Re: [osg-users] OSG Web site offline
Hi, also unreachable from Austria and Germany. Code: Traceback (most recent call last): File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in send_error 'text/html') File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in render_template data = self.populate_data(req, data) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in populate_data d['chrome'].update(req.chrome) File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in __getattr__ value = self.callbacks[name](self) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in prepare_request for category, name, text in contributor.get_navigation_items(req): File /usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 295, in get_navigation_items if 'BROWSER_VIEW' in req.perm: File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in has_permission return self._has_permission(action, resource) File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in _has_permission check_permission(action, perm.username, resource, perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in check_permission perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in check_permission get_user_permissions(username) File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in get_user_permissions for perm in self.store.get_user_permissions(username): File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in get_user_permissions cursor.execute(SELECT username,action FROM permission) File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in execute return self.cursor.execute(sql) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 58, in execute args or []) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 50, in _rollback_on_error return function(self, *args, **kwargs) OperationalError: database is locked Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41653#41653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Web site offline
Hi, also unreachable from Russia. 2011/7/27 Torben Dannhauer tor...@dannhauer.info: Hi, also unreachable from Austria and Germany. Code: Traceback (most recent call last): File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in send_error 'text/html') File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in render_template data = self.populate_data(req, data) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in populate_data d['chrome'].update(req.chrome) File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in __getattr__ value = self.callbacks[name](self) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in prepare_request for category, name, text in contributor.get_navigation_items(req): File /usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 295, in get_navigation_items if 'BROWSER_VIEW' in req.perm: File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in has_permission return self._has_permission(action, resource) File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in _has_permission check_permission(action, perm.username, resource, perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in check_permission perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in check_permission get_user_permissions(username) File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in get_user_permissions for perm in self.store.get_user_permissions(username): File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in get_user_permissions cursor.execute(SELECT username,action FROM permission) File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in execute return self.cursor.execute(sql) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 58, in execute args or []) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 50, in _rollback_on_error return function(self, *args, **kwargs) OperationalError: database is locked Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41653#41653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How read articles on osghelp.com
Hi, During the search for OSG tutorials (since the documentation is rather bad) I found this site: http://www.osghelp.com/news.php Unfortunately I can't read them, since they require you to be registered. But I never found the registration button. Where the hell can I register myself to read the articles on this site? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41656#41656 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How read articles on osghelp.com
