Re: [osg-users] Compiler errors

2011-01-31 Thread Werner Modenbach
Hi Robert,

sorry for bothering you with a problem, obviously caused by my arrangement of 
sourcecode.
The version is SVN HEAD of Friday 11:30 German time.
The downloaded structure compiles fine. So it is definately MY problem. But I 
have to do it this way because it has to be integrated into my commercial 
distribution. Unfortunately I couldn't find a solution by just digging the 
sources and headers. There are so man Glyph definitions arround.
Where is the definition finally located?

Do I still have to include freetype when using osgQt?

Thanks

- Werner -

 Hi Werner,
 
 Are you able to build the OSG using Makefile?   Which version of th
 OSG are you using?
 
 Robert.
 
 On Sun, Jan 30, 2011 at 2:37 PM, Werner Modenbach
 
 werner.modenb...@texion.eu wrote:
  Hi all,
  
  I get the following error in compilation on Linux:
  
  /osg/osgPlugins/freetype/FreeTypeFont.h:34: Error:‘Glyph’ in
  class ‘osgText::Font’ does not name a type
  
  I use a quite new svn version. But to be honest, I import most of the osg
  distribution structure into my project and buid it inside Qt Creator. So
  I think I'm missing some settings usually done in the ./configure part.
  The complete osg distribution builds fine with its own build scripts.
  
  Thanks
  
  - Werner -
  ___
  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] Compiler errors

2011-01-31 Thread Robert Osfield
Hi Werner,

On Mon, Jan 31, 2011 at 9:55 AM, Werner Modenbach
werner.modenb...@texion.eu wrote:
 The downloaded structure compiles fine. So it is definately MY problem. But I 
 have to do it this way because it has to be integrated into my commercial
 distribution. Unfortunately I couldn't find a solution by just digging the
 sources and headers. There are so man Glyph definitions arround.
 Where is the definition finally located?

You have the source code...  a simple grep or inspection of the source
would tell you that include/osgText/Glyph is where Glyph is declared.

 Do I still have to include freetype when using osgQt?

freetype and the associated plugin isn't required if you use osgQt as
it has it's only font implementation that supports 2D text.  It
doesn't support Text3D though for this you'll still need the freetype
plugin.  For examples of how to use Qt to provide fonts see the new
osgqfont example.

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


[osg-users] [vpb] altitude in WGS84 coordinates

2011-01-31 Thread Vijeesh Theningaledathil
Hi,
I created terrain from srtm30 hgt file and georeferenced (using gdal_warp with 
srs WGS84) google earth images. I got the terrain but the altitude seems not 
included in terrain. When  I opened the osg file, I could see altitude is less 
than 1 which is not the actual. I don't know why? Can anybody tell the reason

Please help

Thank you!

Cheers,
Vijeesh

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36172#36172





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


Re: [osg-users] [ANN] OSG tutorial updated

2011-01-31 Thread Alberto Luaces
Very concise and educational, good work!

-- 
Alberto

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


Re: [osg-users] osgconv failed loading .dll

2011-01-31 Thread Alberto Luaces
Petr Srom writes:

 Hi,
 I have problem convert .flt to .ive

 console debug output:
 USING: c:\Program 
 Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll
 dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll

 cmd osgoconv --plugins 
 find all .dlls in c:\Program Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\

 on the 2nd pc is sthe same OSG instalation 
 and osgconv works fine ... 
 in debug mode are the paths same 

 PC1 and PC2:
 Env Variables - are the same
 cmd osgversion OpenSceneGraph Library 2.8.2 (both)
 cmd echo %OSG_ROOT% c:\Program Files\OpenSceneGraph-2.8.3 (both)
 start - run: osgviewer cow.osg - ok (both)

 Instalation on the 2nd PC: I have copied al from root directory c:\Program 
 Files\OpenSceneGraph-2.8.3\ and add same env. variables.

I see that there are mixed 2.8.2 and 2.8.3 references in your
setup. Could be a problem of mixing binaries? DLLs from one version
won't load plugins for the other.

-- 
Alberto

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


Re: [osg-users] OSG 2.9.10 on iOS

2011-01-31 Thread Stephan Maximilian Huber
Hi Alessandro,

Am 28.01.11 18:31, schrieb Alessandro Terenzi:

 but I was still getting linking errors. The linker complied because it could
 not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not
 OpenGLES, even though I checked only the GLES1 option in CMake). So I tried
 to remove them from the Other Linker Flags, but I was getting other errors
 because of references not found by imageio (but in CMake it was set
 quicktime not imageio), so I also removed imageio from the linker's flags.

Quicktime is not supported for IOS, please use only imageio. It's a
known problem, that the xcode-project built by cmake for the
SimplevieweriPhone-example is not working right out of the box.

You'll have to add the CoreGraphics-framework for the imageio-plugin.

