Re: [osg-users] Writing to an image file

2009-06-05 Thread Ulrich Hertlein

Hi Amanda,

On 26/5/09 5:39 PM, Amanda Henn wrote:

I am very new to computer graphics and OSG/OpenGL.  I need to figure out how to 
write a
simple textured rectangle to a .tif file.  I've found many examples of this but 
some
are so complicated I can't understand them.


What do you mean by 'write a texture rectangle'?  Do you want to save the rendered frame 
to a file?  If so then please take a look at the osgscreencapture example - in brief you 
need to add a capture callback to read the rendered frame and save it to a file.



Here is the code I have so far, when I run it I can see a single rectangle with 
the
road texture on it.  I have some code that does create a result .tif file, but 
I can't
view it.  I'm sure I'm missing some things.  I'd appreciate any help, I know 
this is
probably a simple question...


'Can't view it' as in it's empty?  Or not a tif file?
Please give us a bit more detail to work with.


//write image code I've been playing with osg::Image* resultImage = new 
osg::Image;
resultImage-allocateImage(3000, 3000, 0, GL_RGB, GL_UNSIGNED_BYTE);

osgDB::writeImageFile(*resultImage, D:\\C++_Projects\\result.tif);


This will write an empty image (probably black).

Cheers,
/ulrich
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Re: [osg-users] master/slave camera question

2009-06-05 Thread Robert Osfield
Hi Wyatt,

On Thu, Jun 4, 2009 at 6:31 PM, Wyatt Earpwyattbsearp1...@gmail.com wrote:
 Ok.  Thanks.  Not sure I understand the concept of cameras and master/slave
 stuff as well as I should...  I searched the forum and mailing list
 archives, but didn't come up with anything yet, but then again, searching on
 something like camera master slave produces tons of hits.  Any
 documentation that explains the camera concept and relation to viewer?

The documentation is embedded in all the discussions.

Robert.
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Re: [osg-users] Wiki spammer

2009-06-05 Thread Hans Elbers
Maybe it is possible to complain at amazon.com where their online shop
is located? That would spoil their fun (and profit).

Hans.

On Fri, 2009-06-05 at 08:13 +, Roland Smeenk wrote:

 Does anybody know if Jose Luis is available for banning Wiki accounts?
 ProLan and TaxAudit keep spamming the wiki with links.
 
 --
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Re: [osg-users] Database pager questions

2009-06-05 Thread Robert Osfield
HI Bret,

On Thu, Jun 4, 2009 at 6:18 PM, brettwiesnerbrettwies...@gmail.com wrote:
 Hi,

 Just validating some assumptions about the database pager...
 1) Is paging in single threaded mode blocking? If OSG is in single threaded
 mode, will the pager load data and stop rendering or will it load in another
 thread anyway?


As others have said the DatabasePager it totally orthogonal to the
osgViewer::Viewer/CompositeViewer, so the pagers threading works
regardless of what you do with the viewer.

 2) If OSG is running in multithreaded mode will the pager load data
 asychronously?

The DatabasePager always loaded asynchronously - that's the whole point of it.

 Now some real questions:
 3) How does the pager decide when to page something in?

When PagedLOD nodes that are encountered during the cull traversal
require an external tile that isn't loaded yet they makes a request to
the loaded the tile.

 4) How does the pager decide when to page something out?

That depends upon the mode the DatabasePager is set up with.  The
current default in 2.8.0 onwards is to mainatain a maximum number of
active PagedLOD and to prune inactive branches when that number is
exceeded.  Note, it only prunes inactive branches, it never touches
the active ones i.e. the ones on screen,

 5) How does the pager page something out?

It maintains a list of expired subgraphs and during the update
traversal these subgraphs are removed.

Robert.
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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Robert Osfield
Hi Paul,

On Thu, Jun 4, 2009 at 8:11 PM, Paul
Melisosg-us...@assumetheposition.nl wrote:
 First, try this:

 In applications/osgversion/CMakeLists.txt change ENDIF() to
 ENDIF(OSG_MAINTAINER)
 That line looks fishy.

Cmake used to require the the IF() ENDIF() matched but this
requirement was dropped, and now the OSG-2.9.x and svn/trunk has been
cleaned up to not have the matching entries as it makes the code far
more readable and maintainable.

I was under the impression that this wouldn't cause too many problems
except for really old CMake versions.

Robert.
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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Robert Osfield
Hi John.

These aren't errors in the OSG's build, but in the 3rd party library
(ITK) that it's pulliing in.  I am very surprised that errors are
popping up.  Try reducing the verbosity of OSG warning dectition by
setting  OSG_USE_AGGRESSIVE_WARNINGS to OFF using ccmake make.

The other option would be to grab DCMTK as it's a better loader for
dicom files anyway, and if you have DCMTK then the dicom plugin won't
try to use ITK.

Robert.

2009/6/4 John Kelso ke...@nist.gov:
 Hi again,

 I made the change in CMakeLists.txt and cmake was happy.  It still bombs
 when
 building- it's in the dicom plugin.

 We have installed:

 rpm -q InsightToolkit

 InsightToolkit-2.8.1-5.fc6.i386

 There's a large number of repetitious errors., included below.

 Any ideas?

 Many thanks,

 John

 Scanning dependencies of target osgdb_dicom
 Building CXX object
 src/osgPlugins/dicom/CMakeFiles/osgdb_dicom.dir/ReaderWriterDICOM.o
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:306:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:306:
 warning: ISO C++ forbids initialization of member constant ‘zero’ of
 non-integral type ‘const float’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:308:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:308:
 warning: ISO C++ forbids initialization of member constant ‘one’ of
 non-integral type ‘const float’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:310:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:310:
 warning: ISO C++ forbids initialization of member constant ‘maxval’ of
 non-integral type ‘const float’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:329:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:329:
 warning: ISO C++ forbids initialization of member constant ‘zero’ of
 non-integral type ‘const double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:331:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:331:
 warning: ISO C++ forbids initialization of member constant ‘one’ of
 non-integral type ‘const double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:333:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:333:
 warning: ISO C++ forbids initialization of member constant ‘maxval’ of
 non-integral type ‘const double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:352:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:352:
 warning: ISO C++ forbids initialization of member constant ‘zero’ of
 non-integral type ‘const long double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:354:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:354:
 warning: ISO C++ forbids initialization of member constant ‘one’ of
 non-integral type ‘const long double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:356:
 error: floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_numeric_traits.h:356:
 warning: ISO C++ forbids initialization of member constant ‘maxval’ of
 non-integral type ‘const long double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_math.h:55: error:
 floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_math.h:55: warning:
 ISO C++ forbids initialization of member constant ‘e’ of non-integral type
 ‘const double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_math.h:56: error:
 floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_math.h:56: warning:
 ISO C++ forbids initialization of member constant ‘log2e’ of non-integral
 type ‘const double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_math.h:57: error:
 floating-point literal cannot appear in a constant-expression
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_math.h:57: warning:
 ISO C++ forbids initialization of member constant ‘log10e’ of non-integral
 type ‘const double’
 /usr/include/InsightToolkit/Utilities/vxl/core/vnl/vnl_math.h:58: error:
 floating-point literal cannot appear in a constant-expression
 

Re: [osg-users] Examples and multiple monitors on Mac OS X

2009-06-05 Thread Robert Osfield
Hi Brent,

The OSG by default will query all the available displays and open up
viewer across all these displays.  The OSG is a real-time graphics,
multi-thread, multi-context API that just loves to run to it's full
capacity :-)

You can customize how the examples run by either using the --window x
y width height, the --screen screenNum, or -c viewerconfiguration.cfg
or -c viewconfiguration.view command line options.  The viewer
configuration files can be Producer ones (.cfg) or native osgViewer
(.view) ones, for examples of the later see
OpenSceneGraph/Configuration.

You can also set all this using the env vars such as:

   setenv OSG_SCREEN=1

For full details of options do:

  osgviewer --help
  osgviewer --help-env

In your own apps you can set up the windowing exactly how you want,
there are plenty of examples illustrating this.

As for find paths, set the OSG_FILE_PATH env var to pick up where
you've install OpenSceneGraph-Data.

Robert.

On Fri, Jun 5, 2009 at 12:49 AM, Brent
Gulanowskibgulanow...@marketcircle.com wrote:
 Hi,

 The examples are fullscreen. Strangely, they span multiple monitors, instead 
 of simply using the primary monitor. Perhaps there are some launch arguments 
 I need.

 Running from Xcode causes problems, like missing resources, for example with 
 the osgforest.app:


 Code:
 Creating terrain...Warning: Could not find plugin to read objects from file 
 Images/lz.rgb.
 done.
 Creating tree locations...done.
 Creating cell subdivision...done.
 Warning: Could not find plugin to read objects from file Images/tree0.rgba.
 Creating osg::Billboard based forest...Warning: font file fonts/arial.ttf 
 not found.
 done.
 Creating double quad based forest...Warning: font file fonts/arial.ttf not 
 found.
 done.
 Creating osg::MatrixTransform based forest...Warning: font file 
 fonts/arial.ttf not found.
 done.
 Creating OpenGL shader based forest...Warning: font file fonts/arial.ttf 
 not found.
 done.




 Of course debug builds must be run from Xcode.

 There are some other strange aspects of the Xcode project, such as building 
 dSYM files and universal products for the Debug (aka Development) build 
 configuration, which is unnecessary unless you want to distribute debug 
 builds (which is unusual).

 ...

 Thank you!

 Cheers,
 Brent

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Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture to the escarpment?

2009-06-05 Thread Robert Osfield
Hi Xuex Chen,

I'm afraid I don't understand the issue that you have.  VPB can deal
with datasets in different projections by coordinate systems them all
into the same coordinate system that the final database will end up
in, as long as your data has all the correct coordinate system info
embedded (such as GeoTiff) in it should simply be a case of add all
your files to the osgdem/vpbmaster command line.

Robert.


On Fri, Jun 5, 2009 at 4:05 AM, wind509459...@qq.com wrote:
 Hi,
   I have two groups of terrain data with geotiff format. One has common
 vertical orthographic projected elevation data and image, while the other is
 a part of the first group, and with a higher resolution, furthermore, its
 elevation data and image are gradient orthographic projected data that
 represents a protuberant escarpment(assuming knowing the image's shooting
 angle). I can build each group of data separately by
 VirtualPlanetBuilder(abbr. VPB) without taking account of the gradient
 orthographic projection, and next i can't embeded the smaller part into the
 larger terrain perfectly. I think i should build whole data in a lump,
 because VPB could deal with different resolution well, but i don't known how
 to apply the second part's shooting angle to building process. Anyone
 advance ?

 Xuex Chen
 Thank you very much.

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Re: [osg-users] Destruction order for static objects

2009-06-05 Thread Robert Osfield
Hi Fredrik,

Thanks for the link, the suggestion of depends_on does look to be a
good thing in our context, it will break the ABI though so it's not an
approach we could use in the OSG-2.8 branch.  Your suggestion of an
explictly initializer in singleton implementation would be less
elegant but would be the approach to use in the OSG-2.8 branch.

I'll have a look at add a depends_on feature into the problem class
you have see.  Which verson of the OSG are you currently using?

Robert.

On Thu, Jun 4, 2009 at 9:21 PM, Fredrik
Orderudfredrik.orde...@idi.ntnu.no wrote:
 I've just discovered a potential solution for the initialization order for 
 static objects. You can use the depends_on-pattern to let your classes 
 inherit their dependencies.

 http://www.entropygames.net/index.php?option=com_contentview=articleid=52

 I don't know the OSG code enough in detail to know if this would fit into the 
 design, but it is certainly an elegant solution.

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Re: [osg-users] Destruction order for static objects

2009-06-05 Thread Robert Osfield
Hi Fredrik,

I've got the following to compile, could you test it out at your end.
This code is all the .cpp right now so doesn't affect the ABI so could
be rolled into the 2.8 branch.  I've also attached the the whole
RenderBin.cpp, but this is based on svn/trunk.

I this is successful at addressing the problems with initialization
order I'll clean it up and get it checked into svn/trunk and the
OSG-2.8 branch.

Robert.

