  In any case here is the other information I forgot 
last post:

1) DB is txp archived version 2.2
2) Culture is externally referenced
3) OSG version 2.8/XP/295GTX/VS2008/Release  RelWithDebInfo

Thank you!

Steve P.

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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-05-12 Thread daniele argiolas
Hi,
I'm a student of informatic engineering at Politecnico di Torino, in Italy. I'm 
working to my thesis and I need a collada importer for OSG that supports 
animations. What's the state of your work? I'd like to collaborate, if you 
want, to realize this part.
Please contact me here.

Thanks,
daniele

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Re: [osg-users] Web 3D opensource solution by Google ?

2009-05-12 Thread Chris 'Xenon' Hanson
Marco Gualdrini wrote:
 Yep. 
 Look here:
 http://3d.cineca.it/storage/demo_vrome_ajax/osg4web.html
 The project is called OSG4Web and I think that Luigi Calori who follows
 this list has already spoke about it in the last months.
 Have a look at the link, it's really a VERY GOOD work.

  See! Smart Italians! ;)

  Thanks!

 Marco Gualdrini

-- 
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PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
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Re: [osg-users] OGR plugin : Build failed, under VS 2005

2009-05-12 Thread Robert Osfield
On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
 Hi Robert,

 Which OGR Version does the plugin use? Or does it need the OGR Frame work
 installed.

I've alway got OGR as part of GDAL, the current version of GDAL I have
is 1.5.2.  I haven't heared of OGR Frame work before so can't comment
on this.

You haven't specified either the version or the error you are getting.
 There really isn't much we can do on your behalf without more info
about how/where you got OGR from.

Robert.
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Re: [osg-users] txp database issue

2009-05-12 Thread Robert Osfield
Hi Stephan,

It's a few years since I looked at the plugin, but what I do recall is
there is quite a complex system built into it for managing LOD
selection so that neighboring tiles and the boundary geometry (also
LOD'd) are managed in a way as to prevent holes appearing.   Perhaps
this code is somewhere at fault.

Another thing you could look into is changed the the expiry scheme in
the DatabasePager.  It changed between 2.6 and 2.8.  In theory this
scheme should result in less expiry, but perhaps with this txp
database it doesn't function well.

I'm only clutching at straws though, the best I can do is point you in
roughly the directions I would look into if I had the database and app
in front of me.

Robert.

On Tue, May 12, 2009 at 1:02 PM, Stephan Posch spo...@gmail.com wrote:
 Hi Robert,

 I definitely understand not being able to see the issue.  I can see the issue 
 and I'm having trouble figuring it out, so it may be a long shot getting 
 anything here, but it's always worth a try!  The best way to describe it is 
 that it looks like all 3 LODs just start paging nonstop...almost like it is 
 changing LODs every frame.  In any case here is the other information I 
 forgot last post:

 1) DB is txp archived version 2.2
 2) Culture is externally referenced
 3) OSG version 2.8/XP/295GTX/VS2008/Release  RelWithDebInfo

 Thank you!

 Steve P.

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Re: [osg-users] Stereo Problem

2009-05-12 Thread Jean-Christophe Lombardo

Hi Olfat,

As far as I understand the NVidia 3D Vision system, it does not require 
a stereo capable application. Stereo images are produced by the driver 
itself.


Your problem is due to the fact that, by now, the NVidia 3D Vision 
system works only with MS DirectX, not openGL.


jcl

olfat ibrahim wrote:

iam Sorry  iam Olfat :
 
i had an account on OSG but i cannot remember it. any way my graphic 
card is Nvidia 96-- GT and my glasses Nvidia 3d Vision.

--
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2004 route des Lucioles - BP93 - 06902 Sophia Antipolis Cedex - France
http://www.inria.fr/sophia
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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim

Hello 
 
i got into Nvidia website and downloaded the last driver version for my 
glasses. the glassess still not filling my application but it is now give only 
the following error.
 
Warning: Could not find plugin to read objects from file
QUAD_BUFFER.
 
u saing that it is not working with openGL so any one have any recommendations 
for me.
 
thanks
 

--- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote:

From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Date: Tuesday, May 12, 2009, 6:27 AM

Hi Olfat,

The errors you are getting are due to lack of QUAD_BUFFER stereo
support in the driver.  This is pretty poor considering that you've
got the NVidia 3D glasses.

Perhaps the NVidia drivers only provide a hack for 3d support in 3rd
party apps, as they do for games.  I would be worth contacting NVidia
about it as frankly selling hardware but not supporting quad buffer
stereo in the drivers is just plain incompetent/fraudulent.

Robert.

On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com
wrote:

 Also i wanted to clarify that when i tried to use the command line :

 osgviewer cow.osg --stereo QUAD_BUFFER

 it gives me the following  :

 Warning: Could not find plugin to read objects from file
QUAD_BUFFER.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Viewer::realize() - failed to set up any windows
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching
pixel
 for
 mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Viewer::realize() - failed to set up any windows

 --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com
wrote:

 From: Robert Osfield robert.osfi...@gmail.com
 Subject: Re: [osg-users] Stereo Problem
 To: olfat_ibra...@yahoo.com, OpenSceneGraph Users
 osg-users@lists.openscenegraph.org
 Date: Tuesday, May 12, 2009, 4:54 AM

 Hi Ibrahim? Olfat?  Could you sign with your first name so we know how
 to address you, thanks,

 On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim
olfat_ibra...@yahoo.com
 wrote:
 Hello

 Iam running my program with the option --stereo and the stereo seems
to
 work
 fine in the screen but i can not get my nvidia glass to start working
with
 it can any one help me ?

 By default the OSG will use anaglyphic stereo when you enable stereo,
 but it also supports a range of other stereo options.  For shutter
 glasses you'll probably just need to request quad buffer stereo via:

  osgviewer cow.osg --stereo QUAD_BUFFER

 For more command line details run

   osgviewer --help

 And via env vars:

   osgviewer --help-env

 Programatically you can enable stereo via osg::DisplaySettings (the
 above command line options and env vars just set it.) See the
 osgstreoimage example for an example of programmatically enabling
 stereo.

 There is a big but... and that's does you graphics card/OpenGL driver
 support quad buffer stereo.  I can't answer this as you've provide
no
 info w.r.t hardware/drivers you are using.  For NVidia it's just their
 Quadro line that supports quad buffer stereo.

 Robert.


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Re: [osg-users] txp database issue

2009-05-12 Thread Stephan Posch
Robert,

Thanks for the ideas.  I've been thinking about the expiry scheme change as a 
possibility, so I'll look into that a bit more (though things have been mostly 
better for me since the change).  Now if I can only find those 2.6 binaries I 
have laying around somewhere...

Thanks again!

Steve P.

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Re: [osg-users] Stereo Problem

2009-05-12 Thread Tomlinson, Gordon
FYI

QUAD Buffer stereo is only supported on the NVIDIA's Pro range the Quadro FX 
cards, they do not support this on consumer cards 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, May 12, 2009 6:27 AM
To: olfat_ibra...@yahoo.com; OpenSceneGraph Users
Subject: Re: [osg-users] Stereo Problem

Hi Olfat,

The errors you are getting are due to lack of QUAD_BUFFER stereo support in the 
driver.  This is pretty poor considering that you've got the NVidia 3D glasses.

Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party 
apps, as they do for games.  I would be worth contacting NVidia about it as 
frankly selling hardware but not supporting quad buffer stereo in the drivers 
is just plain incompetent/fraudulent.

Robert.

On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim olfat_ibra...@yahoo.com wrote:

 Also i wanted to clarify that when i tried to use the command line :

 osgviewer cow.osg --stereo QUAD_BUFFER

 it gives me the following  :

 Warning: Could not find plugin to read objects from file QUAD_BUFFER.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
 pixel for mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
 pixel for mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
 pixel for mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Viewer::realize() - failed to set up any windows
 Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching 
 pixel for mat found based on traits specified
   GraphicsWindow has not been created successfully.
 Viewer::realize() - failed to set up any windows

 --- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote:

 From: Robert Osfield robert.osfi...@gmail.com
 Subject: Re: [osg-users] Stereo Problem
 To: olfat_ibra...@yahoo.com, OpenSceneGraph Users
 osg-users@lists.openscenegraph.org
 Date: Tuesday, May 12, 2009, 4:54 AM

 Hi Ibrahim? Olfat?  Could you sign with your first name so we know how 
 to address you, thanks,

 On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim 
 olfat_ibra...@yahoo.com
 wrote:
 Hello

 Iam running my program with the option --stereo and the stereo seems 
 to
 work
 fine in the screen but i can not get my nvidia glass to start working 
 with it can any one help me ?

 By default the OSG will use anaglyphic stereo when you enable stereo, 
 but it also supports a range of other stereo options.  For shutter 
 glasses you'll probably just need to request quad buffer stereo via:

  osgviewer cow.osg --stereo QUAD_BUFFER

 For more command line details run

   osgviewer --help

 And via env vars:

   osgviewer --help-env

 Programatically you can enable stereo via osg::DisplaySettings (the 
 above command line options and env vars just set it.) See the 
 osgstreoimage example for an example of programmatically enabling 
 stereo.

