Re: [osg-users] Offscreen snapshot.

2011-05-24 Thread Giulio De Vecchi
Thanks for the replay.
It doesn't work for me. It seems that there are some side effects: when I add 
the slave camera the screenshot from the main camera stop to work.
I tried also with a composite viewer but... no: it doesn't work.
Anyway: thanks fot the suggestion. I'll study more carefully the example.

Bye
Giulio

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Re: [osg-users] Offscreen snapshot.

2011-05-24 Thread J.P. Delport

Hi,

On 20/05/11 12:27, Giulio De Vecchi wrote:

Hi all,
   I have a viewer from wihch i take some snapshot. The code is something like 
this:

r_Viewer = new osgViewer::Viewer();
r_Viewer-setSceneData(p_RootNode);
p_hWND = reinterpret_castHWND  (wnd);
osg::ref_ptrosg::GraphicsContext::Traits  traits = new 
osg::GraphicsContext::Traits();
traits-inheritedWindowData = new osgViewer::GraphicsWindowWin32::WindowData( 
p_hWND );
[...]
  // some init stuff
[...]
osg::ref_ptrosg::GraphicsContext  gc = 
osg::GraphicsContext::createGraphicsContext (traits.get());
osg::ref_ptrosg::Camera  camera = r_Viewer-getCamera();
camera-setGraphicsContext (gc.get());
camera-setViewport (...);
camera-setProjectionMatrixAsPerspective (...);

p_ScreenShot = new osg::Image;
camera-attach(osg::Camera::COLOR_BUFFER, p_ScreenShot);

[...]
r_Viewer-frame();
// Note that i call frame() on demand.
[...]
p_ScreenShot-readPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE);
This last call should not be needed, because if you attach the image to 
the camera OSG does the readPixels for you.


If you want to manually read pixels you will have to do it in the camera 
callback so that the context is current.


jp





This work fine.
The question is: what if i need to take an offscreen screenshot?
In particular I need to take a snapshot of the same scene from a different 
point of view, but without render it.
Is this possible?
Thank you.

Best regards.
Giulio

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[osg-users] Vec4Array for vertex array and the MatrixTransform transform is no longer applied.

2011-05-24 Thread Adrian Licu
Hi,

I need to save an osg/ive file using 4 components for vertex positions (x y z 
and 1.0 for w). I need this so the texgen planes work correctly (if I omit w, 
for some strange reason, the texture gen planes no longer apply correctly). 

The problem now is that the matrix transform is no longer applied. Is like OSG 
is considering my positions already transformed.

Is this is a know issue? 

Please refer to the attached file for an example of an OSG file. It contains 3 
LOD for 2 terrain meshes. The vertex positions are 4D  (with w == 1). As you 
can see both meshes are placed in the origin (one above another) as their 
matrix transform is no longer applied. For exactly the same file if .w is not 
present, the matrices are applied but my texgen planes no longer work as 
expected.

Thank you!

Cheers,
Adrian

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Re: [osg-users] [vpb] model placing using osgdem

2011-05-24 Thread Glenn Waldron
Yes, but I meant that you could load your VPB model as usual, but use
osgEarth just to render just the buildings and features.

Glenn Waldron / Pelican Mapping / @glennwaldron


On Mon, May 23, 2011 at 11:56 PM, Vijeesh Theningaledathil 
vije...@nal.res.in wrote:

 Hi Glenn Waldron

 But will osgearth can render the terrain at 60Hz. The terrain is required
 for a flight simulator. so the timing is very important.

 ...


 Thank you!

 Cheers,
 Vijeesh

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Re: [osg-users] Offscreen snapshot.

2011-05-24 Thread Giulio De Vecchi
Hi,
  I removed the manual call to readPixel and now... it works!
Thank you very much.

Cheers,
Giulio

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Re: [osg-users] osgexport for blender?

2011-05-24 Thread Damyon Wiese
I have been plugging away at this script and have a much better version now. 
See attached. It works well for my simple tests - but I don't have many example 
models to try.

Animations are supported as well as textures (either image or generated). It 
does not support animated materials like the old script does (mainly because I 
don't know how to create them in blender). 

If you have problems and want to report a bug - including the model will be a 
big help. I would still class this script as unstable - mainly because I 
haven't done too much testing - but if you have problems I'm willing to try and 
fix them.