// template helper class to force initialization order
template typename T, T M()
struct depends_on
{
depends_on() { M(); }
};

class RenderBinPrototypeList : depends_onOpenThreads::Mutex*,
osg::Referenced::getGlobalReferencedMutex,
   public osg::Referenced, public
std::map std::string, osg::ref_ptrRenderBin 
{
public:
RenderBinPrototypeList() {}
~RenderBinPrototypeList() {}
};
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/
#include stdlib.h
#include string.h

#include osgUtil/RenderBin
#include osgUtil/RenderStage
#include osgUtil/Statistics

#include osg/Notify
#include osg/ApplicationUsage
#include osg/AlphaFunc

#include algorithm

using namespace osg;
using namespace osgUtil;

// template helper class to force initialization order
template typename T, T M()
struct depends_on
{
depends_on() { M(); }
};

class RenderBinPrototypeList : depends_onOpenThreads::Mutex*, osg::Referenced::getGlobalReferencedMutex,
   public osg::Referenced, public std::map std::string, osg::ref_ptrRenderBin 
{
public:
RenderBinPrototypeList() {}
~RenderBinPrototypeList() {}
};

// register a RenderStage prototype with the RenderBin prototype list.
RegisterRenderBinProxy s_registerRenderBinProxy(RenderBin,new RenderBin(RenderBin::getDefaultRenderBinSortMode()));
RegisterRenderBinProxy s_registerStateSortedBinProxy(StateSortedBin,new RenderBin(RenderBin::SORT_BY_STATE));
RegisterRenderBinProxy s_registerDepthSortedBinProxy(DepthSortedBin,new RenderBin(RenderBin::SORT_BACK_TO_FRONT));
RegisterRenderBinProxy s_registerTraversalOrderProxy(TraversalOrderBin,new RenderBin(RenderBin::TRAVERSAL_ORDER));


static RenderBinPrototypeList* renderBinPrototypeList()
{
static osg::ref_ptrRenderBinPrototypeList s_renderBinPrototypeList = new  RenderBinPrototypeList;
return s_renderBinPrototypeList.get();
}

RenderBin* RenderBin::getRenderBinPrototype(const std::string binName)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list)
{
RenderBinPrototypeList::iterator itr = list-find(binName);
if (itr != list-end()) return itr-second.get();
}
return NULL;
}

RenderBin* RenderBin::createRenderBin(const std::string binName)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list)
{
RenderBin* prototype = getRenderBinPrototype(binName);
if (prototype) return dynamic_castRenderBin*(prototype-clone(osg::CopyOp::DEEP_COPY_ALL));
}

osg::notify(osg::WARN) Warning: RenderBin \binName\ implemention not found, using default RenderBin as a fallback.std::endl;
return new RenderBin;
}

void RenderBin::addRenderBinPrototype(const std::string binName,RenderBin* proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list  proto)
{
(*list)[binName] = proto;
}
}

void RenderBin::removeRenderBinPrototype(RenderBin* proto)
{
RenderBinPrototypeList* list = renderBinPrototypeList();
if (list  proto)
{
for(RenderBinPrototypeList::iterator itr = list-begin();
itr != list-end();
++itr)
{
if (itr-second == proto)
{
// osg::notify(osg::NOTICE)Found protype, now erasing itr-firststd::endl;
list-erase(itr);
return;
}
}
}
// osg::notify(osg::NOTICE)Not found protypestd::endl;
}

static bool s_defaultBinSortModeInitialized = false;
static RenderBin::SortMode s_defaultBinSortMode = RenderBin::SORT_BY_STATE;
static osg::ApplicationUsageProxy RenderBin_e0(osg::ApplicationUsage::ENVIRONMENTAL_VARIABLE,OSG_DEFAULT_BIN_SORT_MODE type,SORT_BY_STATE | SORT_BY_STATE_THEN_FRONT_TO_BACK | SORT_FRONT_TO_BACK | SORT_BACK_TO_FRONT);

void RenderBin::setDefaultRenderBinSortMode(RenderBin::SortMode mode)
{
s_defaultBinSortModeInitialized = true;
s_defaultBinSortMode = mode;
}



[osg-users] Serializing / Deserializing an osg::Node to memory pointer

2009-06-05 Thread Andrew Thompson
Hi there, 

This is the first time I've posted on these boards, I wonder if any of you guys 
can help me out?

I am developing a CAD application that uses OpenSceneGraph and I need to 
implement custom serialization of the CAD data to/from disk. This requires 
saving individual nodes and their children to a custom file format along with 
some other data from the app. 

Now I notice OSG has the ability to save/load multiple file formats using the 
Plugins but what I'd really like to do is save/load a node to a memory pointer, 
so the node data is held in memory as opposed to being written to a file. This 
would allow me to serialize this node data inside my own custom file format. 

Is there any way to serialize / deserialize a node to memory using the existing 
plugins? If not, how could I go about implementing this?

Thank you very much in advance, 

AndyB

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Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer

2009-06-05 Thread Andrew Thompson
... To add to the above, I just noticed osg::ReaderWriter::writeNode has an 
overload accepting a std::ostream

I imagine this is what I'm looking for - the ability to read and write nodes to 
a memory stream. 

Does anyone have any experience this this overload and can offer comment on it? 

Thank you :)

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Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer

2009-06-05 Thread Robert Osfield
Hi Andrew,

If you don't have any custom nodes then you could use the .ive format,
and use the .ive plugins support istream/ostreams.

   osgDB::ReaderWriter* writer =
osgDB::Registry::instance()-getReaderWriterForExtension(ive);
  if(writer)
  {
  std::stringstream outputStream;
  osgDB::ReaderWriter::WriteResult wr =
writer-writeNode(*node,outputStream,0));
  if(wr.success()) {... do your stuff to write output the
stringstream... }

  }


Robert.


On Fri, Jun 5, 2009 at 10:27 AM, Andrew Thompsonandyb1...@yahoo.co.uk wrote:
 Hi there,

 This is the first time I've posted on these boards, I wonder if any of you 
 guys can help me out?

 I am developing a CAD application that uses OpenSceneGraph and I need to 
 implement custom serialization of the CAD data to/from disk. This requires 
 saving individual nodes and their children to a custom file format along with 
 some other data from the app.

 Now I notice OSG has the ability to save/load multiple file formats using the 
 Plugins but what I'd really like to do is save/load a node to a memory 
 pointer, so the node data is held in memory as opposed to being written to a 
 file. This would allow me to serialize this node data inside my own custom 
 file format.

 Is there any way to serialize / deserialize a node to memory using the 
 existing plugins? If not, how could I go about implementing this?

 Thank you very much in advance,

 AndyB

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Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer

2009-06-05 Thread Andrew Thompson
Hi Robert, 

Thank you for your reply. Some quick questions for you - 

By custom nodes do you mean my own classes inheriting a node? If so, no I don't 
have these. I am creating geometry inside Geode's in code, but the structure is 
very simple. 

As for the .ive format, I'll do a bit of googling to see what I come up with. 
What I'm ideally looking for is the fastest method of serializing nodes to 
memory stream (ideally binary format as opposed to text) and (of course this is 
a trade-off) the smallest file size once I save these blobs of memory.

The CAD application I am working on has to handle input data with literally 
millions of meshes. 

Thank you!

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Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer

2009-06-05 Thread Robert Osfield
Hi Andy,

It does sounds like .ive should foot the bill for you as your just
using standard OSG classes.

Robert.

On Fri, Jun 5, 2009 at 12:45 PM, Andrew Thompsonandyb1...@yahoo.co.uk wrote:
 Hi Robert,

 Thank you for your reply. Some quick questions for you -

 By custom nodes do you mean my own classes inheriting a node? If so, no I 
 don't have these. I am creating geometry inside Geode's in code, but the 
 structure is very simple.

 As for the .ive format, I'll do a bit of googling to see what I come up with. 
 What I'm ideally looking for is the fastest method of serializing nodes to 
 memory stream (ideally binary format as opposed to text) and (of course this 
 is a trade-off) the smallest file size once I save these blobs of memory.

 The CAD application I am working on has to handle input data with literally 
 millions of meshes.

 Thank you!

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Re: [osg-users] Database pager questions

2009-06-05 Thread brettwiesner

Thanks!

Robert Osfield wrote:

HI Bret,

On Thu, Jun 4, 2009 at 6:18 PM, brettwiesnerbrettwies...@gmail.com wrote:
  

Hi,

Just validating some assumptions about the database pager...
1) Is paging in single threaded mode blocking? If OSG is in single threaded
mode, will the pager load data and stop rendering or will it load in another
thread anyway?




As others have said the DatabasePager it totally orthogonal to the
osgViewer::Viewer/CompositeViewer, so the pagers threading works
regardless of what you do with the viewer.

  

2) If OSG is running in multithreaded mode will the pager load data
asychronously?



The DatabasePager always loaded asynchronously - that's the whole point of it.

  

Now some real questions:
3) How does the pager decide when to page something in?



When PagedLOD nodes that are encountered during the cull traversal
require an external tile that isn't loaded yet they makes a request to
the loaded the tile.

  

4) How does the pager decide when to page something out?



That depends upon the mode the DatabasePager is set up with.  The
current default in 2.8.0 onwards is to mainatain a maximum number of
active PagedLOD and to prune inactive branches when that number is
exceeded.  Note, it only prunes inactive branches, it never touches
the active ones i.e. the ones on screen,

  

5) How does the pager page something out?



It maintains a list of expired subgraphs and during the update
traversal these subgraphs are removed.

Robert.
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[osg-users] Xcode project issues

2009-06-05 Thread Brent Gulanowski
Hi,

This is moved from the submissions forum/list. Forgive the mispost there.

Building the source from Xcode using the Xcode project file included in the 
2.8.1 distribution download, and encountered some issues.  Not using cmake 
(which is unfamiliar to me).

Notice that the Xcode build configurations are not using what are now the 
standard names (Debug and Release), instead using the ones from a few years 
back (Development and Deployment). Maybe a cosmetic thing, but would be nice if 
they were standard. 

I find Xcode really dislikes the project. I don't know if it's my system, or a 
bad index somewhere, but I have a horrendous problem with Xcode constantly 
running both CPU cores hot whenever I do anything in the OpenSceneGraph 
project. Anyone else have this problem? I'm wondering if maybe the project has 
exceeded some limit of Xcode's ability to handle either the number of files or 
the number of targets in one project. 

I have a MacBook Pro Dual Core 2.2. 

I've been unable to get it to build, nor can I successfully clean the project, 
because it keeps claiming there is no build product name defined for one of the 
aggregate targets (and trying to inspect the same SDLdependentStuff target 
causes an exception).

I'm fairly novice with 3D but looking for a starting point that I can use in 
Cocoa software for Mac OS X. Might even want something that could work on 
iPhone eventually. I would definitely want to replace the AGL with NSGL 
support, with which I am familiar.

As an aside, whatever is being attempted with cmake, I'd suggest abandoning 
that in favour of Xcode's own command-line build tool, xcodebuild. It 
understands Xcode project files. Or is there some reason it doesn't work with 
whatever build automation system you have? Then the single-project file 
approach can also be replaced with separate project files (perhaps three: one 
for core libraries, one for plug-ins, and one for examples).

Again, I am willing to make that work if OSG looks like it might be something I 
can adapt myself to.

... 

Thank you!

Cheers,
Brent

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Re: [osg-users] Transparency Issues

2009-06-05 Thread Robert Osfield
Hi Todd,

I can't say why your are having problems with transparency in 2.8.1 vs
2.4, as depth sorted/transparent bin hasn't changed between these
versions.  Perhaps a subtle difference in the loader has caused the
difference, or perhaps there is something undefined in your data that
the two versions behavior differently with.It's a bit of a case of
hunting for a needle in a hay stack so you'll need to try and isolate
the different possibilities.

Try converting your data to .osg and see if the two different versions
behave differently with this, even bettern convert the .ive to .osg
using 2.4, then do the same with 2.8.1 and then have a look at the
differences, if they are effectively the same then go have a look .osg
file to make sure that the objects that you think are transparent are
correctly assigned, and also check to see if all the geometries have
vertex, normal and colour arrays as required by the state setup in
your scene graph.

Robert.



On Fri, Jun 5, 2009 at 1:28 PM, Todd J. Furlongt...@inv3rsion.com wrote:
 I'm not sure if this is related to the transparency problem thread, so I
 thought I'd start a new one.

 We have an osgUtil::SceneView - based application that uses VR Juggler for
 rendering on a visualization cluster.  Our previous version was built with
 OSG 2.4, and now we are using OSG 2.8.1.

