Re: [osg-users] [build] How to get a simple OSG example on iOS

2011-09-07 Thread Tobias Weißhaar
No when i try to run the example_osgVieweriPhone i got a linker error at the 
end.

I still wrote a topic about this.

http://forum.openscenegraph.org/viewtopic.php?t=9047

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Re: [osg-users] Join my network on LinkedIn

2011-09-07 Thread Alberto Jaspe
Hello ppl,

so sorry about this. Any kind of automatic process sent this email to the
list.

Regards,
Alberto.


2011/8/9 Alberto Jaspe via LinkedIn mem...@linkedin.com


[image: LinkedIn Logo] http://www.linkedin.com/



   mingyue,

  Alberto wants to connect with you.

  Alberto Jaspe
  Independent CG Engineering and RD Manager at CEGA  View Profile 
 »http://www.linkedin.com/e/-qywqtf-gr4st7sj-4r/rsn/5890444/LXPj/

  
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 © 2011, LinkedIn Corporation

  Adjust your invitation email 
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Re: [osg-users] In readNode, find the parent node that will be merged into

2011-09-07 Thread Robert Osfield
Hi Craig,

Could you not do the update as a lazy operation, i.e. what for an
update traversal to traverse the scene graph and then update it then
as the update traversal NodeVisitor will have the whole parental path.
 The osgTerrain::TerrainTile::traverse() implementation found in
src/osgTerrain/TerrainTile.cpp does something similar to this for
finding the Terrain node that it's enclosed within.

Robert.
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Re: [osg-users] manual camera view matrix update

2011-09-07 Thread Rubén Díaz
Hi,

Thanks for your reply!

Well, I've tried with the osg_ uniforms instead of the typical gl_ uniforms.

Still not good. My model appears but the camera matrix uniform just doesn't 
update by using 

Code:
_viewer-getCamera()-setViewMatrix(osgMat); 



The shader I am using is:


Code:
static const char gVertexShader[] =
varying vec4 color;\n
const vec3 lightPos  =vec3(100.0, 100.0, 100.0);   \n
const vec4 cessnaColor   =vec4(0.8, 0.0, 0.0, 1.0);\n
const vec4 lightAmbient  =vec4(0.1, 0.1, 0.1, 1.0);\n
const vec4 lightDiffuse  =vec4(0.4, 0.4, 0.4, 1.0);\n
const vec4 lightSpecular =vec4(0.8, 0.8, 0.8, 1.0);\n

uniform mat4 osg_ModelViewMatrix;  
\n
uniform mat4 osg_ModelViewProjectionMatrix;
\n
uniform mat3 osg_NormalMatrix; 
\n

void DirectionalLight(in vec3 normal,  \n
  in vec3 ecPos,   \n
  inout vec4 ambient,  \n
  inout vec4 diffuse,  \n
  inout vec4 specular) \n
{  \n
 float nDotVP; \n
 vec3 L = normalize(osg_ModelViewMatrix*vec4(lightPos, 0.0)).xyz;   \n
 nDotVP = max(0.0, dot(normal, L));\n
   \n
 if (nDotVP  0.0) {   \n
   vec3 E = normalize(-ecPos); \n
   vec3 R = normalize(reflect( L, normal ));   \n
   specular = pow(max(dot(R, E), 0.0), 16.0) * lightSpecular;  \n
 } \n
 ambient  = lightAmbient;  \n
 diffuse  = lightDiffuse * nDotVP; \n
}  \n
void main() {  \n
vec4 ambiCol = vec4(0.0);  \n
vec4 diffCol = vec4(0.0);  \n
vec4 specCol = vec4(0.0);  \n
gl_Position   = osg_ModelViewProjectionMatrix * gl_Vertex;  \n
vec3 normal   = normalize(osg_NormalMatrix * gl_Normal);\n
vec4 ecPos= osg_ModelViewMatrix * gl_Vertex;\n
DirectionalLight(normal, ecPos.xyz, ambiCol, diffCol, specCol);\n
color = cessnaColor * (ambiCol + diffCol + specCol);   \n
}  \n;

static const char gFragmentShader[] =
precision mediump float;  \n
varying mediump vec4 color;   \n
void main() { \n
  gl_FragColor = color;   \n
} \n;





No idea what's going wrong...


