Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??

2010-09-21 Thread Frank Sullivan
Hi,

Sorry to resurrect an old thread, but I am running into a very similar problem:


 3file INSTALL cannot find
 3
 C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/../../bin/ot11-OpenThreads.dll.


The OP said that they could find this DLL (and others) in the specific 
directory. It seems that the OP's problem was that VS didn't have the right 
permissions to access the destination directory.

My problem is a bit different. I'm running VS2010 as Administrator, but it 
still doesn't work. When I look at the above folder path, all it has are PDBs. 
In my case, that is not the correct path. The correct path is:

 C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/

All of my DLLs, etc., are in that path. They are not in the folder that the 
cmake install step is looking in.

I don't know how to get them to build into the path that the cmake install step 
is looking for them in (aside from manually editing each project file by hand). 
Does anyone have any advice?

Thank you!

Cheers,
Frank[/quote]

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Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread Robert Osfield
HI Juan,

Clamping to 0.0 to 1.0 range is standard for OpenGL texturing.  I
believe this now a new GL extension for a float format that isn't
clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and
other places online for further info.

Robert.

On Mon, Sep 20, 2010 at 6:14 PM, Juan Hernando jherna...@fi.upm.es wrote:
 Dear all,
 I'm writing some GLSL code that needs to access a 1D floating point texture
 as input in a vertex shader. My problem is that I'm getting
 clamped/normalized (not sure which one) values inside GLSL instead of the
 full range values.

 For debug purposes I've setup a dummy texture like this:
  osg::Image *image = new osg::Image;
  float *tmp = new float;
  image-setImage(1, 1, 1, GL_R32F, GL_RED, GL_FLOAT,
                  (unsigned char*)tmp, osg::Image::USE_NEW_DELETE);
  tmp[0] = 2
  osg::Texture1D *texture = new osg::Texture1D();
  texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
  texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
  texture-setImage(image);

 In this case, the following GLSL expression:
  texture1D(the_texture, 0.0).r
 returns 1.

 But if I change the image setup to:
  float *tmp = new float[4];
  image-setImage(1, 1, 1, GL_RGBA32F, GL_RGBA, GL_FLOAT,
                  (unsigned char*)tmp, osg::Image::USE_NEW_DELETE);
 it works fine.

 Looking at the source code from Texture.cpp I've found that
 Texture::computeInternalFormatType() does not deal with GL_R32F, GL_RG32F,
 GL_R32UI, ... they all fall into the default clause of the switch statement
 which assigns _internalFormatType to NORMALIZED. At the same time I've found
 no member function to change that attribute manually.
 Is that an omission or am I doing something wrong in the initialization?
 If that's an omission, is there an easy workaround that doesn't require
 recompiling the library?

 Thanks and best regards,
 Juan
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Re: [osg-users] Running an OpenGL program with mesa instead of the platform's OpenGL driver?

2010-09-21 Thread Rafa Gaitan
Hi J-S,

The only that comes to my mind is change all RPATHS on dependent
libraries. This is a little bit complicated, and maybe a I need to
reinstall OS :S.

Using otool -L you can see all the rpaths associated to a library or
executable in mac.
Using install_name_tool you can change a concrete rpath for a
library or executable.

Some preinstalled frameworks and libraries on macosx have their rpaths
prefixed, so doing this you can point all these libraries to your mesa
libraries.

To avoid a complete mess in your system, maybe you can copy all
frameworks and libraries to a dir, and change all rpaths of all these
libraries and your applications. But this is really tricky.

There are also the env var DYLD_FRAMEWORK_PATH, that could help.

Good luck!
Rafa.


2010/9/20 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
 Hi Jordi,

 Did you try LD_PRELOAD? Something like 'export
 LD_PRELOAD=/usr/lib/mesa/libGL.so'
 May be it can do the trick..

 Seems like the MacOSX version of LD_PRELOAD is DYLD_INSERT_LIBRARIES. So
 having built a recent mesa now, I tried:

 DYLD_INSERT_LIBRARIES=...path/to/libGL.dylib osgversion

 and I get the same message:

 dyld: Symbol not found: _gll_noop
  Referenced from:
 /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
  Expected in: /sw/lib/mesa/libGL.1.dylib
  in /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
 Trace/BPT trap

 I can run with DYLD_PRINT_LIBRARIES=YES and I see each library that's
 loaded. The problem seems to come from the fact that the QuartzCore library
 (and others) depends on other libraries that are in the OpenGL.framework, so
 it loads that all the time, even if I want to use Mesa in its place.

 Seems to me there's too much magic going on behind the scenes for Mesa to be
 usable under MacOS X. Other libraries (including the window system) depend
 on OpenGL and shared libraries are being loaded from other places on the
 system... Unless someone with more knowledge than me in this area could
 help, I'm stuck. :-(

 J-S
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Re: [osg-users] osgParticle effects on a moving object...

2010-09-21 Thread Robert Osfield
Hi Shayne,

There isn't trick that using picking invokes so there is no reason why
you can't do it using others methods.  The osgparticleeffects example
does explain what you have to do differently with moving models - that
is to place the emiter on the moving model, and the particle
system/updater in world coordinates, and configure the effect
accordingly.  Please have a look at what it says about moving models.

Robert.

On Mon, Sep 20, 2010 at 6:07 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I have a need to attach osgParticle effects on a moving object (i.e smoke
 and fire trail from a moving missile). I’ve looked at the
 osgparticleeffects.cpp example in where they attach these effects based off
 a hit node from the pick event to see how I might do this. Unfortunately I
 need to invoke the effects from the moving object’s UpdateCallback event
 rather than from a pick event. I have tried several things to get this to
 work without success.



 As anyone else been able to something similar to what I’m trying to
 accomplish? I would appreciate any suggestions anyone might have on how to
 get this to work…



 Thanks,

 -Shayne

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Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Robert Osfield
Hi Tom,

I haven't heard of assigning an osg::Material as a cause of memory
growth before, and what you are doing sounds like it's something that
has been done with the OSG for over a decade, so my guess is that the
basic should be working just fine.  The three aspects that could be a
cause are a bug in the OpenGL driver, or a problem with the memory
usage tool reporting an problem, something in your own set up of the
material that is causing a leak.