 We also have a set of IVE files created in OSG 2.4.  Transparent objects
 (non-textured) were placed in the transparent bin on conversion to IVE, and
 those objects render fine the OSG 2.4 version of our application. In the OSG
 2.8.1 version of the application, we are getting mixed results: Sometimes
 transparency is OK, but other times the transparent objects appear opaque.
  Sometimes, different nodes of the cluster will render geometry opaque while
 others render it transparent.

 Is this related to depth sorting?  What has changed between OSG versions
 that might cause this?  And can I correct it easily to get transparent
 objects working again?

 Thanks,
 Todd
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Robert Osfield
Hi Brent,

I'm not a OSX users, but do occasionally compile up on OSX machines
(mostly remote login) and always use cmake and Makefiles so can't
comment too specifically on XCode projects as I never use these.  You
can generate XCode projects from CMake, but haven't tried this, the
Cmake generated XCode projects are the future, the old hand maintained
XCode projects are officially deprecated.  Stephan Huber currently
maintains the old XCode projects and keeps them roughly in sync.

One thing I am aware of is that XCode isn't forwards/backwards
compatible w.r.t it's own project file format, so if you aren't using
the same version that Stephan is using then there is good chance that
you'll see problems.   Perhaps Stephan will spot this thread and fill
in more details.

W.r.t. Cocoa, in OSG svn/trunk version there is support for Cocoa
windowing, this isn't available in OSG-2.8.x.

W.r.t IPhone, you aren't the first person to show interest in this.
The may chunk of the work in this will be OpenGL ES 1.x support, and
there has been some preliminary test ports done to OpenGL ES 1.x so it
should certainly be doable to do an IPhone port of the OSG.

Personally I'd recommend learning a bit about CMake, it's a great tool
for generate project files, and keep the door open to porting to other
platforms, as well as handling optional compile components, something
that hand maintained XCode project simple can't do.

Robert.

On Fri, Jun 5, 2009 at 1:44 PM, Brent
Gulanowskibgulanow...@marketcircle.com wrote:
 Hi,

 This is moved from the submissions forum/list. Forgive the mispost there.

 Building the source from Xcode using the Xcode project file included in the 
 2.8.1 distribution download, and encountered some issues.  Not using cmake 
 (which is unfamiliar to me).

 Notice that the Xcode build configurations are not using what are now the 
 standard names (Debug and Release), instead using the ones from a few years 
 back (Development and Deployment). Maybe a cosmetic thing, but would be nice 
 if they were standard.

 I find Xcode really dislikes the project. I don't know if it's my system, or 
 a bad index somewhere, but I have a horrendous problem with Xcode constantly 
 running both CPU cores hot whenever I do anything in the OpenSceneGraph 
 project. Anyone else have this problem? I'm wondering if maybe the project 
 has exceeded some limit of Xcode's ability to handle either the number of 
 files or the number of targets in one project.

 I have a MacBook Pro Dual Core 2.2.

 I've been unable to get it to build, nor can I successfully clean the 
 project, because it keeps claiming there is no build product name defined for 
 one of the aggregate targets (and trying to inspect the same 
 SDLdependentStuff target causes an exception).

 I'm fairly novice with 3D but looking for a starting point that I can use in 
 Cocoa software for Mac OS X. Might even want something that could work on 
 iPhone eventually. I would definitely want to replace the AGL with NSGL 
 support, with which I am familiar.

 As an aside, whatever is being attempted with cmake, I'd suggest abandoning 
 that in favour of Xcode's own command-line build tool, xcodebuild. It 
 understands Xcode project files. Or is there some reason it doesn't work with 
 whatever build automation system you have? Then the single-project file 
 approach can also be replaced with separate project files (perhaps three: one 
 for core libraries, one for plug-ins, and one for examples).

 Again, I am willing to make that work if OSG looks like it might be something 
 I can adapt myself to.

 ...

 Thank you!

 Cheers,
 Brent

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Frank van Meurs

Hi Brent, Robert,

I've tried compiling OSG on my own Mac a while ago, using the provided 
XCode project. In short, it turned out that there were quite a few 
remnants of Stephan's personal configuration strewn about the project. I 
can imagine this happening, as there's quite a lot of places these 
specifics are set and could be overlooked. That and other things at the 
time made me actually give up on trying to work with OSG on my Mac in 
general.


However, I would advise you to just use the CMake build system to 
generate an XCode project for your system. I didn't do that at the time 
either, which caused quite a headache. In general however, the system 
has proven to work very well.Try out CMake in a sandboxed spot a few 
times to get the hang of how it works and then do the real thing. You'll 
probably need to figure out some platform specific places where headers 
are located (somewhere in some Frameworks probably).


If you keep running into problems, I could try and compile it again 
myself some time and let you know.


Basically, 'what Robert says'. ;)

Cheers,
Frank

Robert Osfield wrote:

Hi Brent,

I'm not a OSX users, but do occasionally compile up on OSX machines
(mostly remote login) and always use cmake and Makefiles so can't
comment too specifically on XCode projects as I never use these.  You
can generate XCode projects from CMake, but haven't tried this, the
Cmake generated XCode projects are the future, the old hand maintained
XCode projects are officially deprecated.  Stephan Huber currently
maintains the old XCode projects and keeps them roughly in sync.

One thing I am aware of is that XCode isn't forwards/backwards
compatible w.r.t it's own project file format, so if you aren't using
the same version that Stephan is using then there is good chance that
you'll see problems.   Perhaps Stephan will spot this thread and fill
in more details.


[SNIPSNIP]


Robert.

On Fri, Jun 5, 2009 at 1:44 PM, Brent
Gulanowskibgulanow...@marketcircle.com wrote:

Hi,

This is moved from the submissions forum/list. Forgive the mispost there.

Building the source from Xcode using the Xcode project file included in the 
2.8.1 distribution download, and encountered some issues.  Not using cmake 
(which is unfamiliar to me).

Notice that the Xcode build configurations are not using what are now the 
standard names (Debug and Release), instead using the ones from a few years 
back (Development and Deployment). Maybe a cosmetic thing, but would be nice if 
they were standard.

I find Xcode really dislikes the project. I don't know if it's my system, or a 
bad index somewhere, but I have a horrendous problem with Xcode constantly 
running both CPU cores hot whenever I do anything in the OpenSceneGraph 
project. Anyone else have this problem? I'm wondering if maybe the project has 
exceeded some limit of Xcode's ability to handle either the number of files or 
the number of targets in one project.

I have a MacBook Pro Dual Core 2.2.

I've been unable to get it to build, nor can I successfully clean the project, 
because it keeps claiming there is no build product name defined for one of the 
aggregate targets (and trying to inspect the same SDLdependentStuff target 
causes an exception).

I'm fairly novice with 3D but looking for a starting point that I can use in 
Cocoa software for Mac OS X. Might even want something that could work on 
iPhone eventually. I would definitely want to replace the AGL with NSGL 
support, with which I am familiar.

As an aside, whatever is being attempted with cmake, I'd suggest abandoning 
that in favour of Xcode's own command-line build tool, xcodebuild. It 
understands Xcode project files. Or is there some reason it doesn't work with 
whatever build automation system you have? Then the single-project file 
approach can also be replaced with separate project files (perhaps three: one 
for core libraries, one for plug-ins, and one for examples).

Again, I am willing to make that work if OSG looks like it might be something I 
can adapt myself to.

...

Thank you!

Cheers,
Brent


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Re: [osg-users] Xcode project issues

2009-06-05 Thread Großer Martin
hello,

the matrix manipulator from osg::GA has the method home(double). I use
this method to change the position of the camera to the new home
position. But I don't know what the double parameter represent?

Cheers,

Martin

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Robert Osfield
Hi Martin,

Could you please use a new thread to ask a new question, I won't
answer this question here as this thread is about XCode projects,
you'll need to report your question under an appropriate heading.

Robert.

2009/6/5 Großer Martin grosser.mar...@gmx.de:
 hello,

 the matrix manipulator from osg::GA has the method home(double). I use
 this method to change the position of the camera to the new home
 position. But I don't know what the double parameter represent?

 Cheers,

 Martin

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Re: [osg-users] add/remove camera crash

2009-06-05 Thread Robert Osfield
Hi Mathias,

2009/6/3 Mathias Fröhlich m.froehl...@science-computing.de:
 The least intrusive one is the following:
 Have a vector of ref_ptr's in the cull visitor where the render stages and
 render leaf lists are held. This list is filled by the cull visitor and
 relesed in the cull visitors reset call.

 Attached are the changed cull visitor files based on rev 10310.

 Robert if you are fine with these changes you might apply this.

I've just review these changes and don't feel they are appropriate as
they rely upon the CullVisitor hanging around for the life of the
RenderStage that is being rendered, which is an implicit coupling,
rather than a explict one.  For instance one could destruct the
CullVisitor and still do a draw traversal - this would be perfectly
valid.

There is also the question of when the CullVisitor::reset() gets
called as it's currently called at the start of the next frame's cull
traversal, not at the end of the draw traversal.  This means if you
dispatch a frame, remove the Camera from the scene graph, and then do
other work before starting the next frame, the camera and it's
subgraph will just hang around and won't be deleted untill you attempt
to render the next frame.

What we need is draw traversal itself to take a reference in some way
that it releases it at the end of the frame.

Robert.














 Else, it would be very good to be able to add and remove Cameras on the fly by
 whatever solution you prefer.
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[osg-users] Putting text on top of a static background

2009-06-05 Thread Cory Riddell
I thought this would be easy, but 1/2 day later and I'm still stuck.

I'm using a technique similar to the osgHUD example to replace my window
background with a gradient fill. Now I want to be able to put some text
in the background too. At first, I thought I wasn't getting any text at
all, then I changed my background quad to only fill part of the screen.
Now I can see that my text is under the gradient background.

I've been trying things like changing the z coordinateof the text,
messing with StateSet stuff, and reordering my geodes and nothing is
working. My text always seems to get covered by the background gradient.

What settings should I be looking at? I'm really stuck on this.

Thanks,
Cory
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Re: [osg-users] parameter of method home() from MatrixManipulator

2009-06-05 Thread Robert Osfield
Hi Martin,

I could recall the answer off the top of my head so I had to look at
the source code and it said...

virtual void home(double /*currentTime*/) {}

So the double is the current frame time.

Robert.



2009/6/5 Großer Martin grosser.mar...@gmx.de:
 hello,

 I'am so sorry, the mail subject was totally wrong.


 The matrix manipulator from osg::GA has the method home(double). I use
 this method to change the position of the camera to the new home
 position. But I don't know what the double parameter represent?

 Cheers,

 Martin

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Re: [osg-users] [3rdparty] osgART install

2009-06-05 Thread Alena Bacova
Hi,
have a look at this:
http://old.uvr.gist.ac.kr/isuvr08/program.html#osgART_Tutorial
there are 4pdf, going from basics to advanced, and also shows how to deal
with cmake.


Alena.

2009/6/4 Karl Butler direc...@kangoo.co.nz

 Never mind I just realised the file within the zip that has no extension
 can be unpacked again.

 Would help if this file had an extension to avoid confussion and wasted
 time!

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Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture to the escarpment?

2009-06-05 Thread Chris 'Xenon' Hanson
Robert Osfield wrote:
 Hi Xuex Chen,
 I'm afraid I don't understand the issue that you have.  VPB can deal
 with datasets in different projections by coordinate systems them all
 into the same coordinate system that the final database will end up
 in, as long as your data has all the correct coordinate system info
 embedded (such as GeoTiff) in it should simply be a case of add all
 your files to the osgdem/vpbmaster command line.

  It sounds to me like some of his data is on an off-nadir axis, IE, not shot 
straight
down but rather at a diagonal angle in order to better capture the imagery and 
relief of
steep cliff-like areas.

  Is this correct?

 Robert.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Brent Gulanowski

robertosfield wrote:
 Hi Brent,
 
 I'm not a OSX users, but do occasionally compile up on OSX machines
 (mostly remote login) and always use cmake and Makefiles so can't
 comment too specifically on XCode projects as I never use these.  You
 can generate XCode projects from CMake, but haven't tried this, the
 Cmake generated XCode projects are the future, the old hand maintained
 XCode projects are officially deprecated.  Stephan Huber currently
 maintains the old XCode projects and keeps them roughly in sync.