Hi, I'm not sure but there is something in my mind that they closed that site.. For learning OSG I recommend the book OpenSceneGraph 3.0: Beginners Guide, it is an excelent book to learn the basics (I remember that hte osghelp tutorials were not more sophisticated than the book..). the book helped me a lot to understand several aspects I hat trouble before. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41657#41657 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidia 275-series Driver Bug
Hi Jeremy You can try to append [] to array uniform name string when create osg::Uniform, mb this helps. 27.07.2011, 09:51, Jeremy Moles jer...@emperorlinux.com: On Thu, 2011-06-16 at 14:08 -0400, Jeremy Moles wrote: Hello folks! Anyone here using the 275 series of NVidia drivers? (Doesn't matter what OS, the bug is on Linux and Windows for me...) It appears that this driver doesn't understand GLSL arrays anymore. At least, not like it used to. Crazy, huh? Yeah, I thought so too. I've attached a __VERY__ simple application demonstrating this. If anyone has a sec (particularly Mike Wieblen), I'd be interested to see if they could compile it and perhaps shed some light on this mystery. :) I've been googling and checking the NVidia forums, but so far nothing. There have been a few replies to this original thread, and I'm not trying to beat a dead horse here, but I recently purchased a video card that is ONLY support by 275+ (in Linux). So I'm back to investigating this issue. If I use GLSL arrays via OSG, as demonstrated in the example app, it completely misbehaves. However, non-array uniforms are just fine. Interestingly, if I write a purse OpenGL application using GLSL arrays, that works just fine. Is it possible there's some kind of bug in OSG that these newer drivers expose? I don't imagine they're going to fix this for OSG, so eventually people will have to upgrade to 275 and beyond... I've been trying to track down the issue, but have had no luck so far. I'll keep investigating, but if anyone has acquired any NEW information in the last month, that would be stellar. :) ___ 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] When Patents Attack
The other day looking for articles of scene graphs i was shocked to see that there were some patents about scene graphs! Seriously why can't people live more quietly? 2011/7/26 Paul Martz pma...@skew-matrix.com On 7/26/2011 8:44 AM, Jeremy Moles wrote: http://www.thisamericanlife.**org/ http://www.thisamericanlife.org/ For those of you who live in the US, this was a great, GREAT episode of This American Life on NPR last weekend. It talks about how absolutely insane the patent system is in the US. It's so absurd and depressing I honestly want to stop being a programmer and become an IP lawyer just so I can fight these guys. I wonder... how long will it be before these extortionists worm their way out of the mobile software market and into the games and system-level world? We avoid some of the heat now just because we aren't on the radar, but it won't be long before someone is awarded a patent for A System And Method For Dynamically Colorizing Triangular Regions In Multidimensional Space and we're all having to pay royalties... There's already prior art for that. In the Sperry-Rand versus Honeywell trial in the early 1970s, Honeywell successfully invalidated Sperry-Rand's patent for refreshable memory by demonstrating that such a device had already been invented by John Atanasoff. For the history of Atanasoff's computer (which predates the ENIAC), and a quick overview of the trial: Book: _The Man Who Invented the Computer_ http://www.amazon.com/Man-Who-**Invented-Computer-Biography/** dp/0385527136/ref=sr_1_1?s=**booksie=UTF8qid=1311698749**sr=1-1http://www.amazon.com/Man-Who-Invented-Computer-Biography/dp/0385527136/ref=sr_1_1?s=booksie=UTF8qid=1311698749sr=1-1 The story of the intermittent windshield wiper is also pertinent: Movie: _Flash of Genius_ http://movies.netflix.com/**WiMovie/Flash_of_Genius/** 70098902?trkid=2361637http://movies.netflix.com/WiMovie/Flash_of_Genius/70098902?trkid=2361637 And it wouldn't matter that the patent would be absolute crap; unless you have the millions required to fight it in court, you're screwed. Prior art or otherwise. It isn't about who is right or wrong it seems, but rather, who has more money to litigate. Totally agree. The Sperry-Rand v Honeywell trial lasted years and had, I think, some 20,000 individual pieces of evidence submitted. And the windshield wiper trial pretty much ruined the plaintiff. Unless you can find a lawyer to represent you pro bono, you're screwed. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://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] When Patents Attack