 There is a big but... and that's does you graphics card/OpenGL driver 
 support quad buffer stereo.  I can't answer this as you've provide no 
 info w.r.t hardware/drivers you are using.  For NVidia it's just their 
 Quadro line that supports quad buffer stereo.

 Robert.


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Re: [osg-users] bugfix osgDB cross-DLL allocation problem

2009-05-12 Thread Jean-Sébastien Guay

Hi Hartmut,

it will have bindings to two different C 
runtimes. Intermediate manifests are forcibly linked into your binaries.


What? I thought the runtime version issues only affected the C++ 
runtime, not the C runtime? At least with VC++ 2005, pure-C libraries 
had no issues with runtime versions...


We have not moved to VC++ 2008 yet, but this development might make us 
consider waiting to see if the situation will be better in the next 
version and just skipping this one...


So I resorted finally to the solution Christian was suggesting earlier - 
shipping the VisualStudio 2008 SP1 redistributable (adding ~4MByte to an 
normally 5MByte installer) with my application. Its the only way to get 
all redirected manifests to point to the one and true VC runtime. Oh, 
and if you do so don't put the redist manifests and DLLs in the binary 
directory as they will break everything again. So finally Microsoft 
managed to let us C++ developer feel like C# or Java developers - don't 
forget that runtime of yours.


Or just include a note in the documentation that the runtime must be 
installed, or make a check to make sure it has already been installed 
before... Why bundle the runtime in each version when it just needs to 
be installed once (or upgraded when a new SP comes out)? And it's 
possible that the user has had to install it before for another application.


I'm not saying this is not a problem, but there are solutions that don't 
force you to bloat your installer.


J-S
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Re: [osg-users] Positioning PrecipitationEffect

2009-05-12 Thread Jason Beverage
Hi Rick,

I wasn't able to track down what was going on with the precipitation effect
and I'm still seeing the same issues.  The issue I was seeing is that the
preciptation effect seems to be a fixed size and always be positioned in the
center of the model.  So, you can see your whole terrain database with no
rain, zoom into a very small spot in the center of the model and it starts
raining, then stops when you leave that area.

I tried to position the precipitation effect using a MatrixTransform but
didn't have much luck.

Thanks,

Jason

On Tue, May 12, 2009 at 7:45 AM, Rick Appleton rick.apple...@altenpts.nlwrote:

 Hi Robert,

 I'm assuming nothing has happened on this front after the last message? I'm
 seeing the same effect here on a terrain database which is about 80kmx80km.
 If I get far away from the center of the bounding box (note: not the origin
 of the model) the rain becomes patchy and then disappears.

 I'm looking through the code, but it's a little unclear to me what it's
 supposed to do. You wouldn't happen to have a link to a high level
 description, paper or similar that the implementation is based on would you?

 As our database is in the GB range I'm afraid I'm not able to attach it.

 Thank you!

 Cheers,
 Rick

 PS. I'm having trouble locating Jason's attachment. On the forums his mail
 shows up, but no attachment, and in the mailing list archive I am unable to
 find the email with the attachment. Your reply to that email is here (
 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg23436.html),
 but the mail with the attachment doesn't show.

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[osg-users] [forum] New picture album on the forum

2009-05-12 Thread Art Tevs
Hi folks,

Couple of days ago we have discussed about having a nice opportunity to show 
screenshots or videos from different demos using OSG. This opportunity do 
already exists and can be found on the Wiki-page of the OSG project. 

However, I have also decided to put such a possibility to the forum. From now 
there exists a picture album on our forum page. This album is separated in 6 
categories:

- NodeKits (screenshots from different nodekits)
- Applications (apps using osg)
- Simulators (osg is commonly used in simulators, hence here an extra category 
for them)
- Games (if osg is used in games, then place screenshots here)
- Demos (just any type of demo related to osg)
- OSG Examples ( category with screenshots of different osg examples, so that 
users know what they expected to see in the osg example)


If you are an author of any interesting project (nodekit, app, game, ...), so I 
can create a subcategory for you in those main categories. Then you can place 
your screenshots there. Youtube/Google Video support does not exists, however 
will be later also implemented, so that even screen capture videos can be 
placed to be accassible by the public.

The album can be found by clicking on the Album in the last line on the 
header (right to the OpenSceneGraph-Logo). Here the link again:
http://forum.openscenegraph.org/album.php

Feel free to put new content and to ask me (username: art) or Roland (username: 
rosme) for additional categories.

Sincerely,
your forum team :)

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Re: [osg-users] Stereo Problem

2009-05-12 Thread Robert Osfield
HI Olfat,

On Tue, May 12, 2009 at 1:49 PM, olfat ibrahim olfat_ibra...@yahoo.com wrote:

 Hello

 i got into Nvidia website and downloaded the last driver version for my
 glasses. the glassess still not filling my application but it is now give
 only the following error.

 Warning: Could not find plugin to read objects from file
 QUAD_BUFFER.

 u saing that it is not working with openGL so any one have any
 recommendations for me.

Exactly what command line are you using now?  It sounds like you might
have an error on the command line.  Please have a look back over my
earlier email.

Robert.
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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-05-12 Thread Roland Smeenk
Hi Daniele,

my version of the Collada plugin can currently do the following
-load and display animations of nodes (positions/orientations etc.)
-only linear interpolation
-loading of morph geometry
-animation of morph geometry
-loading of skinned mesh geometry, but bind matrices are still wrong
-saving of morph geometry, but materials do not work properly 
-usage of up_axis so the scene always has z up
-usage of internal geometry
-some fixes to prevent crashes on .dae files containing tangents and binormals
-some support for grouped animations and animationclips

it still has a lot of loose ends. That's why it was not submitted yet.
Some code is a bit too elaborate and should make better use of methods.

cheers,

Roland

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[osg-users] Using hints

2009-05-12 Thread Keith Steffen

Hi,

I am looking for the correct procedure to draw a ShapeDrawable cylinder that 
produces the body but does not attempt to draw the top or the bottom of the 
cylinder.  I know it involves Hints, but I have not figured it out. I have a 
kind of magnifying glass effect and I want to use two cylinders to represent 
the inner and outer radius of the effect just using flat color on the 
cylinders that barely stick up from a HeightField. I'm using a Texture 
Matrix to move the data underneath this



  / \
______

Keith


- Original Message - 
From: Stephan Posch spo...@gmail.com

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, May 12, 2009 7:51 AM
Subject: Re: [osg-users] txp database issue



Robert,

Thanks for the ideas.  I've been thinking about the expiry scheme change 
as a possibility, so I'll look into that a bit more (though things have 
been mostly better for me since the change).  Now if I can only find those 
2.6 binaries I have laying around somewhere...


Thanks again!

Steve P.

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[osg-users] _CRT_SECURE_NO_WARNINGS and osg

2009-05-12 Thread Vincent Bourdier
Hi all,

I just have a curious question about the deprecated function from the STL :

I use
ptm = localtime ( rawtime );   for example in a project without osg and I
get the following warning :

1Z:\projets\EasyMonitoring\LicenseManager\trunk\include\Output.h(42) :
warning C4996: 'localtime': This function or variable may be unsafe.
Consider using localtime_s instead. To disable deprecation, use
_CRT_SECURE_NO_WARNINGS. See online help for details.

But if I include and osg File :
#include osg/Array

No warning ...

I didn't found the _CRT_SECURE_NO_WARNINGS in osg sources, so I don't
understand how this is defined ? or where ?

I use Visual Studio 2005 and osg 2.6.1.

Thanks.

Regards,
   Vincent.
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Re: [osg-users] Using hints

2009-05-12 Thread Can T. Oguz
Hi,

Geode* geode = new Geode;
Cylinder* cylinder = new Cylinder;
TessellationHints* toplessBottomLess = new TessellationHints;

toplessBottomLess-setCreateTop(false);
toplessBottomLess-setCreateBottom(false);
geode-addDrawable(new ShapeDrawable(cylinder, toplessBottomLess));

Good luck with the magnifying glass,

Can

2009/5/12 Keith Steffen keith.stef...@csptexas.com

 Hi,

 I am looking for the correct procedure to draw a ShapeDrawable cylinder
 that produces the body but does not attempt to draw the top or the bottom of
 the cylinder.  I know it involves Hints, but I have not figured it out. I
 have a kind of magnifying glass effect and I want to use two cylinders to
 represent the inner and outer radius of the effect just using flat color on
 the cylinders that barely stick up from a HeightField. I'm using a Texture
 Matrix to move the data underneath this


  / \
______

 Keith


 - Original Message - From: Stephan Posch spo...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Tuesday, May 12, 2009 7:51 AM
 Subject: Re: [osg-users] txp database issue


  Robert,

 Thanks for the ideas.  I've been thinking about the expiry scheme change
 as a possibility, so I'll look into that a bit more (though things have been
 mostly better for me since the change).  Now if I can only find those 2.6
 binaries I have laying around somewhere...

 Thanks again!

 Steve P.

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 http://forum.openscenegraph.org/viewtopic.php?p=11901#11901





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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim

i used exactly the line :
 
osgviewerd cow.osg --stereo QUAD_BUFFER
 
but it give me the previous worning and when the window opend the shutter did 
not sence it at all
 
should i change the shutter or what ?

--- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote:

From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Date: Tuesday, May 12, 2009, 9:23 AM

HI Olfat,

On Tue, May 12, 2009 at 1:49 PM, olfat ibrahim olfat_ibra...@yahoo.com
wrote:

 Hello

 i got into Nvidia website and downloaded the last driver version for my
 glasses. the glassess still not filling my application but it is now give
 only the following error.

 Warning: Could not find plugin to read objects from file
 QUAD_BUFFER.

 u saing that it is not working with openGL so any one have any
 recommendations for me.

Exactly what command line are you using now?  It sounds like you might
have an error on the command line.  Please have a look back over my
earlier email.

Robert.



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[osg-users] [forum] Looking for moderators !

2009-05-12 Thread Art Tevs
Hello dear osg-community,

we are looking for moderators for the OSG forum and would like to have one or 
two additional moderators to include in our team. Number of users is growing 
almost every day (current state 340 users) and in order to obey the 
forum/mailing list etiquette the user's postings has sometimes to be checked by 
us.

Moderator tasks are:
 - prevent spamming by taking a look into all messages posted by new users 
(approve or decline them), you get automatically notified on such events
 - take a look onto users, if they follow the rules (i.e. valid pseudonym or 
realname, no uncivil language, etc...) or not 
 - inform users, if they doesn't follow the rules, and put them on the 
moderation queue (or remove if everything is ok)
 - move topics to correct subforums to sort the whole communication (actually 
almost not needed to not to break the mailing list threads)
 - discuss with other admins/moderators how we could do all things much better 
:)
 - take a look what is happening in the community to be always up to date

So actually no really loaded tasks. However In order to react faster to user 
postings and to step in when other moderators are not available we would like 
to have your help.

What we are looking for:
 - you should be able to take responsibility for your handlings
 - you does understand that our forum is connected to the mailing list and 
hence special treatments has to be made when moderating
 - you should have been seen on the mailing list or forum before, because we 
would like to know you before you get moderator account
 - it would be nice to have someone from the different time zone, then we 
currently have (me and Roland GMT+1)
 
If you are interested, then please write me email or pm .

Best regards,
Art

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Re: [osg-users] Stereo Problem

2009-05-12 Thread Robert Osfield
Hi Olfat,

On Tue, May 12, 2009 at 2:49 PM, olfat ibrahim olfat_ibra...@yahoo.com wrote:

 i used exactly the line :

 osgviewerd cow.osg --stereo QUAD_BUFFER

 but it give me the previous worning and when the window opend the shutter
 did not sence it at all


I find it odd that you're getting a error relating to the parsing of
QUAD_BUFFER command line string as a file name.  I've tried to
reproduce this error at my end with lots of different combinations but
can't, the command line parser always works correctly.

Others do use quad buffer stereo with the OSG successfully, but
probably only with drivers that officially support it.

As a sanity test, does osgviewer cow.osg work fine?

Also try setting the stereo mode via the env var:

set OSG_STEREO_MODE=QUAD_BUFFER
osgviewer cow.osg --stereo

Beyond the above there isn't anything I do to help any further.  I
don't have the hardware or OS to test against.  If the above doesn't
work go complain to Nvidia.

Robert.
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Re: [osg-users] [osgPlugins] Current state of Collada importer

2009-05-12 Thread daniele argiolas
Thanks for your reply,
can you send me the code of your upgrades?

thanks,
daniele

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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-12 Thread John Ivar Haugland
I have the same behaviour, however QOSGWidget on Qt 4.5 does work in
combination with the composite viewer example (at least on my computer,
QT4.5.1, OSG 2.8.0). Try:
osgviewerQT --QOSGWidget cow.osg --MTCompositeViewer

I have, however, problems with textured models and the composite
viewer. When I add a new view after initalization (application has entered
the frame loop), the new view (within an QOSGWidet) does not show the
textures. It the views are added before entering the frame loop there are no
problems.

With the new composite viewer introduced in OSG 2.9.4 the example:
osgviewerQT --QOSGWidget cow.osg --MTCompositeViewer
does not work again.

John Ivar Haugland

On Mon, May 11, 2009 at 5:33 PM, Martin Beckett m...@mgbeckett.com wrote:

 Probably not the right thread - but I get continual recursive repaint with
  QOSGWidget on Qt4.5 when built with the default raster backend.

 This is on Windows XP on both a Nvidia GeForce5200 (laptop) and GeForce8500
 (desktop) it runs perfectly on linux (ubuntu 8.10 and 9.04) on both.

 With Qt4.4 it gave a warning about recursive repaint but worked.
 With Qt4.5 and the OpenGL backend it works but all the Qt gui elements
 (outside the OSGwidget) are also redrawn at 60fps making the app slow.

 I have an ATI board on order to test that and I should be able to test Win7
 this week.

 Cheers,
 Martin

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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-12 Thread Jean-Sébastien Guay

Hi John,

I have, however, problems with textured models and the composite 
viewer. When I add a new view after initalization (application has 
entered the frame loop), the new view (within an QOSGWidet) does not 
show the textures. It the views are added before entering the frame loop 
there are no problems.


That's because of the unrefImageDataAfterApply setting. You're probably 
running the osgUtil::Optimizer on your data after loading it, and this 
sets this property of osg::Texture(1D, 2D, 3D) to true, which in turn 
frees the image data the first time the texture is uploaded to the 
graphics hardware. So when you create a new view (which creates a new 
graphics context, which requires that all textures be re-uploaded to it) 
the image data is not available anymore.


You can either not run the optimizer, run it but disable the texture 
setting optimization, or run just the osgUtil::Optimizer::TextureVisitor 
again after running the Optimizer the first time, to re-set that 
property to false.


Hope this helps,

J-S
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Re: [osg-users] Using hints

2009-05-12 Thread Keith Steffen
Hi Can,

Thanks for the tip.  It worked out just fine. 

Keith
  - Original Message - 
  From: Can T. Oguz 
  To: OpenSceneGraph Users 
  Sent: Tuesday, May 12, 2009 8:47 AM
  Subject: Re: [osg-users] Using hints


  Hi,

  Geode* geode = new Geode;
  Cylinder* cylinder = new Cylinder;
  TessellationHints* toplessBottomLess = new TessellationHints;

  toplessBottomLess-setCreateTop(false);
  toplessBottomLess-setCreateBottom(false);
  geode-addDrawable(new ShapeDrawable(cylinder, toplessBottomLess));

  Good luck with the magnifying glass,

  Can


  2009/5/12 Keith Steffen keith.stef...@csptexas.com

Hi,

I am looking for the correct procedure to draw a ShapeDrawable cylinder 
that produces the body but does not attempt to draw the top or the bottom of 
the cylinder.  I know it involves Hints, but I have not figured it out. I have 
a kind of magnifying glass effect and I want to use two cylinders to represent 
the inner and outer radius of the effect just using flat color on the cylinders 
that barely stick up from a HeightField. I'm using a Texture Matrix to move the 
data underneath this

   
 / \
   ______

Keith


- Original Message - From: Stephan Posch spo...@gmail.com
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, May 12, 2009 7:51 AM
Subject: Re: [osg-users] txp database issue



  Robert,

  Thanks for the ideas.  I've been thinking about the expiry scheme change 
as a possibility, so I'll look into that a bit more (though things have been 
mostly better for me since the change).  Now if I can only find those 2.6 
binaries I have laying around somewhere...

  Thanks again!

  Steve P.

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  http://forum.openscenegraph.org/viewtopic.php?p=11901#11901





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Re: [osg-users] Stereo Problem

2009-05-12 Thread olfat ibrahim
One final Q what is the glasses or HW type u recommend for the stereo display ?

--- On Tue, 5/12/09, Robert Osfield robert.osfi...@gmail.com wrote:

From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Stereo Problem
To: olfat_ibra...@yahoo.com, OpenSceneGraph Users 
osg-users@lists.openscenegraph.org
Date: Tuesday, May 12, 2009, 10:05 AM

Hi Olfat,

On Tue, May 12, 2009 at 2:49 PM, olfat ibrahim olfat_ibra...@yahoo.com
wrote:

 i used exactly the line :

 osgviewerd cow.osg --stereo QUAD_BUFFER

 but it give me the previous worning and when the window opend the shutter
 did not sence it at all


I find it odd that you're getting a error relating to the parsing of
QUAD_BUFFER command line string as a file name.  I've tried to
reproduce this error at my end with lots of different combinations but
can't, the command line parser always works correctly.

Others do use quad buffer stereo with the OSG successfully, but
probably only with drivers that officially support it.

As a sanity test, does osgviewer cow.osg work fine?

Also try setting the stereo mode via the env var:

set OSG_STEREO_MODE=QUAD_BUFFER
osgviewer cow.osg --stereo

Beyond the above there isn't anything I do to help any further.  I
don't have the hardware or OS to test against.  If the above doesn't
work go complain to Nvidia.

Robert.



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Re: [osg-users] Rendering a series of nodes in precise order...

2009-05-12 Thread Paul Martz
 Anyway, Robert, I believe it would help to have a
 'SceneGraphOrderSorted' renderbin where the sorting order of the of the 
 child nodes is just taken. Can we have such a beast?

PEI VisKit used to support a similar concept. Render order of children was
either unsorted and taken literally from the traversal order, or sorted,
in which case VisKit sorted them by state (or depth if transparent).