I see. However, it seems counter-intuitive to me to use an automated tool to 
generate project files meant primarily to be read and processed by Xcode, for 
human users. Why not just generate build file formats themselves designed for 
automated processing? Xcode is a user tool. If you're going to use Xcode to do 
OSG development, then it only makes sense to manage the project by hand. If, 
alternatively, you aren't going to use Xcode, it doesn't make much sense to me 
to generate Xcode project files by any means, by hand or using an automated 
system.


 
 One thing I am aware of is that XCode isn't forwards/backwards
 compatible w.r.t it's own project file format, so if you aren't using
 the same version that Stephan is using then there is good chance that
 you'll see problems.   Perhaps Stephan will spot this thread and fill
 in more details.


While this is true, it does not lead to problems of the sort I'm experiencing. 
All Xcode 3.x version are able to read and write Xcode 2 and later formats. The 
project file in the distribution is set to Xcode 3, and I'm using the iPhone 
Dev Kit v3, which uses Xcode 3.1.3.


 
 W.r.t. Cocoa, in OSG svn/trunk version there is support for Cocoa
 windowing, this isn't available in OSG-2.8.x.


Great, I'll check it out.


 
 W.r.t IPhone, you aren't the first person to show interest in this.
 The may chunk of the work in this will be OpenGL ES 1.x support, and
 there has been some preliminary test ports done to OpenGL ES 1.x so it
 should certainly be doable to do an IPhone port of the OSG.


Cool.


 
 Personally I'd recommend learning a bit about CMake, it's a great tool
 for generate project files, and keep the door open to porting to other
 platforms, as well as handling optional compile components, something
 that hand maintained XCode project simple can't do.
 


I'll check it out. Although I wouldn't be too quick to declare Xcode's build 
system to be missing such features. It's a lot more powerful and flexible than 
people seem to realize. Not that it's perfect, by a long shot. But it sounds to 
me (from the OS X Readme) that cmake has some hurdles to overcome itself. cmake 
may be the future for OSG, but Xcode is the present and the future for 
developers on Mac OS X. It's actively maintained and being enhanced by Apple 
all the time.


 
 Robert.
 
 On Fri, Jun 5, 2009 at 1:44 PM, Brent
 Gulanowski wrote:
 
  Hi,
  
  This is moved from the submissions forum/list. Forgive the mispost there.
  
  Building the source from Xcode using the Xcode project file included in the 
  2.8.1 distribution download, and encountered some issues.  Not using cmake 
  (which is unfamiliar to me).
  
  Notice that the Xcode build configurations are not using what are now the 
  standard names (Debug and Release), instead using the ones from a few years 
  back (Development and Deployment). Maybe a cosmetic thing, but would be 
  nice if they were standard.
  
  I find Xcode really dislikes the project. I don't know if it's my system, 
  or a bad index somewhere, but I have a horrendous problem with Xcode 
  constantly running both CPU cores hot whenever I do anything in the 
  OpenSceneGraph project. Anyone else have this problem? I'm wondering if 
  maybe the project has exceeded some limit of Xcode's ability to handle 
  either the number of files or the number of targets in one project.
  
  I have a MacBook Pro Dual Core 2.2.
  
  I've been unable to get it to build, nor can I successfully clean the 
  project, because it keeps claiming there is no build product name defined 
  for one of the aggregate targets (and trying to inspect the same 
  SDLdependentStuff target causes an exception).
  
  I'm fairly novice with 3D but looking for a starting point that I can use 
  in Cocoa software for Mac OS X. Might even want something that could work 
  on iPhone eventually. I would definitely want to replace the AGL with NSGL 
  support, with which I am familiar.
  
  As an aside, whatever is being attempted with cmake, I'd suggest abandoning 
  that in favour of Xcode's own command-line build tool, xcodebuild. It 
  understands Xcode project files. Or is there some reason it doesn't work 
  with whatever build automation system you have? Then the single-project 
  file approach can also be replaced with separate project files (perhaps 
  three: one for core libraries, one for plug-ins, and one for examples).
  
  Again, I am willing to make that work if OSG looks 

Re: [osg-users] parameter of method home() from MatrixManipulator

2009-06-05 Thread Großer Martin
Hi Robert,

i found this code line, too. But it is a virtal method with empty method
body. Now I use the TrackballManipulator and it does't override the
method home(double). But it works fine. But I don't know why.

Here a part of my code:

// set new home position
_da-getCameraManipulator()-setHomePosition(eye,point, up,false);

// change to new home position
_da-getCameraManipulator()-home(0.0);

Without the last line, it doesn't work.

Make this sense? Or is my programm code bad? There are another way to
set a new home position?

Cheers, Martin

Am Freitag, den 05.06.2009, 15:35 +0100 schrieb Robert Osfield:
 Hi Martin,
 
 I could recall the answer off the top of my head so I had to look at
 the source code and it said...
 
 virtual void home(double /*currentTime*/) {}
 
 So the double is the current frame time.
 
 Robert.
 
 
 
 2009/6/5 Großer Martin grosser.mar...@gmx.de:
  hello,
 
  I'am so sorry, the mail subject was totally wrong.
 
 
  The matrix manipulator from osg::GA has the method home(double). I use
  this method to change the position of the camera to the new home
  position. But I don't know what the double parameter represent?
 
  Cheers,
 
  Martin
 
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[osg-users] How to get PEN events?

2009-06-05 Thread Butler, Lee Mr CIV USA USAMC
Can anyone give me pointers on using the Wacom pen in OSG under linux?
I've got the tablet working fine with GIMP, so I think it's installed
properly.  I never see any PEN_* events in my application.

My application has an event handler that does:

bool MyHandler::handle(const osgGA::GUIEventAdapter
ea,osgGA::GUIActionAdapter aa)
{
switch(ea.getEventType()) {
case (osgGA::GUIEventAdapter::PEN_PRESSURE):
fprintf(stderr, PEN_PRESSURE\n);
break;
case (osgGA::GUIEventAdapter::PEN_ORIENTATION):
fprintf(stderr, PEN_ORIENTATION\n);
break;
case (osgGA::GUIEventAdapter::PEN_PROXIMITY_ENTER):
fprintf(stderr, PEN_PROXIMITY_ENTER\n);
break;
case (osgGA::GUIEventAdapter::PEN_PROXIMITY_LEAVE):
fprintf(stderr, PEN_PROXIMITY_LEAVE\n);
break;
case (osgGA::GUIEventAdapter::PUSH):
fprintf(stderr, PUSH\n);
break;
...

I see the mouse push events, but never a PEN_* event.  This is my only
event handler in the application.

Lee

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Robert Osfield
HI Brent,

On Fri, Jun 5, 2009 at 3:46 PM, Brent
Gulanowskibgulanow...@marketcircle.com wrote:
 I see. However, it seems counter-intuitive to me to use an automated tool to 
 generate project files meant primarily to be read and processed by Xcode, for 
 human users. Why not just generate build file formats themselves designed for 
 automated processing? Xcode is a user tool.

Um you are a little short of grasping just how powerful CMake is...

CMake generates project files for many different tools, it allows you
to use one set of build scripts for all platforms, so you can move
from VS 7 to VS 8 to Cygin to Linux with Makefiles, to Linux with
KDevelop, to OSX with Makefile, OSX with XCode etc.

CMake also can query all your dependencies and switch the build on/off
of various components.  This is critical for projects like the OSG
that has hundreds of separate components libs/examples.

Do stuff just in XCode and all you do is a that fixed subset that
you've configured by hand, and if the XCode project format change you
have to port to this new version of XCode and then you loose the
ability to port back to older version of XCode if you have too...


If you're going to use Xcode to do OSG development, then it only makes sense 
to manage the project by hand. If, alternatively, you aren't going to use 
Xcode, it doesn't make much sense to me to generate Xcode project files by any 
means, by hand or using an automated system.

We you can make any decision for your own code as you can limit who
builds against it and you can limit just how complicated your build
is.   The OSG pushes build systems because of it's extreme portability
and number of components and wide range dependencies, for the OSG
project CMake is a god send.


 One thing I am aware of is that XCode isn't forwards/backwards
 compatible w.r.t it's own project file format, so if you aren't using
 the same version that Stephan is using then there is good chance that
 you'll see problems.   Perhaps Stephan will spot this thread and fill
 in more details.

 While this is true, it does not lead to problems of the sort I'm 
 experiencing. All Xcode 3.x version are able to read and write Xcode 2 and 
 later formats. The project file in the distribution is set to Xcode 3, and 
 I'm using the iPhone Dev Kit v3, which uses Xcode 3.1.3.

It does still sound like your experiencing problems with hand built
XCode project being too inflexible.

Try CMake, it's XCode support isn't perfect but it may well be better
than the hand built ones.

Also consider building the OSG using Makefiles.  It's far easier to
automate builds using Makefiles.  You'll be primarily and end user of
the OSG rather than a developer of the OSG, so all you mostly should
need form the OSG is the binaries/libraries and headers.

Robert.
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Re: [osg-users] parameter of method home() from MatrixManipulator

2009-06-05 Thread Robert Osfield
viewer.home();

2009/6/5 Großer Martin grosser.mar...@gmx.de:
 Hi Robert,

 i found this code line, too. But it is a virtal method with empty method
 body. Now I use the TrackballManipulator and it does't override the
 method home(double). But it works fine. But I don't know why.

 Here a part of my code:

 // set new home position
 _da-getCameraManipulator()-setHomePosition(eye,point, up,false);

 // change to new home position
 _da-getCameraManipulator()-home(0.0);

 Without the last line, it doesn't work.

 Make this sense? Or is my programm code bad? There are another way to
 set a new home position?

 Cheers, Martin

 Am Freitag, den 05.06.2009, 15:35 +0100 schrieb Robert Osfield:
 Hi Martin,

 I could recall the answer off the top of my head so I had to look at
 the source code and it said...

         virtual void home(double /*currentTime*/) {}

 So the double is the current frame time.

 Robert.



 2009/6/5 Großer Martin grosser.mar...@gmx.de:
  hello,
 
  I'am so sorry, the mail subject was totally wrong.
 
 
  The matrix manipulator from osg::GA has the method home(double). I use
  this method to change the position of the camera to the new home
  position. But I don't know what the double parameter represent?
 
  Cheers,
 
  Martin
 
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[osg-users] change the current state set in real time for a multipass renderer

2009-06-05 Thread Sebastien Nerig
Hi all,

Is there a way to change the current state set in real time ?

I am actually working on a multi pass render scene which contains one geode.
on the 1st pass, I would like to have a specific state set for my geode, and on 
the 2nd pass, I would like to set another state set for my geode.
How can I do that ?

Thank you!

Cheers,
seb

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Stephan Maximilian Huber
Hi Brent,

Brent Gulanowski schrieb:
 This is moved from the submissions forum/list. Forgive the mispost
 there.
 
 Building the source from Xcode using the Xcode project file included
 
in the 2.8.1 distribution download, and encountered some issues.  Not
using cmake (which is unfamiliar to me).
 
 Notice that the Xcode build configurations are not using what are now
 the standard names (Debug and Release), instead using the ones from a
 few years back (Development and Deployment). Maybe a cosmetic thing,
 but would be nice if they were standard.

Yeah, the xcode-project-files are really old. I don't see a standard in
Deployment / Development. Other open source tools name them differently.
In the end they are only used for folder-names.

In the current trunk there are now 6 configurations 32bit Carbon debug /
release, 32bit cocoa debug / release and 64bit cocoa debug/release.

But feel free to modify the xcode-project and send them back to me, I'll
test the changes on my end and submit them to subversion.

 I find Xcode really dislikes the project. I don't know if it's my
 system, or a bad index somewhere, but I have a horrendous problem
 with Xcode constantly running both CPU cores hot whenever I do
 anything in the OpenSceneGraph project. Anyone else have this
 problem? I'm wondering if maybe the project has exceeded some limit
 of Xcode's ability to handle either the number of files or the number
 of targets in one project.

As noted before, these files are hanging around for about 6 years. osg
matured in that time a lot and not all movements were incorporated in
the xcode-project-files.

I like xcode a lot but it has some instabilities with big projects (like
osg) and some annoyances (for example storing the full path to
info.plist files in the project-configuration) which breaks
interoperability for other users.


