Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread Samuel Jarque
Hi again,

This time, when I execute my example with vpbmaster, every tasks submitted to 
another node fails and the console show this message:

Warning: Task tasks/build_root_L0_X0_Y0.task has failed, blacklisting machine 
node02 and resubmitting task.

Finally, every failed task is submitted to rootnode, but that's I haven't a 
cluster.

Thank you!

Cheers,
Samuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22862#22862





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] HW swap synching with swap groups/barriers

2010-01-19 Thread Tugkan Calapoglu
Hi Roland,

thanks for the info, in this case we'll also go with our own
implementation.

Do you use Linux? I'd like to know whether HW/Drivers really support
this feature cleanly under Linux.

regards,
tugkan

 Hi Tugkan
 
 the submission was indeed not accepted. We are working with a custom OSG 
 version that includes this modification.
 
 kind regards,
 
 Roland Smeenk
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22800#22800
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 .
 


-- 
Tugkan Calapoglu

-
VIRES Simulationstechnologie GmbH
Oberaustrasse 34
83026 Rosenheim
Germany
phone+49.8031.463641
fax  +49.8031.463645
emailtug...@vires.com
internet www.vires.com
-
Sitz der Gesellschaft: Rosenheim
Handelsregister Traunstein  HRB 10410
Geschaeftsfuehrer: Marius Dupuis
   Wunibald Karl
-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] HW swap synching with swap groups/barriers

2010-01-19 Thread Roland Smeenk
Hi Tugkan,

Yes, we are using Linux.

--
Roland

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22864#22864





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread J.P. Delport

Hi,

have a look at the command in the task file. I think it's there, but 
double check. Somewhere the osgdem command line that would be executed 
on the child can be found. Execute this manually on the child node (or 
through ssh) to see what is happening.


HTH
jp

Samuel Jarque wrote:

Hi again,

This time, when I execute my example with vpbmaster, every tasks submitted to 
another node fails and the console show this message:

Warning: Task tasks/build_root_L0_X0_Y0.task has failed, blacklisting machine 
node02 and resubmitting task.

Finally, every failed task is submitted to rootnode, but that's I haven't a 
cluster.

Thank you!

Cheers,
Samuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22862#22862





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-19 Thread Erik den Dekker
IMHO precompiled headers are only useful if used on headers that do not or at 
most rarely change. That leaves little options for which headers to include:

Including the standard C/C++ headers in a precompiled header is useful. These 
should not change anyways.

The question if other headers change _rarely_ boils down to your usage pattern. 
If you are a OSG library developer you would probably not like it if you have 
to compile all of the osg libraries if you change just any one header in the 
core osg library. This is one of the consequences though if one takes the 
precompiled headers a step to far, because all .cpp files will depend on the 
precompiled header, which in its turn depends on the headers it includes. On 
the other hand, people who just compile the whole of OSG from source once in a 
while will probably experience a significant speedup if using precompiled 
headers. This is one reason it is very important to make precompiled headers 
optional using cmake, probably defaulting to off.

Erik den Dekker

On 19-01-2010, at 06:37, Ulrich Hertlein wrote:

 On 19/01/10 15:21 , Martin Beckett wrote:
 This causes an issue with ShadowVolumeOccluder which defines a std::pair 
 named Point,
 but the precompiled header already includes an osg::Point.  
 ShadowVolumeOccluder  has a
 using namespace osg which leads to a clash.
 ... 
 Would it be a good idea to avoid using namespace osg in the headers?
 
 Absolutely!
 
 In which OSG include file do you find this?  My version of 
 ShadowVolumeOccluder hasn't it
 and a grep on svn trunk doesn't show anything too...
 
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] SVN 10968 freetype plugin broken on OS X / MacPorts

2010-01-19 Thread Robert Osfield
Hi Ulrich,

Sorry about this.  I made changes to try and fix Mingw build.

Could you have a look to see if you can get CMakeLists.txt
configuration that adds in the path to where the headers are.  If we
can get it working then we may just have to revert the changes for
Mingw and force Mingw users to fix there local install of Freetype.

Robert.

On Tue, Jan 19, 2010 at 2:13 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
 The SVN is currently giving me a compile error:

 g++   -Dosgdb_freetype_EXPORTS -DOSG_DEBUG_POSTFIX=d -arch i386 -isysroot
 /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5  
 -mmacosx-version-min=10.5
 -ftree-vectorize -fvisibility-inlines-hidden -fPIC
 -I/Users/uli/Projects/osg/OpenSceneGraph/build/include
 -I/Users/uli/Projects/osg/OpenSceneGraph/include
 -I/Library/Frameworks/FreeType.framework/Headers
 -I/Library/Frameworks/freetype.framework/freetype -F/Library/Frameworks   -o
 CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o -c
 /Users/uli/Projects/osg/OpenSceneGraph/src/osgPlugins/freetype/FreeTypeFont.cpp
 cc1plus: error: /Library/Frameworks/freetype.framework/freetype: not a 
 directory
 make[2]: *** 
 [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/FreeTypeFont.cpp.o]
 Error 1
 make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/all] 
 Error 2
 make: *** [all] Error 2

 As the error indicates /Library/Frameworks/FreeType.framework/FreeType isn't 
 a directory
 but a framework, so the code in freetype/CMakeLists.txt is wrong.  This was 
 last modified
 in r10964.

 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgviewerQT and QOSGWidget issues

2010-01-19 Thread Ant Kennedy
Many thanks guys it looks like that's fixed the problem

Cheers,
Ant

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22866#22866





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Porting problem. 2.2 to 2.8.2 - simple HUD overlay

2010-01-19 Thread Robert Osfield
Hi Mark,

I can't think of a specific reason for the difference, perhaps a bug
fix has changed the behavior that you were once relying upon.  Does
the osghud example work for you?

My best guess right now would be that geometry is outwith the near or
far clipping planes and the OSG 2.2 and 2.8.2 have changed the way
they are maintained.  This is just clutching at straws though.

The best strategy for you might be to have a look at osghud and then
try and mimic what it's doing in your own code.

Robert.