For the later you'd need to be creating a new osg::Material quite
regularily and not using a ref_ptr to manage it, the OSG itself uses
ref_ptr consistently so once you assign it to the scene graph it
should just safely look after itself.

There isn't really a way for me to dig any further into the problem on
your system, try moving to another machine with a different graphics
card/driver/OS to see if that affects the problem you are witnessing.

Robert.

On Mon, Sep 20, 2010 at 10:06 PM, Tom Pearce tmpea...@gmail.com wrote:
 Hi OSGers,

 I'm using setAttribute(osg::Material* mat) on a matrix transform to control 
 the color of an object (just a simple sphere for now, nothing fancy).  Just 
 using task manager in windows to watch process memory usage, I noticed that 
 upon adding an object to the scene, the memory usage would start to creep 
 upward.  Thinking this was a leak of some kind in my application I looked 
 into it further and found that the creep (~20kB/sec) was dependent on calling 
 getOrCreateStateSet()-setAttribute(Material) for the first time - If I never 
 set a material, the memory usage stays constant.  When I wait for a key press 
 and then set the material, the creep starts right away.  If I remove the 
 node, the usage stops increasing but does not decrease.  Finally, if I just 
 let it run, after a while (~500kB worth) the memory usage plateaus and is 
 steady.

 I'm wondering if this something I should be worried about or not moving 
 forward, or if that just happens and it isn't really an issue... either way I 
 wouldn't mind knowing what's going on.

 Thank you!

 Tom

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Re: [osg-users] file name case changes

2010-09-21 Thread Robert Osfield
Hi Don,

This sounds like a TortoiseSVN bug, as include/osgViewer/api/X11 is
definitely upper case and has always been.  Try removing the directory
and checking it out again, perhaps it will solve the problem.

Robert.

On Mon, Sep 20, 2010 at 10:54 PM, Don Leich d...@ilight.com wrote:
 Hi all,

 Now that I'm back after a short vacation I fully intend to see if the
 BIND_PER_PRIMITIVE bug is in the SVN trunk.  As a sporatic user of SVN
 I find that each time I try to use it is a challenge.  I've now come across
 something odd that may well be a quirk of TortoiseSVN or might
 be an indication on something funky with the SVN code base.  I found
 that I had to change the case of several OSG files before I could
 build.

 The first indication was this error generating the cmake configuration...

  CMake Error in src/osg/CMakeLists.txt:
   Cannot find source file GL.  Tried extensions .c .C .c++ .cc .cpp .cxx
 .m
   .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

 After some trial and error I found that I could build if I changed
 these files and the directory x11 to upper-case:

  src/include/gl
  src/include/glu
  src/include/lod
  src/osg/lod.cpp
  src/include/osgViewer/api/x11
  src/osgPlugins/ive/lod.cpp
  src/osgPlugins/ive/lod.h
  src/osgPlugins/bsp/bitset.cpp
  src/osgPlugins/bsp/bitset.h

 -Don Leich


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Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread Juan Hernando

Hi Werner and Robert

Thanks for the answers.


Clamping to 0.0 to 1.0 range is standard for OpenGL texturing.  I
believe this now a new GL extension for a float format that isn't
clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and
other places online for further info.

In ARB_texture_float
(http://www.opengl.org/registry/specs/ARB/texture_float.txt) the 
overview says:

Floating-point components are clamped to the limits of the range
 representable by their format.
And issue 7:
Are floating-point values clamped for the fixed-function GL?
 [...] For the programmable pipelines, no clamping occurs.
If it has been changed, I understand from the revision log that 
user-controlled clamping was added in 2004, but only for fragment 
operations (which I don't care because I'm reading the texture, not 
writing to it). The only transformation should be for fixed point 
formats (like the typical GL_RGBA, not integer texture formats) that are 
normalized to [0..1].


As I understand, the current osg::Texture class is already aware of the 
differences between fixed point, integer and float formats. However, I 
have found neither code inside Texture.cpp nor specific wording in the 
spec for user control of color component clamping/normalization during 
texturing. It seems that there isn't such a thing and the GL 
implementation just chooses the correct behaviour depending on the 
texture format.


GL_R32F comes from ARB_texture_rg for GL 2.1 and it's in GL 3.0 core.
I've used these and GL_RG32F formats before as target formats for FBOs, 
and by default the results are written and read by the shaders without 
clamping as expected.
My best guess is that the driver is clamping GL_R32F when glTexImage1D 
is called, hence I'd dare to say it's a driver bug. That osg::Texture 
doesn't compute the correct InternalFormatType for these relatively new 
formats is inconsistent but should be harmless.
By the way, I'm using the NVIDIA linux driver version 256.44 with a 2.0 
context in case someone is curious enough to try other setups.


Nevertheless, I've realized my problem is easily solved using 
GL_LUMINANCE32F_ARB instead of the more bizarre GL_R32F.


Regards,
Juan



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Re: [osg-users] Graphics Context Question

2010-09-21 Thread Robert Osfield
Hi Paul,

All OpenGL calss have to be done from a thread with valid graphics
context, and some GLX calls have the same restriction.  When the
osgViewer runs multi-threaded each GraphicsContext/GraphicsWindow has
it's own GraphicsThread, so any GL/specific GLX calls you need to do
will need to be done in this thread.  Attaching a pre/initial or
post/final draw callback on the viewer's camera will enable you to do
your calls.

In your case you are wanting to do calls between update and cull,
which is a bit awkward as osgViewer is set up so that cull is not
intended to require a valid graphic context.  The only times when cull
does have a valid graphics context is when you use
CullDrawThreadPerContext or SingleThreaded threading models.  In these
cases you could use a custom osgViewer::Renderer assigned to the
active cameras (be it master or slave), in this custom Renderer you
could override the cull/cull_draw method.

What you are doing is rather on the bleeding edge though, it's not
something I've experimented with myself so it may well be awkward to
implement, if it is too problematic then this suggests that osgViewer
needs to be refactored a little to make it possible to do what you are
after.   Perhaps even integrating sync support directly into osgViewer
might be the right thing to do.