 I've been unable to get it to build, nor can I successfully clean the
 project, because it keeps claiming there is no build product name
 defined for one of the aggregate targets (and trying to inspect the
 same SDLdependentStuff target causes an exception).

Can you describe your errors in more detail? Building the frameworks,
plugins and examples should IMHO work.

 I'm fairly novice with 3D but looking for a starting point that I can
 use in Cocoa software for Mac OS X. Might even want something that
 could work on iPhone eventually. I would definitely want to replace
 the AGL with NSGL support, with which I am familiar.

AFAIK you can't use dynamic libs on the iphone, you'll have to create
static libs or add the source-files of the lib to your project. I think
this is because of code-signing-issues.

As Robert mentioned you'll need OpenGL ES 1.0 for the IPhone anyway
which osg can't handle yet.

As I am the maintainer of the xcode projects please send me your
changes and I will check them in.

It's really hard to maintain these project files, too many libs, plugins
and examples to observe. For now I am using an automated build process
to spot any compile errors on HEAD.

But CMake is the future for building osg (you can use xcode for your own
projects and add the osg-libs and plugins)

If I find some spare-time in the near future I'll try to add
framework-support to the cmake-files, because this is the only thing
which stops me using cmake, and why I am still using+maintainting the
xcode-projects.

And, as Robert noted, the current trunk has now support for Cocoa + 64bit,
and it's relatively easy to combine osgViewer with custom
Cocoa-applications. But be aware, that this code needs some more love
and is not fully tested.

cheers,

Stephan

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Stephan Maximilian Huber
Hi Frank,

Frank van Meurs schrieb:
 Hi Brent, Robert,
 
 I've tried compiling OSG on my own Mac a while ago, using the provided
 XCode project. In short, it turned out that there were quite a few
 remnants of Stephan's personal configuration strewn about the project. I
 can imagine this happening, as there's quite a lot of places these
 specifics are set and could be overlooked. That and other things at the
 time made me actually give up on trying to work with OSG on my Mac in
 general.

Please report such annoyances and bugs to me or the list, it's hard to
keep an eye on every aspect of the project-files and xcode makes it
really hard to add new subprojects without full file-paths (a common
mistake by me).

And, if nobody complains I think that everything works :)

thanks,
Stephan
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Re: [osg-users] change the current state set in real time for a multipass renderer

2009-06-05 Thread Robert Osfield
Hi Seb,

Do multipass you simple add your subgraph into the overall scene graph
multiple times and on each branch your assign a StateSet that sets the
rendering details that you want for that pass.  The OSG's ability to
support multiple parents for for nodes to have their own StateSet make
it possible to do multiple pass with a static scene graph so there is
no need for on the fly changes in state.

See the osgscribe example for a very simple example of multipass.
Also look at osgprerender and other render to texture examples for
more advanced multi-pass.

Robert.

On Fri, Jun 5, 2009 at 3:13 PM, Sebastien Nerigoverse...@hotmail.com wrote:
 Hi all,

 Is there a way to change the current state set in real time ?

 I am actually working on a multi pass render scene which contains one geode.
 on the 1st pass, I would like to have a specific state set for my geode, and 
 on the 2nd pass, I would like to set another state set for my geode.
 How can I do that ?

 Thank you!

 Cheers,
 seb

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Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture tothe escarpment?

2009-06-05 Thread wind
Hi,
 Robert, sorry for misleading you. 
Thanks for Chris 'Xenon' Hanson's great translation.  To represent the 
steep cliff accurately, both height data and image are at a diagonal angle. If 
the data are stored on a horizontal plane, the steep's image will be stretched 
evidently .  If not use the diagonal angle of photogrammetry, VPB will set the 
steef on a horizontal plane. I just wanna build the diagonal steef and its 
mother-area(straight down data) together. All data is Geotiff format, projected 
coordinate system. Could you give me some further clues?
  
 -- Original --
  From:  Chris 'Xenon' Hansonxe...@alphapixel.com;
 Date:  Fri, Jun 5, 2009 10:46 PM
 To:  OpenSceneGraph Usersosg-users@lists.openscenegraph.org; 
 
 Subject:  Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture 
tothe escarpment?

  
 Robert Osfield wrote:
 Hi Xuex Chen,
 I'm afraid I don't understand the issue that you have.  VPB can deal
 with datasets in different projections by coordinate systems them all
 into the same coordinate system that the final database will end up
 in, as long as your data has all the correct coordinate system info
 embedded (such as GeoTiff) in it should simply be a case of add all
 your files to the osgdem/vpbmaster command line.

  It sounds to me like some of his data is on an off-nadir axis, IE, not shot 
straight
down but rather at a diagonal angle in order to better capture the imagery and 
relief of
steep cliff-like areas.

  Is this correct?

 Robert.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Stephan Maximilian Huber
Hi Brent,

Brent Gulanowski schrieb:
 robertosfield wrote:
 Hi Brent,
 
 I'm not a OSX users, but do occasionally compile up on OSX machines
  (mostly remote login) and always use cmake and Makefiles so can't 
 comment too specifically on XCode projects as I never use these.
 You can generate XCode projects from CMake, but haven't tried this,
 the Cmake generated XCode projects are the future, the old hand
 maintained XCode projects are officially deprecated.  Stephan Huber
 currently maintains the old XCode projects and keeps them roughly
 in sync.
 
 
 I see. However, it seems counter-intuitive to me to use an automated
 tool to generate project files meant primarily to be read and
 processed by Xcode, for human users. Why not just generate build file
 formats themselves designed for automated processing? Xcode is a user
 tool. If you're going to use Xcode to do OSG development, then it
 only makes sense to manage the project by hand. 

THis makes sense for your own project utilizing osg. There's no need to
use xcode to build frameworks, which you can include into your own
projects. And there's no need to use cmake for your own projects.

Cmake is great to reduce the hassle of maintaining different build tools
for the osg-libs, -plugins and -examples.

What you use for your own projects is in your hand. For example I am
using xcode for a client-project including the dylibs generated by a
cmake-based-build. With some love of install_name_tool you can even
bundle the dylibs in your app-bundle.


 While this is true, it does not lead to problems of the sort I'm
 experiencing. All Xcode 3.x version are able to read and write Xcode
 2 and later formats. The project file in the distribution is set to
 Xcode 3, and I'm using the iPhone Dev Kit v3, which uses Xcode 3.1.3.

You mentioned instabilities. I've seen this too with the new
Xcode-versions. I am using xcode 3.1.3 and most of the time I have no
problems with the osg-project-files.


 I'll check it out. Although I wouldn't be too quick to declare
 Xcode's build system to be missing such features. It's a lot more
 powerful and flexible than people seem to realize. Not that it's
 perfect, by a long shot. 

I am by no means an xcode expert so I am interested in some more infos
regarding this stuff.

 But it sounds to me (from the OS X Readme)
 that cmake has some hurdles to overcome itself. 

cmake gets better and better with every version. The only missing piece
on the osg/os x front for me is building of embeddable frameworks.
Theoretically cmake can do this, but I didn't have time to try it out.

 cmake may be the
 future for OSG, but Xcode is the present and the future for
 developers on Mac OS X. It's actively maintained and being enhanced
 by Apple all the time.


This is not a 1 vs. 0 decision. Use cmake to build the dylibs + plugins,
use xcode for your own projects. No problems.


cheers,
Stephan
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Re: [osg-users] How to get PEN events?

2009-06-05 Thread Stephan Maximilian Huber
Hi,

Butler, Lee Mr CIV USA USAMC schrieb:
 Can anyone give me pointers on using the Wacom pen in OSG under linux?
 I've got the tablet working fine with GIMP, so I think it's installed
 properly.  I never see any PEN_* events in my application.

IMHO pen-support is os x(!) / win(?) only.

But feel free to add the missing pieces and contribute it back ;-)

cheers,
Stephan
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Re: [osg-users] CPU usage

2009-06-05 Thread Florian Winter
Hi,

Sorry for reusing this old thread. It seems that nobody has found a
solution for the problem yet that also works for me.

When running osgviewer cow.osg on a dual-core PC, I get a CPU usage of
50%, which indicates that one core is used at 100%.

System:
ATI Mobility Radeon HD 2400
Windows XP

However, with the same application, CPU usage is only at 5% on the
following system:

nVidia GeForce 9400
Windows XP

I have tried --SingleThreaded on the ATI system, but it seems to have no
effect.

Furthermore, I also get 50% CPU usage on another dual-core system with
Windows Vista and nVidia GeForce 9400 if the single threaded model is
used. With the default threading model, CPU usage goes up to 100%.

I am using OSG version 2.6.0.
V-Sync was enabled in all tests (using global driver settings, e.g. in
Catalyst Control Center). The frame rate was constant and there was no
tearing.

So far, I have read all kinds of rumors about this issue from various
sources. There are even older threads about this on the OSG mailing
list. This is what I found so far:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-November/004363.html
http://www.gamedev.net/community/forums/topic.asp?topic_id=445562

Has anyone found a definitive solution to this problem yet?
Can anyone confirm or deny that this is actually a problem and not a bug
in Windows Task Manager showing the wrong CPU usage?
Has something been done to address this problem in newer versions of OSG?

Tearing prevention is absolutely necessary in my application, and a
manual implementation of V-sync seems to be not accurate enough for
the task.

Thanks in advance,
fw
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Re: [osg-users] Putting text on top of a static background

2009-06-05 Thread Cory Riddell
I wrote the background scene to an osg file and the viewer displays it
correctly. So now I know the problem must be with my camera settings or
something else external to the scene. Any suggestions?

Cory

Cory Riddell wrote:
 I thought this would be easy, but 1/2 day later and I'm still stuck.

 I'm using a technique similar to the osgHUD example to replace my window
 background with a gradient fill. Now I want to be able to put some text
 in the background too. At first, I thought I wasn't getting any text at
 all, then I changed my background quad to only fill part of the screen.
 Now I can see that my text is under the gradient background.

 I've been trying things like changing the z coordinateof the text,
 messing with StateSet stuff, and reordering my geodes and nothing is
 working. My text always seems to get covered by the background gradient.

 What settings should I be looking at? I'm really stuck on this.

 Thanks,
 Cory
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Re: [osg-users] CPU usage

2009-06-05 Thread Cory Riddell
Out of curiosity, do you get similar frame rates on the two systems? Are
the other stats similar?

I had asked about this one time and in the end I decided that it was
using 100% of one core intentionally. The run loop is not throttled in
any way, and so I think it will use as much cpu as it can.

Perhaps the nVidia system is better at offloading working or blocks the
CPU differently than the ATI system. In the end, I think this just
points to the CPU being the bottleneck in the ATI system and something
else (video card?) being the bottleneck in the nVidia system.

Cory

Florian Winter wrote:
 Hi,

 Sorry for reusing this old thread. It seems that nobody has found a
 solution for the problem yet that also works for me.

 When running osgviewer cow.osg on a dual-core PC, I get a CPU usage of
 50%, which indicates that one core is used at 100%.

 System:
 ATI Mobility Radeon HD 2400
 Windows XP

 However, with the same application, CPU usage is only at 5% on the
 following system:

 nVidia GeForce 9400
 Windows XP

 I have tried --SingleThreaded on the ATI system, but it seems to have no
 effect.

 Furthermore, I also get 50% CPU usage on another dual-core system with
 Windows Vista and nVidia GeForce 9400 if the single threaded model is
 used. With the default threading model, CPU usage goes up to 100%.

 I am using OSG version 2.6.0.
 V-Sync was enabled in all tests (using global driver settings, e.g. in
 Catalyst Control Center). The frame rate was constant and there was no
 tearing.

 So far, I have read all kinds of rumors about this issue from various
 sources. There are even older threads about this on the OSG mailing
 list. This is what I found so far:

 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-November/004363.html
 http://www.gamedev.net/community/forums/topic.asp?topic_id=445562

 Has anyone found a definitive solution to this problem yet?
 Can anyone confirm or deny that this is actually a problem and not a bug
 in Windows Task Manager showing the wrong CPU usage?
 Has something been done to address this problem in newer versions of OSG?

 Tearing prevention is absolutely necessary in my application, and a
 manual implementation of V-sync seems to be not accurate enough for
 the task.

 Thanks in advance,
 fw
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Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture to the escarpment?

2009-06-05 Thread Paul Martz
   It sounds to me like some of his data is on an off-nadir axis, IE,
 not shot straight down but rather at a diagonal angle in order to
 better capture the imagery and relief of steep cliff-like areas.
 