On Tue, Jan 19, 2010 at 6:25 AM, Mark Hurry m...@dwork.com wrote:
 Hi



 I have been working for a few days on 2.8.2 to port my display system from
 2.2. The 3D is displayed as I would expect, but unfortunately my HUD overlay
 that worked in 2.2 is no longer being displayed. Anyone got any ideas? Below
 is how I setup my HUD (just a series of lines that I update each frame)



     // set the projection matrix


 pHUDCamera-setProjectionMatrix(osg::Matrix::ortho2D(HUD_screen_min_x,HUD_screen_max_x,HUD_screen_min_y,HUD_screen_max_y));



     // set the view matrix

     pHUDCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

     pHUDCamera-setViewMatrix(osg::Matrix::identity());



     // only clear the depth buffer

     pHUDCamera-setClearMask(GL_DEPTH_BUFFER_BIT);



     // Make sure HUD is last thing to be render; we want it always on top

     pHUDCamera-setRenderOrder(osg::CameraNode::POST_RENDER);



     pHUDCamera-addChild( pHUDGeode );



     root-addChild( pHUDCamera ) ;



 The line data is setup using



     pHUDGeometry-setVertexArray(pHUDVertices);

     pHUDGeometry-addPrimitiveSet(new
 osg::DrawArrays(GL_LINES,0,number_of_HUD_vertices));



 I have looked through the archive but have not found a solution. So I have
 obviously missed something. Any suggestions would be much appreciated.



 I’m using XP Pro, VS2005 v8



 Thanks



 MarkH



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Draggers in custom size viewport problem

2010-01-19 Thread Robert Osfield
Hi Mika,

On Tue, Jan 19, 2010 at 7:05 AM, Mika Hakkarainen
mika.p.hakkarai...@gmail.com wrote:
 Doesn't anyone can help me with this one? I am totally stuck in this problem. 
 I really would appreciate any help with this. Should I do something 
 differently or is the problem somewhere else.

I would guess the lack of response if that most people like myself
don't really have any ideas what might be amiss as it's a combination
we've not tried before.  The best I can suggest is try experimenting
with viewport sizes which are only a small size different to what
you've set, or even the same value, see what happens, try to change
one thing at a time and dig into the code with a debugger to see
what's happening.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Viewport inheritance and RTT

2010-01-19 Thread Christiansen, Brad
Hi,

I am using version 2.9.5. I haven't had a chance to try 2.9.6 yet but I am 
using a fairly recent version.

As I said in a previous message, the RenderStage for the RTT camera has the 
correct viewport setup (in both its camera and in its member variable) after 
the cull traversal. After establishing this I wasn't sure what else to try. I 
am happy with my work around for now though.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, 15 January 2010 4:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Viewport inheritance and RTT

Hi Brad,

I've read this thread and a bit suprised that the RTT Camera's
Viewport wasn't being used.  Which version of the OSG are you working
with? I wonder if this is a bug in a older version of the OSG or
something still lurking in the OSG.

The way that the viewports are intended to be inherited is from above
such that if the RTT Camera doesn't have it's own viewport then it
should inherit this from it's the nearest camera in it's parental
chain.  If the RTT Camera does define it's own viewport then this
should be used and there shouldn't be a need to provide one via a
StateSet.  This is working from memory though... this is how it should
work, hopefully the code should be doing this as well ;-)

Cheers,
Robert.

On Fri, Jan 15, 2010 at 6:11 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi,

 For the record, I have found a workaround for the issue.

 To fix the problem, I did the following the RTT Camera:

 ss = rttCamera-getOrCreateStateSet();
 osg::Viewport* vp = new osg::Viewport(0,0,textureSize,textureSize);
 ss-setAttributeAndModes(vp, osg::StateAttribute::OVERRIDE 
 osg::StateAttribute::ON);


 It was my understanding that this would have the same effect as just
 setting on the viewport on the camera. However, this works, but just
 setting the viewport doesn't.

 Cheers,

 Brad

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Christiansen, Brad
 Sent: Friday, 15 January 2010 8:55 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Viewport inheritance and RTT

 Hi,

 Thanks for your answer.

 In relation to your comment:

 I'm still not sure why you want to use a slave? I remember something
 you
 said about shadows, but don't understand why shadows should differ
 between slave/not slave. Pre-render should work fine with just an RTT
 camera placed somewhere in the graph and in this case you can set
 everything manually.

 I am using an RTT camera placed somewhere in the graph and I am setting
 everything manually. As far as I can tell I am using a very simple,
 basic case for RTT (it doesn't actually involve shadows). This is why I
 am so stuck on what can be going wrong.

 I will modify one of the examples to match what I am doing so I can
 examine the issue in a very simple setup and go from there. I am really
 stuck on what to do to try and fix this. Thanks again for your help.

 Cheers,

 Brad


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
 Delport
 Sent: Thursday, 14 January 2010 4:11 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Viewport inheritance and RTT

 Hi,

 Christiansen, Brad wrote:
 Hi,

 Just 'resubmitting' my issue with a more simple question to see if
 anyone has any ideas.

 What are the rules with viewport inheritance?
 - My understanding is:
 If a camera has a viewport set, this is used when rendering the
 cameras
 sub-graph. If it is not set, it uses the parent cameras viewport.

 - What I am seeing:
 My pre-render camera (rendering to a texture) has a viewport set but
 its
 sub-graph is being rendered using its parent cameras viewport. I have
 double checked that the viewport is set during the cull traversal. The
 pre-render cameras viewport is placed on the stack, and set on the
 RenderStage used to render the camera, yet it is still rendered using
 the parents viewport.

 - My question/s:
 What could cause this to occur? i.e. when is a local viewport ignored
 and 'overridden' by a parents viewport.

 What should I look at to debug this? I am not sure what to check after
 seeing the Renderstage apparently setup correctly.

 sorry, I can't answer all your questions.

 I don't think this goes as deep as renderstage. Have a look at View and
 Viewer and check the handling of slaves. Check where addSlave adds the
 View and then check where the list of views is used.


 I am completely stumped now and this is proving a bit of a
 show-stopper
 for me. Any suggestions on what to look at would be greatly
 appreciated.

 I'm still not sure why you want to use a slave? I remember something you

 said about shadows, but don't understand why shadows should differ
 between slave/not 

Re: [osg-users] Draggers in custom size viewport problem

2010-01-19 Thread Mika Hakkarainen
Hi Robert,

My guess was similar.

But since my last post I found couple of issues.

1:
const osg::Camera* View::getCameraContainingPosition(float x, float y, float 
local_x, float local_y) const

There is used getXmin() when calculating new Y-values in if(!gw){...

Bug? However, changing this didn't solve the problem.

