Re: [osg-users] floating point exeption in VPB...

2010-08-10 Thread Torben Dannhauer
Hi bduvenhage, 

You saif you are using GDAl 1.7.x ..
As I tried to compile VPB with GDAL 1.7.x last time, it failed since there are 
some modified function signatures.

Is VPB modified to work with GDAL 1.7.x ?

Thank you!

Cheers,
Torben

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[osg-users] Away on a trip this week

2010-08-10 Thread Robert Osfield
Hi Alll,

I'm off on a trip for the rest of this week and should be back online
next Monday.

Have fun!
Robert.
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Re: [osg-users] floating point exeption in VPB...

2010-08-10 Thread Bernardt Duvenhage
Hi Torben


I checked out and successfully recompiled an unmodified VPB (trunk rev 1015) 
with GDAL 1.7.2 (GDAL 1.7.2, released 2010/04/23) and MS VS8 a few minutes ago. 
As far as I remember VPB also compiles with the version of GDAL provided with 
FWTools (GDAL 1.7.0b2, FWTools 2.4.7, released 2010/01/19). I haven't tested 
other compilers though.


Note that the GDAL version strings I give are the result of gdalinfo --version


Kind regards,
Bernardt

 Torben Dannhauer  08/10/10 8:58 AM 
Hi bduvenhage, 

You saif you are using GDAl 1.7.x ..
As I tried to compile VPB with GDAL 1.7.x last time, it failed since there are 
some modified function signatures.

Is VPB modified to work with GDAL 1.7.x ?

Thank you!

Cheers,
Torben

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Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-08-10 Thread Bernardt Duvenhage
Thanks Robert


I've used the latest version of vpb (and osg) and successfully built the blue 
marble terrain that previously led to a memory access violation and program 
crash. It does indeed seem that the problem is fixed now :-)


Regards,
Bernardt



 Robert Osfield  08/09/10 9:50 PM 
Hi Bernardt, Shayne et. al,

I've now reviewed Bernadt's change and understand the need for this.
To make the required test clearer I feel that it would be worth making
an additional test of a valid GeospatialExtents in the form of a
GeospatialExtents::nonZeroExtents() method which, this would then
replace the use of valid() method in the SourceData code.  I have now
implemented, tested and checked in this change.

I don't have any databases that trigged the numerical error so could
you guys do an svn update on the OSG and VPB and test these changes
out.

Thanks,
Robert.
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[osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Anders Backman
Hi all.

Is there anyone on the list that could elaborate on this:

http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf

I get the feeling that it is possible to take an OpenSceneGraph app and use
Optix to render the scene to get high-quality Raytraced images...

If so, its nothing but a huge leap forward, being able to render hi-quality
stuff to get screenshots, movies using the same code/app as in realtime.

Sounds a liiittle bit to good to be true if you ask me.
I know that RedSDK has this support, but thats inside the same scenegraph.
This seems to work through a mechanics named SceniX.

So is there anyone that has more info???

/Anders

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Re: [osg-users] Away on a trip this week

2010-08-10 Thread Torben Dannhauer
Hi Robert,

enjoy your trip!



Cheers,
Torben

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Re: [osg-users] floating point exeption in VPB...

2010-08-10 Thread Torben Dannhauer
Hi Bernhard,

ok, than I will try it with the newer GDAL versions and will update the VS 2008 
precompiled binary package after my holidays.

Thank you!

Cheers,
Torben

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Re: [osg-users] [osgPlugins] osgb and external models

2010-08-10 Thread Morten Hauknes
Hi,

I just wanted to tell that I wrote some visitor code that converts all 
proxynodes files to osgb, and I had to change the existing proxynode to 
reference the new osgb file. Works fine.

If you need some help to test any of your submissions with regards to this, or 
maybe you want a openflight file to test tour code with please tell me!

Thanks,
Morten

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[osg-users] Copy Texture to an other node

2010-08-10 Thread Baptiste Souli
Hello

I would like to make a visitor which copy textures in  an other model,so I 
looked at the method clone and CopyOp DEEP_COPY_TEXTURES to clone a texture 
from a node to another but it seems that it doesn't copy anything because if I 
modify the first texture, the second will be also modified 
I try also with DEEP_COPY_ALL but it crashs sometimes :(

Is there an other way to copy a texture?

Thank you,

aerkis.