On 26/07/2011 18:57, Paul Martz wrote: On 7/26/2011 8:44 AM, Jeremy Moles wrote: http://www.thisamericanlife.org/ For those of you who live in the US, this was a great, GREAT episode of This American Life on NPR last weekend. It talks about how absolutely insane the patent system is in the US. It's so absurd and depressing I honestly want to stop being a programmer and become an IP lawyer just so I can fight these guys. I wonder... how long will it be before these extortionists worm their way out of the mobile software market and into the games and system-level world? We avoid some of the heat now just because we aren't on the radar, but it won't be long before someone is awarded a patent for A System And Method For Dynamically Colorizing Triangular Regions In Multidimensional Space and we're all having to pay royalties... There's already prior art for that. In the Sperry-Rand versus Honeywell trial in the early 1970s, Honeywell successfully invalidated Sperry-Rand's patent for refreshable memory by demonstrating that such a device had already been invented by John Atanasoff. For the history of Atanasoff's computer (which predates the ENIAC), and a quick overview of the trial: Book: _The Man Who Invented the Computer_ http://www.amazon.com/Man-Who-Invented-Computer-Biography/dp/0385527136/ref=sr_1_1?s=booksie=UTF8qid=1311698749sr=1-1 The story of the intermittent windshield wiper is also pertinent: Movie: _Flash of Genius_ http://movies.netflix.com/WiMovie/Flash_of_Genius/70098902?trkid=2361637 thanks for the links. Another free one I liked: http://patentabsurdity.com/ I'm not in the US, but these things are heading our way too :( jp And it wouldn't matter that the patent would be absolute crap; unless you have the millions required to fight it in court, you're screwed. Prior art or otherwise. It isn't about who is right or wrong it seems, but rather, who has more money to litigate. Totally agree. The Sperry-Rand v Honeywell trial lasted years and had, I think, some 20,000 individual pieces of evidence submitted. And the windshield wiper trial pretty much ruined the plaintiff. Unless you can find a lawyer to represent you pro bono, you're screwed. -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How read articles on osghelp.com
Hi, Well, this sucks... Why they don't just make the tutorials available for now? I have already read the book you have mentioned, but a lot of topics are only covered briefly. I still did not get the Camera/Viewer system in OSG. It is very daunting (just look at the graph: http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01055.html ) and I still do not know which class is used for what purposes :( Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41665#41665 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidia 275-series Driver Bug
On Wed, 2011-07-27 at 12:06 +0400, Sergey Polischuk wrote: Hi Jeremy You can try to append [] to array uniform name string when create osg::Uniform, mb this helps. It won't because it seems that internally OSG changes: Color ...to... Color[0] ...even, on non-array Uniforms. If I edit Program.cpp and remove this behavior (that is, the appending of the [0] to uniform names), it works again. This issue was also discussed briefly here: http://forum.openscenegraph.org/viewtopic.php?t=1828 Robert responded saying it was truly a bug with the driver, which may still be the case. However, if I write a small, pure OpenGL application, EITHER syntax works (Color or Color[0]). If it is a driver bug, it is only one that is exercised by by some state leakage or similar... My fear is that this is going to remain an issue for NVidia drivers going forwards, but we'll have to see... perhaps someone with more authoritative knowledge can comment on why this could be happening. 27.07.2011, 09:51, Jeremy Moles jer...@emperorlinux.com: On Thu, 2011-06-16 at 14:08 -0400, Jeremy Moles wrote: Hello folks! Anyone here using the 275 series of NVidia drivers? (Doesn't matter what OS, the bug is on Linux and Windows for me...) It appears that this driver doesn't understand GLSL arrays anymore. At least, not like it used to. Crazy, huh? Yeah, I thought so too. I've attached a __VERY__ simple application demonstrating this. If anyone has a sec (particularly Mike Wieblen), I'd be interested to see if they could compile it and perhaps shed some light on this mystery. :) I've been googling and checking the NVidia forums, but so far nothing. There have been a few replies to this original thread, and I'm not trying to beat a dead horse here, but I recently purchased a video card that is ONLY support by 275+ (in Linux). So I'm back to investigating this issue. If I use GLSL arrays via OSG, as demonstrated in the example app, it completely misbehaves. However, non-array uniforms are just fine. Interestingly, if I write a purse OpenGL application using GLSL arrays, that works just fine. Is it possible there's some kind of bug in OSG that these newer drivers expose? I don't imagine they're going to fix this for OSG, so eventually people will have to upgrade to 275 and beyond... I've been trying to track down the issue, but have had no luck so far. I'll keep investigating, but if anyone has acquired any NEW information in the last month, that would be stellar. :) ___ 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