2:
My real app is wxWidgets based and I have graphics context available. I 
noticed, that event state's (GUIEventAdapter) graphics context was always null 
in my case (in previous method). By setting the graphics content to the viewer 
solved my problem in my app.

viewer-getEventQueue()-setGraphicsContext(graphicsWindow.get());

After this, the picking and draggers worked as expected/wanted.

Cheers,
Mika



robertosfield wrote:
 Hi Mika,
 
 On Tue, Jan 19, 2010 at 7:05 AM, Mika Hakkarainen
  wrote:
 
  Doesn't anyone can help me with this one? I am totally stuck in this 
  problem. I really would appreciate any help with this. Should I do 
  something differently or is the problem somewhere else.
  
 
 I would guess the lack of response if that most people like myself
 don't really have any ideas what might be amiss as it's a combination
 we've not tried before.  The best I can suggest is try experimenting
 with viewport sizes which are only a small size different to what
 you've set, or even the same value, see what happens, try to change
 one thing at a time and dig into the code with a debugger to see
 what's happening.
 
 Robert.
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22872#22872





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-19 Thread Sukender
Hi Erik,

You're absolutely right. And what about three levels of PCHs?
1. Disable PCH
2. Enable PCH - Profile OSG dev (only standard includes)
3. Enable PCH - Profile OSG user (standard includes and base OSG ones, such 
as Node)
It would require a few lines of CMake scripts.

Cheers,

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

- Erik den Dekker e...@dendekker.com a écrit :

 IMHO precompiled headers are only useful if used on headers that do
 not or at most rarely change. That leaves little options for which
 headers to include:
 
 Including the standard C/C++ headers in a precompiled header is
 useful. These should not change anyways.
 
 The question if other headers change _rarely_ boils down to your usage
 pattern. If you are a OSG library developer you would probably not
 like it if you have to compile all of the osg libraries if you change
 just any one header in the core osg library. This is one of the
 consequences though if one takes the precompiled headers a step to
 far, because all .cpp files will depend on the precompiled header,
 which in its turn depends on the headers it includes. On the other
 hand, people who just compile the whole of OSG from source once in a
 while will probably experience a significant speedup if using
 precompiled headers. This is one reason it is very important to make
 precompiled headers optional using cmake, probably defaulting to off.
 
 Erik den Dekker
 
 On 19-01-2010, at 06:37, Ulrich Hertlein wrote:
 
  On 19/01/10 15:21 , Martin Beckett wrote:
  This causes an issue with ShadowVolumeOccluder which defines a
 std::pair named Point,
  but the precompiled header already includes an osg::Point. 
 ShadowVolumeOccluder  has a
  using namespace osg which leads to a clash.
  ... 
  Would it be a good idea to avoid using namespace osg in the
 headers?
  
  Absolutely!
  
  In which OSG include file do you find this?  My version of
 ShadowVolumeOccluder hasn't it
  and a grep on svn trunk doesn't show anything too...
  
  /ulrich
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] multichannel or multi display on three computers

2010-01-19 Thread Tom Tran
Hi,

I found that osgcluster (sample) support multichannel both in viewing and 
syncronization.

But there are still some questions:

1. Number of channel  2. How to configure slaves?
I run well with one master, one slave. But when I run with more than one slave, 
say 2, there is an error. I guess that the reason may be port number (must be 
different between slaves?). Osgcluster uses broadcasting, it means that not 
specify IP / computer name of slave. 

2. Images from two channels seem smooth and continuos, with OFFSET parameter.
But with the that wide image, we only can put display / monitor side by side IN 
A LINE.

For a multi-channel system that arrange displays not in a line, say 3 displays 
-- one hafl of a hexagon.  How does the angle between two displays effect the 
viewing.
How to calculate the parameter.

Hope to receive hints from everyone,

Cheers,
Tom

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22875#22875




Attachments: 
http://forum.openscenegraph.org//files/multi_channel_198.pdf


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2010-01-19 Thread Lindsay Kay
Hi,

I just released V0.4.0 of SceneJS,  an open source JavaScript scene graph 
framework that allows you to program hardware-accellerated 3D scenes that run 
in the Web browser without plugins. SceneJS operates on top of the WebGL 
canvas, which is supported by at least Firefox, Opera, Chrome and Safari.

For the demos and playroom, I recommend using Firefox nightly with WebGL 
enabled.

Oops, since this is my first post here, the tiny wee feedback message at the 
top tells me I'm not allowed to post URLs!!

So please go to:

scenejs [DOT] com
... 

Thank you!

Cheers,
Lindsay

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22851#22851





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-19 Thread Erik den Dekker
Different levels of PCH sounds like a good suggestion,...

When I tried PCH on MSVC about a year ago I tried to take it to the max and 
included all used headers to the precompiled header; This gained the maximum 
performance for a single compile of the entire library,… The counter side being 
that changing a single core osg header means you have to compile the entire osg 
again,.. Still, this could be a valid usage model for people that want to 
compile a library from code, but never change a line. It could be the top level 
of PCH in your suggestion.

There's one more thing to it though; precompiled headers should be kept in sync 
with the development of the rest of the osg. This may not be too grave a task. 
Missing a header in the PCH just means non-optimal compile performance, and 
including an extra header that is no longer available will pop up as a build 
error as soon as someone tries to compile with PCH.

 Erik den Dekker

On 19-01-2010, at 11:33, Sukender wrote:

 Hi Erik,
 
 You're absolutely right. And what about three levels of PCHs?
 1. Disable PCH
 2. Enable PCH - Profile OSG dev (only standard includes)
 3. Enable PCH - Profile OSG user (standard includes and base OSG ones, such 
 as Node)
 It would require a few lines of CMake scripts.
 
 Cheers,
 
 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
 
 - Erik den Dekker e...@dendekker.com a écrit :
 
 IMHO precompiled headers are only useful if used on headers that do
 not or at most rarely change. That leaves little options for which
 headers to include:
 
 Including the standard C/C++ headers in a precompiled header is
 useful. These should not change anyways.
 
 The question if other headers change _rarely_ boils down to your usage
 pattern. If you are a OSG library developer you would probably not
 like it if you have to compile all of the osg libraries if you change
 just any one header in the core osg library. This is one of the
 consequences though if one takes the precompiled headers a step to
 far, because all .cpp files will depend on the precompiled header,
 which in its turn depends on the headers it includes. On the other
 hand, people who just compile the whole of OSG from source once in a
 while will probably experience a significant speedup if using
 precompiled headers. This is one reason it is very important to make
 precompiled headers optional using cmake, probably defaulting to off.
 