Robert.

On Tue, Sep 21, 2010 at 2:20 AM,  paul1...@yahoo.com wrote:
 I need to call glXWaitVideoSyncSGI() between the update and cull traversals. 
 As
 I understand it, this needs to be called with a valid graphics context so I do
 viewer.getCamera()-getGraphicsContext()-makeCurrent() and then call
 glXWaitVideoSyncSGI() and then call the viewer.renderingTraversals(). However,
 the glXWaitVideoSyncSGI call is only working when I use a SingleThreading 
 model.
 Otherwise, glXWaitVideoSyncSGI is returning with an error about a Bad Context.
 What am I doing wrong?

 Paul P.




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[osg-users] [osgPlugins] Missing plugins

2010-09-21 Thread Daryl Lee
Hi,

I've got osgViewer running, but when I try osgviewer --image osg256.png (pg. 
8 of the Quick Start Guide) I get an error, failing to load the PNG viewer 
plugin.  I looked at the plugins folder and can't find anything with png in 
the name.  I opened CMake-gui and inspected the configuration output and see 
these three lines:

Could NOT find JPEG  (missing:  JPEG_LIBRARY JPEG_INCLUDE_DIR)
Could NOT find PNG  (missing:  PNG_LIBRARY PNG_PNG_INCLUDE_DIR)
Could NOT find TIFF  (missing:  TIFF_LIBRARY TIFF_INCLUDE_DIR)

So I dutifully added the six missing values, pointing them to what I think 
might be correct folders and paths, and click Configure.  The six new entries 
that I made disappear and the three lines of output are still there.  So what 
do I need to do to get plugins for those filetypes?

I'm doing all this on a MinGW/MSYS system.  I haven't tried it yet on my MacOSX 
system.

Cheers,
Daryl

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[osg-users] Adding ShadowedScene as a child ?

2010-09-21 Thread Saravanan Sivaprahasam
Hi,

   I'm using osgShadow::ShadowedScene to render shadows using shadowmap. The 
shadows are rendered correctly. As my scene graph gets complex i want to add 
the ShadowedScene as a child to another node as shown below 


Code:

ref_ptrGroup scene (new Group);

//Main light source 
Vec3 lightPosition(0,0,3); 
LightSource* ls = new LightSource;
ls-getLight()-setPosition(Vec4(lightPosition,1));
ls-getLight()-setAmbient(Vec4(0.2,0.2,0.2,1.0));
ls-getLight()-setDiffuse(Vec4(0.6,0.6,0.6,1.0));

//Shadow stuff!!!   
ref_ptrosgShadow::ShadowedScene shadowedScene = new 
osgShadow::ShadowedScene;
ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap;
shadowedScene-setShadowTechnique(sm.get());
sm-setTextureSize(osg::Vec2s(2048, 2048));
sm-setTextureUnit(1);
sm-setLight(ls);

// Shadowed scene added as a child to scene
scene-addChild(shadowedScene.get());

// Set scene data
viewer.setSceneData(scene.get());





As shown above if i add the shadowedScene to scene and set the scene data to 
scene, the shadows are not getting rendered. If i set the sceneData to 
shadowedScene the shadows are rendered correctly. But the scene graph has some 
other elements such as ODE physics, shaders applied to some nodes etc., are 
getting disabled if i set sceneData to shadowedScene.

   Please provide some suggestions on how to get the shadow effect by by adding 
the shadowedScene as a child


Thank you!

Cheers,
Saravanan

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Re: [osg-users] Adding ShadowedScene as a child ?

2010-09-21 Thread Ulrich Hertlein
Hi Saravanan,

On 21/09/10 20:04 , Saravanan Sivaprahasam wrote:
 I'm using osgShadow::ShadowedScene to render shadows using shadowmap. The 
 shadows are
 rendered correctly. As my scene graph gets complex i want to add the 
 ShadowedScene as a
 child to another node as shown below
... 
 As shown above if i add the shadowedScene to scene and set the scene data to 
 scene, the
 shadows are not getting rendered. If i set the sceneData to shadowedScene the 
 shadows
 are rendered correctly. But the scene graph has some other elements such as 
 ODE
 physics, shaders applied to some nodes etc., are getting disabled if i set 
 sceneData to
 shadowedScene.

Are you setting your shadow casting/receiving objects to be children of the 
ShadowedScene
node?  Apart from that it shouldn't matter if the ShadowedScene is set as scene 
data
directly or through one or more intermediate children.  (Which can be useful if 
you want
to have objects that are not affected by shadows, such as skydomes, HUDs, etc).

Cheers,
/ulrich
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Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-21 Thread Robert Osfield
Hi Don,

On Tue, Sep 21, 2010 at 12:13 AM, Don Leich d...@ilight.com wrote:
 I confirmed that the bug persists in today's SVN trunk.  In the example
 already supplied the overall color is not applied when normals are
 given as BIND_PER_PRIMITIVE.

I've just tested svn/trunk and 2.9.3 and can confirm that there is
different behaviour.

I've also isolated the two geometries that use BIND_PER_PRIMITIVE and
they just use this binding for normals, but have no colour array
assigned at all.  So... they will be inheriting their colour from
other geometries in a completely undefined way.

This to me doesn't look like a bug at all, but an issue with a
under-defined scene graph, and just by luck it's worked before.
Please assign colours to all the geometries that need it and then
re-test.