 After all the above steps, I managed to build the application, but it
 crashes while it is starting, in the console I get:
 
Program received signal:  “EXC_BAD_ACCESS”.
 
 warning: Could not open fork matching current architecture for OSO archive
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a
 
 warning: Could not open OSO file
 /Users/alex/Desktop/Build/3rdParty-iOS/lib/libFreeType_iphone_universal.a(ftinit.o)
 to scan for pubtypes for objfile
 /Users/alex/Desktop/Build/OpenSceneGraph-2.9.11-build-iOS/bin/osgViewerIPhone.app/osgViewerIPhone
 ...(and many copies of this last warning)...

Sorry, can't comment that much about the freetype-issue. Try the
simpleviewer-app without the freetype-plugin and -lib as a first step.

 The last thing I tried was to start from scratch but set CMake to use
 imageio and not quicktime but same runtime error (this solved some linking
 problems described above, but of course not the runtime crash).
 
 Am I suppose to use another version of freetype?

AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.

cheers,

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


[osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Bawenang Rukmoko
Hi, I actually have been using osgOcean for a year now. Well, I actually use 
Delta 3D which uses OSG and in turn osgOcean. It's a pretty good library for 
rendering ocean, would be better if you can add atmospheric scattering using 
Mie and Rayleigh approximation for real time day-night situation. But beggars 
can't be chosers, right? :D

Anyway I've found 2 bugs on osgOcean. One I still haven't been able to solve, 
that is the glare functionality. It seems like the glare would also affect the 
skybox and not only the ocean. I believe it's a shader issue when you are 
downsampling the rendered texture with glare.

The other one is the FFTOceanSurface::getSurfaceHeightAt() method. It would 
crash from time to time due to negative tile_x and/or tile_y value whereas they 
are used to determine an index for vectors in 
OceanTile::normalBiLinearInterp() and OceanTile::biLinearInterp() function. 
I know that because I used the method quite a lot for determining a ship's 
transformation when there's a wave. Below is the fix for the said problem:



Code:

...
if (_oldFrame  _mipmapData.size())
{
const OceanTile data = _mipmapData[_oldFrame][0];

float tile_x = oceanX - ix * _tileResolution;
float tile_y = oceanY - iy * _tileResolution;

//++ BAWE-20101119: BUG FIX
// Absolute value of dx  dy
tile_x = tile_x  0 ? tile_x : -tile_x;

tile_y = tile_y  0 ? tile_y : -tile_y;
//-- BAWE-20101119: BUG FIX

if (normal != 0)
{
*normal = data.normalBiLinearInterp(tile_x, 
tile_y);
}

return data.biLinearInterp(tile_x, tile_y);
}




Thank you!

Cheers,
Bawenang

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36177#36177





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


[osg-users] [osgOcean] [ASK] Need help for a shader related issue

2011-01-31 Thread Bawenang Rukmoko
Hi,

This is my second post here. I split it here because I am actually confused 
about a shader related problem and I decided to post it here.

I'm trying to implement a glow shader in osgOcean like the one explained at GPU 
Gems chapter 21 on NVIDIA's site (can't post the link because it looks like You 
must have 2 posts before you can post URL's/Links). On the page it was 
explained that we can use the alpha channel to determine the glow and 
brighteness of the glow of an object. So an alpha of 0.0 = glowing brightly, 
0.5 = glowing not to brightly, 1.0 = not glowing / normal texture.

However I see that the glare effect also uses alpha channel to determine which 
one to be glared. I see that in OceanScene::downsamplePass(), there are these 
lines in the fragment shader:


Code:

  color = color*0.25;\n
\n
  if(color.a = osgOcean_GlareThreshold) 
  gl_FragColor = color;\n
  else\n
gl_FragColor = vec4(0.0);
\n  




So in a way you are determining which part glare should be implemented by their 
alpha channel, only reversed in this part. If the alpha is equal to or bigger 
than the threshold, it will be glared. So, what I'm confused of right now is 
how can I make a glow shader that won't collide with the glare shader, so maybe 
I can actually use them both at the same time? 

Thank you!

Cheers,
Bawenang

PS: LOL!

 You must have 2 posts before you can post URL's/Links.


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36178#36178





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


Re: [osg-users] [osgOcean] I am in a puzzle about the realization of osgOcean's 'Glare effect'

2011-01-31 Thread Bawenang Rukmoko
A noob trying to help a bit. Try looking at OceanScene::preRenderCull() 
method. You'll see that it's being used there to render the scene.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36179#36179





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


Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP)to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay

Hi Wojtek,


You probably know this but if not it may be other option for you. One
can define restart index that works as terminator for triangle/quad
strips (check GL_NV_primitive_restart extension) . So in practice
multiple triangle strips can be separated by restart indices and put
into one physical PrimitiveSet. Other option doing the same is adding 2
degenerated triangles (2 extra indices or vertices) linking end of prior
strip with start of next strip. And you can use this trick on older
boards in the same way as primitive terminator.


Yes I knew about this, but thanks for refreshing my memory. It's another 
option to try.


Thanks,

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] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay

Hi Tim,


That sucks. I'll take a look.


OK, let me know what you find out. I was pretty surprised the optimizers 
would go out of bounds, as I've used them on a variety of models without 
problems (as I bet you have, and many others too).