Erik den Dekker
 
 On 19-01-2010, at 06:37, Ulrich Hertlein wrote:
 
 On 19/01/10 15:21 , Martin Beckett wrote:
 This causes an issue with ShadowVolumeOccluder which defines a
 std::pair named Point,
 but the precompiled header already includes an osg::Point. 
 ShadowVolumeOccluder  has a
 using namespace osg which leads to a clash.
 ... 
 Would it be a good idea to avoid using namespace osg in the
 headers?
 
 Absolutely!
 
 In which OSG include file do you find this?  My version of
 ShadowVolumeOccluder hasn't it
 and a grep on svn trunk doesn't show anything too...
 
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-19 Thread Sukender
I thing getting PCHs in sync would be very easy. Moreover, I suggest that even 
the highest level of PCH only include headers frequently added, such as Node, 
Drawable, NodeCallback, and such (=not too specific ones).

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

- Erik den Dekker e...@dendekker.com a écrit :

 Different levels of PCH sounds like a good suggestion,...
 
 When I tried PCH on MSVC about a year ago I tried to take it to the
 max and included all used headers to the precompiled header; This
 gained the maximum performance for a single compile of the entire
 library,… The counter side being that changing a single core osg
 header means you have to compile the entire osg again,.. Still, this
 could be a valid usage model for people that want to compile a library
 from code, but never change a line. It could be the top level of PCH
 in your suggestion.
 
 There's one more thing to it though; precompiled headers should be
 kept in sync with the development of the rest of the osg. This may not
 be too grave a task. Missing a header in the PCH just means
 non-optimal compile performance, and including an extra header that is
 no longer available will pop up as a build error as soon as someone
 tries to compile with PCH.
 
  Erik den Dekker
 
 On 19-01-2010, at 11:33, Sukender wrote:
 
  Hi Erik,
  
  You're absolutely right. And what about three levels of PCHs?
  1. Disable PCH
  2. Enable PCH - Profile OSG dev (only standard includes)
  3. Enable PCH - Profile OSG user (standard includes and base OSG
 ones, such as Node)
  It would require a few lines of CMake scripts.
  
  Cheers,
  
  Sukender
  PVLE - Lightweight cross-platform game engine -
 http://pvle.sourceforge.net/
  
  - Erik den Dekker e...@dendekker.com a écrit :
  
  IMHO precompiled headers are only useful if used on headers that
 do
  not or at most rarely change. That leaves little options for which
  headers to include:
  
  Including the standard C/C++ headers in a precompiled header is
  useful. These should not change anyways.
  
  The question if other headers change _rarely_ boils down to your
 usage
  pattern. If you are a OSG library developer you would probably not
  like it if you have to compile all of the osg libraries if you
 change
  just any one header in the core osg library. This is one of the
  consequences though if one takes the precompiled headers a step to
  far, because all .cpp files will depend on the precompiled header,
  which in its turn depends on the headers it includes. On the other
  hand, people who just compile the whole of OSG from source once in
 a
  while will probably experience a significant speedup if using
  precompiled headers. This is one reason it is very important to
 make
  precompiled headers optional using cmake, probably defaulting to
 off.
  
 Erik den Dekker
  
  On 19-01-2010, at 06:37, Ulrich Hertlein wrote:
  
  On 19/01/10 15:21 , Martin Beckett wrote:
  This causes an issue with ShadowVolumeOccluder which defines a
  std::pair named Point,
  but the precompiled header already includes an osg::Point. 
  ShadowVolumeOccluder  has a
  using namespace osg which leads to a clash.
  ... 
  Would it be a good idea to avoid using namespace osg in the
  headers?
  
  Absolutely!
  
  In which OSG include file do you find this?  My version of
  ShadowVolumeOccluder hasn't it
  and a grep on svn trunk doesn't show anything too...
  
  /ulrich
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread Samuel Jarque
Hi,

I had a look at   the command in the task file and I found this:
osgdem --run-path /gis -s build_master.source --record-subtile-on-leaf-tiles -l 
1 --task tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log

I have executed it through ssh and seems to work fine because console doesn' 
show error messages but if I execute this command on that computer, console 
shows a segmentation fault message. I think this happens because on that 
computer doesn't exist build_master.source file. But when before I execute 
vpbmaster, this file doesn't exist, so I don't understand why this happens.

Thank you!

Cheers,
Samuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22879#22879





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread J.P. Delport

Hi Samuel,

what OS/version are you using? Do all your nodes have access to the 
complete data set, i.e. can all see /gis?


jp

Samuel Jarque wrote:

Hi,

I had a look at   the command in the task file and I found this:
osgdem --run-path /gis -s build_master.source --record-subtile-on-leaf-tiles -l 
1 --task tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log

I have executed it through ssh and seems to work fine because console doesn' 
show error messages but if I execute this command on that computer, console 
shows a segmentation fault message. I think this happens because on that 
computer doesn't exist build_master.source file. But when before I execute 
vpbmaster, this file doesn't exist, so I don't understand why this happens.

Thank you!

Cheers,
Samuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22879#22879





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread Samuel Jarque
Hi,


 
 what OS/version are you using? Do all your nodes have access to the complete 
 data set, i.e. can all see /gis?


I'm using 2 computers with ubuntu 9.10, osg 2.8.0 and vpb 0.9.10. /gis have all 
permissions, so the 2 nodes can see it. 
Like the example, I have the same files on 2 nodes.

node01:/gis$ ssh node02 ls /gis
machinepool.txt
ps_height_16k.tif
ps_texture_16k.tif
node01:/gis$ ls /gis
machinepool.txt  ps_height_16k.tif  ps_texture_16k.tif

Thank you!

Cheers,
Samuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22883#22883





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread Robert Osfield
Hi Samuel,

Have a look at the logs/ directory that the build generated.  In
particular look for the logs for the task that failed this might give
you an indicated why the task failed and the machine was black listed.

The black listing scheme is used to handle cases where a large cluster
is running but one of two machines go down during the build, or
perhaps they simply don't work in the first place.  The black listing
allows the build to re-submit the failed tasks to machines that are
still working.

Robert.

On Tue, Jan 19, 2010 at 12:34 PM, Samuel Jarque osgfo...@tevs.eu wrote:
 Hi,



 what OS/version are you using? Do all your nodes have access to the complete 
 data set, i.e. can all see /gis?


