Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Vincent Bourdier
Hi Robert,

If I remove the shaders of my scene, the crash disappear.
Now, I'm looking at a way to stop the Shaders before ending the viewer.

When I need to delete the view, I do :
stopThreading();
setDone(true);
map->erase(viewer);

I though the stopThreading() call would do the work for me concerning the
shaders...

Is there any way to do it ?

Thanks.

Regards,
Vincent.

2009/6/25 Robert Osfield 

> On Thu, Jun 25, 2009 at 5:17 PM, Vincent
> Bourdier wrote:
> > Hi Robert,
> >
> > This is not possible for me to reproduce the behavior on an example, too
> > much external things are required.
>
> There isn't much we can do then.
>
> > But I have some idea : there is some shaders running, and they are not
> > removed before the viewer have to stop ... and the
> > crash is in the Program and Shader flush ... does it sounds like a reason
> > for crash ?
> > I'll have a look.
>
> It sounds like the graphics thread is still running, and the crash
> relating to the shaders is an symptom of this, it isn't the cause
> though.  You need to look thoroughly at the whether the threads are
> still running or not.  Try changing the viewer threading model to
> explore this.
>
> Robert.
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Re: [osg-users] Debug and Release mode in project !!

2009-06-25 Thread buidinhba5
 

 

Hi Vincent

  Resolved Problem^^

  Thank after compile from source code  add use new dll , it run
very good, 

  Hi I don't know why ? the are some diffirent from Package Debud
and Release mode from web and dll Debug and Release  you have from
compile the source code ^^ 

  It have the same size but the dll from compile the source run ,
and the dll from Zip File in Website not run ^^

Thanks,

Ba.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent
Bourdier
Sent: Thursday, June 25, 2009 4:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Debug and Release mode in project !!

 

Hi 'Ba' ?

Did you clean your files : you need to have only one .dll file for debug and
same for release ... remove the older download you have.
Next, compil osg in debug and release, and link your application with the
good .lib files (osgd.lib for debug, osg.lib for release) and last use the
associated dll file (and not a downloaded version for example) : check your
PATH to verify you get the good one, or modify it in VS configuration to be
sure you load the good one.

Hoping this help,

Regards,
   Vincent.

2009/6/25 buidinhba5 

Hi All

  I test some project example in OSG 2.8.1

  I use VS 2005 and install two

   openscenegraph-all-2.8.1-win32-x86-vc80sp1-Release.zip
and  openscenegraph-all-2.8.1-win32-x86-vc80sp1-Debug.zip

  in the same folder  OpenSceneGraph-2.8.1

  In the "bin" folder

  I Run example release osganimate.exe good

 but 

  the debug program  osganimated.exe It went wrong " This
application has failed to start because the   application
configuration is in correct. Reinstalling the application may fix this
problem"

 

After that:   

I also made a project as the help in OSG Website

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

, it run good in realse but in debug it get wrong

"The application failed to initialized properly (0xc0150002). Click on OK to
terminate the application "

 

I don't know why !^!

Thanks,

Ba.

 


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Re: [osg-users] how to draw 3d pipe

2009-06-25 Thread Alberto Luaces
Hi forest,

I have done this several times in order to simulate springs. If you have the 
3D trajectory, you will also have or you can compute the tangent vector (the 
one that follows it). For every point in the trajectory, you place a 
point "r" units away from it and in a perpendicular direction from the 
tangent. Then you can rotate that point about the tangent axis in order to 
get the rest of the points of the ring. You can repeat this procedure as many 
times as rings you want.

But now that I realize, maybe that feature is already implemented in 
osgModeling by Wang Rui (http://code.google.com/p/osgmodeling/)

Regards,

Alberto

El Viernes 26 Junio 2009ES 08:05:52 forest escribió:
> hi all,
>I know this problem is not so related to OSG, but there is no better
> place I can find. What I want to draw is to draw a three-dimensional pipe
> from a 3d curve with a given radius.The "pipe" I mean is alike a
> cylinder,but it is bent. any ideas? thanks in advance.
>best regards
>  forest


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Re: [osg-users] how to draw 3d pipe

2009-06-25 Thread Laurent Di Cesare

forest a écrit :

hi all,
  I know this problem is not so related to OSG, but there is no 
better place I can find.
  What I want to draw is to draw a three-dimensional pipe from a 
3d curve with a given radius.The "pipe" I mean is alike a cylinder,but 
it is bent. any ideas?

  thanks in advance.
  best regards
forest


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If you have a pipe with straight sections and bends, it's easy to create 
cylinders for each straight segment and spheres at the joint points (bends).
If the curve is really a curve, you'll have to do something more complex 
depending on your curve equation.


Laurent.
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[osg-users] how to draw 3d pipe

2009-06-25 Thread forest
hi all,
   I know this problem is not so related to OSG, but there is no better 
place I can find.
   What I want to draw is to draw a three-dimensional pipe from a 3d curve 
with a given radius.The "pipe" I mean is alike a cylinder,but it is bent. any 
ideas?
   thanks in advance.
   best regards
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[osg-users] when using AnimationPathManipulator, how to know it's stopping?

2009-06-25 Thread Leeten
Hi,

I'm using AnimationPathManipulator and set setLoopMode( NO_LOOPING ) , how can 
I know tha animation is stopped or not?

PS. the _pause is only true when press key 'p' manully. I need to know when it 
stops automatically. Thanks.

2009-06-26 



Leeten 
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[osg-users] light setup

2009-06-25 Thread Rabbi Robinson
Hi,

I have some basic questions about the light setup in osg. I looked at the 
example osglight. It seems there is a osg::Light class and there is a 
osg::LightSource. One is state attribute and another is a group. Can someone 
explain practically how a light and lightsouce work together. For example, if I 
have a geode that has normal and material set up. How do I enable OpenGL 
lighting on it using osg::Light and osg::LightSource?

Thank you!

Cheers,
Rabbi

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Re: [osg-users] [osg-submissions] osgPresentation doesn't build on the SVN

2009-06-25 Thread Robert Osfield
Hi J-S,

I made this change and checked it in earlier this evening.   I've just
checked svn at it looks to have been checked in - it's r10418O.

I can only guess that Ralf hadn't done svn update after I emailed in
about my fix being checked in.

Robert.

On Thu, Jun 25, 2009 at 9:04 PM, Jean-Sébastien
Guay wrote:
> Hi Robert,
>
>> I've double checked all the export set up in the headers and the
>> CMakeLists.txt, I can't spot anything amiss.  I'm afraid I'll have to
>> defer to Windows experts to solve this one as I can't do anything at
>> my end.
>
> The error was a typo in the osgPresentation CMakeLists.txt. It defined
> OSGSIM_LIBRARY instead of OSGPRESENTATION_LIBRARY. Copy-paste anti-pattern
> strikes again. :-)
>
> Fixed file attached (just so there's no ambiguity) and CC'ed to
> osg-submissions.
>
> J-S
> --
> __
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>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
>
>
> IF(DYNAMIC_OPENSCENEGRAPH)
>    ADD_DEFINITIONS(-DOSGPRESENTATION_LIBRARY)
> ELSE()
>    ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
> ENDIF()
>
> SET(LIB_NAME osgPresentation)
> SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
> SET(LIB_PUBLIC_HEADERS
>    ${HEADER_PATH}/AnimationMaterial
>    ${HEADER_PATH}/CompileSlideCallback
>    ${HEADER_PATH}/PickEventHandler
>    ${HEADER_PATH}/SlideEventHandler
>    ${HEADER_PATH}/SlideShowConstructor
> )
>
> # FIXME: For OS X, need flag for Framework or dylib
> ADD_LIBRARY(${LIB_NAME}
>    ${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
>    ${LIB_PUBLIC_HEADERS}
>    AnimationMaterial.cpp
>    CompileSlideCallback.cpp
>    PickEventHandler.cpp
>    SlideEventHandler.cpp
>    SlideShowConstructor.cpp
>    ${OPENSCENEGRAPH_VERSIONINFO_RC}
> )
>
> LINK_INTERNAL(${LIB_NAME}
>    osgViewer
>    osgVolume
>    osgFX
>    osgText
>    osgUtil
>    osgDB
>    osg
>    OpenThreads
> )
> LINK_CORELIB_DEFAULT(${LIB_NAME})
>
> INCLUDE(ModuleInstall OPTIONAL)
>
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Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Stephan Huber
Hi,
Christian Buchner schrieb:

> My boss was running my 3D engineering app on a 32 inch touch screen
> (no multi-touch yet, I suppose) and he liked how he was able to rotate
> the camera with a fingertip.
> 
> That gave me an idea - are there any affordable Multi-touch LCD
> screens (standalone) 

There are some solutions for two-point multitouch, for more tracked
points there are some solutions on the horizon, but IMHO not available
yet. Most multitouch solutions use back-projection and capturing the
field of input with a infrared-camera with the help of infrared-laser,
-leds.

> and how difficult would it be to add Multitouch
> capabilities to OSG? In particular I was wondering what it would take
> to support Multi-Touch capabilities in the various Camera manipulators
> -  and how to get the "special" input events from various operating
> systems (Mac, Windows, Linux).

There's an opensoruce protocol called tuio which sends a stream of
events via UDP to a host. So you can change tracking solutions without
changing your source.

> In particular zooming with two fingers would be extremely cool ("the
> pinch" gesture) , and grabbing an object with two fingers, rotating it
> (or the camera around it) in the 3D view according to how the two
> fingers move.

There's no infrastructure in osg yet, but you can easily adapt some of
the matrixmanipulators and add multitouch--support.

here you'll find some links: http://delicious.com/sth/Multitouch



Hope that helps,

Stephan

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Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Jason Coposky



ive been working on this for a little while.  we build our own MT devices 
in house
for the most part but have used overlays from NextWindow.  we just got a 
46" one 
for about $600ish.  im not sure what their smaller sizes run.
  
as far as MT interaction, ive modified the TrackballManipulator to act on 
gesture 
events which are shipped over a socket.  this works great for single sets 
of 
geometry.  we have a large wall and several large tables, which afford 
multiple users
so ive pushed the gesture interaction down into a MatrixManipulator 
derivative so
individual heads up display type rectangles and other geometry can all be 
active.  this
will give you the ability to do the canonical media sorting application, 
etc.

you can check out our very out of date blog at 
http://vis.renci.org/multitouch which will
have some shots of the vpb globe and whatnot.