Cheers,
Rubén

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Re: [osg-users] manual camera view matrix update

2011-09-07 Thread Robert Osfield
Hi Rubén,

Have a look at osg::State::_useModelViewAndProjectionUniforms to see
if it's set to true.  For builds the set the CMAke option
OSG_GL_FIXED_FUNCTION_AVAILABLE to OFF this variable should be set to
true by default.  This member variable tells osg::State to pass the
projection and modelview matrices setting to the associated uniforms.

Robert.

On Wed, Sep 7, 2011 at 9:31 AM, Rubén Díaz ruw...@hotmail.com wrote:
 Hi,

 Thanks for your reply!

 Well, I've tried with the osg_ uniforms instead of the typical gl_ 
 uniforms.

 Still not good. My model appears but the camera matrix uniform just doesn't 
 update by using

 Code:
 _viewer-getCamera()-setViewMatrix(osgMat);



 The shader I am using is:


 Code:
 static const char gVertexShader[] =
    varying vec4 color;                                                    \n
    const vec3 lightPos      =vec3(100.0, 100.0, 100.0);                   \n
    const vec4 cessnaColor   =vec4(0.8, 0.0, 0.0, 1.0);                    \n
    const vec4 lightAmbient  =vec4(0.1, 0.1, 0.1, 1.0);                    \n
    const vec4 lightDiffuse  =vec4(0.4, 0.4, 0.4, 1.0);                    \n
    const vec4 lightSpecular =vec4(0.8, 0.8, 0.8, 1.0);                    \n

        uniform mat4 osg_ModelViewMatrix;                                     
  \n
        uniform mat4 osg_ModelViewProjectionMatrix;                           
  \n
        uniform mat3 osg_NormalMatrix;                                        
                  \n

    void DirectionalLight(in vec3 normal,                                  \n
                          in vec3 ecPos,                                   \n
                          inout vec4 ambient,                              \n
                          inout vec4 diffuse,                              \n
                          inout vec4 specular)                             \n
    {                                                                      \n
         float nDotVP;                                                     \n
         vec3 L = normalize(osg_ModelViewMatrix*vec4(lightPos, 0.0)).xyz;   
 \n
         nDotVP = max(0.0, dot(normal, L));                                \n
                                                                           \n
         if (nDotVP  0.0) {                                               \n
           vec3 E = normalize(-ecPos);                                     \n
           vec3 R = normalize(reflect( L, normal ));                       \n
           specular = pow(max(dot(R, E), 0.0), 16.0) * lightSpecular;      \n
         }                                                                 \n
         ambient  = lightAmbient;                                          \n
         diffuse  = lightDiffuse * nDotVP;                                 \n
    }                                                                      \n
    void main() {                                                          \n
        vec4 ambiCol = vec4(0.0);                                          \n
        vec4 diffCol = vec4(0.0);                                          \n
        vec4 specCol = vec4(0.0);                                          \n
        gl_Position   = osg_ModelViewProjectionMatrix * gl_Vertex;          
 \n
        vec3 normal   = normalize(osg_NormalMatrix * gl_Normal);            
 \n
        vec4 ecPos    = osg_ModelViewMatrix * gl_Vertex;                    
 \n
        DirectionalLight(normal, ecPos.xyz, ambiCol, diffCol, specCol);    \n
        color = cessnaColor * (ambiCol + diffCol + specCol);               \n
    }                                                                      
 \n;

 static const char gFragmentShader[] =
    precision mediump float;                  \n
    varying mediump vec4 color;               \n
    void main() {                             \n
      gl_FragColor = color;                   \n
    }                                         \n;





 No idea what's going wrong...


 Cheers,
 Rubén

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Re: [osg-users] manual camera view matrix update

2011-09-07 Thread Rubén Díaz
It is weird... I've accessed the value with 
getUseModelViewAndProjectionUniforms() and it's set to true.

:S

Cheers,
Rubén

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[osg-users] Intersection of two lines

2011-09-07 Thread Andreas Roth
Hi,

this maybe a stupid and simple question. I have two lines and i want to 
calculate the intersection point of the two lines.
For both lines is have a starting point and the direction. Is there a function 
to calculate the intersection point?

Thank you!

Cheers,
Andreas

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Re: [osg-users] Intersection of two lines

2011-09-07 Thread Vincent Bourdier

Hi,

Using a simple system equation you should find it.
Just google it...

Regards,
   Vincent.

Le 07/09/2011 11:32, Andreas Roth a écrit :

Hi,

this maybe a stupid and simple question. I have two lines and i want to 
calculate the intersection point of the two lines.
For both lines is have a starting point and the direction. Is there a function 
to calculate the intersection point?