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

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Re: [osg-users] txp database issue

2009-05-12 Thread Stephan Posch
Robert,

I dug up my 2.6.1 binaries and I can't reproduce the LOD craziness, though I do 
still see the highest LOD textures eventually go all white (which I'm guessing 
at this point is a texture memory issue).  Anyway, I'll dig further into it as 
the week progresses.

Thanks for your help!

Steve P.

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Re: [osg-users] VirtualProgram - making programmablepipelinelessfixed

2009-05-12 Thread Wojciech Lewandowski

Hi Guys,

I am sorry but I had unexpected interruption from VirtualProgram tasks. I am 
now swamped in some urgent bug fixing. I will try make promised example 
tomorrow.


Cheers,
Wojtek

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

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, May 12, 2009 10:33 AM
Subject: Re: [osg-users] VirtualProgram - making 
programmablepipelinelessfixed




Hi Wojtek,

On Tue, May 12, 2009 at 9:19 AM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:

Thanks, Robert,

Well, I am happy with this simple example. I don't think I want change 
much
here. Of course I will modify VirtualProgram to use 
State::getAttributeVec()

directly. I will also replace all effect words to virtualProgram
(VirtualProgram started as Effect class it was later refactored to
VirtualProgram). I am sure you may want to add some formal modifications 
as

well.

I thought about creating more elaborate example but maybe we could do 
both.
We may start with this one and later this week I will post more advanced 
one

?
What do you think ?


Start simple and build more complex things as they start
consolidating.  When you're ready just send me the version you'd like
integrated.

Cheers,
Robert.
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Re: [osg-users] txp database issue

2009-05-12 Thread Kawicki, Ryan H
If you have suspicions that it might be related to the new expiry
scheme, you can call DatabasePager::setTargetMaximumNumberOfPageLOD(0).
This implies that you want to use the pervious system that was set in
place.

We've also seen this problem crop up, in our application and in
osgViewer.  I've tried tracking it down, but have not had time.  I don't
think it is related to the txp pluggin, but just now seeing your latest
post, I could be wrong.  

I was finally successful in getting a database that can be released to
the community.  Once I do a final look through to make sure it can be
released, I'll post a link to where it can be found.

Ryan H. Kawicki
The Boeing Company
Training Systems  Services
Software Engineer

-Original Message-
From: Stephan Posch [mailto:spo...@gmail.com] 
Sent: Tuesday, May 12, 2009 7:52 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] txp database issue

Robert,

Thanks for the ideas.  I've been thinking about the expiry scheme change
as a possibility, so I'll look into that a bit more (though things have
been mostly better for me since the change).  Now if I can only find
those 2.6 binaries I have laying around somewhere...

Thanks again!

Steve P.

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g
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[osg-users] Stupid VC warning message

2009-05-12 Thread Keith Steffen
Hi all,

I'm using the following lines of code:

osg::Texture2d *tex = new osgTexture2d();
tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT);

I keep getting a VC warning message that says:

warning C4482: nonstandard extension used: enum 'osg::Texture::WrapMode' 
used in a qualified name

I cannot figure out how to remove the warning.  If I remove osg, Texture, or 
WrapMode I get a compiler error.  I don't want to turn off warnings, I just 
want to get rid of this particular message. What is wrong with fully 
qualifiying the enumeration value?

Keith
 


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Re: [osg-users] Stupid VC warning message

2009-05-12 Thread Thibault Genessay
Hi Keith

You probably overlooked the error message from the compiler, which is
quite clear (and not stupid at all). You should not use the enumerated
type name in the qualified name, i.e. instead of
tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT);
write
tex-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);

Regards

Thibault

On Tue, May 12, 2009 at 5:16 PM, Keith Steffen
keith.stef...@csptexas.com wrote:
 Hi all,

 I'm using the following lines of code:

     osg::Texture2d *tex = new osgTexture2d();
     tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT);

 I keep getting a VC warning message that says:

     warning C4482: nonstandard extension used: enum 'osg::Texture::WrapMode'
 used in a qualified name

 I cannot figure out how to remove the warning.  If I remove osg, Texture, or
 WrapMode I get a compiler error.  I don't want to turn off warnings, I just
 want to get rid of this particular message. What is wrong with
 fully qualifiying the enumeration value?

 Keith




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Re: [osg-users] Question about asPositionAttitudeTransform()

2009-05-12 Thread Ulrich Hertlein

Hi Cyril,

On 12/5/09 4:09 AM, Cyril Brulebois wrote:

coordinates back. After a quick look, I figured I might be able to
transform an MT into a Transform, and then back into a PAT using the
following:
|   MatrixTransform *mt = new MatrixTransform();
|...   {
|   Transform *t = mt-asTransform();
|...
|   Transform *pat = t-asPositionAttitudeTransform();
|   assert(pat!=0);

I'm getting that:
| a.out: asPAT.cpp:27: int main(): Assertion `pat!=0' failed.

Should I understand that those functions, mimicking dynamic_cast calls,
would only work when a PAT object gets casted into a Transform one and
then back to a PAT object?


No that can never work.  asPAT() does a dynamic_cast as you say, so you can convert a 
MatrixTransform to any class it's derived from but not to a class that itself is derived 
from MT (such as PAT).


You'll need to get the information you require from the Matrix.

Cheers,
/uli
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Re: [osg-users] Question about asPositionAttitudeTransform()

2009-05-12 Thread Cyril Brulebois
Hi Ulrich,

Ulrich Hertlein u.hertl...@sandbox.de (12/05/2009):
 No that can never work.  asPAT() does a dynamic_cast as you say, so
 you can convert a MatrixTransform to any class it's derived from but
 not to a class that itself is derived from MT (such as PAT).

 You'll need to get the information you require from the Matrix.

thanks for confirming; I've implemented extracting the info from the
matrix (which was rather trivial by the way), but I also wanted to make
sure I wasn't missing anything obvious. :)

Cheers,
-- 
Cyril Brulebois


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Re: [osg-users] txp database issue

2009-05-12 Thread Stephan Posch
Ryan,

Thanks for the hint on the max number of lods.  I'll try that when I get back 
to this later in the week.  I've been back and forth trying to determine if it 
is the txp plugin or not.  That code hasn't really changed all that much in the 
past couple of years, but at the same time, there have definitely been changes 
made by the vendor to the DB creation tool...

Thanks,

Steve P.


Kawicki, Ryan H wrote:
 If you have suspicions that it might be related to the new expiry
 scheme, you can call DatabasePager::setTargetMaximumNumberOfPageLOD(0).
 This implies that you want to use the pervious system that was set in
 place.
 
 We've also seen this problem crop up, in our application and in
 osgViewer.  I've tried tracking it down, but have not had time.  I don't
 think it is related to the txp pluggin, but just now seeing your latest
 post, I could be wrong.  
 
 I was finally successful in getting a database that can be released to
 the community.  Once I do a final look through to make sure it can be
 released, I'll post a link to where it can be found.
 
 Ryan H. Kawicki
 The Boeing Company
 Training Systems  Services
 Software Engineer
 
 -Original Message-
 From: Stephan Posch [mailto:] 
 Sent: Tuesday, May 12, 2009 7:52 AM
 To: 
 Subject: Re:  txp database issue
 
 Robert,
 
 Thanks for the ideas.  I've been thinking about the expiry scheme change
 as a possibility, so I'll look into that a bit more (though things have
 been mostly better for me since the change).  Now if I can only find
 those 2.6 binaries I have laying around somewhere...
 
 Thanks again!
 
 Steve P.
 
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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-12 Thread Martin Beckett

jiha wrote:
 I have the same behaviour, however QOSGWidget on Qt 4.5 does work in 
 combination with the composite viewer example (at least on my computer, 
 QT4.5.1, OSG 2.8.0). 

Tests on XP, Qt4.5 (built with raster) NVidia Ge8500 182.50 driver

--QOSGWidget --MTCompositeViewer
2.8 Works with texture but keys other than 's' (eg w/l/t) don't respond
 
--QOSGWidget --CompositeViewer
--QOSGWidget 
2.8 Recursive repaint but keys/textures work

osgviewerQT --QOSGWidget cow.osg
2.9 Recursive repaint  but keys/textures work

--QOSGWidget cow.osg --CompositeViewer
--QOSGWidget --MTCompositeViewer
2.9 Crashes in view::requestRedraw() because getViewerBase() isn't set 
initially for a composite view 
Either we need to not call home in View::setCameraManipulator() - but we need a 
later hook to call it from when the scene is ready.
or check getViewerBase() in View::requestRedraw() and 
View::requestContinuousUpdate()

With these fixes  --CompositeViewer still recursively repaints 
--MTCompositeViewer works (except t/l/w keys don't work)

In both 2,.8 and 2.9 --MTCompositeViewer aspect ratio is wrong but otherwise it 
seems a good replacment for CompositeViewer.

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Re: [osg-users] txp database issue

2009-05-12 Thread Kawicki, Ryan H
If you do not mind me asking, what tool are you using to generate your
DBs?

Ryan H. Kawicki
The Boeing Company
Training Systems  Services
Software Engineer

-Original Message-
From: Stephan Posch [mailto:spo...@gmail.com] 
Sent: Tuesday, May 12, 2009 10:44 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] txp database issue

Ryan,

Thanks for the hint on the max number of lods.  I'll try that when I get
back to this later in the week.  I've been back and forth trying to
determine if it is the txp plugin or not.  That code hasn't really
changed all that much in the past couple of years, but at the same time,
there have definitely been changes made by the vendor to the DB creation
tool...