~jason coposky


- Original Message 
From: Christian Buchner 
To: OpenSceneGraph Users 
Sent: Thursday, June 25, 2009 4:45:28 PM
Subject: [osg-users] Multi-touch in the OSGViewer and camera manipulators

Hi,

My boss was running my 3D engineering app on a 32 inch touch screen
(no multi-touch yet, I suppose) and he liked how he was able to rotate
the camera with a fingertip.

That gave me an idea - are there any affordable Multi-touch LCD
screens (standalone) and how difficult would it be to add Multitouch
capabilities to OSG? In particular I was wondering what it would take
to support Multi-Touch capabilities in the various Camera manipulators
-  and how to get the "special" input events from various operating
systems (Mac, Windows, Linux).

In particular zooming with two fingers would be extremely cool ("the
pinch" gesture) , and grabbing an object with two fingers, rotating it
(or the camera around it) in the 3D view according to how the two
fingers move.

Christian
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[osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Christian Buchner
Hi,

My boss was running my 3D engineering app on a 32 inch touch screen
(no multi-touch yet, I suppose) and he liked how he was able to rotate
the camera with a fingertip.

That gave me an idea - are there any affordable Multi-touch LCD
screens (standalone) and how difficult would it be to add Multitouch
capabilities to OSG? In particular I was wondering what it would take
to support Multi-Touch capabilities in the various Camera manipulators
-  and how to get the "special" input events from various operating
systems (Mac, Windows, Linux).

In particular zooming with two fingers would be extremely cool ("the
pinch" gesture) , and grabbing an object with two fingers, rotating it
(or the camera around it) in the 3D view according to how the two
fingers move.

Christian
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Re: [osg-users] osgParticles to represent a water leak?

2009-06-25 Thread Janusz

Bin:

Google for Smoothed Particle Hydrodynamics (SPH). This may be the 
approach you are looking for. Janusz


vin baines pisze:

Hi,

looking for some advice on what would be the best way to implement a water leak out of the side of a barrel? I've got the barrel as a ive file, and want to have a 'leak' appear out of the side of it, ideally such that when you rotate (i.e. pick the barrel up and rotate it around) the water 'spills' from the same spot but orientates downwards. 


I had a look at the particle examples, which talked about liquid, but the only 
one i could find was a smoke example.. quite different to what i'm looking for. 
Then i saw the precipitation code, which is kinda the right idea, but i get the 
feelin this is applied to the whole scene, rather than originating from a spot?

Anyone done anything like this?

thanks!

vin

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Re: [osg-users] osgParticles to represent a water leak?

2009-06-25 Thread Charles Cossé
Hi Vin,

That's a pretty big field, but I would suggest looking into SPH (Smooth
Particle Hydrodynamics).  It's a fast, gridless, particle implementation.
Otherwise, there is no easy way to do liquids, generally.  SPH is probably
the easiest.  (IMHO, of course).  Good luck!

Charles

On Thu, Jun 25, 2009 at 1:23 PM, vin baines  wrote:

> Hi,
>
> looking for some advice on what would be the best way to implement a water
> leak out of the side of a barrel? I've got the barrel as a ive file, and
> want to have a 'leak' appear out of the side of it, ideally such that when
> you rotate (i.e. pick the barrel up and rotate it around) the water 'spills'
> from the same spot but orientates downwards.
>
> I had a look at the particle examples, which talked about liquid, but the
> only one i could find was a smoke example.. quite different to what i'm
> looking for. Then i saw the precipitation code, which is kinda the right
> idea, but i get the feelin this is applied to the whole scene, rather than
> originating from a spot?
>
> Anyone done anything like this?
>
> thanks!
>
> vin
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14553#14553
>
>
>
>
>
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Re: [osg-users] Ultra High Resolution Building Format

2009-06-25 Thread Steve Gifford
On Thu, Jun 25, 2009 at 1:04 PM, brettwiesner wrote:
> Hi,
>
> Has anyone experimented with an Ultra High Resolution Building (UHRB)
> loader?

I don't have an answer to your specific question, just some thoughts
if you were looking in that direction.  UHRB buildings often need some
tweaking before they're quite ready for prime-time (visually
speaking).  An offline utility might be a better idea.  Course you
could still make use of the OSG scenegraph to help build it all up.

-Steve Gifford
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[osg-users] osgParticles to represent a water leak?

2009-06-25 Thread vin baines
Hi,

looking for some advice on what would be the best way to implement a water leak 
out of the side of a barrel? I've got the barrel as a ive file, and want to 
have a 'leak' appear out of the side of it, ideally such that when you rotate 
(i.e. pick the barrel up and rotate it around) the water 'spills' from the same 
spot but orientates downwards. 

I had a look at the particle examples, which talked about liquid, but the only 
one i could find was a smoke example.. quite different to what i'm looking for. 
Then i saw the precipitation code, which is kinda the right idea, but i get the 
feelin this is applied to the whole scene, rather than originating from a spot?

Anyone done anything like this?

thanks!

vin

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[osg-users] Ultra High Resolution Building Format

2009-06-25 Thread brettwiesner

Hi,

Has anyone experimented with an Ultra High Resolution Building (UHRB) 
loader?


Thanks,
Brett
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Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Jean-Sébastien Guay

Hi Robert,


I've double checked all the export set up in the headers and the
CMakeLists.txt, I can't spot anything amiss.  I'm afraid I'll have to
defer to Windows experts to solve this one as I can't do anything at
my end.


The error was a typo in the osgPresentation CMakeLists.txt. It defined 
OSGSIM_LIBRARY instead of OSGPRESENTATION_LIBRARY. Copy-paste 
anti-pattern strikes again. :-)


Fixed file attached (just so there's no ambiguity) and CC'ed to 
osg-submissions.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/

IF(DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSGPRESENTATION_LIBRARY)
ELSE()
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF()

SET(LIB_NAME osgPresentation)
SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
SET(LIB_PUBLIC_HEADERS
${HEADER_PATH}/AnimationMaterial
${HEADER_PATH}/CompileSlideCallback
${HEADER_PATH}/PickEventHandler
${HEADER_PATH}/SlideEventHandler
${HEADER_PATH}/SlideShowConstructor
)

# FIXME: For OS X, need flag for Framework or dylib
ADD_LIBRARY(${LIB_NAME}
${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
${LIB_PUBLIC_HEADERS}
AnimationMaterial.cpp
CompileSlideCallback.cpp
PickEventHandler.cpp
SlideEventHandler.cpp
SlideShowConstructor.cpp
${OPENSCENEGRAPH_VERSIONINFO_RC}
)

LINK_INTERNAL(${LIB_NAME}
osgViewer
osgVolume
osgFX
osgText
osgUtil
osgDB
osg
OpenThreads
)
LINK_CORELIB_DEFAULT(${LIB_NAME})

INCLUDE(ModuleInstall OPTIONAL)
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Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Robert Osfield
Hi Ralf,

On Thu, Jun 25, 2009 at 7:30 PM, Ralf Stokholm wrote:
> I still get a heap of linker errors. Have my nose in something else so I
> havent investigated it further.

I've double checked all the export set up in the headers and the
CMakeLists.txt, I can't spot anything amiss.  I'm afraid I'll have to
defer to Windows experts to solve this one as I can't do anything at
my end.

Robert.
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[osg-users] OT: Flacon View Open Sourced

2009-06-25 Thread Tomlinson, Gordon
FYI
 
A little of topic but thought that some folks on this list might find
this interesting
 
http://www.falconview.org/trac/FalconView
 
 
 
 

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 
 
Heres
  the matrix of whats in what
 


PFPS 3.3.1 SP5   PFPS 4.0.1  PFPS 4.1.1  TalonView 4.1.1
FalconView Comercial 4.1.1   PFPS 4.2FalconView Open Source
 
Basic Map Handling / PrintingYes Yes Yes Yes Yes
Yes  Yes
VVOD -   Yes Yes Yes Yes Yes Yes
Polar Charts -   Yes Yes Yes Yes Yes Yes
GeoTIFF DEM (LIDAR)  -   -   Yes Yes Yes Yes
Yes 
GeoPDF Support   -   -   -   Yes Yes Yes Yes
ECRG Support -   -   -   -   -   Yes Yes
GeoJPEG2000  -   -   -   -   -   Yes Yes
GeoTIFF  Yes Yes Yes Yes Yes Yes Yes
MrSIDYes Yes Yes Yes Yes Yes Yes
NITF Imagery -   v2.0+JPEG 2000  +JPEG 2000  +JPEG
2000 +JPEG 2000  +JPEG 2000 
Streaming JPIP   -   -   -   -   -   Yes Yes
Basic Aircraft Route PlanningYes Yes Yes Yes -
Yes  -  
Aircraft Route Calculation   Yes Yes Yes -  -
Yes  -  
SQL Server Version   None needed SQL Svr 2000SQL Svr 2005
SQL Svr 2005 SQL Svr 2005SQL Svr 2005SQL Svr 2008   
Developer API supportIlayer 2ILayer3 ILayer3
ILayer3  ILayer3 ILayer3 IFVOverlay 
Vista Support-   -   Yes Yes Yes Yes Yes
ESRI Data Viewing-   -   Req ArcEngine 9.1/ 9.2  Req
ArcEngine 9.1/ 9.2   Req ArcEngine 9.1/ 9.2  Req ArcEngine 9.2/9.3
Req ArcEngine 9.2/9.3   
ESRI Geoprocessing tools -   -   -   -   -
Req ArcEngine 9.2/9.3Req ArcEngine 9.2/9.3  
Threat Overlay   Yes Yes Yes Yes Yes Yes -  
Bird Dog Threat Feed Support 1.2 2.0 2.1 2.1 -
2.1  -  
Tactical Graphics / Mil Std 2525 Yes Yes Yes Yes
-Yes -  
Distributed Map Data Server  -   -   Yes Yes Yes
Yes  Yes
KML Support  -   -   -   -   -   -   Yes
Lan based Collaboration  -   -   Yes Yes Yes Yes
Yes 
DAFIF VersionEd 8Ed 7Ed 8Ed 8Ed 8Ed 8-  
Favorite Tabs-   -   -   -   -   Yes Yes
 
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Re: [osg-users] What does this error mean?