Thank you!

Cheers,
Andreas

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[osg-users] wxWidegts 2.9.2 OSG-3.0.1 and osgWxViewer

2011-09-07 Thread Laurent Berger
Hi,

I have compiled OSG -3.0.1. When I run osgwxviewer I have a crashed in 
lightmodel.cpp line 61:

static bool s_separateSpecularSupported = strncmp((const 
char*)glGetString(GL_VERSION),1.2,3)=0;

It seems that glGetString(GL_VERSION) return a NULL pointer.

What's wrong?
Thank you for yours answers!

Cheers,
Laurent

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Re: [osg-users] wxWidegts 2.9.2 OSG-3.0.1 and osgWxViewer

2011-09-07 Thread Tony Horrobin
Hi Laurent,

Usually this is caused by not having a valid GL context.  Could you check for a 
current context to confirm this.

What threading mode are you running in?

Cheers,
Tony

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Paolo Piazzi
Hi,

I followed your instruction, but CMake didn't create plugins VRML project in 
the VS2010 OpenSceneGraph Solution.. 
:' 


Bye bye,
Paolo

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[osg-users] crush __lll_lock_wait_private () from /lib/libc.so.6

2011-09-07 Thread Lv Qing
Hi,

... 

I build a osg app on one machine with linux5.x and Nvidia GTX 260 which works 
fine.

Then in another maching my osg sometimes crash as follows:


#0  0x00fad402 in __kernel_vsyscall ()
#1  0x0522ede3 in __lll_lock_wait_private () from /lib/libc.so.6
#2  0x051be6f6 in _L_lock_15258 () from /lib/libc.so.6
#3  0x051bdbb4 in free () from /lib/libc.so.6
#4  0x02755709 in ?? () from /usr/lib/libGL.so.1
#5  0x091fc9f8 in ?? ()
#6  0x1000 in ?? ()
#7  0x0004 in ?? ()
#8  0x in ?? ()


I am not sure what is wrong casue the core file leading me to libGL or libc.so 
which I never care before.

I suspect it is some thing wrong with Nvidia driver,casue the new maching has a 
different card Nvidia Quadar 400,and I just copy my old osg lib to the new 
maching without recompiling it.

There is another crash wich related to NvidiaCore.so

and there are some 2D apps work with my osg app,so I am not quit sure what is 
wrong. 



so anyone face the sanme problem?


Need advice!






Thank you!

Cheers,
Lv

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Paolo Piazzi
I think there is also another problem: probably the openvrmld.lib that I 
compiled has an error.
Is it possible to have the openvrml.lib, openvrmld.lib and .dll ?


Thank you!

Cheers,
Paolo

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[osg-users] [vpb] the near/far plane of two terrain model

2011-09-07 Thread Lv Qing
Hi,

... 


I have two osga terrain model,A is a quite large country model,B is a quite 
small city model.

I just put the city model above the country model,then I zoom in to see the  
city model ,it seems to been culled.Then I set the near/far plane ratio to 
0.01 which solve the problem,however it take great cpu usage(from 10% to 
60%),is there a better way to solve the problem?Thx!










Thank you!

Cheers,
Lv

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Robert Milharcic
I don't have VS2010. My libs and dlls are build with VS2008. What does the 
compiler say when yout try to build  openvrml-dl project? Maybe the main 
project openvrml is missing a dependency to the openvrml-dl.lib. 

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Paolo Piazzi
 Sent: Wednesday, September 07, 2011 1:13 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] [osgPlugins] VRML plugin: help in compiling
 
 I think there is also another problem: probably the openvrmld.lib that I
 compiled has an error.
 Is it possible to have the openvrml.lib, openvrmld.lib and .dll ?
 
 
 Thank you!
 
 Cheers,
 Paolo
 
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Re: [osg-users] wxWidegts 2.9.2 OSG-3.0.1 and osgWxViewer

2011-09-07 Thread Laurent Berger
Hi,

Thanks you for your answer.

I don't understand what you mean with glcontext.

in osgviewer.cpp I have append 2 lines in function 

/* Show the frame */
frame-Show(true);
GLubyte *verGl=(GLubyte*)glGetString(GL_VERSION);
HGLRC WINAPI =wglGetCurrentContext();
return true;

 verGL is NULL and  is NULL too.
Thread model is debug. With other examples without wxWidgets (osgGlviewer 
cessna.osg) everything is OK.