Thanks in advance,

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] Optimizing scene structure and geometry

2011-01-31 Thread Jean-Sébastien Guay

Hi Sergey,


I've used gDEBugger tool for rendering optimizations, it have modes that turn 
off some features of rendering so you can determine what impacts framerate most 
(like it have modes which turns off all lights(fixed pipeline vertex lighting 
impact), replaces all textures with 2x2 textures(memory bandwith\texture cache 
impact), turn off all draw calls, turn off vertex\fragment shaders, turn off 
rasterization (fillrate speed impact), etc). This way you can get some broad 
vision on what's your main problem. If you have something similar in your tool 
- give it a shot.


I've been using gDEBugger for a long time. It has helped find a few 
things, but recently it can't use the NVidia hardware counters in 256+ 
version drivers, so we only have access to some basic functionality.


Still, it was gDEBugger that first tipped me off to the poor batching of 
geometry that we were doing - its Vertex Batches tab in the analysis 
window is useful, it groups batches in a given number of vertices and 
then tells you which percentage of batches send that number of vertices, 
for example you send 10% of your vertices with 68% of your batches.


It also shows the number of given OpenGL calls, which also showed me 
that our skydome was sending a large number of small triangle strips 
which is also inefficient.


So yes, I agree it's a good tool, but I really wish they would fix the 
problem with hardware counters in recent NVidia drivers (whether the 
problem is in the drivers or gDEBugger) so we could again use all this 
tool's capabilities.


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] Setting up matrices

2011-01-31 Thread Jean-Sébastien Guay

Hello Mukund,


r.makeRotate( rot += 10, osg::Vec3( 1., 0., 0. ) );


The angle should be in radians. I think your code above assumes it's in 
degrees.


What are you expecting to see BTW? The camera might rotate around the 
scene's origin (since your view matrix has no translation), but what is 
in your scene? If your object is also at the scene origin, perhaps your 
camera ends up inside the object, and thus you don't see any rotation 
because you don't see any object (so you have no visual frame of 
reference to see if there's any rotation)?


If you use the plain osgViewer, you will be able to use a camera 
manipulator. Using glut, if you want to use a camera manipulator, you 
need to make sure you're forwarding all events (keyboard, mouse) 
correctly from glut to the OSG event queue. Why do you insist on using 
glut to learn OSG? Using the plain viewer is even easier:


int main(int argc, char** argv)
{
osg::Node* root = osgDB::readNodeFile(cow.osg);
osgViewer::Viewer viewer;
viewer.setSceneData(root);
return viewer.run();
// or while(!viewer.done()) { viewer.frame(); }
}

Hope this helps,

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] Inheriting multiple classes

2011-01-31 Thread Mukund Keshav
Hi Robert,

Thanks for the reply.


 So in your case you simply add the Geode to the
 MarixTransform node and then the geode and all it's children then are
 transformed by it


So, you mean this is fine?


Code:
osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform;
mt-addChild(pyramidGeode); // pyramidGeode is a Geode pointer. 



Also, could you please comment on the code i pasted in my previous post? Parts 
of the model seem to vanish at one angle.


Thanks,
Mukund

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36185#36185





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


Re: [osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Jean-Sébastien Guay

Hi Bawenang,


Hi, I actually have been using osgOcean for a year now. Well, I actually use 
Delta 3D which uses OSG and in turn osgOcean.


Excellent, we appreciate you using it! Progress has been slow in the 
past few months but we hope to be able to put a bit more time on it in 
the near future.



It's a pretty good library for rendering ocean, would be better if you can add 
atmospheric scattering using Mie and Rayleigh approximation for real time 
day-night situation. But beggars can't be chosers, right? :D


I think the skydome that osgOcean does is useful just for the demo app, 
its focus is really the ocean so adding effects in the sky would be an 
over-extension of the library's goal IMHO. Another library should do 
this. We use osgEphemeris for our skydome, it doesn't do scattering but 
gives a beautiful day and night sky (with accurate stars, moon and 
planets placement relative to the 
longitude/latitude/year/month/day/hour/minute/second you set). It would 
be possible to add scattering effects to that nodekit and in that case I 
think it would be appropriate.



Anyway I've found 2 bugs on osgOcean. One I still haven't been able to solve, 
that is the glare functionality. It seems like the glare would also affect the 
skybox and not only the ocean. I believe it's a shader issue when you are 
downsampling the rendered texture with glare.


I'll have to let Kim field any questions on the shaders as I didn't work 
on them (apart from fixing a few issues that prevented them from 
compiling on GeForce 7 GPUs).



The other one is the FFTOceanSurface::getSurfaceHeightAt() method.


Thanks for investigating the bug. Actually, the code I have for this 
function is different from what you have (the condition at the top is 
different):


if(ix  _numTiles  iy  _numTiles)
{
const OceanTile data = _mipmapData[_oldFrame][0];

float tile_x = oceanX - ix * _tileResolution;
float tile_y = oceanY - iy * _tileResolution;

if (normal != 0)
{
*normal = data.normalBiLinearInterp(tile_x, tile_y);
}

return data.biLinearInterp(tile_x, tile_y);
}

It seems to have been that way forever in the SVN repo (that function 
was added in revision 146 and it hasn't changed since) so I don't know 
why your code is different... We have also used that function 
extensively here at CM-Labs, and have never had a crash there, so I 
wonder if it could be that check that makes it work for us (it indeed 
seems like it could influence the values of tile_x and tile_y which 
could then be valid all the time in our version).