Thanks,

Steve P.


Kawicki, Ryan H wrote:
 If you have suspicions that it might be related to the new expiry 
 scheme, you can call
DatabasePager::setTargetMaximumNumberOfPageLOD(0).
 This implies that you want to use the pervious system that was set in 
 place.
 
 We've also seen this problem crop up, in our application and in 
 osgViewer.  I've tried tracking it down, but have not had time.  I 
 don't think it is related to the txp pluggin, but just now seeing your

 latest post, I could be wrong.
 
 I was finally successful in getting a database that can be released to

 the community.  Once I do a final look through to make sure it can be 
 released, I'll post a link to where it can be found.
 
 Ryan H. Kawicki
 The Boeing Company
 Training Systems  Services
 Software Engineer
 
 -Original Message-
 From: Stephan Posch [mailto:]
 Sent: Tuesday, May 12, 2009 7:52 AM
 To: 
 Subject: Re:  txp database issue
 
 Robert,
 
 Thanks for the ideas.  I've been thinking about the expiry scheme 
 change as a possibility, so I'll look into that a bit more (though 
 things have been mostly better for me since the change).  Now if I can

 only find those 2.6 binaries I have laying around somewhere...
 
 Thanks again!
 
 Steve P.
 
 --
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 http://forum.openscenegraph.org/viewtopic.php?p=11901#11901
 
 
 
 
 
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Re: [osg-users] Rendering a series of nodes in precise order...

2009-05-12 Thread Peter Amstutz

Hi Robert,

This is ironic (so much so I initially read your email as being 
sarcastic) since the original scene graph, SGI Inventor, was sensitive 
to the ordering of nodes in the scene graph, and I always assumed that 
rendering as depth first traversal was the default way to do it.  
Getting away from being order sensitive to reorganize rendering for 
performance is one of the innovations of later rendering engines like 
OSG :-)


I agree that SceneGraphOrderRenderBin would be a useful tool, it gives 
the user a trap door to describe rendering in a way that's closer to 
how it would be done in straight OpenGL.


- Peter

Robert Osfield wrote:

HI Mathias,

Wow I haven't ever thought of SceneGraphOrderRenderBin before.  I have
just done a quick review of RenderBin and CullVisitor and while it
won't be trivial to implement (it requires mods to
CullVsitor/StateGraph/RenderBin and StateSet) it should be too
difficult to implement, and it would certainly make certain types of
techniques far simpler to create and fast at runtime too.

Leave this with me, once I completed some other work I'll have a look
at the implementation.

Robert.
  

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Re: [osg-users] Stupid VC warning message

2009-05-12 Thread Keith Steffen

Hi Thibault,

Your were right. I was frustrated. I have always been of the mode that fully 
qualifying a name was better than the opposite. But I was wrong.  And I 
thought I was pretty good at C++.  Who knew?


Keith

- Original Message - 
From: Thibault Genessay tibog...@gmail.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, May 12, 2009 10:26 AM
Subject: Re: [osg-users] Stupid VC warning message


Hi Keith

You probably overlooked the error message from the compiler, which is
quite clear (and not stupid at all). You should not use the enumerated
type name in the qualified name, i.e. instead of
tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT);
write
tex-setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);

Regards

Thibault

On Tue, May 12, 2009 at 5:16 PM, Keith Steffen
keith.stef...@csptexas.com wrote:

Hi all,

I'm using the following lines of code:

osg::Texture2d *tex = new osgTexture2d();
tex-setWrap(osg::Texture::WRAP_S, osg::Texture::WrapMode::REPEAT);

I keep getting a VC warning message that says:

warning C4482: nonstandard extension used: enum 'osg::Texture::WrapMode'
used in a qualified name

I cannot figure out how to remove the warning. If I remove osg, Texture, 
or

WrapMode I get a compiler error. I don't want to turn off warnings, I just
want to get rid of this particular message. What is wrong with
fully qualifiying the enumeration value?

Keith




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Re: [osg-users] txp database issue

2009-05-12 Thread Stephan Posch
TerraVista, though I'm not sure what version it is off the top of my head.


Kawicki, Ryan H wrote:
 If you do not mind me asking, what tool are you using to generate your
 DBs?
 
 Ryan H. Kawicki
 The Boeing Company
 Training Systems  Services
 Software Engineer
 
 -Original Message-
 From: Stephan Posch [mailto:] 
 Sent: Tuesday, May 12, 2009 10:44 AM
 To: 
 Subject: Re:  txp database issue
 
 Ryan,
 
 Thanks for the hint on the max number of lods.  I'll try that when I get
 back to this later in the week.  I've been back and forth trying to
 determine if it is the txp plugin or not.  That code hasn't really
 changed all that much in the past couple of years, but at the same time,
 there have definitely been changes made by the vendor to the DB creation
 tool...
 
 Thanks,
 
 Steve P.
 
 
 Kawicki, Ryan H wrote:
 
  If you have suspicions that it might be related to the new expiry 
  scheme, you can call
  
 DatabasePager::setTargetMaximumNumberOfPageLOD(0).
 
  This implies that you want to use the pervious system that was set in 
  place.
  
  We've also seen this problem crop up, in our application and in 
  osgViewer.  I've tried tracking it down, but have not had time.  I 
  don't think it is related to the txp pluggin, but just now seeing your
  
 
 
  latest post, I could be wrong.
  
  I was finally successful in getting a database that can be released to
  
 
 
  the community.  Once I do a final look through to make sure it can be 
  released, I'll post a link to where it can be found.
  
  Ryan H. Kawicki
  The Boeing Company
  Training Systems  Services
  Software Engineer
  
  -Original Message-
  From: Stephan Posch [mailto:]
  Sent: Tuesday, May 12, 2009 7:52 AM
  To: 
  Subject: Re:  txp database issue
  
  Robert,
  
  Thanks for the ideas.  I've been thinking about the expiry scheme 
  change as a possibility, so I'll look into that a bit more (though 
  things have been mostly better for me since the change).  Now if I can
  
 
 
  only find those 2.6 binaries I have laying around somewhere...
  
  Thanks again!
  
  Steve P.
  
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[osg-users] Terrain rendering with rendered surface textures.

2009-05-12 Thread Marcus Fritzsch
Hi List.

We have a tile based LOD-terrain that is refined incrementally upon
rendering. The terrain is textured with textures to be rendered from
some other tile based database. These runtime generated texture-tiles
are incrementally refined as well. However the refinement of terrain
and textures might be independent to some degree.

The terrain is attached to one camera. How do we have to organize the
texture tile rendering?
- How can I make sure, that a texture gets only rendered once for a
given area on a given level of detail?
- How do I synchronize the rendering of the texture tiles regarding
the terrain rendering?
- How many cameras do I need to fill the textures? One camera per
texture to be rendered?

Cheers,
Marcus Fritzsch
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[osg-users] QT and ModularEmitter (((

2009-05-12 Thread Максим Гаммер
Hi List.

Problem QT and OSG ModularEmitter

make ...
...
/usr/local/include/osgParticle/ModularEmitter:89: error: expected
unqualified-id before ‘double’
...

ModularEmitter, line 89 : virtual void emit(double dt);

emit - preprocessor word in QT (slot, signal, emit ...)

How can I make my project? )
-- 
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TSOGU, Tyumen, Russia
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[osg-users] Visual Studio Setup Woes

2009-05-12 Thread Dwight House
I didn't see any topics about this, so I apologize if it is redundant.

I'm a student who is trying to finish his masters program and I want to use OSG 
to allow me to more rapidly and accurately work with shaders via OpenGL. All 
the built-in features such as model-loading help too.

Problem is, I can't get it fully installed on Windows. On OS X, I got it 
installed in about 30 seconds. On Windows, I've been going at it for around 6 
or 7 hours with no success.

Now I don't know if it's my fault or someone else's, but the tutorial for 
setting up OSG for Visual Studio 2005 does not work for me at several points, 
eventually making further progress towards installation impossible. Here is the 
tutorial that I am trying to use:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

I followed all the steps to the best of my ability. Here are the problems I 
encountered.

1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results in 
about fifty warnings (or errors, whatever it means when the property items are 
red and it won't let you Generate). I wasn't able to figure out why this 
happened, but I fixed it by simply telling CMake to Configure again, which 
removed the warnings.

2. When setting up a Visual Studio project to know where the paths and 
libraries are and such, I got error messages when attempting to compile saying 
that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo 
%OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio 
problem, and it actually doesn't break today. That error message is now gone 
for no reason.

3. Either way, after giving it the correct paths in the project settings and 
including the appropriate libraries, I got this error:
1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 
'osgDB/ReadFile': No such file or directory

Obviously, it couldn't locate osgDB. For a while, I thought it might be the 
problem of not adding a d to the end of my libraries, since I compiled OSG in 
debug mode. While that might still be a problem, the real issue is that, for 
whatever reason, the include folders and files did not get compiled into the 
/build directory. The config files did, however. So, it appears that my include 
locations are all wrong.