Cheers,
Damyon

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Re: [osg-users] osg Widget image transparent

2011-05-24 Thread Jeremy Moles
On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote:
 Hi,
 is there a way to put a semitransparent image in a widget?
 
 I build my widget as:
 
 
 Code:
  
   widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
   widget-setColor(1.0,1.0,1.0,1.0);
   widget-setImage(imageSrc);
   widget-setSize(notifySize);
   widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
   widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
   widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
   widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
   widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER);
   widget-setAlignVertical(osgWidget::Widget::VA_CENTER);
   widget-setLayer(osgWidget::Widget::LAYER_TOP );

You're doing everything right except one small thing, which I will be
changing in future versions of osgWidget. The transparency is working,
but the background widget of the Window you put your Widget in is
probably full white. So:

Window-getBackground()-setColor(0, 0, 0, 0);

...and you should be good. :)

 imageSrc is a PNG transparent file, but I can't see the trasparence.
 
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Re: [osg-users] osg Widget image transparent

2011-05-24 Thread Jeremy Moles
On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote:
 Hi,
 is there a way to put a semitransparent image in a widget?
 
 I build my widget as:
 
 
 Code:
  
   widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
   widget-setColor(1.0,1.0,1.0,1.0);
   widget-setImage(imageSrc);
   widget-setSize(notifySize);
   widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
   widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
   widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
   widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
   widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER);
   widget-setAlignVertical(osgWidget::Widget::VA_CENTER);
   widget-setLayer(osgWidget::Widget::LAYER_TOP );

I should also mention that if you call:

 -setImage(imageSrc, true)

...you will not need to manually call setTexCoord().

 imageSrc is a PNG transparent file, but I can't see the trasparence.
 
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Re: [osg-users] osgexport for blender?

2011-05-24 Thread issam boughanmi
Thanks a lot .



testing 

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Re: [osg-users] Texture2DMultisample test code?

2011-05-24 Thread Paul Martz

On 5/22/2011 2:49 PM, Paul Martz wrote:

Hi all -- I've recently backported the Texture2DMultisample support to the 2.8
branch and was wondering if anyone had any simple test code they could share
that tests the functionality?


A re-post: I'd really appreciate community help to get the 2.8.5 release out the 
door. If you have some small test code that uses Texture2DMultisample, I'd 
really appreciate it if this could be submitted to trunk (currently there are no 
examples that use this feature), or sent to me offline (if it needs to remain 
non-public).


Thanks!

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[osg-users] replacing models at runtime

2011-05-24 Thread issam boughanmi
Hi,

so basicaly i want to replace the models at runtime

i have a node callback visitor that traverse a loaded model
and in certains conditions replace the child nodes with something like this :


osg::Node* _node =  findNode(test); 
_Node = osgDB::readNodeFile(myfile.ive);

but this have no effect 


thanks and good day[/code]

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Re: [osg-users] replacing models at runtime

2011-05-24 Thread Chris 'Xenon' Hanson
On 5/24/2011 9:28 AM, issam boughanmi wrote:
 so basicaly i want to replace the models at runtime
 i have a node callback visitor that traverse a loaded model
 and in certains conditions replace the child nodes with something like this :
 osg::Node* _node =  findNode(test); 
 _Node = osgDB::readNodeFile(myfile.ive);
 but this have no effect 

  _node is a local pointer.

  You're only changing what _node points to. Elsewhere, the scenegraph is still 
pointing
to what _node originally pointed to.

  You need to find the parent of _node, because it has a child pointer pointing 
to
whatever _node originally pointed to. Then you need to remove that child, and 
then add the
result of readNodeFile.

-- 
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http://www.alphapixel.com/
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Re: [osg-users] replacing models at runtime

2011-05-24 Thread issam boughanmi
yes this is what i have done +
setting the actual node mask to 0x0 but i was thinking that there is a better 
method

anyway thanks for your help

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Re: [osg-users] Performace issue with nVidia 400 series

2011-05-24 Thread David Glenn

mrohn wrote:
 Hi,
 
 now we discovered that the fps drop down is related to the two sided 
 lightning. If we disable the support for the two sided lightning we have the 
 expected performance.
 
 But this is not a really good solution for us.
 
 Is there any assumption why this happens?
 
 ... 
 
 Thank you!
 