   Is this correct?

If so, then I have two comments.

1) A heightfield is, well, a heightfield. :-)

2) You can always generate appropriate texture coordinates in a shader to
slap a texture onto the side of a heightfield cliff.

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

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Frank van Meurs

Stephan Maximilian Huber wrote:

Hi Frank,

Frank van Meurs schrieb:

Hi Brent, Robert,

I've tried compiling OSG on my own Mac a while ago, using the provided
XCode project. In short, it turned out that there were quite a few
remnants of Stephan's personal configuration strewn about the project. I
can imagine this happening, as there's quite a lot of places these
specifics are set and could be overlooked. That and other things at the
time made me actually give up on trying to work with OSG on my Mac in
general.


Please report such annoyances and bugs to me or the list, it's hard to
keep an eye on every aspect of the project-files and xcode makes it
really hard to add new subprojects without full file-paths (a common
mistake by me).

And, if nobody complains I think that everything works :)

thanks,
Stephan


Hey Stephan,

You're right, I should have. By the time I fixed a bunch, however, I 
forgot which one's I'd changed and why. But, by then I had also grasped 
CMake and switched platforms.


Anyway, whatever the reasons for not doing so, I should have reported 
them and will do so in the future (should I be working on a Mac again).


Thanks for the effort though. :)

Frank
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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread John Kelso

Hi,

I'm a bit surprised by this because as far as I know we have a fairly recent
version of Centos.  Are there no other Centos users out there trying 2.8.1?


cat /etc/redhat-release

CentOS release 5.3 (Final)

which incudes this version of cmake:

rpm -q cmake

cmake-2.4.8-3.el5.i386

Is cmake-2.4.8 really old?

That said, I'll try to get our system guy to install a newer version of
cmake.

Thanks again,

John

On Fri, 5 Jun 2009, Robert Osfield wrote:


Hi Paul,

On Thu, Jun 4, 2009 at 8:11 PM, Paul
Melisosg-us...@assumetheposition.nl wrote:

First, try this:

In applications/osgversion/CMakeLists.txt change ENDIF() to
ENDIF(OSG_MAINTAINER)
That line looks fishy.


Cmake used to require the the IF() ENDIF() matched but this
requirement was dropped, and now the OSG-2.9.x and svn/trunk has been
cleaned up to not have the matching entries as it makes the code far
more readable and maintainable.

I was under the impression that this wouldn't cause too many problems
except for really old CMake versions.

Robert.
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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Philip Lowman
On Fri, Jun 5, 2009 at 4:36 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Paul,

 On Thu, Jun 4, 2009 at 8:11 PM, Paul
 Melisosg-us...@assumetheposition.nl wrote:
  First, try this:
 
  In applications/osgversion/CMakeLists.txt change ENDIF() to
  ENDIF(OSG_MAINTAINER)
  That line looks fishy.

 Cmake used to require the the IF() ENDIF() matched but this
 requirement was dropped, and now the OSG-2.9.x and svn/trunk has been
 cleaned up to not have the matching entries as it makes the code far
 more readable and maintainable.

 I was under the impression that this wouldn't cause too many problems
 except for really old CMake versions.


Here's the problem that caused the configure warning.

The variable below (which is on the first line in the trunk's
CMakeLists.txt) would need to be added to the OpenSceneGraph-2.8.0 branch if
we wanted to take advantage of unmatched if/endif in that branch.  This
change on the trunk came in r9908 and wasn't applied to the 2.8 branch.

set(CMAKE_ALLOW_LOOSE_LOOP_CONSTRUCTS TRUE)

This allows the unmatched if/else/endif to work on CMake 2.4.4-2.4.8.  The
variable is not needed in CMake 2.6 as it automatically supports the
feature.

The change in r10313 does fix the warning.  To prevent this warning from
cropping up again I would suggest either applying r9908 to the 2.8 branch or
be very careful backporting CMakeLists.txt files and changes from the trunk
to the OpenSceneGraph-2.8 branch since they all no longer have matching
else/endif constructs.

-- 
Philip Lowman
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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Philip Lowman
On Fri, Jun 5, 2009 at 11:38 AM, John Kelso ke...@nist.gov wrote:

 Hi,

 I'm a bit surprised by this because as far as I know we have a fairly
 recent
 version of Centos.  Are there no other Centos users out there trying 2.8.1?

  cat /etc/redhat-release

 CentOS release 5.3 (Final)

 which incudes this version of cmake:

 rpm -q cmake

 cmake-2.4.8-3.el5.i386

 Is cmake-2.4.8 really old?

 That said, I'll try to get our system guy to install a newer version of
 cmake.

 Thanks again,


CMake 2.4.8 isn't really old but many people have switched to 2.6.x
because of the new features present in it and also because 2.4.x is no
longer being maintained.

You can always run CMake out of your home directory without bothering your
systems guy.  There are prebuilt versions of it for Linux available here.
http://www.cmake.org/cmake/resources/software.html

-- 
Philip Lowman
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Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp

2009-06-05 Thread Robert Osfield
HI Vincent,

What you are doing should be OK, but I can't see that anyone can help
point to what the problem without you providing at least a stack
trace, and ideally a test model to look at.

Robert.

On Fri, Jun 5, 2009 at 5:06 PM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
 Hi all,

 I've got a crash on loading an ive file made by osgExp and opened/saved by
 osg 2.6.1 next, because of the Kd Tree built.

 I use :


 osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES);

 and I load the models after that.

 If I remove his line, the model load correctly.

 I use osg 2.8.1 now, and I cannot use this model ... do I need to open/save
 the file exported by 3dsmax with osg 2.8.1 ?
 Do I need to set the KDTree to do that ?
 Do I set the KDTree correctly ?

 Thanks for your help, any suggestion would very appreciated.

 Regards,
    Vincent.

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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread John Kelso

Below is from our sysadmin when I asked him about getting a newer version cmake.

Any comments, anyone?

Can we really be the only site having this problem?

Thanks again,

John

-- Forwarded message --
We're using a current version of the most recent, one of the most popular 
Enterprise Linux distribution on the planet.  They chose to take a shortcut in 
their coding style that's not backward compatible.  And CentOS 5.3's cmake 
2.4.7 was released 2007-07-17, not even two years ago...is that classified as 
really old?  Keep in mind CentOS/RHEL has a 7 year lifespan, and they don't 
update package versions very often, just nice, warm  fuzzy stable fixes.  It 
keeps things running, minimizing breakage, which is the whole point of an 
enterprise distribution.


From the cmake FAQ 
http://www.vtk.org/Wiki/CMake_FAQ#Isn.27t_the_.22Expression.22_in_the_.22ELSE_.28Expression.29.22_confusing.3F, 
it appears the ability to have empty ENDIF() started in 2.6.0, released 
2008-05-06 http://www.cmake.org/files/. 
IMHO, they made a bad choice coding to a recent buildsystem requirement.



On 06/05/2009 11:40 AM, John Kelso wrote:

Any idea if we can get a newer cmake?  Please see below for gory details.

Many thanks,

John


-- Forwarded message --
Date: Fri, 5 Jun 2009 11:38:39 -0400 (EDT)
From: John Kelso ke...@nist.gov
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: build errors with 2.8.1

Hi,

I'm a bit surprised by this because as far as I know we have a fairly recent
version of Centos.  Are there no other Centos users out there trying 2.8.1?


cat /etc/redhat-release

CentOS release 5.3 (Final)

which incudes this version of cmake:

rpm -q cmake

cmake-2.4.8-3.el5.i386

Is cmake-2.4.8 really old?

That said, I'll try to get our system guy to install a newer version of
cmake.

Thanks again,

John

On Fri, 5 Jun 2009, Robert Osfield wrote:


Hi Paul,

On Thu, Jun 4, 2009 at 8:11 PM, Paul
Melisosg-us...@assumetheposition.nl wrote:

First, try this:

In applications/osgversion/CMakeLists.txt change ENDIF() to
ENDIF(OSG_MAINTAINER)
That line looks fishy.


Cmake used to require the the IF() ENDIF() matched but this
requirement was dropped, and now the OSG-2.9.x and svn/trunk has been
cleaned up to not have the matching entries as it makes the code far
more readable and maintainable.

I was under the impression that this wouldn't cause too many problems
except for really old CMake versions.

Robert.
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Re: [osg-users] CPU usage

2009-06-05 Thread Jason Daly

Cory Riddell wrote:

I had asked about this one time and in the end I decided that it was
using 100% of one core intentionally. The run loop is not throttled in
any way, and so I think it will use as much cpu as it can.

Perhaps the nVidia system is better at offloading working or blocks the
CPU differently than the ATI system. In the end, I think this just
points to the CPU being the bottleneck in the ATI system and something
else (video card?) being the bottleneck in the nVidia system.
  


I doubt that's the case if he's just running cow.osg.  More likely, 
VSync is not being properly detected on the ATI system, so the viewer is 
just running free and not waiting for the frame to be drawn on the screen.


First thing I'd suggest is to make sure you've got the latest drivers 
for the ATI card.  ATI's OpenGL support has gotten a lot better 
recently, so it's possible that a driver upgrade will allow OSG to 
properly detect the VSync signal.


--J

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Re: [osg-users] Putting text on top of a static background

2009-06-05 Thread Jason Daly

Cory Riddell wrote:

I wrote the background scene to an osg file and the viewer displays it
correctly. So now I know the problem must be with my camera settings or
something else external to the scene. Any suggestions?
  


Try putting the text in a different render bin, with a higher number 
than the background.  The background should be defaulting to bin 0, so 
try this:


text-setRenderBinDetails(1, DefaultBin);

If you're still not seeing the text, then it's probably failing the Z 
test, and you need to push your background farther away (or you could 
disable the Z test on your text).


--J

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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly

John Kelso wrote:

Hi,

I'm a bit surprised by this because as far as I know we have a fairly recent
version of Centos.  Are there no other Centos users out there trying 2.8.1?
  


We're using RHEL 5, but we haven't tried 2.8.1 yet (2.8.0 is meeting our 
needs for now).




Is cmake-2.4.8 really old?

That said, I'll try to get our system guy to install a newer version of
cmake.
  


The biggest problem is that there's no 2.6.x RPM for RHEL 5 (or Centos 
5).  You can always compile and install a tarball, but that makes 
administration of a lot of workstations a bit more difficult.


--J

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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly

John Kelso wrote:

Below is from our sysadmin when I asked him about getting a newer version cmake.

Any comments, anyone?
  


I've seen several instances of the typical OSS bigger, better, faster 
mentality clashing with the if it ain't broke, don't fix it mentality 
of the enterprise distros.  It's kind of inevitable.  On the other hand, 
without distros like Red Hat Enterprise, you'd never have any large 
businesses running Linux.  There's just no way anyone could maintain any 
kind of large system environment if it changes major revisions every 4-6 
months.


So far, I've been happy that OSG has kept support for CMake 2.4.5, which 
is the latest that we have available.  If that's been broken, it just 
makes it harder for us to upgrade, at least until RHEL 6 is released 
next year (most likely my supervisor will elect to stick with 2.8 until 
then).


Running a private install out of a home directory is certainly possible, 
but it's not really compatible with the concept of an enterprise distro 
(it's kind of a hack, rather than an actual fix).




Can we really be the only site having this problem?
  


Take heart, you are not alone!  :-)

--J


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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Robert Osfield
Hi John and Jason,

Can we get a little perspective on this issue.  The build problem was
a warning that we've already fixed in OSG-2.8 branch.  As for snooty
admin's, best to leave them alone if helping you out is too much for
them.

The warning that occurred in OSG-2.8.1 because of something I merged
in from svn/trunk was in the release candidates and I made repeated
calls for testing... Had we known about the issue it would have been
fixed in less than five minutes and well before the release.  So
PLEASE don't ignore the calls for testing.

John, the errors you are getting in ITK look to have nothing to do
with the OSG.  Can you please look into this and provide feedback on
what is wrong.  There is chance the high levels of warning we use in
the OSG build now could be causing the compile to emit errors instead
of warnings when compiling ITK.

Robert.
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Re: [osg-users] add/remove camera crash

2009-06-05 Thread Robert Osfield
HI Mathias  Guy,

On Fri, Jun 5, 2009 at 2:58 PM, Robert Osfieldrobert.osfi...@gmail.com wrote:
 What we need is draw traversal itself to take a reference in some way
 that it releases it at the end of the frame.