Re: [osg-users] How read articles on osghelp.com
Hi compyler, jepp I agree, some aspects are still not clear. But OSG is an framework for advanced users, so reading the code is essential. Have you read ALL wiki pages? You can get a brief introduction to osgViewer, View, Scene and camera by searching the forum, but you have to assamble the results yourself to a complete introduction into that topic. Can you ask specific questions so others can help you? And I'm sure there will be additional great OSG books in the future :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41666#41666 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidia 275-series Driver Bug
I posted some comments on this issue as well: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg46003.html My point was that the spec implies that BOTH naming methods are legal, and thus OSG should support them both IMHO. Glenn Waldron / Pelican Mapping / @glennwaldron On Wed, Jul 27, 2011 at 9:56 AM, Jeremy Moles jer...@emperorlinux.comwrote: On Wed, 2011-07-27 at 12:06 +0400, Sergey Polischuk wrote: Hi Jeremy You can try to append [] to array uniform name string when create osg::Uniform, mb this helps. It won't because it seems that internally OSG changes: Color ...to... Color[0] ...even, on non-array Uniforms. If I edit Program.cpp and remove this behavior (that is, the appending of the [0] to uniform names), it works again. This issue was also discussed briefly here: http://forum.openscenegraph.org/viewtopic.php?t=1828 Robert responded saying it was truly a bug with the driver, which may still be the case. However, if I write a small, pure OpenGL application, EITHER syntax works (Color or Color[0]). If it is a driver bug, it is only one that is exercised by by some state leakage or similar... My fear is that this is going to remain an issue for NVidia drivers going forwards, but we'll have to see... perhaps someone with more authoritative knowledge can comment on why this could be happening. 27.07.2011, 09:51, Jeremy Moles jer...@emperorlinux.com: On Thu, 2011-06-16 at 14:08 -0400, Jeremy Moles wrote: Hello folks! Anyone here using the 275 series of NVidia drivers? (Doesn't matter what OS, the bug is on Linux and Windows for me...) It appears that this driver doesn't understand GLSL arrays anymore. At least, not like it used to. Crazy, huh? Yeah, I thought so too. I've attached a __VERY__ simple application demonstrating this. If anyone has a sec (particularly Mike Wieblen), I'd be interested to see if they could compile it and perhaps shed some light on this mystery. :) I've been googling and checking the NVidia forums, but so far nothing. There have been a few replies to this original thread, and I'm not trying to beat a dead horse here, but I recently purchased a video card that is ONLY support by 275+ (in Linux). So I'm back to investigating this issue. If I use GLSL arrays via OSG, as demonstrated in the example app, it completely misbehaves. However, non-array uniforms are just fine. Interestingly, if I write a purse OpenGL application using GLSL arrays, that works just fine. Is it possible there's some kind of bug in OSG that these newer drivers expose? I don't imagine they're going to fix this for OSG, so eventually people will have to upgrade to 275 and beyond... I've been trying to track down the issue, but have had no luck so far. I'll keep investigating, but if anyone has acquired any NEW information in the last month, that would be stellar. :) ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How read articles on osghelp.com
osghelp is now in http://code.google.com/p/sigmaosg/ Not much to see anymay. -- A. On Wed, Jul 27, 2011 at 2:34 AM, Martin Haffner str...@gmx.net wrote: Hi, During the search for OSG tutorials (since the documentation is rather bad) I found this site: http://www.osghelp.com/news.php Unfortunately I can't read them, since they require you to be registered. But I never found the registration button. Where the hell can I register myself to read the articles on this site? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41656#41656 ___ 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] 3D stereo modes broken with OSG 3.0.0?
