Re: [osg-users] OSG 2.8.4 VS2010 build problem DLL versioning

2011-04-03 Thread Vincent Bourdier

Hi all,


   Paul did some digging, and thinks that maybe this trunk patch:

http://www.openscenegraph.org/projects/osg/changeset/11904

   Might have been the fix for this. This appears to have been the work of 
Sukender and
Wang Rui. I've copied them on this. Maybe they can tell us if this is the magic 
fairy dust
we need in order to make 2.8.x build properly on VS2010.


This patch seems to be too old and do not match the actual sources... 
(on 2.8.4 )

 I was not able to apply it.
Sorry but I'm not (yet) a CMake master so I can't create a patch myself. 
If anyone can help us fixing this ...


Thanks.

Regards,
Vincent.
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Re: [osg-users] G++ version problem

2011-04-03 Thread Mathias Fröhlich

Good morning,

On Monday 04 April 2011, Grahame Bowland wrote:
> `__sync_bool_compare_and_swap_4' src.cxx:(.text+0x78): undefined reference
> to `__sync_bool_compare_and_swap_4' collect2: ld returned 1 exit status
> gmake[1]: *** [cmTryCompileExec] Error 1
> gmake: *** [cmTryCompileExec/fast] Error 2
>
> It does seem the builtins are disabled. As Alberto said probably because
> they're not available for the default 32-bit compiler target, Here's the
> 'g++ -v' output:
>
> Using built-in specs.
> Target: i686-pc-linux-gnu
> Configured with: ./configure --prefix=/opt/gcc-4.4.3
> --with-mpfr=/opt/mpfr-2.3.2 --enable-languages=c,c++,objc Thread model:
> posix
> gcc version 4.4.3 (GCC)

There is a configure time switch in gcc that changes the default architecture. 
Distributions usually have their compiler configured for something that 
includes support for atomics. But your hand configured gcc uses the really 
conservative i386 (not i486, really 80386) default which did not have any smp 
support at this very old time.
So either give -march=i686 or something sensible for your project to the c and 
c++ flags when doing the cmake configure step. Or rebuild gcc with the 
configure flag --with-cpu=i686 or something sensible for your build 
environment. Then rebuild osg from scratch.

Greetings

Mathias

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Re: [osg-users] G++ version problem

2011-04-03 Thread Grahame Bowland
On Fri, 2011-04-01 at 12:06 +0200, Alberto Luaces wrote:
> > The gcc _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS test should pass for both
> > gcc 4.4.3 and 4.5.2.  I used plenty of gcc versions prior to 4.4.3 and
> > it worked fine.   I'm currently using gcc 4.4.5 on this system and it
> > pick up on _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS fine.
> >
> > This make me wonder why your build with 4.4.3 isn't picking up on the
> > atomic support correctly.  Has anyone else had problems with picking
> > up on the atmoic support?
> 
> A reason can be the fact that some systems select different default
> architectures. If you are using a 32 bit system instead of amd64, and
> say your compiler is set by default to produce 586 or 686 compatible
> binaries, chances are that the gcc builtins are deactivated. You would
> have to specify the target architecture explicitly,
> eg. -march=native. Those default configurations can be checked with `gcc
> -v'.

Here's the output of the test from CMakeError.log:
Performing C++ SOURCE FILE Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS failed 
with the following output:
Change Dir: /scratch/grahame/test/OpenSceneGraph-2.8.2-rc4/CMakeFiles/CMakeTmp