2009-06-25 Thread tien dat
Thank you Mark. I won't worry about it now.
Dat

On Wed, Jun 24, 2009 at 8:37 PM, Mark Sciabica wrote:
> Hi Dat,
>
> I wouldn't worry about this "error". It seems that the WGL_ARB_pixel_format
> extension is not provided by your driver. This extension is a prerequisite
> for activating other features such as pixel buffers and multisample
> antialiasing but missing it should otherwise have no adverse effect. I
> believe the system is being somewhat misleading labeling this condition an
> error. It is primarily an informational message.
>
> Regards,
>
> Mark
>
> tien dat wrote:
>>
>> Dear all,
>> I'm using OpenSceneGraph 2.8.1 with my hand-held device (Viliv S5
>> running WinXP Home Edition SP3). When I run my program using
>> osgviewer, I see an error:
>>
>> Window error #127: [Screen #0] ChooseMatchingPixelFormat() -
>> wglChoosePixelFormatARB extension not found, trying GDI. Reason: the
>> specified procedure could not be found.
>>
>> But when I run this program on Vista machine with the same
>> OpenSceneGraph 2.8.1, I don't see this error. So any of you know what
>> this error means, and how to fix it. Actually I still can display the
>> scene fine in the hand-held device, but I just want to fix it.
>> Thanks,
>> Dat
>> -
>> Dat Tien Nguyen
>> PhD student, Computer Science Department
>> The University of Iowa, IA 52242
>> http://cs.uiowa.edu/~tinguyen
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>
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Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Ralf Stokholm
Hi Robert

I still get a heap of linker errors. Have my nose in something else so I
havent investigated it further.

Log attached.

Brgs. Ralf


2009/6/25 Robert Osfield 

> Hi Serge,
>
> Sorry about this, a copy and paste error in the CMakeLists.txt looks
> to have foiled the export of symbols.  I've now fixed this error could
> you do an svn update and let me know how you get on.
>
> Robert.
>
> On Thu, Jun 25, 2009 at 6:11 PM, Serge Lages wrote:
> > Hi Robert,
> >
> > On the SVN, osgPresentation doesn't build (lots of linking errors, see
> the
> > attached file). I am under Windows Xp.
> >
> > Cheers,
> >
> > --
> > Serge Lages
> > http://www.tharsis-software.com
> >
> > ___
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> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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>
Setting environment for using Microsoft Visual Studio 2008 x86 tools.
""

# Building openSceneGraph

""
-- searching TIFF -->tiff.h<-->libtiff<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- searching FREETYPE 
-->ft2build.h<-->freetype;freetype234;freetype234MT;freetype235;freetype237<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- searching CURL 
-->curl/curl.h<-->libcurl;curllib<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- searching JPEG 
-->jpeglib.h<-->libjpeg<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- searching GLUT -->GL/glut.h<-->glut32<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- searching GIFLIB 
-->gif_lib.h<-->ungif;libungif<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- searching ZLIB 
-->zlib.h<-->z;zlib;zlib1<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- searching PNG 
-->png.h<-->libpng;libpng13<-->C:/SVN/va/SceneryBuilder/3rdparty<--
-- Found JPEG: C:/SVN/va/SceneryBuilder/3rdParty/lib/libjpeg.lib
-- Found PNG: C:/SVN/va/SceneryBuilder/3rdParty/lib/libpng13.lib
-- Configuring done
-- Generating done
-- Build files have been written to: C:/SVN/va/SceneryBuilder/osgbuild
Microsoft (R) Visual C++ Project Builder - Command Line Version 9.00.21022
Copyright (C) Microsoft Corporation. All rights reserved.

Build started: Project: ZERO_CHECK, Configuration: Release|Win32
ZERO_CHECK - up-to-date

Build started: Project: osgPresentation, Configuration: Release|Win32
Linking...
   Creating library 
C:\SVN\va\SceneryBuilder\osgbuild\lib\Release\..\osgPresentation.lib and object 
C:\SVN\va\SceneryBuilder\osgbuild\lib\Release\..\osgPresentation.exp
PickEventHandler.obj : warning LNK4217: locally defined symbol 
?selectsl...@slideeventhandler@osgPresentation@@qae_...@z (public: bool 
__thiscall osgPresentation::SlideEventHandler::selectSlide(int,int)) imported 
in function "public: void __thiscall 
osgPresentation::PickEventHandler::doOperation(void)" 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
PickEventHandler.obj : warning LNK4217: locally defined symbol 
?dispatchev...@slideeventhandler@osgPresentation@@qaexabukeyposit...@2@@Z 
(public: void __thiscall 
osgPresentation::SlideEventHandler::dispatchEvent(struct 
osgPresentation::KeyPosition const &)) imported in function "public: void 
__thiscall osgPresentation::PickEventHandler::doOperation(void)" 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
PickEventHandler.obj : warning LNK4217: locally defined symbol 
?insta...@slideeventhandler@osgPresentation@@sapa...@xz (public: static class 
osgPresentation::SlideEventHandler * __cdecl 
osgPresentation::SlideEventHandler::instance(void)) imported in function 
"public: void __thiscall osgPresentation::PickEventHandler::doOperation(void)" 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
?requiresblend...@animationmaterial@osgPresentation@@QBE_NXZ (public: bool 
__thiscall osgPresentation::AnimationMaterial::requiresBlending(void)const ) 
imported in function "protected: class osg::Node * __thiscall 
osgPresentation::SlideShowConstructor::attachMaterialAnimation(class osg::Node 
*,struct osgPresentation::SlideShowConstructor::PositionData const &)" 
(?attachmaterialanimat...@slideshowconstructor@osgPresentation@@iaepavn...@osg@@pa...@abupositiondata@12@@Z)
SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
?ins...@animationmaterial@osgPresentation@@qaexnpavmater...@osg@@@Z (public: 
void __thiscall osgPresentation::AnimationMaterial::insert(double,class 
osg::Material *)) imported in function "protected: class osg::Node * __thiscall 
osgPresentation::SlideShowConstructor::attachMaterialAnimation(class osg::Node 
*,struct osgPresentation::SlideShowConstructor::PositionData const &)" 
(?attachmaterialanimat...@slideshowconstructor@osgPresentation@@iaepavn.

Re: [osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Robert Osfield
Hi Serge,

Sorry about this, a copy and paste error in the CMakeLists.txt looks
to have foiled the export of symbols.  I've now fixed this error could
you do an svn update and let me know how you get on.

Robert.

On Thu, Jun 25, 2009 at 6:11 PM, Serge Lages wrote:
> Hi Robert,
>
> On the SVN, osgPresentation doesn't build (lots of linking errors, see the
> attached file). I am under Windows Xp.
>
> Cheers,
>
> --
> Serge Lages
> http://www.tharsis-software.com
>
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>
>
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[osg-users] osgPresentation doesn't build on the SVN

2009-06-25 Thread Serge Lages
Hi Robert,

On the SVN, osgPresentation doesn't build (lots of linking errors, see the
attached file). I am under Windows Xp.

Cheers,

-- 
Serge Lages
http://www.tharsis-software.com
1>PickEventHandler.obj : warning LNK4217: locally defined symbol 
?selectsl...@slideeventhandler@osgPresentation@@qae_...@z (public: bool 
__thiscall osgPresentation::SlideEventHandler::selectSlide(int,int)) imported 
in function "public: void __thiscall 
osgPresentation::PickEventHandler::doOperation(void)" 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
1>PickEventHandler.obj : warning LNK4217: locally defined symbol 
?dispatchev...@slideeventhandler@osgPresentation@@qaexabukeyposit...@2@@Z 
(public: void __thiscall 
osgPresentation::SlideEventHandler::dispatchEvent(struct 
osgPresentation::KeyPosition const &)) imported in function "public: void 
__thiscall osgPresentation::PickEventHandler::doOperation(void)" 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
1>PickEventHandler.obj : warning LNK4217: locally defined symbol 
?insta...@slideeventhandler@osgPresentation@@sapa...@xz (public: static class 
osgPresentation::SlideEventHandler * __cdecl 
osgPresentation::SlideEventHandler::instance(void)) imported in function 
"public: void __thiscall osgPresentation::PickEventHandler::doOperation(void)" 
(?dooperat...@pickeventhandler@osgPresentation@@QAEXXZ)
1>SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
?requiresblend...@animationmaterial@osgPresentation@@QBE_NXZ (public: bool 
__thiscall osgPresentation::AnimationMaterial::requiresBlending(void)const ) 
imported in function "protected: class osg::Node * __thiscall 
osgPresentation::SlideShowConstructor::attachMaterialAnimation(class osg::Node 
*,struct osgPresentation::SlideShowConstructor::PositionData const &)" 
(?attachmaterialanimat...@slideshowconstructor@osgPresentation@@iaepavn...@osg@@pa...@abupositiondata@12@@Z)
1>SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
?ins...@animationmaterial@osgPresentation@@qaexnpavmater...@osg@@@Z (public: 
void __thiscall osgPresentation::AnimationMaterial::insert(double,class 
osg::Material *)) imported in function "protected: class osg::Node * __thiscall 
osgPresentation::SlideShowConstructor::attachMaterialAnimation(class osg::Node 
*,struct osgPresentation::SlideShowConstructor::PositionData const &)" 
(?attachmaterialanimat...@slideshowconstructor@osgPresentation@@iaepavn...@osg@@pa...@abupositiondata@12@@Z)
1>SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
??0pickeventhand...@osgpresentation@@q...@w4operation@1...@_nhh@Z (public: 
__thiscall osgPresentation::PickEventHandler::PickEventHandler(enum 
osgPresentation::Operation,bool,int,int)) imported in function "public: void 
__thiscall osgPresentation::SlideShowConstructor::layerClickToDoOperation(enum 
osgPresentation::Operation,bool,int,int)" 
(?layerclicktodooperat...@slideshowconstructor@osgPresentation@@qaexw4operat...@2@_...@z)
1>SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
??0pickeventhand...@osgpresentation@@q...@abv?$basic_string@du?$char_tra...@d@std@@v?$alloca...@d@2@@std@@w4operat...@1@_...@z
 (public: __thiscall osgPresentation::PickEventHandler::PickEventHandler(class 
std::basic_string,class std::allocator 
> const &,enum osgPresentation::Operation,bool,int,int)) imported in function 
"public: void __thiscall 
osgPresentation::SlideShowConstructor::layerClickToDoOperation(class 
std::basic_string,class std::allocator 
> const &,enum osgPresentation::Operation,bool,int,int)" 
(?layerclicktodooperat...@slideshowconstructor@osgPresentation@@qaexabv?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@w4operat...@2@_...@z)
1>SlideShowConstructor.obj : warning LNK4217: locally defined symbol 
??0pickeventhand...@osgpresentation@@q...@abukeyposition@1...@_nhh@Z (public: 
__thiscall osgPresentation::PickEventHandler::PickEventHandler(struct 
osgPresentation::KeyPosition const &,bool,int,int)) imported in function 
"public: void __thiscall 
osgPresentation::SlideShowConstructor::layerClickEventOperation(struct 
osgPresentation::KeyPosition const &,bool,int,int)" 
(?layerclickeventoperat...@slideshowconstructor@osgPresentation@@qaexabukeyposit...@2@_...@z)
1>AnimationMaterial.obj : error LNK2019: unresolved external symbol 
"__declspec(dllimport) public: double __thiscall 
osgPresentation::AnimationMaterial::getPeriod(void)const " 
(__imp_?getper...@animationmaterial@osgPresentation@@QBENXZ) referenced in 
function "public: bool __thiscall 
osgPresentation::AnimationMaterial::getMaterial(double,class osg::Material 
&)const " 
(?getmater...@animationmaterial@osgPresentation@@qbe_nnaavmater...@osg@@@Z)
1>AnimationMaterial.obj : error LNK2019: unresolved external symbol 
"__declspec(dllimport) public: double __thiscall 
osgPresentation::AnimationMaterial::getFirstTime(void)const " 
(__imp_?getfirstt...@animationmaterial@osgPresentation@@QBENXZ) referenced in 
function

Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Robert Osfield
On Thu, Jun 25, 2009 at 5:17 PM, Vincent
Bourdier wrote:
> Hi Robert,
>
> This is not possible for me to reproduce the behavior on an example, too
> much external things are required.