Hi, it seems the stereoscopic display modes are broken with OSG 3.0. At least I have no issues with them using OSG 2.8.5, but they won't work for me when switching to OSG 3.0.0. I've mainly tested this with anaglyphic mode - but it also seems to affect other 3D modes. Has anyone successfully tested the anaglyphic mode with OSG 3.0? It'd be interesting to know if that's a general issue or something specific to our application. There are screen shots in our bug tracker showing the effect: http://code.google.com/p/flightgear-bugs/issues/detail?id=386 cheers, Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
Hello again, Jeremy, I'm digging into this topic of the EventHandlers for the Widgets. Before implementing my own EventHandler for what I'm trying to do, I'm looking at how does MouseHandler works to see if I can use it. In an effort to track down what happens when the MouseHandler enters into action after a mouse action, I can see the responsibility is passed to the WindowManager. For instance, by looking at _handleMouseReleased: Code: bool WindowManager::_handleMouseReleased(float x, float y, bool down) { down = false; if(!_lastPush) return false; Event ev(this, EVENT_MOUSE_RELEASE); setEventFromInterface(ev, _lastPush); bool handled = _lastPush-callMethodAndCallbacks(ev); _lastPush = 0; return handled; } An object of type EventInterface is in charge of executing callMethodAndCallbacks, which at last calls a virtual method mouseRelease, that can be overriden. I'm confused about the use of the term callback in the EventInterface. Is this a callback or an event triggered from the event handler? Or maybe it's used for both? I want to develop an EventHandler separate from the widget itself. Can I extend your code in some manner to achieve this, or should I go for a totally custom EventHandler? Thank you! Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41671#41671 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
On Wed, 2011-07-27 at 19:17 +0200, Daniel Cámpora wrote: Hello again, Jeremy, I'm digging into this topic of the EventHandlers for the Widgets. Before implementing my own EventHandler for what I'm trying to do, I'm looking at how does MouseHandler works to see if I can use it. In an effort to track down what happens when the MouseHandler enters into action after a mouse action, I can see the responsibility is passed to the WindowManager. For instance, by looking at _handleMouseReleased: Code: bool WindowManager::_handleMouseReleased(float x, float y, bool down) { down = false; if(!_lastPush) return false; Event ev(this, EVENT_MOUSE_RELEASE); setEventFromInterface(ev, _lastPush); bool handled = _lastPush-callMethodAndCallbacks(ev); _lastPush = 0; return handled; } An object of type EventInterface is in charge of executing callMethodAndCallbacks, which at last calls a virtual method mouseRelease, that can be overriden. I'm confused about the use of the term callback in the EventInterface. Is this a callback or an event triggered from the event handler? Or maybe it's used for both? All are possible. You can either create a standalone callback object totally independent of any Window or Widget, you can use a special overridden method, or you can combine the two. This is what I meant when I said earlier I tried to support too much at once. :) The method is always called first, then all callbacks (until one returns true, at which point they stop). There are examples of both kinds of event handling in the source. I want to develop an EventHandler separate from the widget itself. Can I extend your code in some manner to achieve this, or should I go for a totally custom EventHandler? Thank you! Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41671#41671 ___ 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 judge the model renderering progress is over in my codes
Hi, Now i have a problem in my codes that i want to get a large number of thumnail picture of the models. But i don't know when the model renderer progress is over and the model is show in the OSG viewport, because until the model renderer progress is over and model is show in the osg viewport in my codes i capture the thumnail picture of the model. Is there any one can help me with this problem. I'm in a hurry. Thank you very much! Thank you! Cheers, ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41664#41664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?
Hello Thorsten, Has anyone successfully tested the anaglyphic mode with OSG 3.0? It'd be interesting to know if that's a general issue or something specific to our application. I just tried this: set OSG_STEREO=ON set OSG_STEREO_MODE=ANAGLYPHIC osgviewer cessna.osg in both the trunk and the 3.0 branch (which will be 3.0.1 soon) and it seems to work fine. What, specifically, is broken in your app / Flightgear when stereo is enabled? Looking at the screenshots, I see red and blue borders, so that seems right, but all the bug report says is Scenery rendering is completely broken when a stereoscopic mode is enabled... Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?