Robert.
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[osg-users] depthbuffer question

2010-09-21 Thread Peter Wraae Marino
Hi osgUsers,

I've been trying to read some values from the DepthBuffer and I don't seem
to get what I would expect. Here is a cut down version of my code (should be
able to run):

class CTestDrawCallback : public osg::Camera::DrawCallback
{
public:
void operator()( const osg::Camera cam ) const
{
osg::Image* pTest = new osg::Image;
pTest-readPixels( 256,256,1,1, GL_DEPTH_COMPONENT, GL_FLOAT );
float f = (*(float*)pTest-data());

osg::notify(osg::ALWAYS) 
f =   f 
std::endl;
}
};

osg::Node* CreateScene()
{
osg::Group* pGroup = new osg::Group;

osg::Geode* pGeode = new osg::Geode();
pGeode-addDrawable( new osg::ShapeDrawable( new
osg::Box(osg::Vec3(0.0f,0.0f,0.0f),2.0f) ) );
pGroup-addChild( pGeode );

return pGroup;
}

int _tmain(int argc, _TCHAR* argv[])
{
osg::ref_ptrosgViewer::Viewer rViewer;

// construct the viewer
rViewer = new osgViewer::Viewer;

// make the viewer create a 512x512 window and position it at 32, 32
rViewer-setUpViewInWindow( 32, 32, 512, 512 );

// set the scene-graph data the viewer will render
rViewer-setSceneData( CreateScene() );

rViewer-getCamera()-setPostDrawCallback( new CTestDrawCallback );

// execute main loop
return rViewer-run();
}


I get a value of 0.0642448 and this is not what I expect.
I would expect that the near and far plane are automatically computed to fit
the box, which should mean the near plane is collinear with front of the
box.. which should result with a value of 0

can someone explain to me what I'm doing wrong?

regards,
Peter Wraae Marino

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[osg-users] OpenSceneGaph 2.9.9 dev release tagged :-)

2010-09-21 Thread Robert Osfield
Hi All,

I have now tagged the 2.9.9 release.

   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

From a quick scan of the ChangeLog since 2.9.8 I've noted the highest
profile changes, but I might have missed a few...  full changes as
usual will be ChangeLog:

* OpenSceneGraph-2.9.9, released on 21st September June 2010, key
deliverables in this dev release are:
  o New osgText::TexNode that enables far more flexible text
management, and includes support for user definable bevels in 3D Text.
  o New support for crease angles in osgUtil::SmoothingVisitor.
  o osgText::Text and Text3D visual quality improvements.
  o osgText::Font and Font3D have been combined into single Font class.
  o New order independent transparency example, osgiot.
  o New pov plugin for exporting a scene to POV-Ray format,
enabling use of POV-Ray to do photo-realistic ray tracing
  o Revamp of osgParticle added support for shader based
particle effects.
  o Initial steps towards shader composition with introduction
of ShaderComposer and ShaderComponent classes.
  o Improvements to support of a wider range OpenGL ES platforms.
  o Improvements to osgQt::!QGraphicsViewAdapter.
  o Improvements to Cocoa support in osgViewer.
  o Improvements to ffmpeg plugin.
  o Improvements to fbx plugin.
  o Fix to TerraPage(txp) plugin's handling of !PageLOD child
expiry, and a memory leak fix.
  o Many general bug fixes and minor feature
improvements/optimizations.

source package : OpenSceneGraph-2.9.9.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.9
OpenSceneGraph

Thanks for your help in writing code, testing and fixes for 2.9.9.

Robert.
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[osg-users] Problems with view-computeIntersections(x, y, intersections)

2010-09-21 Thread Werner Modenbach
Hi all,

after reading the osgpick example picking seemed to be really easy.

Unfortunately in my application it doesn't work as expected.
I exactly coppied the example code.

osgUtil::LineSegmentIntersector::Intersections intersections;
if (view-computeIntersections(_x, _y, intersections)) {
   osgUtil::LineSegmentIntersector::Intersections::iterator hitr =
   intersections.begin();
   for(; hitr != intersections.end(); ++hitr) {
 if (!hitr-nodePath.empty()  
 !(hitr-nodePath.back()getName().empty())) {
. do something here

Some times the detected node is correct,
sometimes nothing is detected
and sometimes objects on a completely different place are listed

Any hints what I'm doing wrong? Actually there is not much that can be wrong 
...

Thanks for any help
Werner
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Re: [osg-users] depthbuffer question

2010-09-21 Thread Ulrich Hertlein
Hi Peter,

On 21/09/10 21:52 , Peter Wraae Marino wrote:
 I've been trying to read some values from the DepthBuffer and I don't seem to 
 get what I
 would expect. Here is a cut down version of my code (should be able to run):
... 
 I get a value of 0.0642448 and this is not what I expect.
 I would expect that the near and far plane are automatically computed to fit 
 the box,
 which should mean the near plane is collinear with front of the box.. which 
 should result
 with a value of 0
 
 can someone explain to me what I'm doing wrong?

The auto-computed near/far planes would fit the bounding sphere around the box, 
which is
larger than the box itself.  Would that fit?  Maybe you're assumptions are off?

Cheers,
/ulrich

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Re: [osg-users] depthbuffer question

2010-09-21 Thread Peter Wraae Marino
Hi Ulrich,

on an earlier test of the near and far plane we saw a difference of the far
and near plane values to be the size of the box.. so I assumed that the near
and far is computed to fit the objects in the scene.

or is this wrong?

Peter

On Tue, Sep 21, 2010 at 2:12 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi Peter,

 On 21/09/10 21:52 , Peter Wraae Marino wrote:
  I've been trying to read some values from the DepthBuffer and I don't
 seem to get what I
  would expect. Here is a cut down version of my code (should be able to
 run):
 ...
  I get a value of 0.0642448 and this is not what I expect.
  I would expect that the near and far plane are automatically computed to
 fit the box,
  which should mean the near plane is collinear with front of the box..
 which should result
  with a value of 0
 
  can someone explain to me what I'm doing wrong?

 The auto-computed near/far planes would fit the bounding sphere around the
 box, which is
 larger than the box itself.  Would that fit?  Maybe you're assumptions are
 off?

 Cheers,
 /ulrich

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Re: [osg-users] OpenSceneGaph 2.9.9 dev release tagged :-)

2010-09-21 Thread Torben Dannhauer
Hi Robert,

thanks for 2.9.91

Im out of office for a week now, but I'll test it afterwards.

Thank you!

Cheers,
Torben

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Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread J.P. Delport

Hi,

we're using unclamped textures just fine. Also have a look at the 
difference between glFragColor and glFragData.


cheers
jp

On 21/09/10 11:01, Juan Hernando wrote:

Hi Werner and Robert

Thanks for the answers.