There isn't much we can do then.

> But I have some idea : there is some shaders running, and they are not
> removed before the viewer have to stop ... and the
> crash is in the Program and Shader flush ... does it sounds like a reason
> for crash ?
> I'll have a look.

It sounds like the graphics thread is still running, and the crash
relating to the shaders is an symptom of this, it isn't the cause
though.  You need to look thoroughly at the whether the threads are
still running or not.  Try changing the viewer threading model to
explore this.

Robert.
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Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Vincent Bourdier
Hi Robert,

This is not possible for me to reproduce the behavior on an example, too
much external things are required.

But I have some idea : there is some shaders running, and they are not
removed before the viewer have to stop ... and the
crash is in the Program and Shader flush ... does it sounds like a reason
for crash ?
I'll have a look.

Thanks for your help.

Regards,

Vincent

2009/6/25 Robert Osfield 

> Hi Vincent,
>
> It does sound like the destruction of threads and wait for them to
> complete it not functioning correctly somehow.  I'm afraid this isn't
> something one can debug remotely, could you please modify one of the
> OSG examples to behave in similar way to your app so that it recreates
> the bug in way that others can test it out first hand.
>
> Robert.
>
> On Thu, Jun 25, 2009 at 2:40 PM, Vincent
> Bourdier wrote:
> > Hi Robert,
> >
> > The 3d engine is called by an other application, frame by frame, so the
> > application call a personal method to close a View (we have one or more
> > Viewer). There is a map to get the viewer pointer associated to the
> Opengl
> > Context it has, which allow us modifying a viewer or an other one. So
> when
> > we decide to close a viewer, I set the viewer as done, verify the thread
> are
> > stopped, and I remove it from our viewer map. This implicitly call the
> > viewer destructor, then causes the crash.
> >
> > The map is a ref_ptr map and the viewer before being deleted only has a
> ref
> > count of 1, so I can erase the map element, which call the viewer
> destructor
> > causing the crash.
> >
> > Sorry for the lack of explanation, I hope this is better.
> >
> > Thanks.
> >
> > Regards,
> > Vincent.
> >
> > 2009/6/25 Robert Osfield 
> >>
> >> Hi Vincent,
> >>
> >> What exactly do you mean by "when I use the other way and call the
> >> destructor (I clear the viewer map I get) there is a crash in", as
> >> these seems odd, you never call the destructor, all you can do is call
> >> delete, but in the case of the Viewer class you should never be
> >> calling delete yourself, rather leave it to C++ to clean up in the
> >> case of creating the Viewer in local scope on the stack, or using a
> >> ref_ptr<> when you manage the Viewer on the heap.
> >>
> >> Robert.
> >>
> >> On Thu, Jun 25, 2009 at 12:30 PM, Vincent
> >> Bourdier wrote:
> >> > Hi all,
> >> >
> >> > I have a crash on a composite viewer destructor, and I do not see
> >> > anything
> >> > strange or wrong in my code.
> >> >
> >> > My viewer is managed as an external lib, and the frame() call are done
> >> > by a
> >> > method, like the close() call to finish a viewer.
> >> >
> >> > So, if I use the viewer->run() there is no problem, but when I use the
> >> > other
> >> > way and call the destructor (I clear the viewer map I get) there is a
> >> > crash
> >> > in
> >> >
> >> > GLObjects.cpp :
> >> >
> >> > void osg::flushAllDeletedGLObjects(unsigned int contextID)
> >> > {
> >> > double currentTime = DBL_MAX;
> >> > double availableTime = DBL_MAX;
> >> >
> >> >
> >> >
> osg::BufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
> >> > osg::Drawable::flushAllDeletedDisplayLists(contextID);
> >> >
> >> >
> >> >
> osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
> >> >
> >> >
> >> >
> osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
> >> >
> >> >
> >> >
> //osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
> >> > //CRASH Here
> >> >
> >> >
> >> >
> osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
> >> >
> >> >
> >> >
> //osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
> >> > //CRASH Here
> >> > osg::Texture::flushAllDeletedTextureObjects(contextID);
> >> >
> >> >
> >> >
> osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
> >> >
> >> >
> >> >
> osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
> >> >
> >> > }
> >> >
> >> > in DEBUG_INFO I get :
> >> > ...
> >> > Releasing GL objects for Camera=05EAE0C8 _state=05EB7050
> >> > Closing still viable window 0 _state->getContextID()=0
> >> > Doing Flush
> >> > GraphicsContext::setWindowingSystemInterface() 05DE9198
> >> >
> >> > Any idea ? suggestion ?
> >> >
> >> > Thanks a lot.
> >> >
> >> > Regards,
> >> >Vincent.
> >> >
> >> > ___
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> >> >
> >> >
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> >> >
> >> >
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> >>
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[osg-users] FBOs, MRTs, pixelformats, depth textures....

2009-06-25 Thread Joseba Rodriguez
Hi All,

Im doing some tests with FBOs and so and im getting some troubles defining 
proper pixel formats and so. I have a couple of questions, some od them perhaps 
are more OpenGL related, but i am not able to find responses :-(

First of them is regarding depth Textures. Im trying to render the depthBuffer 
to a texture using a FBO. Altought I get a B/W texture, it doesn looks correct 
(perhaps im wrong). The texture has a white background and the objects in the 
scene get darker. Thje problem is that when i get closer to the object, 
everything starts turning white. I supose that if the depthBuffer goes from 0 
to 1 and 1 is the far plane, objects should become darker when they are 
close... I also tried chaning texture's pixels formats, but this seemed to do 
no effect on the rendered image... I dont know if im doing anything wrong and 
how the texture's internal format and source types affect to the RTT, as i get 
exactly the same result. I tried these formats:GL_DEPTH_COMPONENT32, 
GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16 and  GL_DEPTH24_STENCIL8_EXT

Here is some code:


Code:

depthTexture = new osg::Texture2D;
depthTexture->setTextureSize(textureWidth, textureHeight);

depthTexture->setInternalFormat(GL_DEPTH24_STENCIL8_EXT);
depthTexture->setSourceFormat(GL_DEPTH_COMPONENT);
//depthTexture->setSourceType(GL_FLOAT);

depthTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
depthTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
depthTexture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
depthTexture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);

...

camShot->attach(osg::Camera::DEPTH_BUFFER, depthTexture);
camShot->addChild(root);
rttPlaneGroup->addChild(camShot.get());

...

osg::StateSet* stateset = new osg::StateSet;
stateset->setTextureAttributeAndModes(0, depthTexture.get(), 
osg::StateAttribute::ON);
rttPlaneGroup->setStateSet(stateset);
...




Also i dont exactly know hoe to use FBOExtensions. Just defining the right 
pixel formats is enough if the graphics card supports it?

The second question is about MRTs. I tried to do a deferred rendered, for wich 
i use 1 MRT with 4 render targets. I assume (im not sure) that the pixels 
formats of the 4 renderTargets have to be of the same bits (for ex. 32 bits). 
What i dont know is if the pixel formats have to be all the same. I tried to 
change the pixel format of the depth texture to GL_DEPTH_COMPONENT32 but this 
made the FBO to set up incorrectly (may be because in a MRT all RTTs have to be 
defined as COLORBUFFERS??)
The question is: How do i mix pixel formats in a MRT? it is possible?

Sorry if the questions are too much OGL related, but im a bit lost with 
pixelFormats.

Cheers,

J.

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Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-25 Thread Robert Osfield
Hi Cory,

Try changing the flag to volatile and see what happens.

Robert.