 Cheers,
 Michael

Greetings:

Well, I checked the code and unless it is changed someware else by defalt the 
setting for dubble sided lighting in LightModel.ccp is set to false. 

Any arguments to the contrary?

D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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[osg-users] Maya2OSG patches

2011-05-24 Thread Ryan Pavlik
Hello all,

I've attached small patches to two issues I've found with Maya2OSG.

One allows it to build successfully with the current 2.8 branch - there are
some manipulators not available in this branch so we just disable them by
checking the osg version.

The other issue was ambiguity in calling inTolerance, preventing me from
building successfully on VC9 x64.  I solved this two different ways: take
your pick of which way you prefer.

   - I've made inTolerance a template function with a single parameter type
   and explicitly specified the template parameter in the one case.
   (fix-vc9-build)
   - inTolerance is a template function with three parameter types, and
   static_casts all arguments to the type of the tolerance parameter before
   doing math.  This one doesn't require explicit template param specification,
   and seems more correct to me, or at least more explicit in how it works. I
   personally prefer this one. (alternate-fix-build)

These patches were made against the latest svn trunk of maya2osg using
tortoisesvn.

Ryan

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rpav...@iastate.edu
http://academic.cleardefinition.com


maya2osg-alternate-fix-build.patch
Description: Binary data


maya2osg-fix-vc9-build.patch
Description: Binary data


maya2osg-fix-osg28.patch
Description: Binary data
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Re: [osg-users] Maya2OSG patches

2011-05-24 Thread Javier Taibo
  Hi Ryan,

  Thank you for the patches. Can you send the whole files instead of
patches, please? You can zip all files together to make it easy.

  Thank you!


  Best Regards,


On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 Hello all,
 I've attached small patches to two issues I've found with Maya2OSG.
 One allows it to build successfully with the current 2.8 branch - there are
 some manipulators not available in this branch so we just disable them by
 checking the osg version.
 The other issue was ambiguity in calling inTolerance, preventing me from
 building successfully on VC9 x64.  I solved this two different ways: take
 your pick of which way you prefer.

 I've made inTolerance a template function with a single parameter type and
 explicitly specified the template parameter in the one case. (fix-vc9-build)
 inTolerance is a template function with three parameter types, and
 static_casts all arguments to the type of the tolerance parameter before
 doing math.  This one doesn't require explicit template param specification,
 and seems more correct to me, or at least more explicit in how it works. I
 personally prefer this one. (alternate-fix-build)

 These patches were made against the latest svn trunk of maya2osg using
 tortoisesvn.
 Ryan
 --
 Ryan Pavlik
 HCI Graduate Student
 Virtual Reality Applications Center
 Iowa State University

 rpav...@iastate.edu
 http://academic.cleardefinition.com

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[osg-users] 2.8.5 wrappers and osgconv

2011-05-24 Thread Paul Martz
Hi Ryan -- I just wanted to alert you that the 2.8 branch now contains some 
changes that will likely break the wrappers: Texture2DMultisample support 
(you'll probably need to add support for this new StateAttribute) and some 
changes to osgText. If you could provide updated wrappers, that would be great. 
Thanks!


Also, you mentioned some additional changes to osgconv. I'm still waiting on 
those.

The only other work to be done is the 3ds backport, and I understand that's in 
progress, so hopefully done soon.


We're vary close to a release candidate.

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Re: [osg-users] [vpb] Virtual Planet Builder

2011-05-24 Thread abhishek agarwal
Hi,
i'm new @ vpb..
i was trying to install vpb0.9.10 on ubuntu10.10
when i make then it shows following errors