Jean-Sébastien Guay wrote: Has anyone successfully tested the anaglyphic mode with OSG 3.0? It'd be interesting to know if that's a general issue or something specific to our application. I just tried this: set OSG_STEREO=ON set OSG_STEREO_MODE=ANAGLYPHIC osgviewer cessna.osg in both the trunk and the 3.0 branch (which will be 3.0.1 soon) and it seems to work fine. What, specifically, is broken in your app / Flightgear when stereo is enabled? Looking at the screenshots, I see red and blue borders, so that seems right, but all the bug report says is Scenery rendering is completely broken when a stereoscopic mode is enabled... Thanks J-S for testing! You're right, the actual anaglyphic effect seems to work. But many surfaces aren't rendered correctly. I believe it all shaders are affected (since all our clouds are gone and most of our cockpit surfaces and instruments are black - and we use shaders in exactly these places). The shaders are definitely working when OSG_STEREO is off. So, could anyone confirm shaders are still working with osg stereo? And we'll try to dig deeper to see what exactly triggers it. cheers, Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge the model renderering progress is over in my codes
On 07/27/2011 08:46 AM, ramy panda wrote: Hi, Now i have a problem in my codes that i want to get a large number of thumnail picture of the models. But i don't know when the model renderer progress is over and the model is show in the OSG viewport, because until the model renderer progress is over and model is show in the osg viewport in my codes i capture the thumnail picture of the model. Is there any one can help me with this problem. I'm in a hurry. Thank you very much! The osgscreencapture example should be a good starting point. Essentially, you'll want to use the Camera's FinalDrawCallback to capture your thumbnail image. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?
Hi Thorsten, Thanks J-S for testing! You're right, the actual anaglyphic effect seems to work. But many surfaces aren't rendered correctly. I believe it all shaders are affected (since all our clouds are gone and most of our cockpit surfaces and instruments are black - and we use shaders in exactly these places). The shaders are definitely working when OSG_STEREO is off. So, could anyone confirm shaders are still working with osg stereo? And we'll try to dig deeper to see what exactly triggers it. Again with these env variables set: set OSG_STEREO=ON set OSG_STEREO_MODE=ANAGLYPHIC I tried the following files, which contain shaders: osgviewer glsl_confetti.osgt osgviewer glsl_mandelbrot.osgt osgviewer glsl_simple.osgt I also tried the following examples, which use shaders: osganimationviewer nathan.osg osganimationhardware nathan.osg osgfxbrowser (tried all effects) osggeometryshaders osgshaders osgshaderterrain osgshadow --lispsm -3 I am reasonably certain that this tests vertex, geometry and fragment shaders. All of them displayed the anaglyphic stereo correctly and seemed to display all the effects they were supposed to display. I am not sure how to help you further, I think you would have to dump your scene, try it in osgviewer, or run in the debugger to see why your clouds and other shader-dependent things don't render correctly... Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Loading textures into VRAM
Greetings, My understanding is that most OpenGL implementations will not load a texture into VRAM until the time that it is first used. I was wondering, will a call to glBindTexture suffice for using a texture? If so, could I write a node visitor that just visits every StateSet in my graph, pulls out the texture objects, and calls Texture::TextureObject::bind()? I'm trying to think of a way to preload all of my textures into VRAM so that I don't get a frame rate stutter the first time one object or another comes into view. Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41678#41678 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to use CameraView
Hi, I need to change the FOV for the two slave cameras that I have and I have figured out that I need to use the CameraView class but I cannot figure out how to use it. Could I get some help please. Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41679#41679 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading textures into VRAM
On 07/27/2011 02:48 PM, Frank Sullivan wrote: Greetings, My understanding is that most OpenGL implementations will not load a texture into VRAM until the time that it is first used. I was wondering, will a call to glBindTexture suffice for using a texture? If so, could I write a node visitor that just visits every StateSet in my graph, pulls out the texture objects, and calls Texture::TextureObject::bind()? I'm trying to think of a way to preload all of my textures into VRAM so that I don't get a frame rate stutter the first time one object or another comes into view. Hi, Frank, I'm not positive, but the osgUtil::GLObjectsVisitor may already do what you need (look at the COMPILE_STATE_ATTRIBUTES mode). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?