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Re: [osg-users] [osgPlugins] osgb and external models

2010-08-10 Thread Wang Rui
Hi Morten,

Oh I'm busy writing my OSG beginners book these days. It will be nice
if you could submit your changes to the osg-submissions. :)

Cheers,

Wang Rui



2010/8/10, Morten Hauknes mor...@hauknes.biz:
 Hi,

 I just wanted to tell that I wrote some visitor code that converts all
 proxynodes files to osgb, and I had to change the existing proxynode to
 reference the new osgb file. Works fine.

 If you need some help to test any of your submissions with regards to this,
 or maybe you want a openflight file to test tour code with please tell me!

 Thanks,
 Morten

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Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly

Anders Backman wrote:

Hi all.

Is there anyone on the list that could elaborate on this:

http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf

I get the feeling that it is possible to take an OpenSceneGraph app 
and use Optix to render the scene to get high-quality Raytraced images...


If so, its nothing but a huge leap forward, being able to render 
hi-quality stuff to get screenshots, movies using the same code/app as 
in realtime.


Sounds a liiittle bit to good to be true if you ask me.
I know that RedSDK has this support, but thats inside the same scenegraph.
This seems to work through a mechanics named SceniX.



SceniX is Nvidia's scene graph library (it's essentially a direct 
competitor to OpenSceneGraph).


That said, it is most likely possible that, with some effort, one could 
be able to use Optix with OSG.


Also note that there has been prior work on ray tracing with OSG in the 
past (using the built-in kd-tree and intersection features).


--J
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Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly

Anders Backman wrote:


If so, its nothing but a huge leap forward, being able to render 
hi-quality stuff to get screenshots, movies using the same code/app as 
in realtime.


I should also mention that it wouldn't be using the same code as in 
realtime.  You have to write the OptiX code to get the ray tracing 
done.  It's not hard to do, from the examples I've seen, but it's not 
just plain old scene graph code either.


What they're showing off is the ability for SceniX to manage the scene 
structure, but actually doing the rendering using ray tracing.  Their 
OptiX engine does run interactively, but it uses progressive 
refinement.  If the scene to be rendered is complex enough, you don't 
get a pretty picture at first.  You get a really grainy one instead.  If 
you keep the camera still, it slowly improves as more rays are cast to 
resolve the scene.  It makes a pretty cool demo, but its still got a 
while to go before it replaces polygonal rendering for interactive apps.


--J
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Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)

2010-08-10 Thread Tom's Lists
First-chance exception at 0x07fefd76aa7d in CheckDllLoad.exe: Microsoft
C++ exception:
boost::exception_detail::clone_implboost::exception_detail::bad_alloc_ at
memory location 0x0026f020..
First-chance exception at 0x07fefd76aa7d in CheckDllLoad.exe: Microsoft
C++ exception: [rethrow] at memory location 0x..
First-chance exception at 0x07fefd76aa7d in CheckDllLoad.exe: Microsoft
C++ exception:
boost::exception_detail::clone_implboost::exception_detail::error_info_injectorboost::filesystem::basic_filesystem_errorboost::filesystem::basic_pathstd::basic_stringchar,std::char_traitschar,std::allocatorchar,boost::filesystem::path_traits
 at memory location 0x0026ed10..

Stacktrace after LoadLibrary call:


openvrmld.dll!boost::copy_exceptionboost::exception_detail::bad_alloc_(const
boost::exception_detail::bad_alloc_  e={...})  Line 42 + 0x23 bytesC++
 openvrmld.dll!boost::exception_detail::get_bad_alloc42()  Line 80 +
0xb1 bytesC++
 openvrmld.dll!`dynamic initializer for
'boost::exception_detail::exception_ptr_bad_alloc42::e''()  Line 94 + 0x10
bytesC++
 msvcr90d.dll!0f5b2a3c()
 openvrmld.dll!_CRT_INIT(void * hDllHandle=0x07fee8dd, unsigned
long dwReason=1, void * lpreserved=0x)  Line 320C
 openvrmld.dll!__DllMainCRTStartup(void * hDllHandle=0x07fee8dd,
unsigned long dwReason=1, void * lpreserved=0x)  Line 537 +
0x13 bytesC
 openvrmld.dll!_DllMainCRTStartup(void * hDllHandle=0x07fee8dd,
unsigned long dwReason=1, void * lpreserved=0x)  Line 508
C

To me it looks like the boost exceptions are initializing themselves (to
have enable the global functions like current_exception etc.) by throwing
around some exceptions. Now the MSVC exception handling implementation (as
far as I read) uses a special errorcode (-*529697949* , In *hex*, this is
0xE06D7363) internally to determine if an exception occured. With this
errorcode set (from the unevil exception during initialization) the
LoadLibrary call exits with an error, just because the internal errror flag
is set to the C++ exception Magic Number...so far my ideas, I might be
totally wrong.