4. Fine, I put the includes where they should be and recompiled. I now get 
hundreds of redefinition warnings from gl.h, which is a classic symptom of 
including OpenGL BEFORE windows.h.


I don't have a clue as to how to proceed. I can't realistically do my 
development only on OS X, since my professors will want the program available 
on Windows. I really want to use OSG, but lately I'm spending more time trying 
to install it than researching my thesis topic.

Oh, and it wasn't really clear from your wiki, and I'm not familiar enough with 
massive open source projects like yours enough to know if I'm going after the 
wrong thing. Do I have to install all this stuff just so I can USE OSG, rather 
than develop OSG itself? I mean, I don't have to download the source for 
Firefox to use it. Am I going about this the wrong way?

Thanks for your help.

Salutations,
Dwight House

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Re: [osg-users] Visual Studio Setup Woes

2009-05-12 Thread Butler, Lee Mr CIV USA USAMC
If you are willing to drop back to to release 2.2 there is a Win32
binary installer available at:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/PreviousReleases

I've built OSG on Windows successfully from source using Vista and
Visual Studio 2008.  The only things I set were the source and build
directories in cmake.  The only package I added was to build the
documentation.  It then takes two more clicks of the Configure button
before the Generate button becomes ready.

What OS/compiler are you trying to use?

Lee

On Tue, 2009-05-12 at 18:53 +, Dwight House wrote:
 I didn't see any topics about this, so I apologize if it is redundant.
 
 I'm a student who is trying to finish his masters program and I want to use 
 OSG to allow me to more rapidly and accurately work with shaders via OpenGL. 
 All the built-in features such as model-loading help too.
 
 Problem is, I can't get it fully installed on Windows. On OS X, I got it 
 installed in about 30 seconds. On Windows, I've been going at it for around 6 
 or 7 hours with no success.
 
 Now I don't know if it's my fault or someone else's, but the tutorial for 
 setting up OSG for Visual Studio 2005 does not work for me at several points, 
 eventually making further progress towards installation impossible. Here is 
 the tutorial that I am trying to use:
 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
 
 I followed all the steps to the best of my ability. Here are the problems I 
 encountered.
 
 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results 
 in about fifty warnings (or errors, whatever it means when the property items 
 are red and it won't let you Generate). I wasn't able to figure out why this 
 happened, but I fixed it by simply telling CMake to Configure again, which 
 removed the warnings.
 
 2. When setting up a Visual Studio project to know where the paths and 
 libraries are and such, I got error messages when attempting to compile 
 saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo 
 %OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio 
 problem, and it actually doesn't break today. That error message is now gone 
 for no reason.
 
 3. Either way, after giving it the correct paths in the project settings and 
 including the appropriate libraries, I got this error:
 1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 
 'osgDB/ReadFile': No such file or directory
 
 Obviously, it couldn't locate osgDB. For a while, I thought it might be the 
 problem of not adding a d to the end of my libraries, since I compiled OSG 
 in debug mode. While that might still be a problem, the real issue is that, 
 for whatever reason, the include folders and files did not get compiled into 
 the /build directory. The config files did, however. So, it appears that my 
 include locations are all wrong.
 
 4. Fine, I put the includes where they should be and recompiled. I now get 
 hundreds of redefinition warnings from gl.h, which is a classic symptom of 
 including OpenGL BEFORE windows.h.
 
 
 I don't have a clue as to how to proceed. I can't realistically do my 
 development only on OS X, since my professors will want the program available 
 on Windows. I really want to use OSG, but lately I'm spending more time 
 trying to install it than researching my thesis topic.
 
 Oh, and it wasn't really clear from your wiki, and I'm not familiar enough 
 with massive open source projects like yours enough to know if I'm going 
 after the wrong thing. Do I have to install all this stuff just so I can USE 
 OSG, rather than develop OSG itself? I mean, I don't have to download the 
 source for Firefox to use it. Am I going about this the wrong way?
 
 Thanks for your help.
 
 Salutations,
 Dwight House
 
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 http://forum.openscenegraph.org/viewtopic.php?p=11938#11938
 
 
 
 
 
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Re: [osg-users] dynamic clipping node

2009-05-12 Thread Butler, Lee Mr CIV USA USAMC
Thanks to all.  I've got this working now.

Lee

On Mon, 2009-05-11 at 20:17 +0100, Robert Osfield wrote:
 Hi Lee,
 
 Clip planes are position state, so have to be positioned in space by
 the osg::ClipNode, but the actually enabling of clip planes is
 decoupled from this and control through
 osg::StateSet::setMode(GL_CLIP_PLANE0+i, osg::StateAttribute::ON).
 You typically wouldn't decorate your scene with the ClipNode, rather
 you would usually place the ClipNode in your scene and positioned
 appropriately, then enable the individual clip planes for the
 subgraphs you want them to be on by just setting the modes (as above)
 via a StateSet that is attached to root of subgraph that you want to
 enable it for.
 
 Robert.
 
 On Mon, May 11, 2009 at 8:02 PM, Butler, Lee Mr CIV USA USAMC
 lee.but...@us.army.mil wrote:
  I want to turn a cutting plane on and off at various levels in the graph and
  update it under user control.  The osgclip example was enough to show me how
  to add the clipping plane.  Getting it turned on and off is something that
  somehow eludes me.  I'm having trouble understanding the OSG way of doing
  this.
 
  Code looks like this:
 
// load geometry, etc ...
// add clip node
decorate_with_clip_node(scene);
 
// set attributes on stateset ...
 
MyVisitor myVisitor(stateset);
 
while (!viewer.done()) {
  viewer.advance();
  viewer.eventTraversal();
  viewer.updateTraversal();
  viewer.renderingTraversals();
}
 
  When the user presses a key to toggle the clipping plane I do:
 
clipped_subgraph-accept(myVisitor);
 
  which in turn does:
 
  if (node.getStateSet()) {
  node.setStateSet(NULL);
  } else {
  node.setStateSet( _stateset );
  }
 
 
  The first time the NodeVisitor runs it claims to turn off the StateSet on 
  the
  graphNode.  Yet the clipping still occurs.  On the second pass through, the
  stateset pointer is no longer valid, as if it had been freed.  I've checked
  the reference count on the stateset after the call to node.setStateSet(NULL)
  and the it is still 2, so I wouldn't have anticipated it getting destroyed.
 
  Clearly I'm lost in newbie-land.  I've tried searching the archives, but I
  haven't found the right posting and the website doesn't seem to be very 
  stable
  this month.
 
  Help?
 
  Lee
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Re: [osg-users] Visual Studio Setup Woes

2009-05-12 Thread Jean-Sébastien Guay

Hello Dwight,

Most of your problems seem to stem from relative inexperience with the 
tools/environment, which we can hopefully help you out with. It's just a 
matter of learning. We've all been there.


Topic by topic:


1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results in about 
fifty warnings (or errors, whatever it means when the property items are red and it won't let you 
Generate). I wasn't able to figure out why this happened, but I fixed it by simply 
telling CMake to Configure again, which removed the warnings.


Those are not warnings, they're just there to indicate new settings 
(that were not there before). CMake is telling you that you might want 
to customize the values there. But in your case, unless there's 
something in those that you specifically want to use, they're all 
optional so you can just ignore and click Configure again.


That's mentioned in the instructions:
Once your build configuration is to your liking, click Configure one 
last time and then click OK (Generate). 
But perhaps it could be made clearer that these red lines are normal and 
are not errors.



2. When setting up a Visual Studio project to know where the paths and 
libraries are and such, I got error messages when attempting to compile saying 
that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo 
%OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual Studio 
problem, and it actually doesn't break today. That error message is now gone 
for no reason.


That was probably caused by the fact that you were modifying the 
environment variables while keeping Visual Studio open. When you modify 
environment variables, you need to restart Visual Studio so that it can 
see the changes. This probably also explains why the problem magically 
disappeared : you probably restarted Visual Studio since then.



3. Either way, after giving it the correct paths in the project settings and 
including the appropriate libraries, I got this error:
1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 
'osgDB/ReadFile': No such file or directory

Obviously, it couldn't locate osgDB. For a while, I thought it might be the problem of 
not adding a d to the end of my libraries, since I compiled OSG in debug 
mode. While that might still be a problem, the real issue is that, for whatever reason, 
the include folders and files did not get compiled into the /build directory. The config 
files did, however. So, it appears that my include locations are all wrong.


Is that while compiling your own project, or compiling OSG itself? That 
indicates some mistake in your include path settings in your project. It 
has nothing to do with libraries at all.


Include files are not copied into the /build directory, because that's 
not the install directory. You should either use the include files 
directly from the sources directory, which would mean that your 
OSG_INCLUDE_PATH directive would be:


osg src path/include

or make sure that CMAKE_INSTALL_PREFIX is set to some place you want to 
install OSG and build the INSTALL project. Then all libraries, DLLs and 
include files will be copied to CMAKE_INSTALL_PREFIX/lib, /bin, /include 
respectively, and you would set OSG_INCLUDE_PATH to


CMAKE_INSTALL_PREFIX/include

As I think I mention in the instructions, I prefer the latter option, 
building the INSTALL project. Others prefer the other option.


Copying the headers into build is not a good idea, because if you ever 
update OSG you will have to re-do it manually, whereas any one of the 
two above options will prevent that manual step.