 I'm using 2 computers with ubuntu 9.10, osg 2.8.0 and vpb 0.9.10. /gis have 
 all permissions, so the 2 nodes can see it.
 Like the example, I have the same files on 2 nodes.

 node01:/gis$ ssh node02 ls /gis
 machinepool.txt
 ps_height_16k.tif
 ps_texture_16k.tif
 node01:/gis$ ls /gis
 machinepool.txt  ps_height_16k.tif  ps_texture_16k.tif

 Thank you!

 Cheers,
 Samuel

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22883#22883





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread Samuel Jarque
Hi Robert,

I've had a look at the /gis/logs/ directory and I don't see any interesting 
informations to solve my problem. I have to log files, this is one of them:


 
  0.005: Adding terrainTile 
 0.392: DataSet::_run() 0 0
 0.394: DataSet::assignDestinationCoordinateSystem() : assigning first 
 source file as the destination coordinate system
 0.395: started DataSet::createDestination(2)
 0.395: Time for after_reproject 0.03
 0.395: DataSet::assignDestinationCoordinateSystem() : assigning first 
 source file as the destination coordinate system
 0.395: AR=1.00 C1=1 R1=1
 0.395: createNewDestinationGraph
 0.395: Time for _destinationGraph-computeMaximumSourceResolution() = 
 0.13
 0.395: Time for createDestinationGraph 0.91
 0.395: Time for after_computeNeighbours 0.10
 0.395: completed DataSet::createDestination(2)
 0.395: There are 2 contributing source files:
 0.395: /gis/ps_height_16k.tif
 0.395: /gis/ps_texture_16k.tif
 0.427: Realized window
 0.427:Base Directory already created
 0.427: Need to create output task directory = /gis/puget_root_L0_X0_Y0
 0.427:Directory already created
 0.427: We have to record ../task/name
 0.427: Task output directory = /gis/puget_root_L0_X0_Y0/
 0.427: started DataSet::writeDestination(/gis/puget.ive)
 0.427: _readRow 1
 0.427:reading tile level=0 X=0 Y=0
 0.427: imageName = puget_L0_X0_Y0.dds
 0.427: DestinationTile::readFrom(SetName=, 
 FileName=/gis/ps_texture_16k.tif)
 0.470: DestinationTile::readFrom(SetName=, 
 FileName=/gis/ps_height_16k.tif)
 0.478: _equalizeRow 1
 0.478:equalizing tile level=0 X=0 Y=0
 0.478: _writeRow 1
 0.482: DestinationTile::createStateSet() - 
 DataSet::MIP_MAPPING_IMAGERY
 0.482: Compressed image
 1.276:getDirectory()= /gis/
 1.276:writeNodeFile = 0 X=0 Y=0 filename=/gis/puget.ive
 1.276: _writeNodeFile(/gis/puget.ive)
 1.276: vpb::access(/gis/puget.ive, W_OK)=-1
 1.276: vpb::access(/gis, W_OK)=0
 1.279: completed DataSet::writeDestination(/gis/puget.ive)
 1.281: Elapsed time = 1.281352
 


The other log file is like this, without many changes. Do you know if there are 
another log directory that can be more useful?

Thank you!

Cheers,
Samuel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22887#22887





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread Robert Osfield
Hi Samuel,

You need to find which tasks failed on the machine which was black
listed then look a their logs. Looking at logs of tasks that completed
successfully won't help you at all.

Robert.

On Tue, Jan 19, 2010 at 12:59 PM, Samuel Jarque osgfo...@tevs.eu wrote:
 Hi Robert,

 I've had a look at the /gis/logs/ directory and I don't see any interesting 
 informations to solve my problem. I have to log files, this is one of them:



  0.005        : Adding terrainTile
 0.392        : DataSet::_run() 0 0
 0.394        : DataSet::assignDestinationCoordinateSystem() : assigning 
 first source file as the destination coordinate system
 0.395        : started DataSet::createDestination(2)
 0.395        : Time for after_reproject 0.03
 0.395        : DataSet::assignDestinationCoordinateSystem() : assigning 
 first source file as the destination coordinate system
 0.395        : AR=1.00 C1=1 R1=1
 0.395        : createNewDestinationGraph
 0.395        : Time for _destinationGraph-computeMaximumSourceResolution() 
 = 0.13
 0.395        : Time for createDestinationGraph 0.91
 0.395        : Time for after_computeNeighbours 0.10
 0.395        : completed DataSet::createDestination(2)
 0.395        : There are 2 contributing source files:
 0.395        :     /gis/ps_height_16k.tif
 0.395        :     /gis/ps_texture_16k.tif
 0.427        : Realized window
 0.427        :    Base Directory already created
 0.427        : Need to create output task directory = 
 /gis/puget_root_L0_X0_Y0
 0.427        :    Directory already created
 0.427        : We have to record ../task/name
 0.427        : Task output directory = /gis/puget_root_L0_X0_Y0/
 0.427        : started DataSet::writeDestination(/gis/puget.ive)
 0.427        : _readRow 1
 0.427        :    reading tile level=0 X=0 Y=0
 0.427        : imageName = puget_L0_X0_Y0.dds
 0.427        : DestinationTile::readFrom(SetName=, 
 FileName=/gis/ps_texture_16k.tif)
 0.470        : DestinationTile::readFrom(SetName=, 
 FileName=/gis/ps_height_16k.tif)
 0.478        : _equalizeRow 1
 0.478        :    equalizing tile level=0 X=0 Y=0
 0.478        : _writeRow 1
 0.482        : DestinationTile::createStateSet() - 
 DataSet::MIP_MAPPING_IMAGERY
 0.482        : Compressed image
 1.276        :        getDirectory()= /gis/
 1.276        :    writeNodeFile = 0 X=0 Y=0 filename=/gis/puget.ive
 1.276        : _writeNodeFile(/gis/puget.ive)
 1.276        : vpb::access(/gis/puget.ive, W_OK)=-1
 1.276        : vpb::access(/gis, W_OK)=0
 1.279        : completed DataSet::writeDestination(/gis/puget.ive)
 1.281        : Elapsed time = 1.281352



 The other log file is like this, without many changes. Do you know if there 
 are another log directory that can be more useful?

 Thank you!

 Cheers,
 Samuel

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22887#22887





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-19 Thread J.P. Delport

Hi,

Samuel Jarque wrote:

Hi,



what OS/version are you using? Do all your nodes have access to the
complete data set, i.e. can all see /gis?