However, looks like a openvrml problem rather then an osgPlugin one.

Regards,
Thomas



On Fri, Jul 30, 2010 at 6:33 PM, Jan Ciger jan.ci...@gmail.com wrote:

 On Fri, Jul 30, 2010 at 6:28 PM, Jan Ciger jan.ci...@gmail.com wrote:
  However, the only thing that uses Boost is OpenVRML and according to
  what they have on the web page, 1.41 Boost should work with 0.18.4 and
  upwards. It would probably pay off to post the exception to the
  OpenVRML forum/mailing list and ask there as it doesn't seem to be
  anything OSG related.

 One more thing - if the exception is from the filesystem module, it
 could mean that boost is told to open something that it cannot find.
 What kind of exception are you getting?

 Jan
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Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?

2010-08-10 Thread Jason Daly

Anders Backman wrote:
I think you are wrong, having ray tracing in the same scenegraph which 
you use for real-time rendering is not because you want to use it for 
the every day simulator. The purpose mainly (until it is fast enough) 
is for engineering, movie making, screenshots etc. where real time is 
not an issue.


I misunderstood you.  I thought you were referring to getting high 
quality ray traced images at interactive rates.  OptiX can't do that 
(yet). 

Indeed, one of the demos at SIGGRAPH this year was a CAD company that 
had integrated OptiX into their CAD renderer.  The end result lets you 
position your viewpoint interactively, using an interactive, but grainy 
rendering.  Then, once you let go, it gradually refined the image to a 
high quality rendering over time.  It's an interesting way to provide 
both interactivity and high quality at almost (but not quite) the same time.



Generating movies of high-quality from a simulator without the need to 
write a single line of code is not a bad thing!! Its a request you get 
on a daily basis when you sell simulators.


Nobody's saying it is a bad thing  :-)


Anyway, I just wondered if someone had played around with Optix and 
seen any relation to OSG.


If they can mix SceniX and OptiX, I don't see why someone couldn't mix 
OSG and OptiX.  I haven't done a lot of digging, but I don't see why it 
wouldn't be possible.  As you said, it's just a matter of getting the 
scene data there.  No idea how much work it would be, though.


--J

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Re: [osg-users] parameters

2010-08-10 Thread Ricky Flintoff
Hi Robert,

So there is no way I can capture focal length effects in OSG using the 
Prespective projection matrix?

Thank you!

Cheers,
Ricky

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Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)

2010-08-10 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

On 08/10/2010 06:01 PM, Tom's Lists wrote:

 
 To me it looks like the boost exceptions are initializing themselves (to
 have enable the global functions like current_exception etc.) by
 throwing around some exceptions. Now the MSVC exception handling
 implementation (as far as I read) uses a special errorcode (-/529697949/
 , In /hex/, this is 0xE06D7363) internally to determine if an exception
 occured. With this errorcode set (from the unevil exception during
 initialization) the LoadLibrary call exits with an error, just because
 the internal errror flag is set to the C++ exception Magic Number...so
 far my ideas, I might be totally wrong.
 
 However, looks like a openvrml problem rather then an osgPlugin one.
 
 Regards,
 Thomas
 

No idea, Thomas. This is way beyond my ken, I am mostly Linux developer.
You are getting bad_alloc from Boost, that type of error usually means that:

a) you have run out of memory (not likely)
b) allocation failed due to corrupted heap.

My bet is on the second possibility - likely the DLL heap (which is
separate for each DLL) is messed up. I would check the compiler switches
related to DLLs and make absolutely sure that there is no mismatch
between debug and release libs, even for dependencies of OpenVRML -
everything needs to be the same. Debug uses different memory allocation
code and such crashes are pretty much the symptom of mismatched libs.

Can you build some of the OpenVRML demos? That could help to pinpoint
the source of the problem.