Clamping to 0.0 to 1.0 range is standard for OpenGL texturing. I
believe this now a new GL extension for a float format that isn't
clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and
other places online for further info.

In ARB_texture_float
(http://www.opengl.org/registry/specs/ARB/texture_float.txt) the
overview says:
Floating-point components are clamped to the limits of the range
representable by their format.
And issue 7:
Are floating-point values clamped for the fixed-function GL?
[...] For the programmable pipelines, no clamping occurs.
If it has been changed, I understand from the revision log that
user-controlled clamping was added in 2004, but only for fragment
operations (which I don't care because I'm reading the texture, not
writing to it). The only transformation should be for fixed point
formats (like the typical GL_RGBA, not integer texture formats) that are
normalized to [0..1].

As I understand, the current osg::Texture class is already aware of the
differences between fixed point, integer and float formats. However, I
have found neither code inside Texture.cpp nor specific wording in the
spec for user control of color component clamping/normalization during
texturing. It seems that there isn't such a thing and the GL
implementation just chooses the correct behaviour depending on the
texture format.

GL_R32F comes from ARB_texture_rg for GL 2.1 and it's in GL 3.0 core.
I've used these and GL_RG32F formats before as target formats for FBOs,
and by default the results are written and read by the shaders without
clamping as expected.
My best guess is that the driver is clamping GL_R32F when glTexImage1D
is called, hence I'd dare to say it's a driver bug. That osg::Texture
doesn't compute the correct InternalFormatType for these relatively new
formats is inconsistent but should be harmless.
By the way, I'm using the NVIDIA linux driver version 256.44 with a 2.0
context in case someone is curious enough to try other setups.

Nevertheless, I've realized my problem is easily solved using
GL_LUMINANCE32F_ARB instead of the more bizarre GL_R32F.

Regards,
Juan



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[osg-users] shadows and custom shaders

2010-09-21 Thread Michael Irby II
Hi,

So I have been experimenting with shadows in OSG using the ShadowMap shadow 
technique. With the default OSG implementation and every custom shader in my 
scene graph disabled the shadows work correctly. Once I turn my shaders on they 
stop working. This is understandable as he OSG shadow shader will be 
overridden. I then reimplemented the shadow projection code in my pixel 
shaders, but then still no shadows. I am not too familiar with the OpenGL 
fixed-function shadow pipeline. If you do not provide a vertex shader does 
OpenGL generate the proper texture coordinates by default. I saw that OSG was 
creating a TexGen attribute and applying that after shadow map creation. If I 
am implementing custom vertex shaders should I be overriding the ShadowMap and 
not allowing that TexGen to be created and then generate the proper texture 
coordinates in my vertex shader? At this point I think all that is missing is 
the proper texture coordinates for shadows to be working for me. Any help woul
 d be appreciated. Thanks in advance!

Cheers,
Michael

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Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread Juan Hernando

Hi J.P.,
we're using unclamped textures just fine. Also have a look at the 
difference between glFragColor and glFragData.
I think you misunderstood the actual problem. The texture is not written 
by a fragment shader. I'm filling the texture from the client side and 
it is inside the vertex shader where clamped values are returned by the 
texture sampler. And this happens for GL_R32F but not for GL_RGBA32F or 
GL_LUMINANCE32F.


Anyways, as I stated in my previous mail I'll just use GL_LUMINANCE32F 
instead of GL_32F.


Thanks and cheers,
Juan
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Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Jean-Sébastien Guay

Hello Michael,


If I am implementing custom vertex shaders should I be overriding the ShadowMap 
and not allowing that TexGen to be created and then generate the proper texture 
coordinates in my vertex shader? At this point I think all that is missing is 
the proper texture coordinates for shadows to be working for me.


Your intuition is correct, but you just need to calculate the shadow 
texture coordinates for the shadow texture unit. No need to disable the 
osg::TexGen because since it's fixed-function state, it will just be 
ignored when using a vertex shader.


As has been said before, once you start using shaders for a given stage 
you need to do everything the fixed pipeline would have done for you in 
your shader for that stage yourself (at least, what you need). That 
includes fog, texgen, etc.


J-S
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Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??

2010-09-21 Thread Jean-Sébastien Guay

Hi Frank,


My problem is a bit different. I'm running VS2010 as Administrator, but it 
still doesn't work. When I look at the above folder path, all it has are PDBs. 
In my case, that is not the correct path. The correct path is:

  C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/

All of my DLLs, etc., are in that path. They are not in the folder that the 
cmake install step is looking in.

I don't know how to get them to build into the path that the cmake install step 
is looking for them in (aside from manually editing each project file by hand). 
Does anyone have any advice?


IIRC, this was caused by a bug in CMake when generating VS2010 projects. 
People on the list found two possible solutions:


1. Upgrade to a more recent version of CMake, I think the bug is 
resolved now.


2. Generate for VS2008 instead of VS2010.

Hope this helps,

J-S
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[osg-users] Application Verifier failure (on Windows) with getSampleOpenGLContext(...)

2010-09-21 Thread Jesper D. Thomsen
Hi all, I've just updated our OSG usage from 2.6.1 to 2.8.3 in the hopes of 
getting application verifier to accept our OSG usage. We previously had a 
problem with Application Verifier and OpenThreads in 2.6.1 but this has been 
fixed in 2.8.3, but we now experience a new problem.
Luckily it seems to happen with all OSG examples and not just our own 
application.

The setup:
I'm using Application Verifier (which we need our application to pass) on 
Windows Vista 64 SP2, Dell M6500 workstation with Quadro FX2700M graphics and 
driver revision 258.96. OSG has been built from source with Visual studio 2005 
SP1.
I'm testing osgviewerd.exe with Application Verifier default basic settings.

Observed problem:
Application Verifier breaks into the debugger during the call of 
CreateGraphicsContext() with last function call in OSG being
int pixelFormatIndex = ::ChoosePixelFormat(hdc, pixelFormat);
in osgViewer::Win32WindowingSystem::getSampleOpenGLContext().