I'm using 2 computers with ubuntu 9.10, osg 2.8.0 and vpb 0.9.10.
/gis have all permissions, so the 2 nodes can see it. Like the
example, I have the same files on 2 nodes.

node01:/gis$ ssh node02 ls /gis machinepool.txt ps_height_16k.tif 
ps_texture_16k.tif node01:/gis$ ls /gis machinepool.txt

ps_height_16k.tif  ps_texture_16k.tif


OK, then first thing would be to figure out why osgdem segfaults. Let 
vpbmaster create the tasks and then try to manually run one of the 
osgdem commands through gdb/strace. Does osgviewer run on node2?


To let a segfault dump core on ubuntu do this:
ulimit -c unlimited
then run osgdem

jp



Thank you!

Cheers, Samuel

-- Read this topic online here: 
http://forum.openscenegraph.org/viewtopic.php?p=22883#22883






___ osg-users mailing
list osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] SVN 10968 freetype plugin broken on OS X / MacPorts

2010-01-19 Thread Jean-Sébastien Guay

Hi Robert,


Could you have a look to see if you can get CMakeLists.txt
configuration that adds in the path to where the headers are.  If we
can get it working then we may just have to revert the changes for
Mingw and force Mingw users to fix there local install of Freetype.


Another solution could be to add the necessary path for MinGW to the 
list of already existing paths (which seem to work for everyone) instead 
of modifying the existing paths. Additional include paths (that don't 
resolve to existing directories on your machine) are just ignored by the 
compiler anyways...


But as I said when we started this, I'm perfectly fine with requiring a 
symlink for MinGW... We've pretty much established that MinGW's paths 
for freetype are broken at a more basic level anyways.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] SVN 10968 freetype plugin broken on OS X / MacPorts

2010-01-19 Thread Robert Osfield
Hi JS,

On Tue, Jan 19, 2010 at 2:11 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Could you have a look to see if you can get CMakeLists.txt
 configuration that adds in the path to where the headers are.  If we
 can get it working then we may just have to revert the changes for
 Mingw and force Mingw users to fix there local install of Freetype.

 Another solution could be to add the necessary path for MinGW to the list
 of already existing paths (which seem to work for everyone) instead of
 modifying the existing paths. Additional include paths (that don't resolve
 to existing directories on your machine) are just ignored by the compiler
 anyways...

Adding the path wouldn't resolve the problem.  It's the removal of the
freetype/ from the includes in the source files which is forcing the
addition of the freetype/ and freetype2/ in the CMakeLists.txt.

The only solution I can think of work right now would be to have
#includefreetype2/h for Mingw and #includefreetype/h in
the source files.  However, such an approach would break if the Mingw
include set up was fixed so is not something to go for.

 But as I said when we started this, I'm perfectly fine with requiring a
 symlink for MinGW... We've pretty much established that MinGW's paths for
 freetype are broken at a more basic level anyways.

I think we might just have to go with this solution.  I'll wait for
feedback from Ulrich to see if the CMakeLists.txt can be amended for
OSX to work once more.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] When and how to release an osg::Image

2010-01-19 Thread Joachim Diepstraten
Hello,

I am not sure if this has been asked before I tried a search on this forum but 
I think it is too specific so the search didn't come up with anything remotely 
close.

Anyway my question is is there a safeway to release osg::Image after it has 
been uploaded to the card or better say into it's memory space. Deconstructors 
of osg::Image are all protected so I don't know how you could actually tell it 
unless I write my own memory manager for it, which is possible (but I would 
rather like to avoid that).

The reason I ask is I've got quite a big volume stored in an osg::Image and I 
am running rather low on system resource memory the reason for that is it is 
actually kept twice in memory (the first time in osg::Image and the second time 
around due to OpenGL's / OS internal texture memory context mapping). So I 
rather would like to get rid of at least of one of them.

But I don't know when and how since I just recently restarted using OSG.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22893#22893





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] When and how to release an osg::Image

2010-01-19 Thread Garrett Potts
Hello:

the osg::Image object is referenced object and will be automatically deleted 
once the final ref count goes to 0.  On the osg::Texture object you can specify 
if you want OSG to unref the image object after the image has been applied by 
using the method:

setUnRefImageDataAfterApply

I think that should be it.

Take care

Garrett

On Jan 19, 2010, at 9:30 AM, Joachim Diepstraten wrote:

 Hello,
 
 I am not sure if this has been asked before I tried a search on this forum 
 but I think it is too specific so the search didn't come up with anything 
 remotely close.
 
 Anyway my question is is there a safeway to release osg::Image after it has 
 been uploaded to the card or better say into it's memory space. 
 Deconstructors of osg::Image are all protected so I don't know how you could 
 actually tell it unless I write my own memory manager for it, which is 
 possible (but I would rather like to avoid that).
 
 The reason I ask is I've got quite a big volume stored in an osg::Image and I 
 am running rather low on system resource memory the reason for that is it is 
 actually kept twice in memory (the first time in osg::Image and the second 
 time around due to OpenGL's / OS internal texture memory context mapping). So 
 I rather would like to get rid of at least of one of them.
 
 But I don't know when and how since I just recently restarted using OSG.
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22893#22893
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] inactivate the camera manipulator

2010-01-19 Thread Nemo Ulysse
Thank you I resolve the problem using:

  m_Viewer-getCamera()-setViewMatrixAsLookAt(eye, centre, up);

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22896#22896





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPlugins] Problems loading ac3d model

2010-01-19 Thread Steven D'Angelo
Hi,

Recently we have upgraded from an ancient version of OSG to version 2.8.2. We 
are using an MFC application and everything seems to work fine with the upgrade 
except for the loading of AC3d models. The model shows up but it is 
unrecognizable. The only issues I have read about the AC3d reader is the 
texture clamping/repeating issue but none with the model not loading correctly 
at all. Even when I just use the osgviewerMFC example with a sample model from 
AC3d it shows up unrecognizable, the same as in our application. Has anyone 
encountered this issue before. Any help would be appreciated. I am new to the 
Openscene graph forums so maybe this issue has been addressed or the answer is 
obvious so I appologize before hand if that is the case.   
... 

Thank you!