I have just checked into svn/trunk a solution that is only active when
we use DrawThreadPerContex and CullTheadPerCameraDrawThreadPerContext
threading models, so it won't affect SingleThreaded and
CullDrawThreadPerContext threading models - these will behave as
before without needing the extra work done to keep references around.

The solution I have gone for is to introduce a vectorref_ptrCamera
into RenderStage, and two methods:

/** search through any pre and post RenderStage that reference
a Camera, and take a reference to each of these cameras to prevent
them being deleted while they are still be used by the drawing
thread.*/
void collateReferencesToDependentCameras();

/** clear the reference to any any dependent cameras.*/
void clearReferencesToDependentCameras();

SceneView also gets methods of these names that simple call the
RenderStage ones.  These methods are called by the
osgViewer::Renderer::draw() method, at the start of draw
collateReferencesToDependentCameras() is called at the end of draw
clearReferencesToDependentCameras() is called.   The collate call is
always made before the earliest point that the renderingTraversals()
block can be released so it safely takes a reference before the main
thread resumes work.  The clear of the reference is also made as soon
as the draw traversal is complete so ensures that the Camera's can be
deleted as soon as it's safe.

Since these change the osgUtil API it does mean I can't merge these
fixes to the OSG-2.8 without breaking the ABI compatibility.

Could you please check these changes out to see if it addresses the
issues you've seen.

Cheers,
Robert.
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Re: [osg-users] Putting text on top of a static background

2009-06-05 Thread Cory Riddell
Jason,

Jason Daly wrote:
 Cory Riddell wrote:
 I wrote the background scene to an osg file and the viewer displays it
 correctly. So now I know the problem must be with my camera settings or
 something else external to the scene. Any suggestions?
   

 Try putting the text in a different render bin, with a higher number
 than the background.  The background should be defaulting to bin 0, so
 try this:

 text-setRenderBinDetails(1, DefaultBin);

 If you're still not seeing the text, then it's probably failing the Z
 test, and you need to push your background farther away (or you could
 disable the Z test on your text).

Thanks for your suggestsions. The render bin didn't help, but the z test
did. I added these lines:

  // make sure the text always draws
  osg::StateSet* stateSet = text-getOrCreateStateSet();
  stateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);

and I was still not seeing anything. Then I set the text position to be
(0,0,0) rather than (0,0,1) and everything started working. I'm not sure
why putting the text slightly above the background plane was causing
problems. Thankfully, all seems to be working now.

Cory

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Re: [osg-users] CPU usage

2009-06-05 Thread Cory Riddell
Does anybody see less than 100% CPU utilization when running osgviewer
cow.osg on an ATI card? I had just been accepting that as normal.

Cory

Jason Daly wrote:
 Cory Riddell wrote:
 I had asked about this one time and in the end I decided that it was
 using 100% of one core intentionally. The run loop is not throttled in
 any way, and so I think it will use as much cpu as it can.

 Perhaps the nVidia system is better at offloading working or blocks the
 CPU differently than the ATI system. In the end, I think this just
 points to the CPU being the bottleneck in the ATI system and something
 else (video card?) being the bottleneck in the nVidia system.
   

 I doubt that's the case if he's just running cow.osg.  More likely,
 VSync is not being properly detected on the ATI system, so the viewer
 is just running free and not waiting for the frame to be drawn on the
 screen.

 First thing I'd suggest is to make sure you've got the latest drivers
 for the ATI card.  ATI's OpenGL support has gotten a lot better
 recently, so it's possible that a driver upgrade will allow OSG to
 properly detect the VSync signal.

 --J

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[osg-users] Image::getColor

2009-06-05 Thread Guy Volckaert
Hi,

One of our developers noticed that the Image::getColor(const Vec3) can 
potentially crash if the UV coordinates are negative. Effectively, the 
following function convert UV coordinates into S,T pixel coordinates and then 
calls getColor(unsigned, unsigned, unsigned). Since the latter uses unsigned as 
a paremeter, any negative UV coordinates will cause an out-of-bound access in 
the image buffer. 


Code:

Vec4 Image::getColor(const Vec3 texcoord) const
{
int s = int(texcoord.x()*float(_s-1)) % _s;
int t = int(texcoord.y()*float(_t-1)) % _t;
int r = int(texcoord.z()*float(_r-1)) % _r;


//osg::notify(osg::NOTICE)getColor(texcoord)=getColor(s,t,r)std::endl;
return getColor(s,t,r);
}

Vec4 Image::getColor(unsigned int s,unsigned t,unsigned r) const
{
const unsigned char* ptr = data(s,t,r);

switch(_dataType)
{
case(GL_BYTE):  return _readColor(_pixelFormat, (char*)ptr, 
1.0f/128.0f);
case(GL_UNSIGNED_BYTE): return _readColor(_pixelFormat, (unsigned 
char*)ptr,1.0f/255.0f);
case(GL_SHORT): return _readColor(_pixelFormat, 
(short*)ptr,1.0f/32768.0f);
case(GL_UNSIGNED_SHORT):return _readColor(_pixelFormat, (unsigned 
short*)ptr,   1.0f/65535.0f);
case(GL_INT):   return _readColor(_pixelFormat, (int*)ptr,  
1.0f/2147483648.0f);
case(GL_UNSIGNED_INT):  return _readColor(_pixelFormat, (unsigned 
int*)ptr, 1.0f/4294967295.0f);
case(GL_FLOAT): return _readColor(_pixelFormat, 
(float*)ptr,1.0f);
}
return Vec4(1.0f,1.0f,1.0f,1.0f);
}






I would like to propose the following change to correct the problem:


Code:

Vec4 Image::getColor(const Vec3 texcoord) const
{
int s = int(texcoord.x()*float(_s-1)) % _s;
int t = int(texcoord.y()*float(_t-1)) % _t;
int r = int(texcoord.z()*float(_r-1)) % _r;

// Ensure that S,T,R coordinate are positive.
if( s  0 ) s += _s;
if( t  0 ) t += _t;
if( r  0 ) r += _r;


//osg::notify(osg::NOTICE)getColor(texcoord)=getColor(s,t,r)std::endl;
return getColor(s,t,r);
}





Any comments or suggestions?

Cheers,
Guy

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Re: [osg-users] Transparency Issues

2009-06-05 Thread Todd J. Furlong

Robert,

Thank you for the suggestions.  I didn't see a big difference in the OSG 
files, but I did find the cause: operator error.  In the script that 
runs the 2.8-1 application, we were enabling two-sided lighting.


So, now my question is: how do I fix transparency when two-sided 
lighting is enabled for a scene?  I think we're lucky in that the models 
we have that require two-sided lighting aren't the same ones that have 
transparent objects.  But it would be nice to understand the phenomenon.


-Todd

Robert Osfield wrote:

Hi Todd,

I can't say why your are having problems with transparency in 2.8.1 vs
2.4, as depth sorted/transparent bin hasn't changed between these
versions.  Perhaps a subtle difference in the loader has caused the
difference, or perhaps there is something undefined in your data that
the two versions behavior differently with.It's a bit of a case of
hunting for a needle in a hay stack so you'll need to try and isolate
the different possibilities.

Try converting your data to .osg and see if the two different versions
behave differently with this, even bettern convert the .ive to .osg
using 2.4, then do the same with 2.8.1 and then have a look at the
differences, if they are effectively the same then go have a look .osg
file to make sure that the objects that you think are transparent are
correctly assigned, and also check to see if all the geometries have
vertex, normal and colour arrays as required by the state setup in
your scene graph.

Robert.



On Fri, Jun 5, 2009 at 1:28 PM, Todd J. Furlongt...@inv3rsion.com wrote:

I'm not sure if this is related to the transparency problem thread, so I
thought I'd start a new one.

We have an osgUtil::SceneView - based application that uses VR Juggler for
rendering on a visualization cluster.  Our previous version was built with
OSG 2.4, and now we are using OSG 2.8.1.

We also have a set of IVE files created in OSG 2.4.  Transparent objects
(non-textured) were placed in the transparent bin on conversion to IVE, and
those objects render fine the OSG 2.4 version of our application. In the OSG
2.8.1 version of the application, we are getting mixed results: Sometimes
transparency is OK, but other times the transparent objects appear opaque.
 Sometimes, different nodes of the cluster will render geometry opaque while
others render it transparent.

Is this related to depth sorting?  What has changed between OSG versions
that might cause this?  And can I correct it easily to get transparent
objects working again?

Thanks,
Todd
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[osg-users] OSG books now on Amazon marketplace

2009-06-05 Thread Paul Martz
Hi all -- Just FYI... Lulu has arranged with Amazon to have the OSG books
listed, using their marketplace reseller listing. This means you can now
order OSG books by going to amazon.com and searching for OpenSceneGraph.
 
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] Transparency Issues

2009-06-05 Thread Paul Martz
Todd -- two-sided lighting and alpha blending are two completely separate
and orthogonal OpenGL state items. They work together. One does not disable
the other.

(Note that if you're rendering, say, a tri strip that is transparent, and it
wraps around so that a single strip shows both back and front faces, you'll
need to deal with this somehow so that it is properly depth-sorted.
Multiparenting and face culling with render bins is one option. But this
would be an issue regardless of OSG version.)

Does your 2.4 app break similarly if you enable two-sided lighting?

Can you write a small/simple standalone reproducer code that exhibits this
behavior?

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Todd J.
Furlong
Sent: Friday, June 05, 2009 2:38 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Transparency Issues

Robert,

Thank you for the suggestions.  I didn't see a big difference in the OSG
files, but I did find the cause: operator error.  In the script that runs
the 2.8-1 application, we were enabling two-sided lighting.

So, now my question is: how do I fix transparency when two-sided lighting is
enabled for a scene?  I think we're lucky in that the models we have that
require two-sided lighting aren't the same ones that have transparent
objects.  But it would be nice to understand the phenomenon.

-Todd

Robert Osfield wrote:
 Hi Todd,
 
 I can't say why your are having problems with transparency in 2.8.1 vs 
 2.4, as depth sorted/transparent bin hasn't changed between these 
 versions.  Perhaps a subtle difference in the loader has caused the 
 difference, or perhaps there is something undefined in your data that
 the two versions behavior differently with.It's a bit of a case of
 hunting for a needle in a hay stack so you'll need to try and isolate 
 the different possibilities.
 
 Try converting your data to .osg and see if the two different versions 
 behave differently with this, even bettern convert the .ive to .osg 
 using 2.4, then do the same with 2.8.1 and then have a look at the 
 differences, if they are effectively the same then go have a look .osg 
 file to make sure that the objects that you think are transparent are 
 correctly assigned, and also check to see if all the geometries have 
 vertex, normal and colour arrays as required by the state setup in 
 your scene graph.
 
 Robert.
 
 
 
 On Fri, Jun 5, 2009 at 1:28 PM, Todd J. Furlongt...@inv3rsion.com wrote:
 I'm not sure if this is related to the transparency problem thread, 
 so I thought I'd start a new one.

 We have an osgUtil::SceneView - based application that uses VR 
 Juggler for rendering on a visualization cluster.  Our previous 
 version was built with OSG 2.4, and now we are using OSG 2.8.1.

 We also have a set of IVE files created in OSG 2.4.  Transparent 
 objects
 (non-textured) were placed in the transparent bin on conversion to 
 IVE, and those objects render fine the OSG 2.4 version of our 
 application. In the OSG
 2.8.1 version of the application, we are getting mixed results: 
 Sometimes transparency is OK, but other times the transparent objects
appear opaque.
  Sometimes, different nodes of the cluster will render geometry 
 opaque while others render it transparent.

 Is this related to depth sorting?  What has changed between OSG 
 versions that might cause this?  And can I correct it easily to get 
 transparent objects working again?

 Thanks,
 Todd
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[osg-users] Problems with binaries

2009-06-05 Thread Christian Kramer
Hi,

i'm completely new to the OSG scene and have to write a small scenegraph in 
case of a cpp lecture. I've tried to install the OSG libs by this tutorial 
(http://dwightdesign.com/2009/05/installing-openscenegraph-280/) but when i try 
something like osgviewer cow.osg i always get 
Code:
Warning: Could not find plugin to read objects from file cow.osg.

 and i don't know how to fix that. It would be very nice if someone can give a 
hint. 