Hi Thorsten, Your report of problems when mixing OSG's built in analgyphic stereo with shaders is the first one I've seen. I've just tested osgvolume with analyglyphic stereo and it works fine with svn/trunk and the OSG-3.0 branch - this uses shaders, and J-S has tested with other shader based example so I'll not look go chasing this further. As far as I'm aware there hasn't been any regressions in stereo support since 2.8. However, before the 3.0 release I did have an email exchange with Mathias Froehlich about Flight Gear problems reported with 2.9.x series. Mathias wasn't able to pinpoint the cause of the problems but suspected the custom cull traversal that FlightGear used. The vast majority of OSG user won't need to do this, and I wouldn't generally encourage doing this types of low customization as when you start working with low level internal classes the higher chance that some internal change will break the 3rd party code. Normally when we make internal changes we are able to avoid changes in behaviour in client applications as they are insulated from them via the standard interfaces in the main scene graph and viewer classes. I'm not familiar with the customization that FlightGear is making to the OSG, like Matthias I would suspect that this relies upon internal behaviour that is no longer quite the same in the OSG-3.0.0. It could of course be an OSG bug not picked out by anyone else in testing the 2.9.x series over the last year and half. It may even be the case that FlightGear relies in buggy OSG original behaviour that now it's been fixed causes FlightGear to go amiss. For most users OSG-3.x will be pretty similar to OSG-2.8.x, and the reports of problems we've seen since 3.0.0 are all relatively minor, certainly not to the extent that FlightGear seems to be having. To pinpoint what changes to the OSG are causing these problems with FlightGear one could take two approaches - iteratively check the 2.9.x series for which versions work and which ones don't until you locate on which dev release broke FlightGear. To avoid just checking every release one could take the 2.9.x dev series and do a binary search through then to establish which dev release introduced problems. Or iteratively check through various FlightGear features so see what ones have problems then walk through how these features are used and the assumptions they make about underlying OSG behaviour. Once we have a better idea of what might be causing the problem we could look at fixes to FlightGear or OSG. I'll be tagging the 3.0.1 maintenance release this Friday so if a problem is spotted before then we'll be able to merge it. If nothing comes before Friday then either a workaround/fix to FlightGear will be required, or you have OSG fixes come along in time for 3.0.2 maintenance release - I don't have a shedule for this release - it'll be released if there are fixes to justify it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to use CameraView
Hi Robert, On Wed, Jul 27, 2011 at 8:21 PM, Robert Kern rjk...@clemson.edu wrote: I need to change the FOV for the two slave cameras that I have and I have figured out that I need to use the CameraView class but I cannot figure out how to use it. Could I get some help please. CameraView is a scene graph Node placed in the scene to allow nodes to control the camera position - such having a camera move from scene vantage point to vantage point with these places in the scene being serialized along with the scene graph. This is very specialist node though, very few application will ever need to use it, and you certainly wouldn't need to use just change the FOV of a slave Camera. How you should change the FOV for your slave Camera depends upon what you are doing - it might be simply that you'd change the projection offset matrix assign to each slave, or it might be that you just need to change the FOV of the view's master Camera. You've not said anything about what you are trying to achieve with your application, and what you are using slave Camera's for, why you need to change their FOV. Without further information we can't really provide any specific recomandations. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Loading textures into VRAM
Hi Frank, The OSG compiles and VBO, texture objects and display lists on viewer.realize() using the osgUtil::GLObjectsVisitor mentioned by Jason. If you are assigning scene graphs to the viewer after realize the you may need to compile the objects explictly, either all together or incrementally - there is the osgUtil::IncrementalCompileOperator for this task, this class is designed to load balance to avoid frame breaks. Robert. On Wed, Jul 27, 2011 at 7:48 PM, Frank Sullivan knarf.navil...@gmail.com wrote: Greetings, My understanding is that most OpenGL implementations will not load a texture into VRAM until the time that it is first used. I was wondering, will a call to glBindTexture suffice for using a texture? If so, could I write a node visitor that just visits every StateSet in my graph, pulls out the texture objects, and calls Texture::TextureObject::bind()? I'm trying to think of a way to preload all of my textures into VRAM so that I don't get a frame rate stutter the first time one object or another comes into view. Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41678#41678 ___ 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] OGRE VS OSG
Hi, Can anyone pls tell me pros and cons of OSG over OGRE. Also I checked OGRE website many games commercial software has been developed in OGRE compared to OSG. Why OGRE is prefered for games? Pls reply soon its urgent. ... Thank you! Cheers, krishna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40664#40664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OGRE VS OSG
On 6/19/2011 12:13 AM, Krishna Kumar Singh wrote: Hi, Can anyone pls tell me pros and cons of OSG over OGRE. Also I checked OGRE website many games commercial software has been developed in OGRE compared to OSG. Why OGRE is prefered for games? Pls reply soon its urgent. OGRE is a game engine, which includes a larger set of features useful to games. OSG is not a game engine, it is a scene graph, and focuses more on advanced scenegraph abilities that OGRE may not do as thoroughly. -- 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] 3D stereo modes broken with OSG 3.0.0?