On Thu, Jun 25, 2009 at 3:39 PM, Cory Riddell wrote:
> You know, I keep coming back to the done flag. It isn't volatile and I don't
> see the mechanism that keeps the value synchronized between threads. I know
> there has to be something that does it, because nobody else is seeing thread
> related shut down problems.
>
> Perhaps that's my first problem: assuming that it is ok to call
> viewer->setDone() from a different thread?
>
> Cory
>
> Robert Osfield wrote:
>
> Hi Cory,
>
> Could you modify one of the OSG examples to reproduce the problem you
> are seeing so that others can have a bash at reproducing the problem
> as trying to debug this type of stuff remotely is next to impossible.
>
> Robert.
>
> On Tue, Jun 23, 2009 at 10:45 PM, Cory Riddell wrote:
>
>
> Robert et al,
>
> So, the 2.9.5 build doesn't fix my problem.
>
> My app has two threads. The second one is my viewer thread. To shutdown, my
> main threads calls viewer->setDone(true) then waits on a shared lock. The
> viewer thread stops running (I start the viewer with viewer->run()) and then
> calls viewer->stopThreading() and verifies that getAllThreads(threads,true)
> returns 0. It then notifies the main thread and exits.
>
> I really don't understand why getAllThreads() would return 0 when
> GraphicsContext::runOperations() still seems to be running. This is why I
> was asking about the done flag being reset to true (you told me it was
> reinitializing) and about the non-volatile-ness of the done flags.
>
> I'm no multithreading guru, but this isn't my first multithreaded app
> either. I'm confused.
>
> Cory
>
> Cory Riddell wrote:
>
> Hi Robert,
>
> I just saw your post about the release of 2.9.5 and it includes threading
> fixes. I think I'll grab that and give it a go before I bother the list
> about this any more.
>
> Thanks,
> Cory
>
> Robert Osfield wrote:
>
> Hi Cory,
>
> Do you find that normal OSG apps have problems when shutting down?
>
> Which version of the OSG are you using?
>
> When you say delete, exactly how are you going about delete?  Could
> you supply an example of the clean up code you are using, it does
> sound like there is something amiss.
>
> Robert.
>
> On Mon, Jun 22, 2009 at 4:19 PM, Cory Riddell wrote:
>
>
> Hi Robert,
>
> The reason I started to look at this flag is because I'm getting frequent
> access violations when shutting down my app.
>
> Usually, the problem is in GraphicsContext::runOperations().
>
> When I shut down, I call setDone(true) on my viewer instance. I also call
> stopThreading() and make sure that getAllThreads(threads, true) returns 0,
> then I delete everything. I thought this would be sufficient, but I'm still
> getting an access violation in GraphicsContext::runOperations() when it
> tries to dereference a camera pointer and the camera has been deleted. My
> scene includes two cameras, the primary one and a second one to render the
> background.
>
> Is there some other indicator that OSG threads are still running that I
> should be waiting on?
>
> Cory
>
> Robert Osfield wrote:
>
> HI Cory,
>
> The Done flag is a hint to say tell threads that work should stop, so
> once it's stopped you want to reset things so that we you start the
> threads again it doesn't think that it's done again.
>
> Robert.
>
> On Mon, Jun 15, 2009 at 9:37 PM, Cory Riddell wrote:
>
>
> ViewerBase::stopThreading() includes this block of code:
>
>   for(Cameras::iterator camItr = cameras.begin();
>   camItr != cameras.end();
>   ++camItr)
>   {
>   osg::Camera* camera = *camItr;
>   Renderer* renderer = dynamic_cast(camera->getRenderer());
>   if (renderer)
>   {
>   renderer->setGraphicsThreadDoesCull( true );
>   renderer->setDone(false);
>   }
>   }
>
> Since threading is being stopped, shouldn't the line in red be setting done
> to true?
>
> Cory
>
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Re: [osg-users] ViewerBase::stopThreading() and renderers

2009-06-25 Thread Cory Riddell




You know, I keep coming back to the done flag. It isn't volatile and I
don't see the mechanism that keeps the value synchronized between
threads. I know there has to be something that does it, because nobody
else is seeing thread related shut down problems. 

Perhaps that's my first problem: assuming that it is ok to call
viewer->setDone() from a different thread?

Cory

Robert Osfield wrote:

  Hi Cory,

Could you modify one of the OSG examples to reproduce the problem you
are seeing so that others can have a bash at reproducing the problem
as trying to debug this type of stuff remotely is next to impossible.

Robert.

On Tue, Jun 23, 2009 at 10:45 PM, Cory Riddell wrote:
  
  
Robert et al,

So, the 2.9.5 build doesn't fix my problem.

My app has two threads. The second one is my viewer thread. To shutdown, my
main threads calls viewer->setDone(true) then waits on a shared lock. The
viewer thread stops running (I start the viewer with viewer->run()) and then
calls viewer->stopThreading() and verifies that getAllThreads(threads,true)
returns 0. It then notifies the main thread and exits.

I really don't understand why getAllThreads() would return 0 when
GraphicsContext::runOperations() still seems to be running. This is why I
was asking about the done flag being reset to true (you told me it was
reinitializing) and about the non-volatile-ness of the done flags.

I'm no multithreading guru, but this isn't my first multithreaded app
either. I'm confused.

Cory

Cory Riddell wrote:

Hi Robert,

I just saw your post about the release of 2.9.5 and it includes threading
fixes. I think I'll grab that and give it a go before I bother the list
about this any more.

Thanks,
Cory

Robert Osfield wrote:

Hi Cory,

Do you find that normal OSG apps have problems when shutting down?

Which version of the OSG are you using?

When you say delete, exactly how are you going about delete?  Could
you supply an example of the clean up code you are using, it does
sound like there is something amiss.

Robert.

On Mon, Jun 22, 2009 at 4:19 PM, Cory Riddell wrote:


Hi Robert,

The reason I started to look at this flag is because I'm getting frequent
access violations when shutting down my app.

Usually, the problem is in GraphicsContext::runOperations().

When I shut down, I call setDone(true) on my viewer instance. I also call
stopThreading() and make sure that getAllThreads(threads, true) returns 0,
then I delete everything. I thought this would be sufficient, but I'm still
getting an access violation in GraphicsContext::runOperations() when it
tries to dereference a camera pointer and the camera has been deleted. My
scene includes two cameras, the primary one and a second one to render the
background.

Is there some other indicator that OSG threads are still running that I
should be waiting on?

Cory

Robert Osfield wrote:

HI Cory,

The Done flag is a hint to say tell threads that work should stop, so
once it's stopped you want to reset things so that we you start the
threads again it doesn't think that it's done again.

Robert.

On Mon, Jun 15, 2009 at 9:37 PM, Cory Riddell wrote:


ViewerBase::stopThreading() includes this block of code:

  for(Cameras::iterator camItr = cameras.begin();
  camItr != cameras.end();
  ++camItr)
  {
  osg::Camera* camera = *camItr;
  Renderer* renderer = dynamic_cast(camera->getRenderer());
  if (renderer)
  {
  renderer->setGraphicsThreadDoesCull( true );
  renderer->setDone(false);
  }
  }

Since threading is being stopped, shouldn't the line in red be setting done
to true?

Cory

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Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Robert Osfield
Hi Vincent,

It does sound like the destruction of threads and wait for them to
complete it not functioning correctly somehow.  I'm afraid this isn't
something one can debug remotely, could you please modify one of the
OSG examples to behave in similar way to your app so that it recreates
the bug in way that others can test it out first hand.

Robert.

On Thu, Jun 25, 2009 at 2:40 PM, Vincent
Bourdier wrote:
> Hi Robert,
>
> The 3d engine is called by an other application, frame by frame, so the
> application call a personal method to close a View (we have one or more
> Viewer). There is a map to get the viewer pointer associated to the Opengl
> Context it has, which allow us modifying a viewer or an other one. So when
> we decide to close a viewer, I set the viewer as done, verify the thread are
> stopped, and I remove it from our viewer map. This implicitly call the
> viewer destructor, then causes the crash.
>
> The map is a ref_ptr map and the viewer before being deleted only has a ref
> count of 1, so I can erase the map element, which call the viewer destructor
> causing the crash.
>
> Sorry for the lack of explanation, I hope this is better.
>
> Thanks.
>
> Regards,
>     Vincent.
>
> 2009/6/25 Robert Osfield 
>>
>> Hi Vincent,
>>
>> What exactly do you mean by "when I use the other way and call the
>> destructor (I clear the viewer map I get) there is a crash in", as
>> these seems odd, you never call the destructor, all you can do is call
>> delete, but in the case of the Viewer class you should never be
>> calling delete yourself, rather leave it to C++ to clean up in the
>> case of creating the Viewer in local scope on the stack, or using a
>> ref_ptr<> when you manage the Viewer on the heap.
>>
>> Robert.
>>
>> On Thu, Jun 25, 2009 at 12:30 PM, Vincent
>> Bourdier wrote:
>> > Hi all,
>> >
>> > I have a crash on a composite viewer destructor, and I do not see
>> > anything
>> > strange or wrong in my code.
>> >
>> > My viewer is managed as an external lib, and the frame() call are done
>> > by a
>> > method, like the close() call to finish a viewer.
>> >
>> > So, if I use the viewer->run() there is no problem, but when I use the
>> > other
>> > way and call the destructor (I clear the viewer map I get) there is a
>> > crash
>> > in
>> >
>> > GLObjects.cpp :
>> >
>> > void osg::flushAllDeletedGLObjects(unsigned int contextID)
>> > {
>> >     double currentTime = DBL_MAX;
>> >     double availableTime = DBL_MAX;
>> >
>> >
>> > osg::BufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
>> >     osg::Drawable::flushAllDeletedDisplayLists(contextID);
>> >
>> >
>> > osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
>> >
>> >
>> > osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
>> >
>> >
>> > //osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
>> > //CRASH Here
>> >
>> >
>> > osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
>> >
>> >
>> > //osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
>> > //CRASH Here
>> >     osg::Texture::flushAllDeletedTextureObjects(contextID);
>> >
>> >
>> > osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
>> >
>> >
>> > osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
>> >
>> > }
>> >
>> > in DEBUG_INFO I get :
>> > ...
>> > Releasing GL objects for Camera=05EAE0C8 _state=05EB7050
>> > Closing still viable window 0 _state->getContextID()=0
>> > Doing Flush
>> > GraphicsContext::setWindowingSystemInterface()     05DE9198
>> >
>> > Any idea ? suggestion ?
>> >
>> > Thanks a lot.
>> >
>> > Regards,
>> >    Vincent.
>> >
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Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Vincent Bourdier
Hi Robert,

The 3d engine is called by an other application, frame by frame, so the
application call a personal method to close a View (we have one or more
Viewer). There is a map to get the viewer pointer associated to the Opengl
Context it has, which allow us modifying a viewer or an other one. So when
we decide to close a viewer, I set the viewer as done, verify the thread are
stopped, and I remove it from our viewer map. This implicitly call the
viewer destructor, then causes the crash.

The map is a ref_ptr map and the viewer before being deleted only has a ref
count of 1, so I can erase the map element, which call the viewer destructor
causing the crash.

Sorry for the lack of explanation, I hope this is better.

Thanks.

Regards,
Vincent.