After violation exception stack is


   msvcr90d.dll!strncmp(const char * first=0x, const char * 
 last=0x1055db10, unsigned int count=3)  Ligne 81 + 0x3 octets  C
osg80-osgd.dll!osg::LightModel::apply(osg::State  __formal={...})  
Ligne 61 + 0x3d octets  C++
osg80-osgd.dll!osg::State::applyAttribute(const osg::StateAttribute * 
attribute=0x025d0dc0, osg::State::AttributeStack  as={...})  Ligne 1596 + 0x13 
octetsC++
osg80-osgd.dll!osg::State::applyAttributeList(std::mapstd::pairenum 
osg::StateAttribute::Type,unsigned 
int,osg::State::AttributeStack,std::lessstd::pairenum 
osg::StateAttribute::Type,unsigned int 
,std::allocatorstd::pairstd::pairenum osg::StateAttribute::Type,unsigned 
int const ,osg::State::AttributeStack
attributeMap=[7](((MATERIAL,0),{changed=true last_applied_attribute=0x0260a048 
last_applied_shadercomponent=0x ...}),((LIGHT,0),{changed=false 
last_applied_attribute=0x025c85d8 last_applied_shadercomponent=0x 
...}),((SHADEMODEL,0),{changed=true last_applied_attribute=0x0260a720 
last_applied_shadercomponent=0x ...}),...,...), const 
std::mapstd::pairenum osg::StateAttribute::Type,unsigned 
int,std::pairosg::ref_ptrosg::StateAttribute,unsigned 
int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int 
,std::allocatorstd::pairstd::pairenum osg::StateAttribute::Type,unsigned 
int const ,std::pairosg::ref_ptrosg::St
 ateAttribute,unsigned int 
attributeList=[2](((MATERIAL,0),({_ptr=0x0260a048 
},0)),((SHADEMODEL,0),({_ptr=0x0260a720 },0  Ligne 2324  C++
osg80-osgd.dll!osg::State::apply(const osg::StateSet * 
dstate=0x02606af8)  Ligne 508C++
osg80-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf * previous=0x)  Ligne 74 + 0x17 
octets   C++

osg80-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Ligne 479 + 
0x19 octets C++

osg80-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Ligne 1398  
  C++
osg80-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Ligne 424 + 
0x17 octets   C++
osg80-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x, bool  
doCopyTexture=false)  Ligne 933  C++
osg80-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo  
renderInfo={...}, osgUtil::RenderLeaf *  previous=0x)  Ligne 1237 + 
0x1b octetsC++
osg80-osgUtild.dll!osgUtil::SceneView::draw()  Ligne 1443 + 0x37 octets 
C++
osg80-osgViewerd.dll!osgViewer::Renderer::cull_draw()  Ligne 842 + 0xf 
octets   C++

osg80-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * 
context=0x025c3528)  Ligne 888 + 0xf octets C++
osg80-osgd.dll!osg::GraphicsContext::runOperations()  Ligne 756 + 0x33 
octets   C++
osg80-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals()  
Ligne 807 + 0x15 octets  C++
osg80-osgViewerd.dll!osgViewer::ViewerBase::frame(double 
simulationTime=1.7976931348623157e+308)  Ligne 645 + 0xf octetsC++
osgviewerWXd.exe!MainFrame::OnIdle(wxIdleEvent  event={...})  Ligne 
119 + 0x2c octets  C++



Cheers,
Laurent

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[osg-users] [build] iPad Simulator crashes when trying to run a simple example

2011-09-07 Thread Tobias Weißhaar
H guysi,

I successfully build and linked my App for the iPad but when I try to run the 
simulator it crashes. I get the following Output:

CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x70006e0
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0xa6009c0
View::setSceneData() Reusing exisitng scene0x713c8f0
 CameraManipulator::computeHomePosition(0, 0)
boundingSphere.center() = (1 1 1)
boundingSphere.radius() = 0.866025
 CameraManipulator::computeHomePosition(0x6827800, 0)
boundingSphere.center() = (1 1 1)
boundingSphere.radius() = 0.866025
Viewer::realize() - No valid contexts found, setting up view across all screens.
GraphicsContext::getWindowingSystemInterface() 0x5d0ed300x75aaa8
GraphicsContext::registerGraphicsContext 0xa6027c0
ShaderComposer::ShaderComposer() 0xa602aa0
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
  GraphicsWindow has been created successfully.
 CameraManipulator::computeHomePosition(0, 0)
boundingSphere.center() = (1 1 1)
boundingSphere.radius() = 0.866025
 CameraManipulator::computeHomePosition(0x6827800, 0)
boundingSphere.center() = (1 1 1)
boundingSphere.radius() = 0.866025
osg::State::_maxTexturePoolSize=0
osg::State::_maxBufferObjectPoolSize=0
GraphicsContext::getWindowingSystemInterface() 0x5d0ed300x75aaa8
shouldAutorotateToInterfaceOrientation for 1: YES
shouldAutorotateToInterfaceOrientation for 1: YES
GraphicsWindowIOS :: grabFocusIfPointerInWindow not implemented yet 
View::init()
[Switching to process 28651 thread 0x5f0b]
OpenGL extensions supported by installed OpenGL drivers are:
GL_APPLE_framebuffer_multisample
GL_APPLE_texture_2D_limited_npot
GL_APPLE_texture_format_BGRA
GL_APPLE_texture_max_level
GL_EXT_blend_minmax
GL_EXT_discard_framebuffer
GL_EXT_read_format_bgra
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_IMG_read_format
GL_IMG_texture_compression_pvrtc
GL_OES_blend_equation_separate
GL_OES_blend_func_separate
GL_OES_blend_subtract
GL_OES_compressed_paletted_texture
GL_OES_depth24
GL_OES_draw_texture
GL_OES_fbo_render_mipmap
GL_OES_framebuffer_object
GL_OES_mapbuffer
GL_OES_matrix_palette
GL_OES_packed_depth_stencil
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_read_format
GL_OES_rgb8_rgba8
GL_OES_stencil8
GL_OES_stencil_wrap
GL_OES_texture_mirrored_repeat
GL_OES_vertex_array_object
OpenGL extension 'GL_ARB_vertex_shader' is not supported.
OpenGL extension 'GL_ARB_multitexture' is not supported.
OpenGL extension 'GL_EXT_multitexture' is not supported.
OpenGL extension 'GL_ARB_vertex_program' is not supported.
OpenGL extension 'GL_EXT_secondary_color' is not supported.
OpenGL extension 'GL_EXT_fog_coord' is not supported.
OpenGL extension 'GL_ARB_multitexture' is not supported.
OpenGL extension 'GL_NV_occlusion_query' is not supported.
OpenGL extension 'GL_ARB_occlusion_query' is not supported.
OpenGL extension 'GL_EXT_timer_query' is not supported.
OpenGL extension 'GL_ARB_timer_query' is not supported.
GraphicsCostEstimator::calibrate(..)
ShaderComposer::~ShaderComposer() 0x70006e0
OpenGL extension '' is not supported.
Setting up osg::Camera::FRAME_BUFFER


In my Code the error line ist this:

_viewer-setCameraManipulator(new osgGA::TrackballManipulator);


I dont know why the simulator crashes! pls help!



Thank you!

Cheers,
Tobias

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Re: [osg-users] Skipping nodes in serialization

2011-09-07 Thread Chris Denham
I was pondering this the other day and it occurred to me that the problem 
boiled down to the fact that some (if not all) serializers do not write via a 
subclass of NodeVisitor, and hence are unaffected by nodemasks.
I wondered if you could simply make your node so it is ONLY visible to 
NodeVisitor traversal by subclassing the node and overriding the traverse 
function. e.g.


Code:
class NonSerializedGroup : public osg::Group
{
public:
UnserializedGroup(osg::Group* unserializedGroup)
: _unserializedGroup(unserializedGroup) { }
void traverse(osg::NodeVisitor nv)
{
_unserializedGroup-traverse(nv);
}
osg::ref_ptrosg::Group _unserializedGroup;
}



graffy wrote:
 Hi,
 
 I have a graph that I serialize with a simple call to osgDB::writeNodeFile(), 
 but it contains a node that is auto-generated when the application starts.  
 Is there a way to exclude that node from serialization?  I'm familiar with 
 the setNodeMask() / setTraversalMask() mechanism used in visitor classes, but 
 wasn't finding something similiar for serialization - nothing jumped out at 
 me in the ReaderWriter docs, anyway.
 
 ... 
 
 Thank you!
 