On 27.07.2011 22:31, Robert Osfield wrote: Your report of problems when mixing OSG's built in analgyphic stereo with shaders is the first one I've seen. I've just tested osgvolume with analyglyphic stereo and it works fine with svn/trunk and the OSG-3.0 branch - this uses shaders, and J-S has tested with other shader based example so I'll not look go chasing this further. As far as I'm aware there hasn't been any regressions in stereo support since 2.8. I'm still really unsure what's triggering it. But I already had to dismiss my shader theory again. It also happens with shaders disabled. But your hint at a (custom) culling issue sounds like a possible cause - indeed it also affects the shape of some elements... Maybe Mathias already spotted something earlier, I wasn't aware of any FG-related OSG 3.0 issues he's been discussing with you. I'll ask him if his observations are related here. Otherwise, we'll indeed go for a binary search to identify the exact commit introducing the issue for us. Keeps the CPU busy for hours, but has already proved helpful earlier... For most users OSG-3.x will be pretty similar to OSG-2.8.x, and the reports of problems we've seen since 3.0.0 are all relatively minor, certainly not to the extent that FlightGear seems to be having. And it also didn't seem too bad for us. The stereo issue really is the only major OSG-related problem reported so far. Once we have a better idea of what might be causing the problem we could look at fixes to FlightGear or OSG. I'll be tagging the 3.0.1 maintenance release this Friday so if a problem is spotted before then we'll be able to merge it. If nothing comes before Friday then either a workaround/fix to FlightGear will be required, or you have OSG fixes come along in time for 3.0.2 maintenance release - I don't have a shedule for this release - it'll be released if there are fixes to justify it. I'll see if we can narrow it down until then - but I don't really expect that before Friday. Admittedly, I was just hoping for the issue to be a general OSG problem, but since it (un)fortunately seems to be working for you :), we'll now need to start digging on our side now... Thanks Robert (and J-S) so far! cheers, Thorsten ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to use CameraView
I just need to change the fov to match the specs of the HMD I am using for a virtual reality application. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41689#41689 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to use CameraView
On 07/27/2011 06:01 PM, Robert Kern wrote: I just need to change the fov to match the specs of the HMD I am using for a virtual reality application. All you should need to do is call setProjectionMatrixAsPerspective() on each camera. The FOV you know, the aspect you can compute from the HMD's resolution (horizontal/vertical). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to use CameraView
On 07/27/2011 06:17 PM, Jason Daly wrote: On 07/27/2011 06:01 PM, Robert Kern wrote: I just need to change the fov to match the specs of the HMD I am using for a virtual reality application. All you should need to do is call setProjectionMatrixAsPerspective() on each camera. The FOV you know, the aspect you can compute from the HMD's resolution (horizontal/vertical). I should emphasize that the FOV passed to that method should be the vertical FOV. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted
Hi, Getting 404 (not found) error for rc2 candidate. Zip file containing source code : http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.1-rc2.zip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41692#41692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] TexSteramer fails in Cuda 4.0
Hi,Mick All works fine. I also tested with textureRectangle - and also works fine Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41693#41693 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org