Could you try out our version, and also perhaps investigate why your 
code is different? Are you using a version of osgOcean that was 
integrated into Delta3D? Could the Delta3D people have made changes when 
integrating it?


In general, when submitting fixes to an open source library, it's always 
best to try out the most up-to-date version first (SVN trunk) and see if 
your problem is still reproducible. It may have been fixed already, 
which saves you some time coding up and submitting a fix. That being 
said, if the modified code doesn't fix your problem, then by all means 
you should try to find a fix and submit it. The other thing is that in 
OSG's case (and I think the same for osgOcean) it's preferable to submit 
whole modified files when submitting a change, that way we can clearly 
see what you changed, and would have quickly spotted that different if() 
I noted above.


Thanks,

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] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Jean-Sébastien Guay

Hi Tim,


I've found that that problem happens because the attribute arrays are
shared among several Geometry objects. The fix is simple, but I haven't
submitted it yet because the results of INDEX_MESH are still not great
on the sphere object, and I have a different idea for how to approve that.


Nice, thanks for the update. I'll wait for your fix.

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] Setting up matrices

2011-01-31 Thread Mukund Keshav
Hello J-S,

Thanks for the reply.


 
 Why do you insist on using
 glut to learn OSG? Using the plain viewer is even easier:


Absolutely. i did not realize it first since i was used to using glut. But now 
i realize the osgviewer is much easier and efficient. 

So, im currently using the method similar to the one suggested by you.

Thank you,
Mukund

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36187#36187





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


Re: [osg-users] Inheriting multiple classes

2011-01-31 Thread Mukund Keshav
Well, the model is as such. So, there seems to be no problem. 

Thanks for the support.

Mukund

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36189#36189





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


[osg-users] Loading external materials with proxynodes

2011-01-31 Thread Nikola Rasic

Hi.

I wonder if there is a way for loading materials/statesets from  
external osg-file.
I´ve tried to use ProxyNode in osg file to load a model but I would  
like to just load a stateset or a material.


Best regards.
Nikola R



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


Re: [osg-users] Trouble trying to integrate Osg in a Wpf Application using HwndHost

2011-01-31 Thread Chris Corn
Hi,

Thanks, that was helpful :))

Thank you!

Cheers,
Chris

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36192#36192





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


Re: [osg-users] Discussion: metadata readerwriters output

2011-01-31 Thread Sukender
Hi Paul,

Thanks for this explanation about identifying nodes. Actually we also 
implemented a node identification using child index...
However I did not spot metadata related classes in osgWorks. Well, ok, I just 
had a very quick overview... Can you tell me where to look at?
Thanks.

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

- Paul Martz pma...@skew-matrix.com a écrit :

 If a specific node in a scene graph can be reliably identified,
 application data 
 can be stored separately from the scene graph. Unfortunately, OSG's
 mechanism 
 for identifying a node (the NodePath) is address-based, making it
 unsuitable for 
 this task, as addresses change from one app invocation to the next.
 
 osgWorks has a solution for this. It has a set of NodePathUtils that
 identify 
 nodes based on child index, node name, and class name, along with
 conversion 
 utilities to switch between NodePaths and the string representation.
 Because the 
 string isn't address-based, these utilities allow an app to identify a
 specific 
 node between application invocations. Application-specific data can be
 stored 
 saved to a database keyed by the NodePath's string representation,
 then restored 
 later, for example.
 
 Just wanted to mention this, as the osgWorks metadata solution is
 already 
 available and requires no changes to core OSG.
 -Paul
 
 
 On 1/28/2011 2:54 AM, Sukender wrote:
  Hi Robert, hi (SELECT name FROM OSG_USERS WHERE nameRobert
 Osfield;),
 
  ** Context **
  I spotted the DAE plugin is able to return some values to the
 calling program by writing in the plugin data
 (options-getPluginData()). But when writing, this plugin data is...
 const! This thus requires an ugly and unsafe const_cast  (or an even
 uglier C-style cast). In other words: readers should not return any
 value except the scene graph itself, or generally speaking predefined
 return values. I also think that using void* is just a
 maintanability pain, with high risks of writing unallocated memory
 parts, and such.
 
  ** Topic **
  More generally, it is hard to store and pass not predifined
 variables between main program and plugins, or between OSG itself and
 the main program (I mean adding some type-safe user values to the
 graph).
  This makes me think about something I discussed a bit before: the
 ability to handle metadata in OSG (post named Suggestion: Add
 components in nodes (aggregation)). To sum up the discussion, it was
 roughly said that it's on user side, and use userData!.
 
  However, the meta system I implemented for my app is now quite
 used and stable. I want it to be open sourced so that partners using
 OSG also have access to metadata, and I propose this to be integrated.
 But I don't wan't to simply copy-paste it into a submission; I'd like
 to have a real reflexion around it, to make it useable for all. After
 all, more and more file formats handle these metas, so why not OSG, as
 long as it does not disturb existing features?
 