All the OSG applications I have tested with Application Verifier breaks in 
ChoosePixelFormat, but I don't know if this could be an OSG problem, a hdc 
usage problem or an Nvidia driver problem.
I have also tried Application Verifier with osgviewerd.exe in OSG 2.9.8 with 
the same behavior.

The complete callstack for the breakpoint is:

 ntdll.dll!773a0004()
 [Frames below may be incorrect and/or missing, no 
symbols loaded for ntdll.dll]
ntdll.dll!77407c5c()
 
vfbasics.dll!AVrfpVectoredExceptionHandler(_EXCEPTION_POINTERS * 
ExceptionPointers=0x00dad994)  Line 460
ntdll.dll!773ea4df()
 ntdll.dll!773d4461()
 ntdll.dll!773d4505()
 ntdll.dll!773ae49f()
 nvoglv32.dll!69d786c1()
 nvoglv32.dll!69d786c1()
 ntdll.dll!773ba957()
 ntdll.dll!773baaad()
 ntdll.dll!774319fe()
 osgviewerd.exe!mainCRTStartup()  Line 414  
 C
ntdll.dll!7741c1da()
 ntdll.dll!7741c20b()
 ntdll.dll!7741c20b()
 ntdll.dll!7741c449()
 vfbasics.dll!AVrfLogInTracker(_AVRF_TRACKER * 
Tracker=0x, unsigned short EntryType=1, void * EntryParam1=0x04ba6d40, 
void * EntryParam2=0x0080, void * EntryParam3=0x04ba, void * 
EntryParam4=0x6935bd2e, void * ReturnAddress=0x69351556)  Line 300 + 0x10 bytes
vfbasics.dll!AVrfpRtlAllocateHeap(void * 
Heap=0x69351137, unsigned long Flags=1765138528, unsigned long Size=769)  Line 
256
00dadf98()
vfbasics.dll!AVrfpTlsGetValue(unsigned long 
dwTlsIndex=4294967295)  Line 426
nvoglv32.dll!69b2561d()
 nvoglv32.dll!69b2a5e0()
 nvoglv32.dll!69d42336()
 verifier.dll!6bd559c9()
 
vrfcore.dll!VfCoreStandardDllEntryPointRoutine(void * DllHandle=0x6950, 
unsigned long Reason=1, _CONTEXT * Context=0x)  Line 558 + 0xc bytes
vfbasics.dll!AVrfpStandardDllEntryPointRoutine(void 
* DllHandle=0x6950, unsigned long Reason=1, _CONTEXT * Context=0x)  
Line 787 + 0xa bytes
ntdll.dll!773d919c()
 ntdll.dll!773c48e7()
 ntdll.dll!773ef7eb()
 ntdll.dll!773c446d()
 ntdll.dll!773c3f00()
 ntdll.dll!773c48c6()
 ntdll.dll!773c4553()
 ntdll.dll!773c436d()
 ntdll.dll!773c24be()
 ntdll.dll!773c2757()
 ntdll.dll!773c27be()
 ntdll.dll!773baeca()
 vfbasics.dll!AVrfpLeakLogResource(void * 
Resource=0x7741c449, _RESOURCE_RECORD_TYPE ResourceType=37459248, void * 
ReturnAddress=0x0023, void * Context=0x00db)  Line 1316 + 0xd bytes
ntdll.dll!7741c20b()
 vfbasics.dll!AVrfLogInTracker(_AVRF_TRACKER * 
Tracker=0x, unsigned short EntryType=3, void * EntryParam1=0x00194ac8, 
void * EntryParam2=0x092e, void * EntryParam3=0x0014, void * 
EntryParam4=0x1018, void * ReturnAddress=0x69351668)  Line 300 + 0x10 bytes
vfbasics.dll!AVrfpRtlFreeHeap(void * 
Heap=0x0014, unsigned long Flags=0, void * Address=0x00194ac8)  Line 354
kernel32.dll!75634132()
 

Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Tom Pearce
Hi Robert,

I agree with your assessment of possible places to look.  This occurs even with 
creating a single new Material, and I always use ref_ptrs, so that isn't the 
source of it.  I'll look into drivers etc. and post anything I find here in 
case others come across the same issue.

Anybody out there have suggestions of a Windows process memory usage tracker 
that would be good to use?

Cheers,
Tom

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Re: [osg-users] [build] Postbuild error with ot11-OpenThreads??

2010-09-21 Thread Frank Sullivan
Oh yes, that would explain it. I'll try using VS2008 when I get home (I just 
downloaded CMake yesterday so I think I have the latest version, but I'll 
double check that as well).

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Re: [osg-users] GL_R32F (and others) float textures are being normalized

2010-09-21 Thread J.P. Delport

Hi,

On 21/09/10 15:41, Juan Hernando wrote:

Hi J.P.,

we're using unclamped textures just fine. Also have a look at the
difference between glFragColor and glFragData.

I think you misunderstood the actual problem. The texture is not written
by a fragment shader. I'm filling the texture from the client side and
it is inside the vertex shader where clamped values are returned by the
texture sampler. And this happens for GL_R32F but not for GL_RGBA32F or
GL_LUMINANCE32F.

ah, OK. Sorry for the noise.

jp



Anyways, as I stated in my previous mail I'll just use GL_LUMINANCE32F
instead of GL_32F.

Thanks and cheers,
Juan
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Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Michael Irby II
Hi J-S,

Thanks for the swift reply, good to know I was on the correct path.

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Re: [osg-users] StateSet setAttribute(Material) question

2010-09-21 Thread Jean-Sébastien Guay

Hi Tom,


Anybody out there have suggestions of a Windows process memory usage tracker 
that would be good to use?


Try Process Explorer. In the process list, right-click on your app and 
select Properties, and you'll be able to see detailed CPU and memory 
usage graphs and stats specific to that process (so it isn't drowned in 
info from all processes on your machine).


J-S
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Re: [osg-users] shadows and custom shaders

2010-09-21 Thread Werner Modenbach
Hi Michael,

You are right. There can only be one shader program loaded which has to do all 
the work.
If you overload the default shader from osgShadow, it has to do that work 
together with your new stuff.