Thank you!

Cheers,
Chris[/code]

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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread John Kelso

Hi!

I missed the earlier note about the cmake problem being fixed in the branch.
Sorry to make noise about a fixed problem.  I do test (and squawk) when I
can, but as we all know, life sometimes has other plans.

I installed DCMTK in a local directory, and just tried to rebuild 2.8.1 in a
clean build directory.

The cmake command I used was:


  cmake \

 -D CMAKE_INSTALL_PREFIX=$HEVROOT/apps/osg/osg-2.x/installed \
 -D BUILD_OSG_EXAMPLES=1 \
 -D INVENTOR_INCLUDE_DIR=`coin-config --prefix`/include \
 -D INVENTOR_LIBRARY=`coin-config --prefix`/lib/libCoin.so \
 -D DCMTK_DIR=$HEVROOT/apps/dcmtk/dcmtk-3.x \
 ../OpenSceneGraph


When I make, it seems to still want to use our installed ITK for the DICOMED
plugin, and bombs with the same errors.

I also tried setting DCMTK_INCLUDE_DIRS and DCMTK_LIBRARIES instead, but got
the same result.

Is there something else I need to do to get OSG to use DCMTK instead of
ITK?

Thanks for your patience,

John


On Fri, 5 Jun 2009, Robert Osfield wrote:


Hi John and Jason,

Can we get a little perspective on this issue.  The build problem was
a warning that we've already fixed in OSG-2.8 branch.  As for snooty
admin's, best to leave them alone if helping you out is too much for
them.

The warning that occurred in OSG-2.8.1 because of something I merged
in from svn/trunk was in the release candidates and I made repeated
calls for testing... Had we known about the issue it would have been
fixed in less than five minutes and well before the release.  So
PLEASE don't ignore the calls for testing.

John, the errors you are getting in ITK look to have nothing to do
with the OSG.  Can you please look into this and provide feedback on
what is wrong.  There is chance the high levels of warning we use in
the OSG build now could be causing the compile to emit errors instead
of warnings when compiling ITK.

Robert.
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Re: [osg-users] Problems with binaries

2009-06-05 Thread Anna Sokol
Hi  Chris,

Instead of the link provided in the tutorial download the following
binaries instead:
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8.1/binaries/Windows/VisualStudio8/openscenegraph-all-2.8.1-win32-x86-vc80sp1-Release.zip


- Anna
_
Once we accept our limits, we go beyond them.  -- Albert Einstein



On Fri, Jun 5, 2009 at 2:26 PM, Christian Kramerchr...@gmx.net wrote:
 Hi,

 i'm completely new to the OSG scene and have to write a small scenegraph in 
 case of a cpp lecture. I've tried to install the OSG libs by this tutorial 
 (http://dwightdesign.com/2009/05/installing-openscenegraph-280/) but when i 
 try something like osgviewer cow.osg i always get
 Code:
 Warning: Could not find plugin to read objects from file cow.osg.

  and i don't know how to fix that. It would be very nice if someone can give 
 a hint.

 Thank you!

 Cheers,
 Chris[/code]

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[osg-users] Camera view volume visualization

2009-06-05 Thread Johannes Schüth
Hi,

i want to create a visualization of the view volume of a camera. 

I created a test application with two views and two cameras. I want to use one 
view to take a look at the created volume.

This is what i did so far:

I created an osgGA::TrackballManipulator() and assigned it to the camera of 
viewA:


Code:

osgGA::TrackballManipulator *Tman = new osgGA::TrackballManipulator();
viewA-setCameraManipulator(Tman);




Look at position:

Code:

osg::Vec3d center;
   viewA-getCamera()-getViewMatrixAsLookAt(eye, center, up, 
distance);
sphereXForm-setPosition(center);




I tried to use 'eye' as a source for the camera position but that did'nt work.

Finnaly i used the TrackballManipulator to get the eye/camera position:

Code:

sphereXFormB-setPosition(Tman-getCenter());




sphereXForm and sphereXFormB are two spheres that show me the positions.

As for now i just have the camera position and the direction. Is this 
sufficient to create a view volume using:

Code:

viewA-getCamera()-getProjectionMatrixAsPerspective(fovy, ratio,
znear, zfar);



? In which units are fovy, ratio etc. stored? I mean can i just take fovy and 
ratio to calculate the fovx and than calculate the points of the view volume?

Is there any way to get and set the camera position without using a 
TrackballManipulator? 


Thank you!

Cheers,
Johannes

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Re: [osg-users] Camera view volume visualization

2009-06-05 Thread Paul Martz
Have you taken a look at the osgthirdpersonview example?

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

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Re: [osg-users] build errors with 2.8.1

2009-06-05 Thread Jason Daly


Hi, Robert,


Robert Osfield wrote:

Hi John and Jason,

Can we get a little perspective on this issue.  The build problem was
a warning that we've already fixed in OSG-2.8 branch.  As for snooty
admin's, best to leave them alone if helping you out is too much for
them.
  


There's no loss of perpective that I can detect.  I think we're all 
still dealing with facts here.  The fact is that there is currently no 
way to install CMake 2.6 on a Red Hat Enterprise or CentOS in a way that 
can be easily maintained and administered.  The sysadmin's response may 
be a bit haughty, but nothing he said was untrue.


From what I can tell, there are three ways to approach this.  Either 
OSG can continue to support CMake 2.4.5 until RHEL catches up to 2.6, or 
the sysadmins can make an exception and make CMake 2.6 available without 
an RPM, or the developers can stay with the current version of OSG until 
the next CMake becomes available on their systems.


From your response, it sounds like option 1 is still viable, which is 
good  :-)




The warning that occurred in OSG-2.8.1 because of something I merged
in from svn/trunk was in the release candidates and I made repeated
calls for testing... Had we known about the issue it would have been
fixed in less than five minutes and well before the release.  So
PLEASE don't ignore the calls for testing.
  


I think we all understand what happened.  It's unfortunate, but I don't 
think it's a huge problem (IIRC, there are already plans for a 2.8.2 
release anyway).


As for testing, I test OSG releases when I can.  There are times I can 
test every RC during a release push, and there are times when I can't 
test any of them.  I'd like to be able to test every single one, but my 
first priority is to my job and the tasks I have to do that day.  I 
can't help it if those tasks keep me from testing an OSG release 
candidate.  I'm sure a lot of folks are in the same boat.


Several times in the past you've mentioned that you're busy with paid 
work and can't do as much support as you'd like to, so I'm sure you know 
where I'm coming from.  I'm not complaining about anything, it's just 
the way things worked out.


--J

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Re: [osg-users] Camera view volume visualization

2009-06-05 Thread Johannes Schüth
Hi,

nope. Thank you very much. That was exactly what i wanted to achieve. Nice 
example. 

Thank you!

Greetings,
Johannes

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Re: [osg-users] Destruction order for static objects

2009-06-05 Thread Fredrik Orderud
I have now checked out and built the current OSG trunk, and can report that 
statically built OSG now terminates properly without any errors in both debug 
and release. Thank you very much for your help. :-)

Your RenderBin_195.cpp hotfix, however, causes an compile error when 
incorporating it into OSG 1.8.1. It seems this error is not due to the 
depends_on change, but rater due to some other differences between your 
RenderBin_195.cpp, and the RenderBin.cpp in OSG 1.8.1 (build errors attached).

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5RenderBin.cpp
1BufferObject.cpp
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(48) : error C2039: 
'TRAVERSAL_ORDER' : is not a member of 'osgUtil::RenderBin'
5
C:\Repositories\Libraries\NEW\OpenSceneGraph-2.8.1\include\osgUtil/RenderBin(33)
 : see declaration of 'osgUtil::RenderBin'
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(48) : error C2065: 
'TRAVERSAL_ORDER' : undeclared identifier
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(134) : error C2039: 
'TRAVERSAL_ORDER' : is not a member of 'osgUtil::RenderBin'
5
C:\Repositories\Libraries\NEW\OpenSceneGraph-2.8.1\include\osgUtil/RenderBin(33)
 : see declaration of 'osgUtil::RenderBin'
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(134) : error C2065: 
'TRAVERSAL_ORDER' : undeclared identifier
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(244) : error C2065: 
'TRAVERSAL_ORDER' : undeclared identifier
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(244) : error C2051: 
case expression not constant
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(245) : error C3861: 
'sortTraversalOrder': identifier not found
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(331) : error C2039: 
'_traversalNumber' : is not a member of 'osgUtil::RenderLeaf'
5
C:\Repositories\Libraries\NEW\OpenSceneGraph-2.8.1\include\osgUtil/RenderLeaf(33)
 : see declaration of 'osgUtil::RenderLeaf'
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(331) : error C2039: 
'_traversalNumber' : is not a member of 'osgUtil::RenderLeaf'
5
C:\Repositories\Libraries\NEW\OpenSceneGraph-2.8.1\include\osgUtil/RenderLeaf(33)
 : see declaration of 'osgUtil::RenderLeaf'
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(335) : error C2039: 
'sortTraversalOrder' : is not a member of 'osgUtil::RenderBin'
5
C:\Repositories\Libraries\NEW\OpenSceneGraph-2.8.1\include\osgUtil/RenderBin(33)
 : see declaration of 'osgUtil::RenderBin'
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(337) : error C3861: 
'copyLeavesFromStateGraphListToRenderLeafList': identifier not found
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(340) : error C2065: 
'_renderLeafList' : undeclared identifier
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(340) : error C2228: 
left of '.begin' must have class/struct/union
5type is ''unknown-type''
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(340) : error C2065: 
'_renderLeafList' : undeclared identifier
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(340) : error C2228: 
left of '.end' must have class/struct/union
5type is ''unknown-type''
5..\..\..\OpenSceneGraph-2.8.1\src\osgUtil\RenderBin.cpp(340) : error C2780: 
'void std::sort(_RanIt,_RanIt)' : expects 2 arguments - 3 provided
5C:\Program Files (x86)\Microsoft Visual Studio 
9.0\VC\include\algorithm(3110) : see declaration of 'std::sort'
5PositionalStateContainer.cpp
1BlendFunc.cpp
1BlendEquation.cpp
1Generating Code...
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Brent Gulanowski

robertosfield wrote:
 HI Brent,
 
 On Fri, Jun 5, 2009 at 3:46 PM, Brent
 Gulanowski wrote:
 
  I see. However, it seems counter-intuitive to me to use an automated tool 
  to generate project files meant primarily to be read and processed by 
  Xcode, for human users. Why not just generate build file formats themselves 
  designed for automated processing? Xcode is a user tool.
  
 
 Um you are a little short of grasping just how powerful CMake is...
 


I wasn't questioning the power of cmake. But it's beside the point.

I just want to read the source code using Xcode. Whether the project file is 
human or machine-built ultimately makes zero difference to me, as long as it 
doesn't throw Xcode into conniptions. If the auto-generated project file 
doesn't exhibit the annoying behaviour I'm experiencing, then it's a win for me.

As I prefer to work in Xcode, I'd like if the project also built from Xcode and 
I could run it normally from there, and stuff like that, but that's another 
story. I just really wanted to know if anyone else saw the issues I was 
experiencing. But since it seems almost no-one else is using that project, it's 
unlikely they'll have experienced those issues.

I can build the frameworks, plug-ins and examples fine now, so as long as I 
don't open the header files (or I solve the problem in some other way, either 
by making my own projects or by using a cmake-generated one that somehow 
magically doesn't have the problem), I can live with that.

The only question I have now is, can I generate xcode project with cmake using 
the 2.8.1 distribution, or do I have to get it all from the repo? And is there 
a set of instructions for running cmake? I don't intend to learn how to use it 
right now.

Thanks,

Brent

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Re: [osg-users] Wiki spammer

2009-06-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hans Elbers wrote:
 Maybe it is possible to complain at amazon.com where their online
 shop is located? That would spoil their fun (and profit).
 
 Hans.
 

Yes, I think this is a good idea - these are pretty clueless spammers,
not the usual Viagra/fake watches/... gang. It could teach them a lesson
about marketing ...

Unfortunately, there are way too many people who think nothing wrong
about sending a newsletter or two or bombarding people with SMS-es.

Regards,

Jan


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Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFKKdLKn11XseNj94gRArt6AJ45NlkW/L1w9hko/HANDDkvx3GxEwCghUY+
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