  ** Ideas **
  So... starting the reflexion, I have a few ideas:
 
  1. What is a meta?
  A meta is a name/typed value pair. Possible implementation is to
 have a base class (with the name, say MetaBase), and several derived
 (Metaint, deriving from MetaBase, and then Metastd::string...).
 There could be as many meta types as you wish, but only a few
 standard ones should be defined in OSG (int, double, string...).
 
  2. How to store them (the container)?
  2.1. Have a simple, yet easy and stable way: a basic container
 (vector/list). Duplicate meta names should be handled on user's side
 if necessary.
  2.2. Have a name-value map. Implementation may be a bit less
 flexible, but this ensures faster lookup (is this necessary?), and
 name unicity (is this necessary?).
  2.3. Other ideas: multimap, unordered_map, etc.
  2.4. Have a user-defined container. That way, user may ask for a
 simple vector, or a very complex DataBase-type container. As my
 colleague told me: usages can be too different to tell beforehand the
 container type. This is surely a good idea, but how to implement it?
 Work with iterators? Have a container base class? Use templates
 somewhere? Help!
 
  FYI: my implementation uses a vector container (having generally
 less than 10-20 metas in a container), with the MetaBase /
 Metasomething  idea.
 
  3. Where to store them?
  - Maybe there is a need to store them just in another variable,
 alongside userData. This is one of my needs, but I still can use
 userData as I do, even if that's not as clean as having directly a
 container in osg::Object. Note: to avoid burdening osg::Object too
 much, this could be a ref_ptr  to a container.
  - Maybe there is a need for ReaderWriters, as I told at the begining
 of my email? I guess so, but this does not solve the constness
 problem if put in the Options structure. Or maybe we should provide
 ReaderWriter a non const container to play with?
 
  4. How to serialize/deserialize them?
  I 

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Sukender
Hi Tim,

Sorry to jump into that conversation, but I also had a bug related to 
IndexMeshVisitor: the output geometries do NOT have number of vertices == 
number of texcoords... Did I miss something?
Thanks.

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

- Tim Moore timoor...@gmail.com a écrit :

 I've found that that problem happens because the attribute arrays are
 shared among several Geometry objects. The fix is simple, but I
 haven't submitted it yet because the results of INDEX_MESH are still
 not great on the sphere object, and I have a different idea for how to
 approve that.
 
 
 Tim
 
 
 On Mon, Jan 31, 2011 at 2:58 PM, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com  wrote:
 
 
 Hi Tim,
 
 
 
 
 That sucks. I'll take a look.
 
 OK, let me know what you find out. I was pretty surprised the
 optimizers would go out of bounds, as I've used them on a variety of
 models without problems (as I bet you have, and many others too).
 
 Thanks in advance,
 
 
 
 
 J-S
 --
 __
 Jean-Sebastien Guay jean-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
 
 
 ___
 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] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Chris 'Xenon' Hanson
  I have a situation coming up where my code will be fed large blocks of 
vertex, normal,
texcoord and index data from a non-OSG code environment. The goal is to draw 
this data
with DrawElements.

  Currently, it looks to me like I need to rebuild some of this data (anything 
Vec*-based)
into an osg::Array, which seems to necessitate copying the block.

  Am I missing anything, or is there some way to get the provided simple 
C-style arrays of
data over to DrawElements without a copy in the middle? I know there will be a 
copy going
from the CPU to the GPU anyway, so I'd like to avoid a second, needless 
CPU-CPU copy.


  Thanks in advance.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Discussion: metadata readerwriters output

2011-01-31 Thread Paul Martz

On 1/31/2011 9:00 AM, Sukender wrote:

Hi Paul,

Thanks for this explanation about identifying nodes. Actually we also 
implemented a node identification using child index...
However I did not spot metadata related classes in osgWorks. Well, ok, I just 
had a very quick overview... Can you tell me where to look at?
Thanks.


Once you have a mechanism for identifying nodes that is not address-based and 
therefore works from one app invocation to the next, there is no need for any 
OSG-specific metadata classes. Such metadata can be stored outside the scene 
graph. However, if you want to associate metadata with the scene graph, you just 
use UserData.


Perhaps we have a philosophical difference. In my opinion, a scene graph should 
not be turned into a general purpose data structure. The scene graph should be 
tuned and optimized for operations on spatial data such as rendering and 
intersection testing.


Rather, the app should associate subgraphs of the scene graph with its internal 
app data structure, as visual representations of app-specific entities. Using 
this approach, an app can use the NodePathUtils in osgWorks to identify the 
relevant nodes to reference from its internal data structure.

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


Re: [osg-users] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Peter Hrenka

Hi Chris,

Am 31.01.2011 17:10, schrieb Chris 'Xenon' Hanson:

   I have a situation coming up where my code will be fed large blocks of 
vertex, normal,
texcoord and index data from a non-OSG code environment. The goal is to draw 
this data
with DrawElements.

   Currently, it looks to me like I need to rebuild some of this data (anything 
Vec*-based)
into an osg::Array, which seems to necessitate copying the block.