Cheers,
Steven

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22897#22897




Attachments: 
http://forum.openscenegraph.org//files/modelloadingissue_113.bmp


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Problems loading ac3d model

2010-01-19 Thread Mathias Fröhlich

Hi,

On Tuesday 19 January 2010, Steven D'Angelo wrote:
 Recently we have upgraded from an ancient version of OSG to version 2.8.2.
 We are using an MFC application and everything seems to work fine with the
 upgrade except for the loading of AC3d models. The model shows up but it is
 unrecognizable. The only issues I have read about the AC3d reader is the
 texture clamping/repeating issue but none with the model not loading
 correctly at all. Even when I just use the osgviewerMFC example with a
 sample model from AC3d it shows up unrecognizable, the same as in our
 application. Has anyone encountered this issue before. Any help would be
 appreciated. I am new to the Openscene graph forums so maybe this issue has
 been addressed or the answer is obvious so I appologize before hand if that
 is the case. ...

I don't know of any issue.
What I can tell is that flightgear uses magnitudes of correct displayed ac3d 
models in the scenery and for the aircraft models.

So, what you encounter seems to be a corner case.
So, either please provide the file you have problems with or a fix that makes 
that load well ...

Greetings

Mathias

-- 
Dr. Mathias Fröhlich, science + computing ag, Software Solutions
Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
-- 
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
Registernummer/Commercial Register No.: HRB 382196 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] When and how to release an osg::Image

2010-01-19 Thread Joachim Diepstraten
Thank you for your reply Garret,

That is very handy to know.

Unfortunately it seems that none of the members in the osgVolume namespace 
expose this function (at least I couldn't find it), have something similar or 
are somehow related through inheritance to the osg::Texture class.

So I guess I have to look at the osgVolume code itself and find where it 
actually generates the 3D texture and add this line?

I am just slightly worried that this might cause unknown side effects!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22900#22900





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-19 Thread alessandro terenzi
Unfortunately I still haven't solved my problem, but I found out something
interesting:

crashes happen when I execute osgviewer like this:

osgviewer model.FBX

but osgviewer doesn't crash when executed like this:

osgviewer .\model.FBX

i.e. no crashes when I provide an absolute or relative path for the FBX
model.

The model.FBX file is in the same dir of osgviewer and contains embedded
textures. I noticed that trying to open FBX files with embedded textures
implies the creation of a new directory with the same name of the FBX file
but with the extension .fbm...in that directory the FBX plugin extracts
the actual textures files (.jpg, and so on...). Since the crash is present
only when using textured models, I wonder if there could be a bug in the way
those textures are tried to load, maybe simply using the file name (instead
of a relative\absolute path) yelds some strange behaviours and let osgviewer
(or the plugin itself) to crash.

Regards.
Alessandro


On Mon, Jan 18, 2010 at 10:15 PM, Ümit Uzun umituzu...@gmail.com wrote:

 I have had same problem on different plugin while loading my model on
 runtime. After that I reliazed that version inconsistent with target plugin
 with my OSG. After recompilation problem disapperead.

 Ümit Uzun


 2010/1/18 alessandro terenzi a.tere...@gmail.com

 I will try your suggestion Ümit...by the way, did you have exactly the same
 problem o mine? I mean no crashes if the FBX model contains no textures
 whereas crashes if the model contains some textures?

 Thanks.
 Alessandro


 On Mon, Jan 18, 2010 at 8:29 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Alessandro,

 Maybe problem in osg plugin interfere. So you can't see from dependency
 walker. As you see osg plugins aren,t named with their version like
 osg61 So they can be used which doen,t belong your exiting osg core
 version. Most probably plugin inteference is your problem. Delete all
 plugin's on your system(all plugins which you can reach from your Path
 Environment Variables) and rebuild with your existing OSG version again.
 This would solve your problem.

 Regards.

 Ümit Uzun


 2010/1/18 Sukender suky0...@free.fr

 Arg! Please avoid sending email addresses in clear (because of
 harvesters)...
 Anyway, I'll mmerge your changes ASAP and give you feedback.

 Cheers,

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

 Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings 
 mplati...@pixelpower.com a écrit:


  I sent you a few emails (suky0...@free.fr) but it seems you don't
 receive them if I email you directly!
 Let me know if  there are any further changes you'd like to make on top
 of my alterations.
 Cheers
 -Michael

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
 Sent: 18 January 2010 16:30
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] FBX plugin and previous OSG releases...

 Forget about my message, I just got my answer on osg-submissions!

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

 - Sukender suky0...@free.fr a écrit :

  Hi Michael,

 Did you include the sources I sent to you recently? It seems you
 haven't answered my mails...
 Cheers,

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

 - alessandro terenzi a.tere...@gmail.com a écrit :

  Thank you, I tried both the zip file got from the osg-submission
 forum
  and
  the zip of previous mail but osgviewer still crashes if the FBX
 model
  has
  textures.
 
  I just can think only about sending you my zip and model and let you
  see if the problem is there also for you.
 
  Regards.
  Alessandro
 
  On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
  mplati...@pixelpower.comwrote:
 
Hi Alessandro,
   here's the latest version of the plugin for you.
   Cheers
   -Michael
  
--
   *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
   osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
  *alessandro
   terenzi
   *Sent:* 18 January 2010 15:34
   *To:* OpenSceneGraph Users
   *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
  
   Ok, I'm going to try...but I've never downloaded code from
  osg-submissions,
   actually I don't know if I need an account...I've looked at the
  archive but
   could not find source code, just messages. Maybe you could zip and
  send me
   the latest submission of the plugin?
  
   Thank you. Kind Regards.
   Alessandro
  
   On Mon, Jan 18, 2010 at 4:09 PM, Sukender suky0...@free.fr
 wrote:
  
   I think it's maybe because of a problem in the code. You really
  should try
   the FBX plugin posted on osg-submissions to check if it behaves
 the
  same or
   not.
  
   Sukender
   PVLE - Lightweight cross-platform game engine -
   http://pvle.sourceforge.net/
  
   - alessandro terenzi 

Re: [osg-users] [osgPlugins] Problems loading ac3d model

2010-01-19 Thread Robert Osfield
Hi Steven,

Could you try osgviewer with one of the problem models.  Could you
also post a problem model online so that others may test it.

Cheers,
Robert.