2009/6/25 Robert Osfield 

> Hi Vincent,
>
> What exactly do you mean by "when I use the other way and call the
> destructor (I clear the viewer map I get) there is a crash in", as
> these seems odd, you never call the destructor, all you can do is call
> delete, but in the case of the Viewer class you should never be
> calling delete yourself, rather leave it to C++ to clean up in the
> case of creating the Viewer in local scope on the stack, or using a
> ref_ptr<> when you manage the Viewer on the heap.
>
> Robert.
>
> On Thu, Jun 25, 2009 at 12:30 PM, Vincent
> Bourdier wrote:
> > Hi all,
> >
> > I have a crash on a composite viewer destructor, and I do not see
> anything
> > strange or wrong in my code.
> >
> > My viewer is managed as an external lib, and the frame() call are done by
> a
> > method, like the close() call to finish a viewer.
> >
> > So, if I use the viewer->run() there is no problem, but when I use the
> other
> > way and call the destructor (I clear the viewer map I get) there is a
> crash
> > in
> >
> > GLObjects.cpp :
> >
> > void osg::flushAllDeletedGLObjects(unsigned int contextID)
> > {
> > double currentTime = DBL_MAX;
> > double availableTime = DBL_MAX;
> >
> >
> osg::BufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
> > osg::Drawable::flushAllDeletedDisplayLists(contextID);
> >
> >
> osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
> >
> >
> osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
> >
> >
> //osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
> > //CRASH Here
> >
> >
> osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
> >
> >
> //osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
> > //CRASH Here
> > osg::Texture::flushAllDeletedTextureObjects(contextID);
> >
> >
> osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
> >
> >
> osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
> >
> > }
> >
> > in DEBUG_INFO I get :
> > ...
> > Releasing GL objects for Camera=05EAE0C8 _state=05EB7050
> > Closing still viable window 0 _state->getContextID()=0
> > Doing Flush
> > GraphicsContext::setWindowingSystemInterface() 05DE9198
> >
> > Any idea ? suggestion ?
> >
> > Thanks a lot.
> >
> > Regards,
> >Vincent.
> >
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Re: [osg-users] SDL and OSG in the same project

2009-06-25 Thread Jean-Sébastien Guay

Hi Vic,


I ran Dependency Walker again and it found references in both sdl.dll (from 
debug build) and osg55-osgd.dll (debug) to msvcrt.dll. Does that mean they are 
both linking to it despite being built in debug config?


In the project configuration, in the C/C++ - Code Generation section, 
make sure the "Runtime Library" is set to "Multi-threaded DLL" in 
release, and "Multi-threaded Debug DLL" in debug. That's the setting 
that will be pulling in either msvcrt.lib or msvcrtd.lib (respectively).


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Michael Bosse'
I can say that I am 100% sure that you do not need a Geforce card, or
actually any video card at all, to write and use programs that are
built on the PhysX SDK. You would only need a Geforce card if you
decided to use hardware acceleration, which currently only works for
fluids and cloths. So basically, for what you are doing you cant even
utilize a Geforce card with the current version 2.8.x of PhysX.


Regards,

~Mike B.


On Thu, Jun 25, 2009 at 8:17 AM, Sukender wrote:
> Hi Ümit,
>
> Isn't the geforce* needed only when you want to accelerate PhysX (=computed
> partially on the GPU)?
> Anyway, if you wish an engine and don't know which one to choose, you can
> always try PAL (Physics Abstraction Layer), which works with ODE, Bullet,
> PhysX, and more ( http://www.adrianboeing.com/pal/ and
> http://sourceforge.net/projects/pal ). That way, the day you wish to switch
> to another one, you'll have much less to do.
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Thu, 25 Jun 2009 14:10:37 +0200, Ümit Uzun  a
> écrit:
>
>> Hi Sukeder,
>>
>> Thanks Sukender. I have decided to achieve Collision Detection in Physics
>> Engine as you suggested. And I have searched about PhysX library and I
>> found
>> lots of paper which says we can only use PhsyX if we have geforce * or
>> upper
>> level graphics card. And so I don't think about using it.
>>
>> Regards.
>>
>> 2009/6/25 Sukender 
>>
>>> Hi Ümit,
>>>
>>> About collisions, I agree you whould do it in the physics engine. (BTW,
>>> does PhysX *require* a NVidia card? I guess no)
>>>
>>> And if you wish to have something that doesn't hide OSG, and that is much
>>> simpler than Delta3D, then you may look at what I did in PVLE (
>>> http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit
>>> hidden in PVLE, but I'm currently modifying it so it also shows ODE as it
>>> does for OSG.
>>> There are many other implementations that can bind physics and OSG (see
>>> osgPhysics too... but it's not finished yet), but if you wish something
>>> simple, then PVLE may suit your needs.
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>>
>>>
>>> Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun  a
>>> écrit:
>>>
>>>
>>>  Hi Sergey;

 I have known about Delta3D. It uses ODE too, but I am in contradiction
 about
 using pure OSG and ODE or using Delta3D game engine. To use Delta3D I
 have
 to spend some to get the structure and wrappers all other library. But
 with
 using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your
 suggestion, and I will try to understand Delta3D's integration way.

 Regards.

 2009/6/18 Sergey Kurdakov 

  Hi Ümit,
>
> you may take a look at delta3d ode integration, they add their stuff
> which is particular to delta3d , still it is possible to extract
> useful ideas.
>
> Regards
> Sergey Kurdakov
> http:
>
> On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun
> wrote:
> > Hi All,
> >
> > I am planing to create simple off road jeep-racing and I have looked
> > at
> the
> > libraries to create dynamics and choose ODE. But I can't decide use
> ODE's
> > collision detection mechanism instead of osgUtil's
> > polytopeintersector,
> > planeintersector or linesegmentintersector classes.
> > So if you were me, which collision detection system would choose?
> > PostScript : I am noob on ODE, this experince will be the first
> introdution
> > for me.
> >
> > Any suggestion appreciated with glad.
> > Regards.
> >
> > --
> > Ümit Uzun
> >
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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Sukender

Hi Ümit,

Isn't the geforce* needed only when you want to accelerate PhysX (=computed 
partially on the GPU)?
Anyway, if you wish an engine and don't know which one to choose, you can 
always try PAL (Physics Abstraction Layer), which works with ODE, Bullet, 
PhysX, and more ( http://www.adrianboeing.com/pal/ and 
http://sourceforge.net/projects/pal ). That way, the day you wish to switch to 
another one, you'll have much less to do.

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


Le Thu, 25 Jun 2009 14:10:37 +0200, Ümit Uzun  a écrit:


Hi Sukeder,

Thanks Sukender. I have decided to achieve Collision Detection in Physics
Engine as you suggested. And I have searched about PhysX library and I found
lots of paper which says we can only use PhsyX if we have geforce * or upper
level graphics card. And so I don't think about using it.

Regards.

2009/6/25 Sukender 


Hi Ümit,

About collisions, I agree you whould do it in the physics engine. (BTW,
does PhysX *require* a NVidia card? I guess no)

And if you wish to have something that doesn't hide OSG, and that is much
simpler than Delta3D, then you may look at what I did in PVLE (
http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit
hidden in PVLE, but I'm currently modifying it so it also shows ODE as it
does for OSG.
There are many other implementations that can bind physics and OSG (see
osgPhysics too... but it's not finished yet), but if you wish something
simple, then PVLE may suit your needs.

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


Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun  a
écrit:


 Hi Sergey;


I have known about Delta3D. It uses ODE too, but I am in contradiction
about
using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have
to spend some to get the structure and wrappers all other library. But
with
using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your
suggestion, and I will try to understand Delta3D's integration way.

Regards.

2009/6/18 Sergey Kurdakov 

 Hi Ümit,


you may take a look at delta3d ode integration, they add their stuff
which is particular to delta3d , still it is possible to extract
useful ideas.

Regards
Sergey Kurdakov
http:

On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote:
> Hi All,
>
> I am planing to create simple off road jeep-racing and I have looked at
the
> libraries to create dynamics and choose ODE. But I can't decide use
ODE's
> collision detection mechanism instead of osgUtil's polytopeintersector,
> planeintersector or linesegmentintersector classes.
> So if you were me, which collision detection system would choose?
> PostScript : I am noob on ODE, this experince will be the first
introdution
> for me.
>
> Any suggestion appreciated with glad.
> Regards.
>
> --
> Ümit Uzun
>
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Re: [osg-users] Geometry drawable color after Triangulation

2009-06-25 Thread Nadia Comanici
Hi ulrich,

Thank you very much, now I can see it just fine! 

Another question, though, because I am new to osg, and probabily this is the 
next step I want to do the previous code: does osg have any functions for 
smoothing a surface? or should I implement it manually?

Cheers,
Nadia

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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Ümit Uzun
Hi Sukeder,

Thanks Sukender. I have decided to achieve Collision Detection in Physics
Engine as you suggested. And I have searched about PhysX library and I found
lots of paper which says we can only use PhsyX if we have geforce * or upper
level graphics card. And so I don't think about using it.

Regards.

2009/6/25 Sukender 

> Hi Ümit,
>
> About collisions, I agree you whould do it in the physics engine. (BTW,
> does PhysX *require* a NVidia card? I guess no)
>
> And if you wish to have something that doesn't hide OSG, and that is much
> simpler than Delta3D, then you may look at what I did in PVLE (
> http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit
> hidden in PVLE, but I'm currently modifying it so it also shows ODE as it
> does for OSG.
> There are many other implementations that can bind physics and OSG (see
> osgPhysics too... but it's not finished yet), but if you wish something
> simple, then PVLE may suit your needs.
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
>
> Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun  a
> écrit:
>
>
>  Hi Sergey;
>>
>> I have known about Delta3D. It uses ODE too, but I am in contradiction
>> about
>> using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have
>> to spend some to get the structure and wrappers all other library. But
>> with
>> using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your
>> suggestion, and I will try to understand Delta3D's integration way.
>>
>> Regards.
>>
>> 2009/6/18 Sergey Kurdakov 
>>
>>  Hi Ümit,
>>>
>>> you may take a look at delta3d ode integration, they add their stuff
>>> which is particular to delta3d , still it is possible to extract
>>> useful ideas.
>>>
>>> Regards
>>> Sergey Kurdakov
>>> http:
>>>
>>> On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote:
>>> > Hi All,
>>> >
>>> > I am planing to create simple off road jeep-racing and I have looked at
>>> the
>>> > libraries to create dynamics and choose ODE. But I can't decide use
>>> ODE's
>>> > collision detection mechanism instead of osgUtil's polytopeintersector,
>>> > planeintersector or linesegmentintersector classes.
>>> > So if you were me, which collision detection system would choose?
>>> > PostScript : I am noob on ODE, this experince will be the first
>>> introdution
>>> > for me.
>>> >
>>> > Any suggestion appreciated with glad.
>>> > Regards.
>>> >
>>> > --
>>> > Ümit Uzun
>>> >
>>> > ___
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>>> >
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Re: [osg-users] Crash in Viewer Destructor

2009-06-25 Thread Robert Osfield
Hi Vincent,

What exactly do you mean by "when I use the other way and call the
destructor (I clear the viewer map I get) there is a crash in", as
these seems odd, you never call the destructor, all you can do is call
delete, but in the case of the Viewer class you should never be
calling delete yourself, rather leave it to C++ to clean up in the
case of creating the Viewer in local scope on the stack, or using a
ref_ptr<> when you manage the Viewer on the heap.