   Am I missing anything, or is there some way to get the provided simple 
C-style arrays of
data over to DrawElements without a copy in the middle? I know there will be a 
copy going
from the CPU to the GPU anyway, so I'd like to avoid a second, needless 
CPU-CPU copy.


You can have a look at osgsharedarray in the examples-directory.
It shows how you can subclass osg::Array to use static C-array
data without copying.


   Thanks in advance.



Cheers,

Peter

--
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] Has anyone write osg::AudioSink for openal?

2011-01-31 Thread Jason Daly
On 01/28/2011 11:53 PM, Lilinx wrote:
 hi,all 
   same as tile!!

Not yet, to my knowledge. I was going to tackle it at one point on my
own, but it turned out to be a bigger job than I first thought.

--J

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


Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Tim Moore
Hi Sukender,
I'm not sure what you mean; I need to see an example. The IndexMeshVisitor
doesn't work with BIND_PER_PRIMITIVE attributes and bails if it finds any.
If the number of vertex coordinates doesn't equal the number of texture
coordinates, that's a big bug. Normally the number of indices in the
DrawElements result will be different from the number of vertex coordinates,
etc.

Tim

On Mon, Jan 31, 2011 at 5:05 PM, Sukender suky0...@free.fr wrote:

 Hi Tim,

 Sorry to jump into that conversation, but I also had a bug related to
 IndexMeshVisitor: the output geometries do NOT have number of vertices ==
 number of texcoords... Did I miss something?
 Thanks.

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

 - Tim Moore timoor...@gmail.com a écrit :

  I've found that that problem happens because the attribute arrays are
  shared among several Geometry objects. The fix is simple, but I
  haven't submitted it yet because the results of INDEX_MESH are still
  not great on the sphere object, and I have a different idea for how to
  approve that.
 
 
  Tim
 
 
  On Mon, Jan 31, 2011 at 2:58 PM, Jean-Sébastien Guay 
  jean-sebastien.g...@cm-labs.com  wrote:
 
 
  Hi Tim,
 
 
 
 
  That sucks. I'll take a look.
 
  OK, let me know what you find out. I was pretty surprised the
  optimizers would go out of bounds, as I've used them on a variety of
  models without problems (as I bet you have, and many others too).
 
  Thanks in advance,
 
 
 
 
  J-S
  --
  __
  Jean-Sebastien Guay jean-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
 
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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


[osg-users] How to set the frame rate and full screen

2011-01-31 Thread Axel Spirtaat
Hi,

I finished my application and I want to improve it. I have to issues: I need to 
increase the frame rate, since I rotate fast the camera and I need to start the 
simulation window at fullscreen (for now, I have to fix the dimensions 
manually). 
How can I do this?

Thank you!

Cheers,
Axel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36198#36198





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


Re: [osg-users] DrawElements vertices, normals, texcoords, indices without copying to osg::Array

2011-01-31 Thread Chris 'Xenon' Hanson
On 1/31/2011 9:19 AM, Peter Hrenka wrote:
 You can have a look at osgsharedarray in the examples-directory.
 It shows how you can subclass osg::Array to use static C-array
 data without copying.

  Thanks. That's exactly what I was hoping for. I'll go look at it right now. 
Appreciate
the fast response!

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to set the frame rate and full screen

2011-01-31 Thread Jean-Sébastien Guay

Hi Axel,


I finished my application and I want to improve it. I have to issues: I need to 
increase the frame rate, since I rotate fast the camera and I need to start the 
simulation window at fullscreen (for now, I have to fix the dimensions 
manually).
How can I do this?


For full screen, have a look at the code for 
osgViewer::View::setUpViewAcrossAllScreens() or 
osgViewer::View::setUpViewOnSingleScreen(). That will show you how, or 
you could just call one of those methods depending on whether they fit 
your needs or not.


For frame rate, I'm not sure what you mean. In general in real-time 
graphics, we tend to run with vsync on, meaning the frame rate will be a 
maximum of 60hz in general. If your app runs slower than that, it may be 
because of what you're doing in terms of graphical objects, or 
processing on the CPU, or whatever.


But I have a hunch that the above is not what you're asking. Would you 
be basing the movement of your objects (or camera) on the frame rate? 
i.e. move x units per frame, or rotate x degrees per frame? If so, I 
would suggest you change your code from frame-based to time-based. i.e. 
move x units per second, and then use the elapsed time between the 
previous frame and the current one to calculate how much movement that 
is for this frame. That way you're independent of the frame rate.


You can get the time elapsed between frame i and frame i+1 in a variety 
of ways, for example you could store the simulation time (which is 
recorded automatically each frame by osgViewer) and subtract the current 
frame time from the time you stored last frame.


Hope this helps,

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] How to set the frame rate and full screen

2011-01-31 Thread Axel Spirtaat
Hi Jean-Sebastien,

thanks for the reply, you were realy helpful, now I have a better idea on how 
to proceed!


Axel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36203#36203





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


Re: [osg-users] OSG 2.9.10 on iOS

2011-01-31 Thread Eric Wing
 Am I suppose to use another version of freetype?

 AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.

FYI, I recently setup a FreeType Xcode project for iOS to support
SDL_ttf. It is based on a blog entry written by Alfred Rossi. This
might be helpful if you need to rebuild freetype. The source is
currently on 2.4.4.

My Mercurial repository is here:
http://hg.assembla.com/freetype_ios_xcode

With SDL, I'm using Xcode cross project dependencies so I don't need
to carry around a separate prebuilt static library. I haven't spent
any time investigating how to do that with CMake. But if anybody wants
to see an example of the Xcode setup, I have a Mercurial repo that
utilizes the subrepos feature (kind of similar to svn externals or Git
submodules).

SDL  Satellites
http://hg.assembla.com/sdl-satellites-subrepos

-Eric
-- 
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Discussion: metadata readerwriters output

2011-01-31 Thread Tomlinson, Gordon
I have to agree with Paul, the Scene graph is just that. To renders data as 
fast and efficiently as possible

OLD Performer handled some this by providing separate graphs for data and other 
information (while it was not close to perfect it did allow the clean 
separation that Paul is talking about and I agree with 


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, January 31, 2011 11:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Discussion: metadata  readerwriters output

On 1/31/2011 9:00 AM, Sukender wrote:
 Hi Paul,

 Thanks for this explanation about identifying nodes. Actually we also 
 implemented a node identification using child index...
 However I did not spot metadata related classes in osgWorks. Well, ok, I just 
 had a very quick overview... Can you tell me where to look at?
 Thanks.

Once you have a mechanism for identifying nodes that is not address-based and 
therefore works from one app invocation to the next, there is no need for any 
OSG-specific metadata classes. Such metadata can be stored outside the scene 
graph. However, if you want to associate metadata with the scene graph, you 
just 
use UserData.

Perhaps we have a philosophical difference. In my opinion, a scene graph should 
not be turned into a general purpose data structure. The scene graph should be 
tuned and optimized for operations on spatial data such as rendering and 
intersection testing.

Rather, the app should associate subgraphs of the scene graph with its internal 
app data structure, as visual representations of app-specific entities. Using 
this approach, an app can use the NodePathUtils in osgWorks to identify the 
relevant nodes to reference from its internal data structure.
-Paul
___
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] Animate a human head

2011-01-31 Thread Antonio Gal
Hi guys,
I am just beginning to get friendly with the osg api because i want to realize 
an application that animates a loaded model of a human head. the head will copy 
the motion of a real person.

well, my question is: can osg really help me ? i understand how to realize 
rotation, translation and scale, but i'm not sure about how to simulate the 
mouth's motion for example. is that possible? where can i find something that 
illuminate my mind? xD

Thank you an sorry for my poor english!

Cheers,
Antonio

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36205#36205





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


[osg-users] Texture atlas and shared state?

2011-01-31 Thread Jean-Sébastien Guay

Hi all,

On my quest to reduce the amount of statesets and draw calls in my 
graph, I've started building texture atlases with the 
osgUtil::Optimizer::TextureAtlasVisitor. Now, when I build the texture 
atlas(es) for a given model, I then save a .ive file of that model which 
includes the textures, and thus the atlas(es) too. So far so good.


Unfortunately, I'm seeing an issue in our simulator that looks like OSG 
is using the same texture atlas for any model that uses texture atlases 
(i.e. the first texture atlas that was loaded is applied to any model 
that uses texture atlases). Indeed, if I dump the scene to a .osg file 
and examine it, I can see that there's one state set with a texture 
called atlas_0.rgb, and then all other objects have Use Texture2D_20 
in their state sets, where Texture2D_20 is that atlas.


I had noticed that osgUtil::Optimizer::TextureAtlasVisitor named its 
atlases atlas_0.ext, atlas_1.ext etc., but I thought that since I was 
saving to .ive there would be no problem, it would use the texture from 
the file when loading and all would be fine. What's weird is that I 
can't reproduce the problem in plain osgViewer - the textures are not 
mixed up if I load the .ive files (with atlases) all together in 
osgviewer. So it must be something in our app.


To try and eliminate this, I disabled our use of the 
osgDB::SharedStateManager and our ReadFileCallback that would cache 
loaded files and share them. So now, all files should be loaded from 
disk and state should not be shared between files. But still this 
problem happens.


I debugged into the ive loader's loading of images, and it seems to be 
loading them directly from the bits of the loaded file, so I don't see 
how the textures could be shared...


Did anyone ever have this kind of problem? Where else could I look to 
find the problem? Will OSG or the ive loader do any sharing of loaded 
resources by itself?


I guess I could do a kludge where I would traverse the graph just before 
saving, and add a model-dependent prefix to the filename of any image 
named atlas_*.* ... But since this works out of the box in osgviewer, 
I'd like to find out why it doesn't work in our app and fix it 
correctly... :-)


Thanks in advance,

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] [forum] OSG initial setup

2011-01-31 Thread Neil Neilson
Hi J-S

I appreciate the help!

I am using Eclipse.
You mention MinGW-gcc440_1, is that what you're using?
Yes, and the line above that I had:
Eclipse Helios Service Release 1 Build id: 20100917-0705
I should have mentioned it's EclipseCDT for C/C++ rather than Eclipse with the 
C/C++ plugin.