4. Fine, I put the includes where they should be and recompiled. I now get 
hundreds of redefinition warnings from gl.h, which is a classic symptom of 
including OpenGL BEFORE windows.h.


In your own project, you should have the following defines at least (in 
project properties - C/C++ - Preprocessor definitions):


Debug: WIN32;_WIN32;_DEBUG
Release: WIN32;_WIN32;NDEBUG

Visual Studio does not provide these by default. These will make the 
errors you have go away.



I don't have a clue as to how to proceed. I can't realistically do my 
development only on OS X, since my professors will want the program available 
on Windows. I really want to use OSG, but lately I'm spending more time trying 
to install it than researching my thesis topic.


Hopefully this should get you on track. Sorry about the installation 
instructions, if you want to spend a few minutes improving parts you 
find unclear, go ahead, it's a wiki so you can modify it.



Oh, and it wasn't really clear from your wiki, and I'm not familiar enough with 
massive open source projects like yours enough to know if I'm going after the 
wrong thing. Do I have to install all this stuff just so I can USE OSG, rather 
than develop OSG itself? I mean, I don't have to download the source for 
Firefox to use it. Am I going about this the wrong way?


Firefox is not an API, it's an 

Re: [osg-users] Visual Studio Setup Woes

2009-05-12 Thread Ismail Pazarbasi
Hi Dwight,

I don't know whether there is tuturial about CMake but those red lines
indicate some variables that are required/suggested. If you are
familiar with configure scripts on linux/unix, red lines are analogous
to --with-PKG=path_to_dependency or --enable-FEATURE (if I recall
correctly).

Warnings better be fixed. I've encountered several warnings during my
first attempt because I passed path to directories containing
libraries instead of full path to file. For instance, full path to
jpeg library is I:\Program Files\GnuWin32\lib\jpeg.lib for me. If you
see warnings or errors during configure, it's likely that generated
solution file (configuration) may be broken.

Aside; either compile 3rd party libraries with your Visual C run-time
version or obtain them from Internet. Using another version of C
run-time usually causes trouble.

If you give us some screenshots or text output of warnings/error you
encounter during CMake, I am sure we could resolve issue.

Ismail

On Tue, May 12, 2009 at 9:30 PM, Butler, Lee Mr CIV USA USAMC
lee.but...@us.army.mil wrote:
 If you are willing to drop back to to release 2.2 there is a Win32
 binary installer available at:

 http://www.openscenegraph.org/projects/osg/wiki/Downloads/PreviousReleases

 I've built OSG on Windows successfully from source using Vista and
 Visual Studio 2008.  The only things I set were the source and build
 directories in cmake.  The only package I added was to build the
 documentation.  It then takes two more clicks of the Configure button
 before the Generate button becomes ready.

 What OS/compiler are you trying to use?

 Lee

 On Tue, 2009-05-12 at 18:53 +, Dwight House wrote:
 I didn't see any topics about this, so I apologize if it is redundant.

 I'm a student who is trying to finish his masters program and I want to use 
 OSG to allow me to more rapidly and accurately work with shaders via OpenGL. 
 All the built-in features such as model-loading help too.

 Problem is, I can't get it fully installed on Windows. On OS X, I got it 
 installed in about 30 seconds. On Windows, I've been going at it for around 
 6 or 7 hours with no success.

 Now I don't know if it's my fault or someone else's, but the tutorial for 
 setting up OSG for Visual Studio 2005 does not work for me at several 
 points, eventually making further progress towards installation impossible. 
 Here is the tutorial that I am trying to use:
 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

 I followed all the steps to the best of my ability. Here are the problems I 
 encountered.

 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results 
 in about fifty warnings (or errors, whatever it means when the property 
 items are red and it won't let you Generate). I wasn't able to figure out 
 why this happened, but I fixed it by simply telling CMake to Configure 
 again, which removed the warnings.

 2. When setting up a Visual Studio project to know where the paths and 
 libraries are and such, I got error messages when attempting to compile 
 saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo 
 %OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual 
 Studio problem, and it actually doesn't break today. That error message is 
 now gone for no reason.

 3. Either way, after giving it the correct paths in the project settings and 
 including the appropriate libraries, I got this error:
 1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 
 'osgDB/ReadFile': No such file or directory

 Obviously, it couldn't locate osgDB. For a while, I thought it might be the 
 problem of not adding a d to the end of my libraries, since I compiled OSG 
 in debug mode. While that might still be a problem, the real issue is that, 
 for whatever reason, the include folders and files did not get compiled into 
 the /build directory. The config files did, however. So, it appears that my 
 include locations are all wrong.

 4. Fine, I put the includes where they should be and recompiled. I now get 
 hundreds of redefinition warnings from gl.h, which is a classic symptom of 
 including OpenGL BEFORE windows.h.


 I don't have a clue as to how to proceed. I can't realistically do my 
 development only on OS X, since my professors will want the program 
 available on Windows. I really want to use OSG, but lately I'm spending more 
 time trying to install it than researching my thesis topic.

 Oh, and it wasn't really clear from your wiki, and I'm not familiar enough 
 with massive open source projects like yours enough to know if I'm going 
 after the wrong thing. Do I have to install all this stuff just so I can USE 
 OSG, rather than develop OSG itself? I mean, I don't have to download the 
 source for Firefox to use it. Am I going about this the wrong way?

 Thanks for your help.

 Salutations,
 Dwight House

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[osg-users] example of 3d Text

2009-05-12 Thread Alena Bacova
Hi,
I'm a newbie in osg, and I was wondering if there is any working example for
3D Text. The only thing I could find is osgtext3D example (build of osg
source) but that doesn't work. I tried some code modification by myself, but
no luck so far.

Any help is really appreciated.

Alena
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Re: [osg-users] example of 3d Text

2009-05-12 Thread Jean-Sébastien Guay

Hello Alena,

I'm a newbie in osg, and I was wondering if there is any working example 
for 3D Text. The only thing I could find is osgtext3D example (build of 
osg source) but that doesn't work. I tried some code modification by 
myself, but no luck so far.


The osgtext3d example works for me. Can you try setting 
OSG_NOTIFY_LEVEL=DEBUG and re-running it to see if it's perhaps just not 
finding the font file or something like that?


You should have the OpenSceneGraph-Data installed somewhere and set 
OSG_FILE_PATH to that directory so that the OSG examples can find their 
data (this includes the font file for this example).


Hope this helps,

J-S
--
__
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Re: [osg-users] example of 3d Text

2009-05-12 Thread Paul Martz
osgtext3d seems to work OK for me. Can you run the (regular) osgtext example
and see text? If that also fails for you, then it might be a problem with
the freetype plugin. Look for osgdb_freetype.* in your OSG bin directory.
You can also crank up the notify level.
 
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 Alena
Bacova
Sent: Tuesday, May 12, 2009 2:11 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] example of 3d Text


Hi,
I'm a newbie in osg, and I was wondering if there is any working example for
3D Text. The only thing I could find is osgtext3D example (build of osg
source) but that doesn't work. I tried some code modification by myself, but
no luck so far.

Any help is really appreciated.

Alena

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[osg-users] Repost: Top 10 debugging tips

2009-05-12 Thread Paul Martz
I've created the following list of debugging tips to help new OSG developers
become productive faster:
  http://www.skew-matrix.com/bb/viewtopic.php?f=6
http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5 t=5
 
I hope you find it useful. Feedback appreciated.
 
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] Visual Studio Setup Woes

2009-05-12 Thread Paul Martz
 Here is the tutorial that I am trying to use:

http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi
sualStudio 

I'm not familiar with that tutorial. I didn't look at it too closely, but it
is possibly outdated.

I wrote my own recently, and it is here:
http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3
Perhaps you'll find it helpful.

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


I followed all the steps to the best of my ability. Here are the problems I
encountered.

1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results
in about fifty warnings (or errors, whatever it means when the property
items are red and it won't let you Generate). I wasn't able to figure out
why this happened, but I fixed it by simply telling CMake to Configure
again, which removed the warnings.

2. When setting up a Visual Studio project to know where the paths and
libraries are and such, I got error messages when attempting to compile
saying that $(OSG_INCLUDE_PATH) was not a valid directory, even though echo
%OSG_INCLUDE_PATH% produced the correct directory. It must be a Visual
Studio problem, and it actually doesn't break today. That error message is
now gone for no reason.

3. Either way, after giving it the correct paths in the project settings and
including the appropriate libraries, I got this error:
1.\osgviewer.cpp(12) : fatal error C1083: Cannot open include file: 
1'osgDB/ReadFile': No such file or directory

Obviously, it couldn't locate osgDB. For a while, I thought it might be the
problem of not adding a d to the end of my libraries, since I compiled OSG
in debug mode. While that might still be a problem, the real issue is that,
for whatever reason, the include folders and files did not get compiled into
the /build directory. The config files did, however. So, it appears that my
include locations are all wrong.

4. Fine, I put the includes where they should be and recompiled. I now get
hundreds of redefinition warnings from gl.h, which is a classic symptom of
including OpenGL BEFORE windows.h.


I don't have a clue as to how to proceed. I can't realistically do my
development only on OS X, since my professors will want the program
available on Windows. I really want to use OSG, but lately I'm spending more
time trying to install it than researching my thesis topic.