In my case I just created my own class Cl_SoftShadowMap, derived from 
osgSoftShadowmap. I reimplemented two methods:

// If our shader needs additional uniforms, they may be set here
void Cl_SoftShadowMap::createUniforms() {
_uniformList.clear();
SoftShadowMap::createUniforms();

// This Variable will be set by any node using textures
_uniformList.push_back(new osg::Uniform(USE_TEXTURE_UNIFORM, false));

// Shadow creation can be switched on an off (we still need our shaders)
useShadowUniform = new osg::Uniform(USE_SHADOW_MAP_UNIFORM, useShadow);
_uniformList.push_back(useShadowUniform.get());

// Toggle between soft and hard shadows
useSoftShadowUniform = new osg::Uniform(USE_SOFT_SHADOW_UNIFORM, 
useSoftShadow);
_uniformList.push_back(useSoftShadowUniform.get());

// Uniforms used for bump mapping
_uniformList.push_back(new osg::Uniform(USE_BUMP_MAP_UNIFORM, false));
_uniformList.push_back(new osg::Uniform(bumpMap, BUMP_TEXTURE_UNIT));
}

// We create our own shaders
void Cl_SoftShadowMap::createShaders(bool _enableShadow, 
 bool _enableBumpMapping, 
 bool _enableDisplacementMapping) {
if( _shaderList.empty() ) {
osg::ref_ptrosg::Shader vertexShader;
vertexShader = Cl_ShaderGen::getShader(osg::Shader::VERTEX,
   _enableShadow,
   _enableBumpMapping, 
   _enableDisplacementMapping);
_shaderList.push_back(vertexShader);
osg::ref_ptrosg::Shader fragmentShader;
fragmentShader = Cl_ShaderGen::getShader(osg::Shader::FRAGMENT, 
   _enableShadow,
   _enableBumpMapping,
   _enableDisplacementMapping);
_shaderList.push_back(fragmentShader);
}
}

By this way your own shaders get loaded an you can create any uniform youneed.
You can use it by calling shadowScene-setShadowTechnique(...);

I hope this helps.

- Werner -


On Tuesday 21 September 2010 15:25:23 Michael Irby II wrote:
 Hi,
 
 So I have been experimenting with shadows in OSG using the ShadowMap shadow
 technique. With the default OSG implementation and every custom shader in
 my scene graph disabled the shadows work correctly. Once I turn my shaders
 on they stop working. This is understandable as he OSG shadow shader will
 be overridden. I then reimplemented the shadow projection code in my pixel
 shaders, but then still no shadows. I am not too familiar with the OpenGL
 fixed-function shadow pipeline. If you do not provide a vertex shader does
 OpenGL generate the proper texture coordinates by default. I saw that OSG
 was creating a TexGen attribute and applying that after shadow map
 creation. If I am implementing custom vertex shaders should I be
 overriding the ShadowMap and not allowing that TexGen to be created and
 then generate the proper texture coordinates in my vertex shader? At this
 point I think all that is missing is the proper texture coordinates for
 shadows to be working for me. Any help woul d be appreciated. Thanks in
 advance!
 
 Cheers,
 Michael
 
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Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-21 Thread Gianni Ambrosio
Hi all,
after several tests it seems the osgdb_ived.dll contained in the 
openscenegraph-all-2.8.3-win32-x86-vc80sp1-Debug.zip archive is not working. I 
recompiled it starting from the OpenSceneGraph-2.8.3.zip archive and using 
cmake to generate the VS2005 solution and it seems working fine.

Regards
Gianni

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Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-21 Thread Gianni Ambrosio
One more strange behaviour ...
Running the exe from VS it works fine and the ive file is loaded correctly. In 
addition I added the OSG bin dir to the PATH env var before starting VS.

On the other hand if I run my app from the windows command prompt I see the 
message:

Warning: Could not find plugin to read objects from file afvg.ive.

I can't understand that since I put the required osg dll, including the 
ive.dll, in the same dir of the exe file and moreover I added that dir to the 
PATH env. variable. What else should I do to make my app find the ive plugin 
dll?

Regards
Gianni

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Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3

2010-09-21 Thread Jean-Sébastien Guay

Hi Gianni,


I can't understand that since I put the required osg dll, including the 
ive.dll, in the same dir of the exe file and moreover I added that dir to the 
PATH env. variable. What else should I do to make my app find the ive plugin 
dll?


set OSG_NOTIFY_LEVEL=DEBUG

and then run your app. You will see lots of debugging messages, and OSG 
will tell you where it looked for the ive plugin...


In general, either putting the plugin in your app's directory or a 
directory in the PATH is enough. But make sure if you're running the app 
in debug, that the debug plugin is in the right place...


Hope this helps,

J-S
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[osg-users] OSX Install Locations

2010-09-21 Thread Sean Spicer
Hi All,

I'm wondering if someone can help me out with an OSX Install Question:

(1) Working from the OSG Trunk, I build the OpenSceneGraph using frameworks.
 I have the CMAKE install directory set to ~/work/OpenSceneGraph-trunk-inst
Everything builds cleanly and installs into the specified install directory.

(2) I copy the contents of ~/work/OpenSceneGraph-trunk-inst/lib (e.g. all
the frameworks + osgPlugins-2.9.9) to /Library/Frameworks

(3) I
run ~/work/OpenSceneGraph-trunk-inst/share/OpenSceneGraph/bin/osglogo.app
 Runs fine, but doesn't seem to use the freetype plugin.

I looked at the plugins dir, and I find that all the plugins have a .so
extension, I presume this doesn't matter.  Within the osgPlugins-2.9.9
directory there exists the file: osgdb_freetyperd.so

I've also tried putting the plugins in the directory:

/Library/ApplicationSupport/OpenSceneGraph/Plugins/osgdb_freetype.so

No luck there either.

Thoughts?

sean
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Aqumin (www.aqumin.com)
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[osg-users] examples_osgviewerCocoa build error on OS X

2010-09-21 Thread Eduardo Poyart
Hello,

When building OpenSceneGraph on OS X 10.6.4 and creating application
bundles, I have the following error on examples_osgviewerCocoa. It happened
on OSG 2.9.8 and it's still happening on 2.9.9.