Run Build Command:/usr/bin/gmake "cmTryCompileExec/fast"
/usr/bin/gmake -f CMakeFiles/cmTryCompileExec.dir/build.make 
CMakeFiles/cmTryCompileExec.dir/build
gmake[1]: Entering directory 
`/scratch/grahame/test/OpenSceneGraph-2.8.2-rc4/CMakeFiles/CMakeTmp'
/opt/toolchain32/bin/cmake -E cmake_progress_report 
/scratch/grahame/test/OpenSceneGraph-2.8.2-rc4/CMakeFiles/CMakeTmp/CMakeFiles 1
Building CXX object CMakeFiles/cmTryCompileExec.dir/src.cxx.o
/opt/gcc-4.4.3/bin/g++-Wall -Wparentheses -Wno-long-long -Wno-import 
-pedantic -Wreturn-type -Wmissing-braces -Wunknown-pragmas -W
unused -fpermissive  -D_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS   -o 
CMakeFiles/cmTryCompileExec.dir/src.cxx.o -c /scratch/grahame/test/Op
enSceneGraph-2.8.2-rc4/CMakeFiles/CMakeTmp/src.cxx
Linking CXX executable cmTryCompileExec
/opt/toolchain32/bin/cmake -E cmake_link_script 
CMakeFiles/cmTryCompileExec.dir/link.txt --verbose=1
/opt/gcc-4.4.3/bin/g++ -Wall -Wparentheses -Wno-long-long -Wno-import 
-pedantic -Wreturn-type -Wmissing-braces -Wunknown-pragmas -
Wunused -fpermissive  -D_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS   
CMakeFiles/cmTryCompileExec.dir/src.cxx.o  -o cmTryCompileExec -rdynami
c 
gmake[1]: Leaving directory 
`/scratch/grahame/test/OpenSceneGraph-2.8.2-rc4/CMakeFiles/CMakeTmp'
CMakeFiles/cmTryCompileExec.dir/src.cxx.o: In function `main':
src.cxx:(.text+0x4c): undefined reference to `__sync_bool_compare_and_swap_4'
src.cxx:(.text+0x78): undefined reference to `__sync_bool_compare_and_swap_4'
collect2: ld returned 1 exit status
gmake[1]: *** [cmTryCompileExec] Error 1
gmake: *** [cmTryCompileExec/fast] Error 2

It does seem the builtins are disabled. As Alberto said probably because
they're not available for the default 32-bit compiler target, Here's the
'g++ -v' output:

Using built-in specs.
Target: i686-pc-linux-gnu
Configured with: ./configure --prefix=/opt/gcc-4.4.3 
--with-mpfr=/opt/mpfr-2.3.2 --enable-languages=c,c++,objc
Thread model: posix
gcc version 4.4.3 (GCC)

Thanks for all the help!

Cheers
Grahame

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Re: [osg-users] [vpb] osgdem .asc file seems to build terrain backwards?

2011-04-03 Thread tim paige
Hi,

Well... I've confirmed that if I "flip" the picture of my model 180 degrees 
horizontally... It is correct... 
Now... How still do I avoid getting that way in the first place?
And/or... how can I correct this?

I have done ...
gdal_translate xx.asc xx.tif
gdal_addo -r average xx.tif  2 4 8  16 32
osgdem -l 8 -v 0.2 -o la_jolla.ive

Thank you!

Cheers,
tim

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Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 10:59 AM, Martin Haffner wrote:
> I think I know what you mean. You said a LOD node is meant to be used with 
> roughly the same geometry and I feared it would be a problem to add the 
> geometry of a road segment and all the trees under the same node since the 
> tree bounding spheres differ a lot from the road segment bounding sphere.

  But, the LOD is the bounding sphere of everything under it. So, the bounding 
sphere of
the high-LOD road and trees will be nearly the same as the low-LOD version.

> But I guess thats no problem because the road segment sphere is so huge it 
> roughly encases all the "little" tree bounding spheres and thus the group 
> node bounding sphere of the road and the trees would roughly be of the size 
> of the road sphere. Thus the trees would not change the LOD behaviour very 
> much. Is this right?

  No. Ignore the road sphere and the tree spheres. What's important is the sum 
of both.


  If it's important to you, you could always set the center and radius 
manually, so that
they're always the same.

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Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
I think I know what you mean. You said a LOD node is meant to be used with 
roughly the same geometry and I feared it would be a problem to add the 
geometry of a road segment and all the trees under the same node since the tree 
bounding spheres differ a lot from the road segment bounding sphere.

But I guess thats no problem because the road segment sphere is so huge it 
roughly encases all the "little" tree bounding spheres and thus the group node 
bounding sphere of the road and the trees would roughly be of the size of the 
road sphere. Thus the trees would not change the LOD behaviour very much. Is 
this right?

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Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 10:25 AM, Martin Haffner wrote:
> I see. One more little question: I have a lot of objects (for example trees) 
> along a road segment.
> Sure, I could give each tree an LOD node (one LOD node for each tree) but I 
> guess it would be smarter if I did use the same LOD node for the segment. As 
> I said I want to make a LOD node for each road segment and each LOD node has 
> 3 child geodes. osg will pick one child node (based on the distance) and 
> depending on which child node it picks I want to render all corresponding 
> trees of this segment in the same level of detail.
> For example: Lets look at road segment2. Segment2 has one LOD node with 3 
> ranges. Openscenegraph picks the last one (the low poly one) because the node 
> is far away. Now I want to render ALL objects along this lane in low polygon 
> mode too. If I render a road segment with high tessellation I want to render 
> ALL objects of this road segment with high tessellation too etc.
> How could I achieve this with osg?