 Cheers,
 Joel


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Re: [osg-users] wxWidegts 2.9.2 OSG-3.0.1 and osgWxViewer

2011-09-07 Thread Laurent Berger
Hi,

If I append in the function wxOsgApp::OnInit() this lines now I can see a 
cessna :


frame-Show(true);

wxGLContext *glContexte =new wxGLContext(canvas);
canvas-SetCurrent(*glContexte);
GLubyte *verGl=(GLubyte*)glGetString(GL_VERSION);
HGLRC WINAPI =wglGetCurrentContext();

return true;


Thank you!

Cheers,
Laurent

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Keith Parkins

Hi Paolo,

The openvrml loader is basic right now and cannot handle any VRML
file. I suspect that this is what you are running into. If you look at
the function convertFromVRML (ReaderWriterVRML2.cpp:~247) you will find
that the loader can only handle Group, Transform, and Shape nodes, a
subset of openvrml. There have been dynamic casts in there in the past
that didn't test for null (failed) results which in turn would cause a
crash. If you want to test whether this is the cause of your problem,
you should probably start by monitoring entry to the above function and
checking the openvrml node type by looking at obj-type().id() (returns
a string with node type). You could also look through your vrml file and
see whether it uses tags other than the ones mentioned above.

-Keith

On Wed, 7 Sep 2011, Paolo Piazzi wrote:



rmilh wrote:

I don't have VS2010. My libs and dlls are build with VS2008. What does the 
compiler say when yout try to build  openvrml-dl project? Maybe the main 
project openvrml is missing a dependency to the openvrml-dl.lib.




openvrml-dl project was built correctly.
I added a dependency to openvrml-dld.lib to openvrml project too. Now the 
osgviewerd.exe can fing the wrl plugin, but it gives me this error in 
http://imageshack.us/photo/my-images/685/errorosg.jpg/

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kparkins at  cvs.rochester.edu   Meliora Hall, Room 253
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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Paolo Piazzi

Keith Parkins wrote:
 
 The openvrml loader is basic right now and cannot handle any VRML
 file. 


Thank you Keith! You are right!
I need a framework to handle CAD-exported models and so I was trying to use 
OSG+VRML plugin. I can try to use the .3ds plugin, that works, though probably 
doesn't understand that the .3ds is animated, as exported from 3ds Studio Max.

Keith, I think that you are the right people for this question:
I want to build a little framework of Augmented Reality, that lets me grab an 
image, recognizes an object (through OpenCV) and superimposes an object like a 
VRML or 3ds. Do you think that I can do it if I work with OSG framework? Do you 
have any advice?

I thank you in advance: for the moment I'm not a guru of c++ and graphic 
libraries.. 


:)

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Re: [osg-users] wxWidegts 2.9.2 OSG-3.0.1 and osgWxViewer

2011-09-07 Thread Tony Horrobin
Hi Laurent,

Under Linux there is a valid context returned from glXGetCurrentContext() in 
LightModel::apply(), so it is unnecessary to create another context as you have 
done.

The depth buffer is set to 8 bits which is unusual.  What happens if you set it 
to 24?

Cheers,

Tony

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Re: [osg-users] wxWidegts 2.9.2 OSG-3.0.1 and osgWxViewer

2011-09-07 Thread Laurent Berger
Hi,

I'm working with Windows Xp.
Before I worked with osg2.8.3 and wxwidgets 2.9.1 with a compatibilty 2.8.0. 
Hence It was a wxWidgets 2.8.0 for wxGLCanvas.

In a previous post some problems were listed 
http://forum.openscenegraph.org/viewtopic.php?t=5019start=0postdays=0postorder=aschighlight=wxwidgets

Now with 2.9.2 I think (may be I'm wrong) that there is no glcontext when you 
call OSGCanvas.

About depth with original source code and modifying following lines
// create osg canvas
//- initialize

int *attributes = new int[7];
attributes[0] = int(WX_GL_DOUBLEBUFFER);
attributes[1] = WX_GL_RGBA;
attributes[2] = WX_GL_DEPTH_SIZE;
attributes[3] = 24;
attributes[4] = WX_GL_STENCIL_SIZE;
attributes[5] = 8;
attributes[6] = 0;

There is still a a violation exception

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Re: [osg-users] [osgPlugins] VRML plugin: help in compiling

2011-09-07 Thread Ryan Pavlik
On Wed, Sep 7, 2011 at 9:02 AM, Paolo Piazzi paolo.pia...@t3lab.it wrote:


 Keith Parkins wrote:
 
  The openvrml loader is basic right now and cannot handle any VRML
  file.