bhishek@abhishek-T12Eg:~/VirtualPlanetBuilder$ make
Scanning dependencies of target vpb
[  3%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildLog.o
[  6%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildOperation.o
[  9%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildOptions.o
[ 12%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildOptionsIO.o
[ 15%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Commandline.o
[ 18%] Building CXX object src/vpb/CMakeFiles/vpb.dir/DatabaseBuilder.o
[ 21%] Building CXX object src/vpb/CMakeFiles/vpb.dir/DatabaseBuilderIO.o
[ 24%] Building CXX object src/vpb/CMakeFiles/vpb.dir/DataSet.o
[ 27%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Date.o
[ 30%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Destination.o
[ 33%] Building CXX object src/vpb/CMakeFiles/vpb.dir/ExtrudeVisitor.o
[ 36%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FileCache.o
[ 39%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FileDetails.o
[ 42%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FileUtils.o
[ 45%] Building CXX object src/vpb/CMakeFiles/vpb.dir/FilePathManager.o
[ 48%] Building CXX object src/vpb/CMakeFiles/vpb.dir/GeospatialDataset.o
[ 51%] Building CXX object src/vpb/CMakeFiles/vpb.dir/HeightFieldMapper.o
[ 54%] Building CXX object src/vpb/CMakeFiles/vpb.dir/MachinePool.o
[ 57%] Building CXX object src/vpb/CMakeFiles/vpb.dir/ObjectPlacer.o
[ 60%] Building CXX object src/vpb/CMakeFiles/vpb.dir/PropertyFile.o
/home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp: In constructor 
‘vpb::FileProxy::FileProxy(const std::string)’:
/home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp:51: error: 
‘S_IREAD’ was not declared in this scope
/home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp:51: error: 
‘S_IWRITE’ was not declared in this scope
make[2]: *** [src/vpb/CMakeFiles/vpb.dir/PropertyFile.o] Error 1
make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2
make: *** [all] Error 2
abhishek@abhishek-T12Eg:~/VirtualPlanetBuilder$ 


 
can you help me ?
waiting for reply.
Thank you!

Cheers,
abhishek

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Re: [osg-users] [vpb] Virtual Planet Builder

2011-05-24 Thread Chris 'Xenon' Hanson
On 5/24/2011 12:19 PM, abhishek agarwal wrote:
 Hi,
 i'm new @ vpb..
 i was trying to install vpb0.9.10 on ubuntu10.10
 when i make then it shows following errors
 /home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp: In constructor 
 ‘vpb::FileProxy::FileProxy(const std::string)’:
 /home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp:51: error: 
 ‘S_IREAD’ was not declared in this scope
 /home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp:51: error: 
 ‘S_IWRITE’ was not declared in this scope
 make[2]: *** [src/vpb/CMakeFiles/vpb.dir/PropertyFile.o] Error 1
 make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2
 make: *** [all] Error 2
 abhishek@abhishek-T12Eg:~/VirtualPlanetBuilder$ 

  It is possible that your Ubuntu headers don't define S_IREAD, because it's a 
deprecated
symbol:

http://www.gnu.org/s/hello/manual/libc/Permission-Bits.html

  There may be a define you can invoke to re-enable it. Also, it might be smart 
if VPB's
source was changed to refer to the current synonym, apparently S_IRUSR.

  I could be off here, but that's my take on it.

-- 
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Re: [osg-users] Maya2OSG patches

2011-05-24 Thread Ryan Pavlik
The changes to osgpreview.cpp are for the first issue, while the changes to
utility.h are for the second way of solving the second issue.

Ryan

On Tue, May 24, 2011 at 12:59 PM, Javier Taibo javier.ta...@gmail.comwrote:

  Hi Ryan,

  Thank you for the patches. Can you send the whole files instead of
 patches, please? You can zip all files together to make it easy.

  Thank you!


  Best Regards,


 On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu wrote:
  Hello all,
  I've attached small patches to two issues I've found with Maya2OSG.
  One allows it to build successfully with the current 2.8 branch - there
 are
  some manipulators not available in this branch so we just disable them by
  checking the osg version.
  The other issue was ambiguity in calling inTolerance, preventing me from
  building successfully on VC9 x64.  I solved this two different ways: take
  your pick of which way you prefer.
 
  I've made inTolerance a template function with a single parameter type
 and
  explicitly specified the template parameter in the one case.
 (fix-vc9-build)
  inTolerance is a template function with three parameter types, and
  static_casts all arguments to the type of the tolerance parameter before
  doing math.  This one doesn't require explicit template param
 specification,
  and seems more correct to me, or at least more explicit in how it
 works. I
  personally prefer this one. (alternate-fix-build)
 
  These patches were made against the latest svn trunk of maya2osg using
  tortoisesvn.
  Ryan
  --
  Ryan Pavlik
  HCI Graduate Student
  Virtual Reality Applications Center
  Iowa State University
 
  rpav...@iastate.edu
  http://academic.cleardefinition.com
 
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 --
 Javier Taibo
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-- 
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University

rpav...@iastate.edu
http://academic.cleardefinition.com
/**
Maya2OSG - A toolkit for exporting Maya scenes to OpenSceneGraph
Copyright (C) 2010-2011 Javier Taibo javier.ta...@gmail.com

This file is part of Maya2OSG.

