Re: [osg-users] Writing to an image file
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] master/slave camera question
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki spammer
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. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13555#13555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Database pager questions
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13544#13544 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture to the escarpment?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Destruction order for static objects
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13532#13532 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Destruction order for static objects
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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13565#13565 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer
... 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 :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13567#13567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13565#13565 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13569#13569 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Serializing / Deserializing an osg::Node to memory pointer
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13569#13569 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Database pager questions
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Xcode project issues
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13573#13573 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency Issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13573#13573 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] add/remove camera crash
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Putting text on top of a static background
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] parameter of method home() from MatrixManipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgART install
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13546#13546 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture to the 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to get PEN events?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] parameter of method home() from MatrixManipulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] change the current state set in real time for a multipass renderer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13583#13583 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] change the current state set in real time for a multipass renderer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13583#13583 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture tothe escarpment?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to get PEN events?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CPU usage
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Putting text on top of a static background
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CPU usage
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VirtualPlanetBuilder]How to apply side texture to the escarpment?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] KD tree, OSG 2.6.1, OSG 2.81 and osgExp
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CPU usage
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Putting text on top of a static background
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] add/remove camera crash
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Putting text on top of a static background
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CPU usage
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Image::getColor
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13621#13621 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG books now on Amazon marketplace
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparency Issues
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph .org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems with binaries
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13616#13616 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with binaries
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13616#13616 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera view volume visualization
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13627#13627 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera view volume visualization
Have you taken a look at the osgthirdpersonview example? Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build errors with 2.8.1
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera view volume visualization
Hi, nope. Thank you very much. That was exactly what i wanted to achieve. Nice example. Thank you! Greetings, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13631#13631 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Destruction order for static objects
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). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13632#13632 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... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13633#13633 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wiki spammer
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKKdLKn11XseNj94gRArt6AJ45NlkW/L1w9hko/HANDDkvx3GxEwCghUY+ zYeETmeNOTOoX6Isr+n1mxI= =QWoi -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org