On Tue, Jan 19, 2010 at 3:49 PM, Steven D'Angelo
sdang...@dhpconsultants.com wrote:
 Hi,

 Recently we have upgraded from an ancient version of OSG to version 2.8.2. We 
 are using an MFC application and everything seems to work fine with the 
 upgrade except for the loading of AC3d models. The model shows up but it is 
 unrecognizable. The only issues I have read about the AC3d reader is the 
 texture clamping/repeating issue but none with the model not loading 
 correctly at all. Even when I just use the osgviewerMFC example with a sample 
 model from AC3d it shows up unrecognizable, the same as in our application. 
 Has anyone encountered this issue before. Any help would be appreciated. I am 
 new to the Openscene graph forums so maybe this issue has been addressed or 
 the answer is obvious so I appologize before hand if that is the case.
 ...

 Thank you!

 Cheers,
 Steven

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22897#22897




 Attachments:
 http://forum.openscenegraph.org//files/modelloadingissue_113.bmp


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Problems loading ac3d model

2010-01-19 Thread Steven D'Angelo
Hi,

It seems as though the issue is a graphics card issue. My coworker ran both our 
project and the osgViewerMFC example and they ran perfectly with all models. 
Our machines are identical except for the graphics card. Mine is an NVidea 
8600GT and his is an ATI card.I am going to download the latest drivers for 
my card and see if that fixes the issue. 
... 

Thank you!

Cheers,
Steven

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22906#22906





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Fwd: DrawPixels Cull settings

2010-01-19 Thread Matt Franklin
Anyone have any thoughts as to why switching from
COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES to COMPUTE_NEAR_FAR_USING_PRIMITIVES
would stop DrawPixels from working. My initial thought was that the near far
culling distance were causing the problem but I can get the same near far
distances from both approaches. My next thought was that the object was not
being drawn for some other reason but it would appear that the
drawImplementation is being called in both situations. Any thoughts as to
where I might look would be appreciated.

Matt
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Problems loading ac3d model

2010-01-19 Thread Steven D'Angelo
Hi,

Just as a report, updating the drivers did infact fix the issue. Before I 
updated the driver I realized that the other differance between my non working 
machine and my co-workers was the fact that I was running with 2 monitors. I 
turned off the dual view mode and the models displayed correctly. I then turned 
it back on and the models again showed disfigured. 

After updating the driver however the models load in dual monitor mode or any 
other mode. 

I appreciate the quick responses.  ;) 

Thanks again,

Steve D'Angelo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22908#22908





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FFmpeg and sound

2010-01-19 Thread Jason Daly

Robert Osfield wrote:

OpenAL and other dedicated audio libs would certainly be a better bet
for handling multiple videos.  We just need to code up such a
solution.
  


Hi, Robert,

If I were to implement an OpenAL AudioSink, I'd imagine you'd want it to 
be a plugin (so the OSG can still be compiled without OpenAL).  How 
would you envision this plugin being tied in to the core?I started 
on an OpenAL plugin last week, but I hit a wall when trying to figure 
out how to do this.


The ReaderWriter interface works great for file-based plugins, but the 
AudioSink seems like it's different enough that a new kind of interface 
is needed.  Do you agree?  If so, would this interface also live in 
osgDB?  Would it be part of Registry, like ReaderWriter, DotOsgWrapper, 
etc.?


Any other thoughts?

--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Separating draw and swapbuffers

2010-01-19 Thread He, Yefei
Hello, Robert,

I noticed that when using the osgviewer, the draw and swapbuffers
operations take place within the same function call, 
ViewerBase::renderingTraversals(). Before, with Producer, I can call 
Producer::Camera::frame(false) to perform draw operation without 
swapping the buffers, and do swapbuffers later explicitly. This way 
I can insert my own vertical sync code or some other process between 
draw and swapbuffers. Is there already something similar provided for 
doing this with osgviewer? The only sample code that calls swapbuffers
explicitly is osgSlice but that program doesn't use osgviewer, rather
it creates sceneView and graphicsContext directly. I'm hesitant to 
break up ViewerBase::renderingTraversals() on my own since there are 
thread sync related code around the loop that calls 
GraphicsContext::runOperations() and the loop that calls 
GraphicsContext::swapBuffers(), and I'm worried about any implications
of interrupting it.

Thanks,

Yefei

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OT joining line segments to polyline

2010-01-19 Thread Martin Beckett
I have a bunch of line segments (generated by cutting a mesh) that I need to 
join together into a polyline.
Defining the optimal polyline as the shortest ordering of the points.

Is there any better algorithm (or library) for stitching the line segments - 
other than niavely searching all other segments for the end point nearest the 
current line.
Naturally in the real world there might be gaps and there is rounding error.

At least in 2d it seems that this must be a common contour line problem?

Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22912#22912





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Fwd: DrawPixels Cull settings

2010-01-19 Thread Paul Martz

Matt Franklin wrote:
Anyone have any thoughts as to why switching from 
COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES to 
COMPUTE_NEAR_FAR_USING_PRIMITIVES would stop DrawPixels from working. My 
initial thought was that the near far culling distance were causing the 
problem but I can get the same near far distances from both approaches. 
My next thought was that the object was not being drawn for some other 
reason but it would appear that the drawImplementation is being called 
in both situations. Any thoughts as to where I might look would be 
appreciated.


Check your glRasterPos. I believe there's an OpenGL query to test for a 
valid raster position.

   -Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Separating draw and swapbuffers

2010-01-19 Thread Torben Dannhauer
Hi,

I think there was a suibmission years ago, but it wasn't included into 
mainstream code.

I would be interested too in such an interface. :)

Cheers,
Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22914#22914





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Separating draw and swapbuffers

2010-01-19 Thread J.P. Delport

Hi,

He, Yefei wrote:

Hello, Robert,

I noticed that when using the osgviewer, the draw and swapbuffers
operations take place within the same function call, 
ViewerBase::renderingTraversals(). Before, with Producer, I can call 
Producer::Camera::frame(false) to perform draw operation without 
swapping the buffers, and do swapbuffers later explicitly. This way 
I can insert my own vertical sync code or some other process between 
draw and swapbuffers. Is there already something similar provided for 
doing this with osgviewer? The only sample code that calls swapbuffers

explicitly is osgSlice but that program doesn't use osgviewer, rather
it creates sceneView and graphicsContext directly. I'm hesitant to 
break up ViewerBase::renderingTraversals() on my own since there are 
thread sync related code around the loop that calls 
GraphicsContext::runOperations() and the loop that calls 
GraphicsContext::swapBuffers(), and I'm worried about any implications

of interrupting it.


I'm not sure, but doesn't swapBuffers just call some other windowing 
implementation swapbuffersimplementation function? Maybe you can 
override that?


jp



Thanks,

Yefei

___

osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org