Maya2OSG is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Maya2OSG is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Maya2OSG.  If not, see http://www.gnu.org/licenses/.
*/

// This is previewer is a modified version of OSG application osgviewer

#include osgpreview.h
#include version.h

#include maya/MArgList.h
#include maya/MStringArray.h

#include osg/Version
#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode

#include osg/Switch
#include osgText/Text

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/StateSetManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator
#if OSG_MIN_VERSION_REQUIRED(2,9,5)
#include osgGA/OrbitManipulator
#include osgGA/SphericalManipulator
#endif


void* OSGPreview::creator()
{
	return new OSGPreview();
}

MStatus OSGPreview::doIt( const MArgList  args )
{
	MStringArray argStringArray;
	for( unsigned int i = 0 ; i  args.length() ; ++i ) {
		argStringArray.append( args.asString( i ) ) ;
	}

	int argc = args.length() + 1;
	char **argv = (char **)malloc(argc * sizeof(char *));
	argv[0] = osgpreview;

	argStringArray.get(argv+1);
osg::ArgumentParser arguments(argc, argv);

osgViewer::Viewer viewer(arguments);

unsigned int helpType = 0;
if ((helpType = arguments.readHelpType()))
{
arguments.getApplicationUsage()-write(std::cout, helpType);
return MStatus::kFailure;
}

// report any errors if they have occurred when parsing the program arguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return MStatus::kFailure;
}

if (arguments.argc()=1)
{
arguments.getApplicationUsage()-write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return MStatus::kFailure;
}

std::string url, username, password;
while(arguments.read(--login,url, username, password))
{
if 

Re: [osg-users] Maya2OSG patches

2011-05-24 Thread Javier Taibo
  Thanks for the fixes. Changes are now committed to svn trunk.

  About the second issue, it seems a much complicated piece of code
for what it's doing. I suggest this lighter and cleaner alternative
instead of a template with three different typename parameters and the
huge expression with four static_cast.

#define inTolerance(base, match, tolerance) (
osg::absolute((base)-(match))  tolerance )

  However, this part of the code was written by Peter Particle, so
I'll redirect to him both proposals.

  Meanwhile, can you test if it is working for you right now?


  Regards,


On Tue, May 24, 2011 at 11:08 PM, Ryan Pavlik rpav...@iastate.edu wrote:
 The changes to osgpreview.cpp are for the first issue, while the changes to
 utility.h are for the second way of solving the second issue.
 Ryan

 On Tue, May 24, 2011 at 12:59 PM, Javier Taibo javier.ta...@gmail.com
 wrote:

  Hi Ryan,

  Thank you for the patches. Can you send the whole files instead of
 patches, please? You can zip all files together to make it easy.

  Thank you!


  Best Regards,


 On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik rpav...@iastate.edu wrote:
  Hello all,
  I've attached small patches to two issues I've found with Maya2OSG.
  One allows it to build successfully with the current 2.8 branch - there
  are
  some manipulators not available in this branch so we just disable them
  by
  checking the osg version.
  The other issue was ambiguity in calling inTolerance, preventing me from
  building successfully on VC9 x64.  I solved this two different ways:
  take
  your pick of which way you prefer.
 
  I've made inTolerance a template function with a single parameter type
  and
  explicitly specified the template parameter in the one case.
  (fix-vc9-build)
  inTolerance is a template function with three parameter types, and
  static_casts all arguments to the type of the tolerance parameter before
  doing math.  This one doesn't require explicit template param
  specification,
  and seems more correct to me, or at least more explicit in how it
  works. I
  personally prefer this one. (alternate-fix-build)
 
  These patches were made against the latest svn trunk of maya2osg using
  tortoisesvn.
  Ryan
  --
  Ryan Pavlik
  HCI Graduate Student
  Virtual Reality Applications Center
  Iowa State University
 
  rpav...@iastate.edu
  http://academic.cleardefinition.com
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 



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



 --
 Ryan Pavlik
 HCI Graduate Student
 Virtual Reality Applications Center
 Iowa State University

 rpav...@iastate.edu
 http://academic.cleardefinition.com

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





-- 
Javier Taibo
___
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