Oh, and it wasn't really clear from your wiki, and I'm not familiar enough
with massive open source projects like yours enough to know if I'm going
after the wrong thing. Do I have to install all this stuff just so I can USE
OSG, rather than develop OSG itself? I mean, I don't have to download the
source for Firefox to use it. Am I going about this the wrong way?

Thanks for your help.

Salutations,
Dwight House

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Re: [osg-users] Repost: Top 10 debugging tips

2009-05-12 Thread Simon Hammett
Many, (most?) osg users are using windozes.
So redirecting osg::notify messages should be in that list.

(Plz somebody give me a job developing for *ix.!)

2009/5/12 Paul Martz pma...@skew-matrix.com:
 I've created the following list of debugging tips to help new OSG developers
 become productive faster:
   http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5

 I hope you find it useful. Feedback appreciated.

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

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Re: [osg-users] Stereo Problem

2009-05-12 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello Robert, Olfat,

Robert Osfield wrote:
 Hi Olfat,
 
 The errors you are getting are due to lack of QUAD_BUFFER stereo 
 support in the driver.  This is pretty poor considering that you've 
 got the NVidia 3D glasses.
 
 Perhaps the NVidia drivers only provide a hack for 3d support in 3rd 
 party apps, as they do for games.  I would be worth contacting NVidia
  about it as frankly selling hardware but not supporting quad buffer 
 stereo in the drivers is just plain incompetent/fraudulent.
 
 Robert.


That is completely normal - QUAD_BUFFER works and is supported only on
certain (not all!)  cards from the Quadro line, not on any GeForces.

This thing with the Nvidia 3D glasses is the same hack as what they were
doing before with the consumer stereo driver which was creating the
stereo image automatically in the driver and drove the glasses using the
 DCC pin of the VGA connector. However, right now there is no OpenGL
support for this new version of the driver, only DirectX as it is
marketed towards games, so it will not work with OSG at all.

I guess they are trying to prevent cannibalization of the sales of their
overpriced Quadros by cheaper GeForces :(

Regards,

Jan
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Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

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=JumX
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Re: [osg-users] Stereo Problem

2009-05-12 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

olfat ibrahim wrote:
 One final Q what is the glasses or HW type u recommend for the stereo
  display ?

You will need an Nvidia Quadro card and regular stereo glasses (e.g.
Crystal Eyes). I am not sure whether the cheap consumer glasses work
with Quadros.

Regards,

Jan
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Re: [osg-users] _CRT_SECURE_NO_WARNINGS and osg

2009-05-12 Thread Chris 'Xenon' Hanson
Vincent Bourdier wrote:
 I didn't found the _CRT_SECURE_NO_WARNINGS in osg sources, so I don't
 understand how this is defined ? or where ?

  This is a Microsoft Visual C++ warning/define, not an OSG one.

http://msdn.microsoft.com/en-us/library/8ef0s5kh(VS.80).aspx

 Regards,
Vincent.

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Re: [osg-users] _CRT_SECURE_NO_WARNINGS and osg

2009-05-12 Thread Martin Beckett
_CRT_SECURE_NO_WARNINGS is set by default in OSG built for VS (at least with 
2.8 an vs2008), check properties - c++ -preprocessor setttings

Martin

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Re: [osg-users] Visual Studio Setup Woes

2009-05-12 Thread Dwight House
Thank you all for your prompt replies. For now, I'm going to try Paul Martz's 
tutorial. However, as I suspected, one can develop using the precompiled 
binaries. My only problem is that I don't know how to do that. At least not 
with a project this large. One library maybe, but OSG is huge. Is there some 
layman computer scientist's tutorial on how to use them (precompiled binaries) 
with Visual Studio, even if it's not related to OSG? I'm not familiar with 
Linux programming at all. Only general languages and some medium 
difficultly-level Windows programming.

Parallaxin',
Dwight

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Re: [osg-users] Visual Studio Setup Woes

2009-05-12 Thread Jean-Sébastien Guay

Helo Dwight,

However, as I suspected, one can develop using the precompiled binaries. My only problem is that I don't know how to do that. At least not with a project this large. One library maybe, but OSG is huge. 


Well, there are two parts to your question: how do I use OSG (i.e. what 
settings do I have to use in my project to be able to compile something 
using OSG) and how do I use OSG (i.e. how do I learn the API and use it 
to make something).


-
The first part is actually the same as for any other library.

1. Set the include paths to point to the OSG include directory.
2. Set the library path to point to the OSG lib directory.
3. Add the necessary libraries to the linker settings.
4. Make sure your path contains the necessary directories so that 
dynamic libraries are found at run time.


That's also the same thing you'd do on Linux or Mac OS X. C++ 
development is more or less the same on any platform, it's just the 
tools that change.


For 1, you'll find that in the project settings under C/C++ - General - 
Additional Include Directories.


For 2, you'll find that in the project settings under Linker - General - 
Additional Library Directories.


For 3, you'll find that in the project settings under Linker - Input - 
Additional Dependencies. Now, the hard part is figuring out what 
libraries you need. The basic set would likely be osg.lib, osgUtil.lib, 
osgDB.lib, osgViewer.lib, osgGA.lib, osgText.lib (add a 'd' to each in 
your Debug project's settings). After that, if you get any linker 
errors, examine the error and you'll figure out which library you need 
to add (for example, if it says it has an unresolved symbol 
osgAnimation::Something::doSomething(), you need osgAnimation.lib).


For 4, you have a few options. You can add your OSG install's bin 
directory to your system PATH variable. Or in your project settings 
under Debugging - Environment, you can put PATH=$(OSG_BIN_PATH) (and 
make sure Merge Environment is set to Yes) and that will add the OSG bin 
path to your PATH when you run your app under the Visual Studio debugger 
(but leave the system PATH untouched, which is useful in case some other 
app needs another version of OSG for example). Or you can put the OSG 
DLLs directly in the same directory as your application's executable 
(search the archives if you want to do this, there are a few gotchas for 
this method to work well).


Number 4 under Linux is a separate environment variable called 
LD_LIBRARY_PATH, but on Windows it's all just the PATH. It's used for 
both executables and dynamic libraries.


I generally set up the settings for both the debug and release 
configurations right at the start so that I know I can readily switch 
from one to the other without problems. The only things that change 
between the two - apart from default settings that VS sets differently - 
are the 'd' suffix to library names and _DEBUG instead of NDEBUG in the 
debug configuration.


I also normally start with a copy of 
OSG_sources/applications/osgviewer/osgviewer.cpp , and if that 
compiles and runs in both debug and release, I know I've got the include 
and linker settings right. From there I modify the code and add new 
files as I see fit for my project.


If you need any more in-depth info about what libraries are, what such 
and such a setting does, etc, just Google it and you'll find out. A big 
part of learning your tools is experimenting and finding out things by 
doing.


-
The second part, how do I learn to use the OSG API, is a very common 
question here. I'll give you some useful links while I discuss this...


First, you can search the archives (I like to use 
http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user but there 
are other sources) to see what was suggested in other discussions. 
Search for documentation or learning and you'll probably  get 
interesting results.


Second, there's the OSG Quick Start Guide which you can download as a 
PDF for free (or buy a nice quality book for a good price) at 
http://www.osgbooks.com/ .


The best source of info for how to use a given feature of OSG is the 
examples. There are a large number of them, so it's a good thing you 
downloaded the OSG source (even if you end up using the precompiled 
binaries for your project) because then you can search for a given class 
name or keyword in the sources and find many examples that show how to 
use that class or do a given thing.


Also, you can browse the OSG wiki to find some examples, some 
documentation and some general info, but just as the how-to you tried 
initially was slightly outdated, some pages on the wiki might be 
outdated at various levels too (though most of it is accurate). Please 
let us know if anything is unclear or seems to be out of sync with 
current versions of OSG.


Of course, to use all that you'll need to have an idea of what you want 
to do, and at least some knowledge of computer graphics. For this 

Re: [osg-users] Repost: Top 10 debugging tips

2009-05-12 Thread Maciej Krol
Hi Simon, Paul et al,

Yesterday I've posted to osg-submissions notification redirection interface.
For windows you could redirect messages to debug output with single line of
code.

osg::setNotifyHandler(new osg::WinDebugNotifyHandler)

You can define custom notification sinks by implementing osg::NotifyHandler
interface:

class MyNotifyHandler : public osg::NotifyHandler
{
  void notify(osg::NotifySeverity severity, const char *message)
  {
 printf(severity %d: %s, severity, message);
  }
}

Apart from visual studio debugger output I use DebugView
http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx all the time,
it is a little tool from SysInternals (now Microsoft) that shows debug
messages from all applications. Very handy when You try to solve problems
with released application at target system and no debugger is available.

Regards,
Maciej

2009/5/13 Simon Hammett s.d.hamm...@googlemail.com

 Many, (most?) osg users are using windozes.
 So redirecting osg::notify messages should be in that list.

 (Plz somebody give me a job developing for *ix.!)

 2009/5/12 Paul Martz pma...@skew-matrix.com:
  I've created the following list of debugging tips to help new OSG
 developers
  become productive faster:
http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5
 
  I hope you find it useful. Feedback appreciated.
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  +1 303 859 9466
 
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-- 
Regards,
Maciej Krol
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