  Just make one LOD Node for each segment. This should have multiple children, 
one for
each level of detail. These children should be Groups. Each Group should have 
children for
the road, and trees.

  If that doesn't explain it well enough, I can elaborate, but I must go 
grocery shopping now.

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Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
I see. One more little question: I have a lot of objects (for example trees) 
along a road segment.

Sure, I could give each tree an LOD node (one LOD node for each tree) but I 
guess it would be smarter if I did use the same LOD node for the segment. As I 
said I want to make a LOD node for each road segment and each LOD node has 3 
child geodes. osg will pick one child node (based on the distance) and 
depending on which child node it picks I want to render all corresponding trees 
of this segment in the same level of detail.

For example: Lets look at road segment2. Segment2 has one LOD node with 3 
ranges. Openscenegraph picks the last one (the low poly one) because the node 
is far away. Now I want to render ALL objects along this lane in low polygon 
mode too. If I render a road segment with high tessellation I want to render 
ALL objects of this road segment with high tessellation too etc.
How could I achieve this with osg?

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Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 9:38 AM, Martin Haffner wrote:
> The question I am asking this: I have a long road (lets say 3km) and I want 
> to divide the road in segments (say 200m per segment). Now I want to use LOD 
> for the segments. For example if the camera is close to segment 2, segment 2 
> should be rendered with high poly count. The adjacent segments 1 and 3 with 
> medium poly count and segments with are even further away with low poly count.
> How would I achieve this with openscenegraph (I am very new to osg)?
> My current idea: One root group node for the whole track with N child group 
> nodes (one for each segment). Then each segment node (of type group) has one 
> child: an LOD node with 3 children: 3 geodes with high, mid and low polygon 
> geometry entries.
> Is this correct or am I totally wrong?

  That's fine.

  That's nothing like your original questioning.

  Basically, the LOD Node is intended that each of its children should roughly 
be
representations of the same entity, in the same place, but with different 
degrees of
detail. So, using it as intended (as you propose here) should be fine. Getting 
weird with
extreme transforms to move the children about relative to each other is a 
recipe for a mess.

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Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
The question I am asking this: I have a long road (lets say 3km) and I want to 
divide the road in segments (say 200m per segment). Now I want to use LOD for 
the segments. For example if the camera is close to segment 2, segment 2 should 
be rendered with high poly count. The adjacent segments 1 and 3 with medium 
poly count and segments with are even further away with low poly count.

How would I achieve this with openscenegraph (I am very new to osg)?
My current idea: One root group node for the whole track with N child group 
nodes (one for each segment). Then each segment node (of type group) has one 
child: an LOD node with 3 children: 3 geodes with high, mid and low polygon 
geometry entries.
Is this correct or am I totally wrong?

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Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 9:27 AM, Martin Haffner wrote:
> Thanks for your fast reply!
> Ok, lets say I have 2 matrix transform nodes. One makes a huge translate to 
> the right (x axis) and the other a huge translation fo the left. Each matrix 
> transform node has one geode as a child, which renders a tree.
> If I add these 2 matrix transform to a LOD node (at ranges (0,100) and 
> (100,1000)), then the following happens: The bounding spheres of the geodes 
> are propagated upwards to the matrix transform nodes. The bounding spheres 
> are again propagated upwards to the LOD node and a new big sphere is computed 
> with encloses both bounding spheres (in other words: the LOD node now has a 
> huge sphere that encases both tree bounding spheres).
> The distances (0,100,1000) always mean: The distance from the camera to the 
> center of the LOD sphere.
> Is this correct?

  I think so.

  But, I could be wrong. It should be pretty easy to put some breakpoints 
inside the LOD
code and watch exactly what happens.

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Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
Thanks for your fast reply!

Ok, lets say I have 2 matrix transform nodes. One makes a huge translate to the 
right (x axis) and the other a huge translation fo the left. Each matrix 
transform node has one geode as a child, which renders a tree.

