Re: [osg-users] OSG Web site offline

2011-07-27 Thread Torben Dannhauer
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

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Re: [osg-users] OSG Web site offline

2011-07-27 Thread Maxim Gammer
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

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 http://forum.openscenegraph.org/viewtopic.php?p=41653#41653





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[osg-users] How read articles on osghelp.com

2011-07-27 Thread Martin Haffner
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

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Re: [osg-users] How read articles on osghelp.com

2011-07-27 Thread Torben Dannhauer
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

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Re: [osg-users] NVidia 275-series Driver Bug

2011-07-27 Thread Sergey Polischuk
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. :)

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Re: [osg-users] When Patents Attack

2011-07-27 Thread Jorge Izquierdo Ciges
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/

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Re: [osg-users] When Patents Attack

2011-07-27 Thread J.P. Delport

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.



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Re: [osg-users] How read articles on osghelp.com

2011-07-27 Thread Martin Haffner
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

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Re: [osg-users] NVidia 275-series Driver Bug

2011-07-27 Thread Jeremy Moles
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. :)
 
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Re: [osg-users] How read articles on osghelp.com

2011-07-27 Thread Torben Dannhauer
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

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Re: [osg-users] NVidia 275-series Driver Bug

2011-07-27 Thread Glenn Waldron
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. :)
  
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Re: [osg-users] How read articles on osghelp.com

2011-07-27 Thread Alejandro Aguilar Sierra
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

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[osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Thorsten Brehm

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

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Re: [osg-users] osgWidget documentation?

2011-07-27 Thread Daniel Cámpora
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

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Re: [osg-users] osgWidget documentation?

2011-07-27 Thread Jeremy Moles
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
 
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[osg-users] how to judge the model renderering progress is over in my codes

2011-07-27 Thread ramy panda
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

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Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Jean-Sébastien Guay

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
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Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Thorsten Brehm

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
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Re: [osg-users] how to judge the model renderering progress is over in my codes

2011-07-27 Thread Jason Daly

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

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Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Jean-Sébastien Guay

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
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[osg-users] Loading textures into VRAM

2011-07-27 Thread Frank Sullivan
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

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[osg-users] How to use CameraView

2011-07-27 Thread Robert Kern
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

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Re: [osg-users] Loading textures into VRAM

2011-07-27 Thread Jason Daly

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

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Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Robert Osfield
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.
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Re: [osg-users] How to use CameraView

2011-07-27 Thread Robert Osfield
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.
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Re: [osg-users] Loading textures into VRAM

2011-07-27 Thread Robert Osfield
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

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[osg-users] OGRE VS OSG

2011-07-27 Thread Krishna Kumar Singh
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

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Re: [osg-users] OGRE VS OSG

2011-07-27 Thread Chris 'Xenon' Hanson
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.

-- 
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Re: [osg-users] 3D stereo modes broken with OSG 3.0.0?

2011-07-27 Thread Thorsten Brehm

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
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Re: [osg-users] How to use CameraView

2011-07-27 Thread Robert Kern
I just need to change the fov to match the specs of the HMD I am using for a 
virtual reality application.

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Re: [osg-users] How to use CameraView

2011-07-27 Thread Jason Daly

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).


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Re: [osg-users] How to use CameraView

2011-07-27 Thread Jason Daly

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.


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Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted

2011-07-27 Thread Jim Bates
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

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Re: [osg-users] [osgCompute] TexSteramer fails in Cuda 4.0

2011-07-27 Thread Roman Grigoriev
Hi,Mick
All works fine.
I also tested with textureRectangle - and also works fine

Thank you!

Cheers,
Roman

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