 Thank you Keith! You are right!
 I need a framework to handle CAD-exported models and so I was trying to use
 OSG+VRML plugin. I can try to use the .3ds plugin, that works, though
 probably doesn't understand that the .3ds is animated, as exported from
 3ds Studio Max.

 Keith, I think that you are the right people for this question:
 I want to build a little framework of Augmented Reality, that lets me grab
 an image, recognizes an object (through OpenCV) and superimposes an object
 like a VRML or 3ds. Do you think that I can do it if I work with OSG
 framework? Do you have any advice?

 I thank you in advance: for the moment I'm not a guru of c++ and graphic
 libraries..


 :)


You might want to look at osgART for doing AR with OpenSceneGraph:
http://osgart.org/wiki/index.php/Main_Page

Ryan


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

rpav...@iastate.edu
http://academic.cleardefinition.com
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[osg-users] Stack around the variable 'viewer' was corrupted..?

2011-09-07 Thread Simon White
Hi there,

I have spent today implementing a class to handle a Wii remote in a basic 
console application. When I got that working, I imported the code into an 
openscenegraph project and everything still works lovely.

The problem comes when the program ends. Even if I comment out all of the code 
associated with my WiiHandler class and just have a skeleton OSG app, the error 
still appears. Here is my Main.cpp code, just opening a blank OSG scene:

pastebin. com/1ASYrpip
(remove space, i cannot post links yet :( )

Has anyone else ever had a problem like this? My WiiHandler class is not yet 
linked up to any form of osg callback, the only way it has to update is by the 
getScreenPos() function.

The fact that it breaks as it is executing the final bracket tells me that it 
is something to do with OSG's stack cleanup. I take it the dynamic memory is 
taken care of by the scenegraph (no tutorials i have seen say 'delete root')? 
Even if that is the case, my heap shouldn't be hitting my stack with a program 
as simple as this!

Can anyone shed some light on the subject?

Thanks, Simon

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Re: [osg-users] Stack around the variable 'viewer' was corrupted..?

2011-09-07 Thread Simon White
Ignore me. I'm being a tit as usual.

(Still has the VS2008 osg version installed from when I was trying to fix 
ANOTHER titting problem I had with the Wiimote API.)

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Ethan Fahy
Hi,

I grabbed the svn root of VPB yesterday and have been trying to build it from 
source using CMake and Visual Studio 2010.  I am using precompiled 
OpenSceneGraph 3.0.0 binaries and dependencies (which include gdal)
I was able to configure and generate a Visual Studio 2010 project using CMake 
and the latest VPB src without any errors or warnings, but when I try to build 
the project in Visual Studio 2010, I get the following error:
Error   1   error LNK2005: public: void __thiscall 
std::basic_ofstreamchar,struct std::char_traitschar ::`vbase 
destructor'(void) (??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) 
already defined in SpatialProperties.obj 
C:\Users\efahy\AER\GEMS\Scene\VirtualPlanetBuilder\build\src\vpb\osgDBd.lib(osg80-osgDBd.dll)
   vpb

The file osgDBd.lib does not exist at the path in the error.  It does appear in 
my OSG3.0.0 installation directory.  This library is found in its correct place 
by CMake before generating the VS2010 project.  

I am pretty new to developing for Windows and this is only my second Visual 
Studio/CMake project so I could be making an obvious error but I thought I'd 
post this just to see if anyone had successfully build the latest VPB that is 
in svn/root that supposedly OSG3.0.0 compatible?  I'd hate to spend a ton of 
time spinning my wheels on this if I would be better off waiting for the 
official VSP1.0.0 release.  Any advice or thoughts are most appreciated.


Thank you!

Cheers,
Ethan

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Chris 'Xenon' Hanson
On 9/7/2011 11:43 AM, Ethan Fahy wrote:
 Hi,
 I grabbed the svn root of VPB yesterday and have been trying to build it from 
 source using CMake and Visual Studio 2010.  I am using precompiled 
 OpenSceneGraph 3.0.0 binaries and dependencies (which include gdal)

  Which precompiled binaries are you using?