Regards,


Jan

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[osg-users] osgEarth processing problems

2010-08-10 Thread ting zhang
Hi,

I write a map.earth file according to the original examples of .earth files in 
osgEarth project. The map.earth file is as follows:

map name=tkm type=projected
heightfield name=terrain-dem driver=vpb
url C:\Test.ive /url
/heightfield
/map

where “Test.ive” file is generated by VPB0.9.10 and it’s a terrain file using 
Gaussian projected coordinate system.. Therefore, the type in .earth file is 
projected.
Then in my win32 console program, I read the map.earth in my project, the codes 
are as follows:

// header files …
……
int _tmain(int argc, _TCHAR* argv[])
{
int num =1;
char* path = D:/maps.earth;
osg::ArgumentParser arguments(num,path);
osgViewer::Viewer viewer(arguments);
osg::ref_ptrosg::Node Test_node = 
osgDB::readNodeFile(“D:/maps.earth”);
viewer.setSceneData(Test_node.get());
viewer.realize();
std::coutpathstd::endl;
viewer.run();
return 0;
}

The compilation is correct. When debugging the code, I find the Test_node point 
is not empty. However, the ive terrain file is not shown in the whole scene. In 
the whole scene, there is nothing but the blue background. I use cow.osg to 
replace Test.ive for tests. However, I cannot find the cow, either. 
I wonder what is going on with my osgEarth, are there some problems with my 
coordinate setting or something else? Plus, all the osgEarth dll libraries have 
been put in the environmental path. Thank you.


Thank you!

Cheers,
ting

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Re: [osg-users] osgEarth processing problems

2010-08-10 Thread Ulrich Hertlein
Hi,

On 11/08/10 12:25 , ting zhang wrote:
 I write a map.earth file according to the original examples of .earth files in
 osgEarth project. The map.earth file is as follows:
 
 map name=tkm type=projected
 heightfield name=terrain-dem driver=vpb
 url C:\Test.ive /url
 /heightfield
 /map
... 
 
 The compilation is correct. When debugging the code, I find the Test_node 
 point is not
 empty. However, the ive terrain file is not shown in the whole scene. In the 
 whole scene,
 there is nothing but the blue background. I use cow.osg to replace Test.ive 
 for tests.
 However, I cannot find the cow, either.

This is just a wild guess, but is it possible that the 'Test.ive' file isn't 
loaded in the
first place?

Have you tried removing the spaces around the path in the url tag?  It seems 
to be using
it's own XML parsing (*sigh*) so maybe it's failing on those (or rather not 
stripping
leading/trailing spaces from the text node)?

Cheers,
/ulrich
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Re: [osg-users] osgEarth processing problems

2010-08-10 Thread Ulrich Hertlein
On 11/08/10 12:41 , Ulrich Hertlein wrote:
 it's own XML parsing (*sigh*) so maybe it's failing on those (or rather not 
 stripping

Apologies, it's using expat.
/ulrich
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Re: [osg-users] osgEarth processing problems

2010-08-10 Thread Glenn Waldron
Ting,
I'm not sure what a Gaussian projected coordinate system is.. can you
elaborate?

To use the VPB driver, you have to specify several additional options so
that osgEarth knows how to load the model. Look at the docs here:
http://www.osgearth.org/wiki/TileSourcePluginVPB and look at the
vpb_earth_bayarea.earth sample.

I also suggest you set the environment variable OSGEARTH_NOTIFY_LEVEL=INFO
and see if the output gives you any clues.


Glenn Waldron : Pelican Mapping : +1.703.652.4791


On Tue, Aug 10, 2010 at 10:25 PM, ting zhang bee...@sina.com wrote:

 Hi,

 I write a map.earth file according to the original examples of .earth files
 in osgEarth project. The map.earth file is as follows:

 map name=tkm type=projected
heightfield name=terrain-dem driver=vpb
url C:\Test.ive /url
/heightfield
 /map

 where “Test.ive” file is generated by VPB0.9.10 and it’s a terrain file
 using Gaussian projected coordinate system.. Therefore, the type in .earth
 file is projected.
 Then in my win32 console program, I read the map.earth in my project, the
 codes are as follows:

 // header files …
 ……
 int _tmain(int argc, _TCHAR* argv[])
 {
int num =1;
char* path = D:/maps.earth;
osg::ArgumentParser arguments(num,path);
osgViewer::Viewer viewer(arguments);
osg::ref_ptrosg::Node Test_node =
 osgDB::readNodeFile(“D:/maps.earth”);
viewer.setSceneData(Test_node.get());
viewer.realize();
std::coutpathstd::endl;
viewer.run();
return 0;
 }

 The compilation is correct. When debugging the code, I find the Test_node
 point is not empty. However, the ive terrain file is not shown in the whole
 scene. In the whole scene, there is nothing but the blue background. I use
 cow.osg to replace Test.ive for tests. However, I cannot find the cow,
 either.
 I wonder what is going on with my osgEarth, are there some problems with my
 coordinate setting or something else? Plus, all the osgEarth dll libraries
 have been put in the environmental path. Thank you.


 Thank you!

 Cheers,
 ting

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