If I add these 2 matrix transform to a LOD node (at ranges (0,100) and 
(100,1000)), then the following happens: The bounding spheres of the geodes are 
propagated upwards to the matrix transform nodes. The bounding spheres are 
again propagated upwards to the LOD node and a new big sphere is computed with 
encloses both bounding spheres (in other words: the LOD node now has a huge 
sphere that encases both tree bounding spheres).
The distances (0,100,1000) always mean: The distance from the camera to the 
center of the LOD sphere.

Is this correct?

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Re: [osg-users] [build] Can't build version osg 2.9.11 for IOS using CMake

2011-04-03 Thread Stephan Huber
Hi,

there's a pending submission for the readme, I added a working command
line to it. Here's the command line to get a working xcode project for
buildong osg for a ios-device:

$ cmake -G Xcode \
-D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \
-D CMAKE_CXX_FLAGS:STRING="-ftree-vectorize -fvisibility-inlines-hidden
-mno-thumb -arch armv6 -pipe -no-cpp-precomp -miphoneos-version-min=3.1
-mno-thumb" \
-D BUILD_OSG_APPLICATIONS:BOOL=OFF \
-D OSG_BUILD_FRAMEWORKS:BOOL=OFF \
-D OSG_WINDOWING_SYSTEM:STRING=IOS \
-D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \
-D CMAKE_OSX_ARCHITECTURES:STRING="armv6;armv7" \
-D
CMAKE_OSX_SYSROOT:STRING=/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk
\
-D OSG_GL1_AVAILABLE:BOOL=OFF \
-D OSG_GL2_AVAILABLE:BOOL=OFF \
-D OSG_GLES1_AVAILABLE:BOOL=ON \
-D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
-D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
-D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
-D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
-D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
-D DYNAMIC_OPENTHREADS:BOOL=OFF .

check all mentioned cmake-variables and try again. Good luck.


Hope that helps,
Stephan



02.04.11 04:04, schrieb Hoang My Duc:
> Hi,
> 
> I have the same problem.
> I did like the instruction in readme.txt for both 2.9.11 and trunk but cannot 
> build because the omission of OpenGL headers.
> 
> The think is that when I press configure button of CMake first time, the 
> following variable is shown in red:
> "OPENGLES_LIBRARY=OPENGLES LIBRARY - NOT FOUND"
> 
> I have also installed XCode 3.2.6 with IPhone SDK.
> My MacBookWhite has an OSX 10.6
> 
> I don't know how to fix it, please help me.
> 
> Thank you!
> 
> Cheers,
> Hoang
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=38172#38172
> 
> 
> 
> 
> 
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Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 8:36 AM, Martin Haffner wrote:
> The values 0.0f, 5.0f and FLT_MAX are all camera distances, but I wonder from 
> which reference point? Are these values the distance from the camera to the 
> bounding sphere center of the individual geodes? Or are these the distances 
> from the camera to the LOD node itself?
> If the second is true: Do I have to set the position of the LOD node or is 
> the position just the center of a sphere that encases all child nodes?

  I believe the second case is correct. And the LOD node's position, by 
default, is the
center of the auto-generated bounding sphere as you theorized. I think you can 
manually
set the position and bounding sphere of the LOD Node.

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[osg-users] LOD Node

2011-04-03 Thread Martin Haffner
Hello,

I have a question about the LOD node:
Lets say I have 2 Geods and add them to a LOD node:


Code:
osg :: ref_ptr < osg :: LOD > lod = new osg :: LOD ;
lod->addChild(geode1, 0.0f, 5.0 f);
lod->addChild(geode2, 5.0f, FLT_MAX );



The values 0.0f, 5.0f and FLT_MAX are all camera distances, but I wonder from 
which reference point? Are these values the distance from the camera to the 
bounding sphere center of the individual geodes? Or are these the distances 
from the camera to the LOD node itself?
If the second is true: Do I have to set the position of the LOD node or is the 
position just the center of a sphere that encases all child nodes?

Thanks!

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Re: [osg-users] [build] Can't build version osg 2.9.11 for IOS using CMake

2011-04-03 Thread Hoang My Duc
Hi,

I have the same problem.
I did like the instruction in readme.txt for both 2.9.11 and trunk but cannot 
build because the omission of OpenGL headers.

The think is that when I press configure button of CMake first time, the 
following variable is shown in red:
"OPENGLES_LIBRARY=OPENGLES LIBRARY - NOT FOUND"

I have also installed XCode 3.2.6 with IPhone SDK.
My MacBookWhite has an OSX 10.6

I don't know how to fix it, please help me.

Thank you!

Cheers,
Hoang

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