Robert.

On Thu, Jun 25, 2009 at 12:30 PM, Vincent
Bourdier wrote:
> Hi all,
>
> I have a crash on a composite viewer destructor, and I do not see anything
> strange or wrong in my code.
>
> My viewer is managed as an external lib, and the frame() call are done by a
> method, like the close() call to finish a viewer.
>
> So, if I use the viewer->run() there is no problem, but when I use the other
> way and call the destructor (I clear the viewer map I get) there is a crash
> in
>
> GLObjects.cpp :
>
> void osg::flushAllDeletedGLObjects(unsigned int contextID)
> {
>     double currentTime = DBL_MAX;
>     double availableTime = DBL_MAX;
>
> osg::BufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
>     osg::Drawable::flushAllDeletedDisplayLists(contextID);
>
> osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
>
> osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
>
> //osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
> //CRASH Here
>
> osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
>
> //osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
> //CRASH Here
>     osg::Texture::flushAllDeletedTextureObjects(contextID);
>
> osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
>
> osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
>
> }
>
> in DEBUG_INFO I get :
> ...
> Releasing GL objects for Camera=05EAE0C8 _state=05EB7050
> Closing still viable window 0 _state->getContextID()=0
> Doing Flush
> GraphicsContext::setWindowingSystemInterface()     05DE9198
>
> Any idea ? suggestion ?
>
> Thanks a lot.
>
> Regards,
>    Vincent.
>
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Re: [osg-users] Texture object preparation...

2009-06-25 Thread Robert Osfield
Hi Neil,

The osgViewer by default will compile texture and display lists on the
first frame of rendering, but if you add textures later these won't be
pre-compiled.

You can only compile texture objects from within a valid graphics
context, so you can't just do it a construction time. The only things
you can do at construction time is ensure that your source data
doesn't need to be resized of mipmaps generated for it, or source data
that uses OpenGL texture compression.  This all really entails
pre-processing of data to be in form that is good for uploading to the
graphics card.

In the case of non power of two imagery set the resize of non power of
two textures will help a lot, but you'll need hardware and drivers
that support non power of two textures.

Robert.

On Thu, Jun 25, 2009 at 12:29 PM,  wrote:
> Hi All,
>
> Is there a way I can get a Texture to perform its preparation at construction 
> time, rather than when it is first required for rendering?
>
> Essentially I'm noticing a significant lag on the first frame that requires a 
> Texture to be rendered. I've tracked it down to the Texture::apply() where it 
> checks to see if it has a textureobject for the contextID. If it doesn't, 
> then it goes off and does some work (I presume for sending the texture to the 
> render pipeline). This is done once per context per Texture. What I would 
> like to do is to take this hit when first constructing the Texture object, 
> rather than when flying in space, as it causes a significant lag in frame 
> rate (the simulation appears to stagger).
>
> Does anyone have any suggestions please ?
>
> Many thanks
>
> Neil.
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[osg-users] Frame verification in ImageSequence

2009-06-25 Thread Carlos Sanches
Hi all !
I have a image sequence of 30 frames for example .
all is playing well.
I need to know which frame is appearing. later I will use this to verify the
end of the animation.
thanks !
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[osg-users] Crash in Viewer Destructor

2009-06-25 Thread Vincent Bourdier
Hi all,

I have a crash on a composite viewer destructor, and I do not see anything
strange or wrong in my code.

My viewer is managed as an external lib, and the frame() call are done by a
method, like the close() call to finish a viewer.

So, if I use the viewer->run() there is no problem, but when I use the other
way and call the destructor (I clear the viewer map I get) there is a crash
in

GLObjects.cpp :

void osg::flushAllDeletedGLObjects(unsigned int contextID)
{
double currentTime = DBL_MAX;
double availableTime = DBL_MAX;

osg::BufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
osg::Drawable::flushAllDeletedDisplayLists(contextID);

osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);

osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);

//osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
*//CRASH Here*

osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);

//osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
*//CRASH
Here*
osg::Texture::flushAllDeletedTextureObjects(contextID);

osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);

osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);

}

in DEBUG_INFO I get :
...
Releasing GL objects for Camera=05EAE0C8 _state=05EB7050
Closing still viable window 0 _state->getContextID()=0
Doing Flush
GraphicsContext::setWindowingSystemInterface() 05DE9198

Any idea ? suggestion ?

Thanks a lot.

Regards,
   Vincent.
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[osg-users] Texture object preparation...

2009-06-25 Thread neil.hughes
Hi All,

Is there a way I can get a Texture to perform its preparation at construction 
time, rather than when it is first required for rendering?

Essentially I'm noticing a significant lag on the first frame that requires a 
Texture to be rendered. I've tracked it down to the Texture::apply() where it 
checks to see if it has a textureobject for the contextID. If it doesn't, then 
it goes off and does some work (I presume for sending the texture to the render 
pipeline). This is done once per context per Texture. What I would like to do 
is to take this hit when first constructing the Texture object, rather than 
when flying in space, as it causes a significant lag in frame rate (the 
simulation appears to stagger). 

Does anyone have any suggestions please ?

Many thanks

Neil.
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Re: [osg-users] Geometry drawable color after Triangulation

2009-06-25 Thread Ulrich Hertlein

Hi Nadia,

On 25/6/09 10:42 AM, Nadia Comanici wrote:

Thank you, J-S, but unfortunately the object still looks flat :(


Let me guess, is it green? ;-)

On 24/6/09 10:40 PM, Nadia Comanici wrote:
>// Generate the triangles
> 	osg::ref_ptr  triangulation = new 
osgUtil::DelaunayTriangulator(points);

>triangulation->triangulate();
>
>//set the points and triangles
>geometry->setVertexArray(points);
>geometry->addPrimitiveSet(triangulation->getTriangles()); 
>
>//set the color
>osg::Vec4Array * colors = new osg::Vec4Array(1);
>colors->push_back(osg::Vec4d(0.0,1.0,0.0,1.0));
>geometry->setColorArray(colors);
>geometry->setColorBinding(osg::Geometry::BIND_OVERALL);  

You're setting a single vertex color for the entire geometry.  Lighting calculations are 
only done on Material.  By removing the color array you should at least see the object in 
white but shaded according to light.


Hope this helps.
/ulrich
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Re: [osg-users] Debug and Release mode in project !!

2009-06-25 Thread Vincent Bourdier
Hi 'Ba' ?

Did you clean your files : you need to have only one .dll file for debug and
same for release ... remove the older download you have.
Next, compil osg in debug and release, and link your application with the
good .lib files (osgd.lib for debug, osg.lib for release) and last use the
associated dll file (and not a downloaded version for example) : check your
PATH to verify you get the good one, or modify it in VS configuration to be
sure you load the good one.

Hoping this help,

Regards,
   Vincent.

2009/6/25 buidinhba5 

>  Hi All
>
>   I test some project example in OSG 2.8.1
>
>   I use VS 2005 and install two
>
>openscenegraph-all-2.8.1-win32-x86-vc80sp1-Release.zip
> and  openscenegraph-all-2.8.1-win32-x86-vc80sp1-Debug.zip
>
>   in the same folder  OpenSceneGraph-2.8.1
>
>   In the "bin" folder
>
>   I Run example release osganimate.exe good
>
>  but
>
>   the debug program  osganimated.exe It went wrong " This
> application has failed to start because the   application
> configuration is in correct. Reinstalling the application may fix this
> problem"
>
>
>
> After that:
>
> I also made a project as the help in OSG Website
>
>
> http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
>
> , it run good in realse but in debug it get wrong
>
> “The application failed to initialized properly (0xc0150002). Click on OK
> to terminate the application ”
>
>
>
> I don’t know why !^!
>
> Thanks,
>
> Ba.
>
>
>
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[osg-users] Debug and Release mode in project !!

2009-06-25 Thread buidinhba5
Hi All

  I test some project example in OSG 2.8.1

  I use VS 2005 and install two

   openscenegraph-all-2.8.1-win32-x86-vc80sp1-Release.zip
and  openscenegraph-all-2.8.1-win32-x86-vc80sp1-Debug.zip

  in the same folder  OpenSceneGraph-2.8.1

  In the "bin" folder

  I Run example release osganimate.exe good

 but 

  the debug program  osganimated.exe It went wrong " This
application has failed to start because the   application
configuration is in correct. Reinstalling the application may fix this
problem"

 

After that:   

I also made a project as the help in OSG Website

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

, it run good in realse but in debug it get wrong

"The application failed to initialized properly (0xc0150002). Click on OK to
terminate the application "

 

I don't know why !^!

Thanks,

Ba.

 

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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Sukender

Hi Ümit,

About collisions, I agree you whould do it in the physics engine. (BTW, does 
PhysX *require* a NVidia card? I guess no)

And if you wish to have something that doesn't hide OSG, and that is much 
simpler than Delta3D, then you may look at what I did in PVLE ( 
http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit hidden 
in PVLE, but I'm currently modifying it so it also shows ODE as it does for OSG.
There are many other implementations that can bind physics and OSG (see 
osgPhysics too... but it's not finished yet), but if you wish something simple, 
then PVLE may suit your needs.

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


Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun  a écrit:


Hi Sergey;

I have known about Delta3D. It uses ODE too, but I am in contradiction about
using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have
to spend some to get the structure and wrappers all other library. But with
using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your
suggestion, and I will try to understand Delta3D's integration way.

Regards.

2009/6/18 Sergey Kurdakov 


Hi Ümit,

you may take a look at delta3d ode integration, they add their stuff
which is particular to delta3d , still it is possible to extract
useful ideas.

Regards
Sergey Kurdakov
http:

On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote:
> Hi All,
>
> I am planing to create simple off road jeep-racing and I have looked at
the
> libraries to create dynamics and choose ODE. But I can't decide use ODE's
> collision detection mechanism instead of osgUtil's polytopeintersector,
> planeintersector or linesegmentintersector classes.
> So if you were me, which collision detection system would choose?
> PostScript : I am noob on ODE, this experince will be the first
introdution
> for me.
>
> Any suggestion appreciated with glad.
> Regards.
>
> --
> Ümit Uzun
>
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Re: [osg-users] [vpb] rendering of osgdem generated scenegraphs with a shader

2009-06-25 Thread Robert Osfield
Hi Claus-Peter,

VirtualPlanetBuilder/osgdem won't assign uniforms for you, but this
isn't necessary as the OSG supports state inheritances, so you can
define your own StateSet's that decorate your terrain and the state
they define will be inherited down so you can assign your shaders and
uniforms on this decorating StateSet.