I use Eclipse for Java but have tried Netbeans and a few others.

I mentioned this is what was being used:
/wiki/Support/PlatformSpecifics/MingwColladaEclipse
As a Newbie to the forum it would not let me post the link.
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MingwColladaEclipse

I did not get any errors with the Cmake GUI, it just put it under C:\Program 
Files so I just needed to move it to C:\OpenSceneGraph

I have not had to pull from an SVN lately so had to install TortoiseSVN again.

I tried for a few hours with this but a considerable more time with the 
pre-compiled download.

That example mentions BasicGeometry.cpp but pretty much ends with just printing 
!!Hello World!!

That example is closed to comments so any changes, corrections, clarifications 
or whatever problems someone else has had and what was done to correct the 
problem is null ('\0').

Maybe here or somewhere else saw something to the effect that the bin directory 
had to be put in the system path rather than linked in the IDE be it Eclipse, 
VC++ or whatever.

I have been using Upp, TheIde http://www.ultimatepp.org/index.html for my C++ 
programming so I am at a disadvantage with Eclipse but as much as I dislike 
VC++ may have to try that if you have a link to an example that you know is 
current, complete and works correctly.

I will try the SVN again.


Thank you!

Neil

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36208#36208





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


Re: [osg-users] [forum] OSG initial setup

2011-01-31 Thread Neil Neilson

Skylark wrote:
  with  MinGW-gcc440_1
 Probably not, it's probably a little-used compiler (I guess). On Windows 
 the most used compiler is Visual C++ (8.0/2005 or 9.0/2008 at the 
 moment). 
 
 .. plus if you find you need to make changes to get things to 
 compile for you, you will be able to submit your changed files and get 
 the changes merged into the source so they profit others using the same 
 environment as you.
 
 


For C++ with Upp I use the MS VC++ 9 and 10  and also the MinGW compilers and 
they all work OK.

I will be glad to help, I have more than 1600 posts on the NASA WW forum
http://forum.worldwindcentral.com/forumdisplay.php?f=39
Probably 95% of those are helping others.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36209#36209





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


[osg-users] [vpb] vpbmaster build question...

2011-01-31 Thread Shayne Tueller
All,

I fired off a VPB build using vpbmaster on a 16 processor machine running Linux 
Fedora core 13. The number of tasks generated was 5314 for this build. As 
predicted, vpbmaster fired off 16 osgdem threads to work on the build.

As the build went along I noticed that the number of osgdem threads running had 
slowly decreased until that now there are only 0 to 2 threads running with 
about 2500 tasks remaining. I never see any more osgdem threads than 2 being 
generated to work on the build. This seems a bit strange.

Is this correct behavior? I would have thought that up to 16 threads would have 
been working as the build process went along to completion. There is no 
indication of any errors in the output so far.

Has anyone else seen this or know what might be going on?

Thank you!
-Shayne

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36210#36210





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


Re: [osg-users] [osgOcean] Greetings, and a few bug.

2011-01-31 Thread Bawenang Rukmoko
Hi,

Oops sorry, the if condition was my first attempt to check and fix the bug. It 
turns out that it was not working and the bug was somewhere else. The whole 
method is this:


Code:

float FFTOceanSurface::getSurfaceHeightAt(float x, float y, osg::Vec3f* normal)
{
if(_isDirty)
build();

// ocean surface coordinates
float oceanX, oceanY;

// translate x, y to oceanSurface origin coordinates
oceanX = -_startPos.x() + x;
oceanY =  _startPos.y() - y;

// calculate the corresponding tile on the ocean surface
unsigned int ix = oceanX/_tileResolution;
unsigned int iy = oceanY/_tileResolution;

unsigned int frame = _oldFrame;

// Test if the tile is valid 
if(ix  _numTiles  iy  _numTiles)
{
//++ BAWE-20101109: BUG FIX. 
//NOTE: 20101112 - Not working but what the heck...
if (_oldFrame  _mipmapData.size())
{
const OceanTile data = _mipmapData[_oldFrame][0];

float tile_x = oceanX - ix * _tileResolution;
float tile_y = oceanY - iy * _tileResolution;

//++ BAWE-20101119: BUG FIX
// Absolute value of dx  dy
tile_x = tile_x  0 ? tile_x : -tile_x;

tile_y = tile_y  0 ? tile_y : -tile_y;
//-- BAWE-20101119: BUG FIX

if (normal != 0)
{
*normal = data.normalBiLinearInterp(tile_x, 
tile_y);
}

return data.biLinearInterp(tile_x, tile_y);
}
//-- BAWE-20101109: BUG FIX
}

return 0.0f;
}




Thank you!

Cheers,
Bawenang

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36211#36211





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


Re: [osg-users] [osgOcean] [ASK] Need help for a shader related issue

2011-01-31 Thread Bawenang Rukmoko
Hi,

Because I can post URLs now, I'll post the source of what I want to implement. 
http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html

Thank you!

Cheers,
Bawenang

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36212#36212





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