This only happens when I set cmake to build application bundles, and only
on examples_osgviewerCocoa. A Copy Files step is set up with a path of ../.,
which Xcode doesn't like.

I think recreating the examples_osgviewerCocoa target should fix it for me,
but there must be a way to fix it in the cmake configuration files... or is
no one else getting this?

Thanks
Eduardo

--

PBXCp
/Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist
examples/osgviewerCocoa/Info.plist

cd /Users/epoyart/OpenSceneGraph-2.9.9

/Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp
-exclude .DS_Store -exclude CVS -exclude .svn -strip-debug-symbols
-resolve-src-symlinks
/Users/epoyart/OpenSceneGraph-2.9.9/examples/osgviewerCocoa/Info.plist
/Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/../.

pbxcp: error: open():
/Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist
[/SourceCache/pbx_tools/pbx_tools-1706/pbxcp/file_utils.m:420]: No such file
or directory

Command
/Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp
failed with exit code 1

-
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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-09-21 Thread Samuel Grant
Hi,

STILL having issues with this. I can get OSG w/Collada to compile under MingGW 
under MSYS with no issues.

However, I still get the mangled names when trying to compile my app under QT 
w/MinGW...

Any thoughts on fixing this? I have tried compiling OSG  Collada as Release 
and Debug, but still have issues.


Thank you!

Cheers,
Samuel

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[osg-users] Manage single window, single view and multi cameras scene.

2010-09-21 Thread BARRAL Adrien
Hi,
I am writting an application wich need to use differents view to show the scene.
Operator cas switch from one view to another typing a keyboard key...

For example we start in top view, and when the operator press the c key, 
whe change to subjective (first person) view.

I saw 3 differents approach, I can't make work any of them (for now), and I 
would like to understant difference between these approach, and wich approach I 
must focus on.

1. Use The osgProducer libraries. It seems to be an add on to OSG... If I well 
understand, I must downlad, compile and install the libProducer, and then 
download compile and install the osgProducer plugin... For now I can't compile 
libProducer due to some errors, but with some hours of work, i Will be able to 
compile and install it. But can I do what I want without using Producer ?

2. Use two CameraView objects and the osgWidget::CameraSwitchHandler. 

3. Create two Camera Objetct's, the first one is attached somewhere on the top 
of my vehicle for the top view, and the other one is attached on the driver 
seat for the subjective view. To switch from one camera to the other, I suppose 
that using the method Viewer::setCamera will be correct.


What is the best method ?
Had I forgetten to speek about the best method ?
Does one of these 3 methods is wrong ?


Thank you very much!

Cheers,
BARRAL

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[osg-users] CompositeViewer issues

2010-09-21 Thread Brad Huber
Hello,

 

I recently converted our osg based application over to use Composite Viewer
because we need multiple Views on the same scene graph.  I'm running in to a
little snag which appears to be a bug in CompositeViewer.

 

Simple way of explaining the manifestation of the issue is that I have two
Windows and two Views (one view per window) and they both have event
handlers attached to the views which react to the
osgGA::GUIEventAdapter::RESIZE event.  Resizing works hunky dory for view 0
but it does not work correctly for view 1.  I believe the culprit is related
to these lines of code found in CompositeViewer::eventTraversal().

 

osgViewer::View* masterView = getViewWithFocus() ? getViewWithFocus() :
_views[0].get();

.

.

.

viewEventsMap[masterView].insert( viewEventsMap[masterView].end(),
gw_events.begin(), gw_events.end() );

 

The problem is that when resizing, apparently getViewWithFocus() returns
NULL (I guess because the mouse is over the window frame and not the view
within the window.  Therefore a resize event is taken out of the graphics
window queue for the 2nd window and stuck into the event queue for the 0
view (a mismatch).  The effect for me is that the when I resize one window
the HUD I have set up in the other window receives the resize event and
changes which obviously isn't what I want J.

 

This does seem to be somewhat intermittent and may be related to whether
your mouse tends to fall off the window frame towards the view or away from
the view.

 

PS I don't have a solution in hand yet.  I thought I would throw this out
there in case it's a known issue or something.

 

Thanks

-Brad

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Re: [osg-users] Manage single window, single view and multi cameras scene.

2010-09-21 Thread David Glenn
Greetings BARRAL!

Well, I'm not sure if this would be the best way, but I would do one of two 
ways.

1) You can use a composite viewer to have all your views in one window and have 
a camera for each view. 

2) Set up matrix points around your object and set the camera home to the 
matrix point using a key press  -look at the 'osgpick' example in OSG or you 
can some other methodology.

In either case, you can use the bounding box of the object your viewing to help 
set the starting distance of the views.

Hope that helps!

... 

D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-09-21 Thread Norman Vine

On Sep 21, 2010, at 4:21 PM, Samuel Grant wrote:

 Hi,
 
 STILL having issues with this. I can get OSG w/Collada to compile under 
 MingGW under MSYS with no issues.
 
 However, I still get the mangled names when trying to compile my app under QT 
 w/MinGW...
 
 Any thoughts on fixing this? I have tried compiling OSG  Collada as Release 
 and Debug, but still have issues.
 
 
Compile all from Source ...

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[osg-users] osg::Particle in shader get/set geometry [SEC=UNCLASSIFIED]

2010-09-21 Thread Paul Pocock
Hi -just a quick one - Im delving into osg::Particle at the moment and I
wish to do some glsl processing on the geometry or whatever particle
template is used. Is this trivial ? and is there a way to set/get the
drawables in an osg Particle system?

Regards

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Re: [osg-users] Manage single window, single view and multi cameras scene.

2010-09-21 Thread BARRAL Adrien
Tom, 

I manage to do that with a CameraViewSwitchManipulator, and two CameraView 
object (one for each view), and that works well...



Thank you for your help

Cheers,
BARRAL

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[osg-users] (no subject)

2010-09-21 Thread Vivek Kumar Dwivedi
Hi,do not send mail. I am very busy.

-- 
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