Robert.

On Thu, Jun 25, 2009 at 9:35 AM, Claus-Peter
Karweck wrote:
> Hi,
>
> I'm new to osg. My version of osg is 2.8.0 and vpb 0.9.10 (WinXP).
> I have generated a terrain scenegraph with a command like
>  osgdem -t bottomtype.tif -d elevation.tif -l 3 -o terrain.ive --POLYGONAL
> and I have added it to my main scenegraph and it works fine.
> Now I want to render the terrain scenegraph with a shader to modify some 
> things,
> but without uniform statements I have no access to the texture data.
> Are there any parameter for osgdem will generate these uniform statements for 
> my application?
> Perhaps I look over the right parameter an do not see the right way.
> (For a quick and dirty workaround I converted the terrain.ive file into 
> terrain.osg and
>  added the uniform statement at the state set with an editor and it works!)
> I'm also interessed on knowing which subtile is rendered by the shader!
>
> While converting the terrain.ive into terrain.osg with
>  osgconv terrain.ive terrain.osg -O OutputTextureFiles
> I observed a loss of precision in some floating point parameter.
> I found the option parameter (-O precision) but it seems not to work. What is 
> the correct syntax for that
> option parameter and which parameter values will work?
>
>
> Thank you!
>
> Cheers,
> Claus-Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14483#14483
>
>
>
>
>
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Re: [osg-users] SDL and OSG in the same project

2009-06-25 Thread Vic Ace
Maybe msvcrt.dll in the list there has nothing to do with the problem. I 
clicked around in dependency walker some more (still learning) and found that 
sdl.dll uses msvcr90.dll which is obviously not for debug. That has to the 
problem.

But still, I compiled SDL correctly the first time, and again a few minutes 
ago, but the problem remains.

One suspicious thing is that the sdl.lib file for debug is the same size as the 
sdl.lib for for release, 42kB, which is not the case for sdlmain.lib in 
debug/release versions. shouldn't the debug one be bigger than the release one?

Thanks for your help, all I have to do now is figure out why SDL is not doing 
what I want it to.

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[osg-users] [vpb] rendering of osgdem generated scenegraphs with a shader

2009-06-25 Thread Claus-Peter Karweck
Hi,

I'm new to osg. My version of osg is 2.8.0 and vpb 0.9.10 (WinXP).
I have generated a terrain scenegraph with a command like
  osgdem -t bottomtype.tif -d elevation.tif -l 3 -o terrain.ive --POLYGONAL
and I have added it to my main scenegraph and it works fine.
Now I want to render the terrain scenegraph with a shader to modify some things,
but without uniform statements I have no access to the texture data.
Are there any parameter for osgdem will generate these uniform statements for 
my application? 
Perhaps I look over the right parameter an do not see the right way.
(For a quick and dirty workaround I converted the terrain.ive file into 
terrain.osg and 
 added the uniform statement at the state set with an editor and it works!)
I'm also interessed on knowing which subtile is rendered by the shader!

While converting the terrain.ive into terrain.osg with 
  osgconv terrain.ive terrain.osg -O OutputTextureFiles
I observed a loss of precision in some floating point parameter. 
I found the option parameter (-O precision) but it seems not to work. What is 
the correct syntax for that
option parameter and which parameter values will work? 


Thank you!

Cheers,
Claus-Peter

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Re: [osg-users] osgShadow question

2009-06-25 Thread Serge Lages
Thanks for your advices ! I've tested the uniform one by changing the shadow
technique shader and it works great.

Cheers,

On Thu, Jun 25, 2009 at 4:28 AM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:

> Hi Serge,
>
>  Anyone knows if there is a way to force an object to not receive the
>> shadows ? Even with a "dirty" method (reseting it's tex coords on the
>> drawable or something like that).
>>
>
> Wojtek is right (of course, having implemented some of the ShadowMap
> techniques in OSG, he would know), ReceivesShadowTraversalMask is typically
> not used in ShadowMap techniques, as it would be a bit hard to implement
> generally.
>
> What we do is we have a uniform ShadowEnabled which if disabled skips the
> shadow map lookup in the shadow map shader. For this to work you have to
> replace your shadow technique's shader with one that will use whatever
> uniform you set, and you need to set a uniform to false (and make it default
> to true in your root ShadowedScene) instead of using the
> ReceivesShadowTraversalMask.
>
> So it's a bit inconvenient, you have two different ways of doing things -
> CastsShadowTraversal mask to make something not cast shadows, and a uniform
> to make it not receive shadows. Though it's kind of appropriate if you think
> about it, the former is "do I use this object for shadows", and the latter
> is "do I use the shadows on this object", so intuitively the former is a
> node mask and the latter is a shader parameter for the output.
>
> Hope this helps,
>
> J-S
> --
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> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
>
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Re: [osg-users] trunk: ffmpeg plugin OS X build error: error: ‘::strcoll’ has not been declared

2009-06-25 Thread Ulrich Hertlein

Hi Hartmut,

On 25/6/09 1:05 AM, Hartmut Seichter wrote:

6. Search the paths specified by the PATHS option or in the short-hand version 
of the
command. These are typically hard-coded guesses.

On Darwin or systems supporting OS X Frameworks, the cmake variable
CMAKE_FIND_FRAMEWORK can be set to empty or one of the following:



There are ways to tweak that: include NO_DEFAULT_PATH in FIND_PATH(...) or check
frameworks last, after the standard libraries.  I chose the latter since it's
hopefully less likely to break things for anyone else.

Cheers, /ulrich


Sorry, I could've mentioned it, this was what I used in the end, set it to 
"LAST".
However, Robert has since committed code that disabled search for "stdint.h" 
for any
platform except Windows.

Cheers!
/ulrich
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Re: [osg-users] Geometry drawable color after Triangulation

2009-06-25 Thread Nadia Comanici
Thank you, J-S, but unfortunately the object still looks flat :(

Cheers,
Nadia

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Re: [osg-users] osgPresentation missing CmakeList.txt file

2009-06-25 Thread Robert Osfield
On Thu, Jun 25, 2009 at 9:01 AM, Ralf Stokholm wrote:
> Hi Robert
>
> That part works now btw but seams this on is missing as well.
>
> Cannot open include file: 'osgPresentation/Export':

Just caught this one, and it's now added too...

> I will be on osg and vpb trunk testing VPB stuu for the nexe release btw.
> Will put in some more information in the proper thread later.

Thanks,
Robert.
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Re: [osg-users] ref_ptr question

2009-06-25 Thread Riccardo Corsi

Hi,

I didn't understand exactly what you need, but another way to be 
notified when an object is about to being deleted is to derive your own 
class from osg::Observer, and make it point to the node you're 
interested in.
At deletion time the method "virtual void objectDeleted(void*)" will be 
called and you can do whatever you need.

This is used in observer_ptr class.

Cheers,
Ricky


On 24/06/2009 22.24, Ismail Pazarbasi wrote:

On Wed, Jun 24, 2009 at 10:12 PM, Judd Tracy  wrote:
   

You could always attach a create your own DeleteHandler and attach it to the
node, but I don't know if that will help you other then letting you know it
is going to be deleted.

On Wed, Jun 24, 2009 at 11:58 AM,  wrote:
 

What is the easiest way to determine if a particular node is being deleted
from memory? I have a relatively complex scene and part of the scene needs
to be deleted and reconstructed at times. I'm concerned there might be a
memory leak and that some of my nodes are not being freed because we aren't
using ref_ptr where we need them.

Paul P.



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Did you try:
template
struct MyObj : T
{
   ~MyClass()
   {
 // handle deletion; output something to stderr, console, debugger,
file, etc.
   }
};


{
   osg::ref_ptr  >  pobj = new osg::Group;
  // use pobj
} // should call destructor here.

Instead of a template class, you may derive directly from
osg::Referenced or osg::Object as the most common base types, but then
you lose full functionality of actual type and need to cast.

I didn't test the code (have no osg neither a compiler on my Omnia
PDA), but I'd expect that to work regardless of project, as long as
base type has a virtual destructor and gets deleted (in case delete is
applied onto pointer to base type, which is the case in osg).

Ismail
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Re: [osg-users] osgPresentation missing CmakeList.txt file

2009-06-25 Thread Ralf Stokholm
Hi Robert

That part works now btw but seams this on is missing as well.

Cannot open include file: 'osgPresentation/Export':

I will be on osg and vpb trunk testing VPB stuu for the nexe release btw.
Will put in some more information in the proper thread later.

Brgs.

Ralf

2009/6/25 Robert Osfield 

> Hi Ralf,
>
> Sorry about this, missed the svn add for the CMakeLists.txt when I
> checked the rest of the changes in.  I've now checked in the
> src/osgPresentation/CMakeLists.txt.
>
> Robert.
>
> On Thu, Jun 25, 2009 at 7:33 AM, Ralf Stokholm
> wrote:
> > Hi Rober / List
> >
> > It seams there is a missing CMakeList.txt file in the osgPresentation
> folder
> > that causes trunk build to fail
> >
> > Brgs.
> >
> > Ralf Stokholm
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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> >
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Re: [osg-users] osgPresentation missing CmakeList.txt file

2009-06-25 Thread Robert Osfield
Hi Ralf,

Sorry about this, missed the svn add for the CMakeLists.txt when I
checked the rest of the changes in.  I've now checked in the
src/osgPresentation/CMakeLists.txt.

Robert.

On Thu, Jun 25, 2009 at 7:33 AM, Ralf Stokholm wrote:
> Hi Rober / List
>
> It seams there is a missing CMakeList.txt file in the osgPresentation folder
> that causes trunk build to fail
>
> Brgs.
>
> Ralf Stokholm
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Re: [osg-users] SDL and OSG in the same project

2009-06-25 Thread Vic Ace
I ran Dependency Walker again and it found references in both sdl.dll (from 
debug build) and osg55-osgd.dll (debug) to msvcrt.dll. Does that mean they are 
both linking to it despite being built in debug config?

I followed the tutorials on how to set SDL and OSG up properly when building 
from source. Then I opened those solutions/projects up one at the time and 
changed the dropdownlist at the top to the correct 'debug' or 'release' option 
for what I was building. I built them (sdl debug and release versions, and osg 
debug and release versions), copied the correct debug files and release files 
into appropriate folders and then linked to them in my game_project, the debug 
files for my debug build and release for release.

So, hmm, in my debug build why would it be linking to a release library? Did I 
miss a step?

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