-- 
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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. - 
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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Ethan Fahy
I cant post links until my 3rd post so this is a filler post.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Ethan Fahy
I am using the following:
OSG debug from here:
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-debug-12681.7z
OSG release from here:
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-release-12681.7z
OSG 3ryparty from here:
http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip

I am on Windows 7 Pro 32-bit.  CMake version 2.8.5.  Visual Studio 2010 w/ all 
latest updates.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Chris 'Xenon' Hanson
On 9/7/2011 12:56 PM, Ethan Fahy wrote:
 I am using the following:
 OSG debug from here:
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-debug-12681.7z
 OSG release from here:
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-release-12681.7z
 OSG 3ryparty from here:
 http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip

  At a guess, this is your problem. You're using thirdparty libs compiled by 
someone else,
possibly with different settings. Why not use the thirdparty libs from the same 
source?

http://openscenegraph.alphapixel.com/osg/downloads/openscenegraph-third-party-library-downloads

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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. - 
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Re: [osg-users] Question on decreasing latency for database pagers...

2011-09-07 Thread Robert Osfield
Hi Boon,

On Wed, Sep 7, 2011 at 7:04 PM, Boon Wah boon...@gmail.com wrote:
    After some thought, I want to try to make the paging become more 
 aggressive and load tiles further away from those in view. As my fly-pass is 
 very fast, the paging mechanism must also 'cache' new tiles earlier.

    I am unfamiliar with OSG and require some help in doing so. Does modifying 
 the setRange for the PagedLOD object help in achieving my objective?

You can use Camera::setLODScale() to adjust the range used for
PagedLOD child selection, this can be done at the viewer level rather
than at the individual node level so it much more manageable .
However, selecting high res children will result in a higher load on
the CPU and GPU making it more likely that you'll drop frames.

If you want to load tiles in quickly then best way is to use a solid
state disk.  You can also up the number of threads that are doing the
database paging, see the DatabasePager API do details.

Robert.
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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Mattias Helsing
Hello Ethan

I wonder if you have hit a problem reported earlier. see:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-August/044528.html

It is reported as a bug in msvc, and I haven't tracked it for a while.
Try and set /FORCE:MULTIPLE in the linker param section for the vpd
library

A more long lasting solution is to set this in a CMakeLists.txt:
if(MSVC)
  if(${MSVC_VERSION} STREQUAL 1600)
message(msvc2010 build fix /FORCE:MULTIPLE)
set(CMAKE_SHARED_LINKER_FLAGS ${CMAKE_SHARED_LINKER_FLAGS} /FORCE:MULTIPLE)
  endif()
endif()

I don't have the sp1 for my msvc2010 so I don't know if it fixes this issue

cheers
Mattias

On Wed, Sep 7, 2011 at 8:56 PM, Ethan Fahy ethanf...@gmail.com wrote:
 I am using the following:
 OSG debug from here:
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-debug-12681.7z
 OSG release from here:
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-release-12681.7z
 OSG 3ryparty from here:
 http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip

 I am on Windows 7 Pro 32-bit.  CMake version 2.8.5.  Visual Studio 2010 w/ 
 all latest updates.

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Re: [osg-users] Intersection of two lines

2011-09-07 Thread Shayne Tueller
I am not aware of a function in OSG to do this, however, you can do it yourself.

If you have a starting point and direction for each line, you can define each 
line parametrically as

Line 1: P + rA
Line 2: Q + sB

where P,Q are the starting points and A,B are the unit direction vectors. The 
scalars r,s are what we want to solve for. This can be done by equating the two 
lines

P + rA = Q + sB or rA - sB = Q - P

For 2D, this is a simple 2x2 linear system. The scalars r,s can be uniquely 
solved for by using Cramer's rule (stable for small systems). Of course, this 
assumes that the lines are not parallel or on top of each other (check for this 
first). Once the scalars r,s are solved for, plug them back into Line 1 or Line 
2 to get the point of intersection in your coordinate system.

For 3D, the system above turns into an overdetermined system of equations (i.e. 
3 equations and 2 unknowns) which does not have a solution except when the 
system contains linearly dependent equations.

For the case where there is no solution, you can solve for a point of 
intersection in a least squares sense using the method of normal equations. 
This method is numerically stable for small systems. To do this, write the 
system above as

Cx = d

where C is a 3x2 matrix, x is a 2x1 column vector containing the scalars r,s we 
want to solve for, and d is 3x1 column vector. Using the method of normal 
equations, we can rewrite the system to be

CtCx = Ctd

where Ct is the transpose of C. This new system now becomes a 2x2 linear system 
which can be solved like the 2D case above.

Hope this helps...

-Shayne

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