Re: [osg-users] where is libosgQt in osg2.9.16?

2011-11-22 Thread Robert Osfield
Hi Lv,

libosgQt should be built as long as you have Qt installed, check that
cmake has found Qt.

I would recommend moving to 3.0.1 as this is a stable release, I can't
see a reason why one would move to 2.9.16 rather than 3.0.1.

Robert.

On 22 November 2011 01:59, Lv Qing donlvq...@msn.com wrote:
 Hi,

 ...

 I used QOSGWidget which requies libosgQt of osg 2.9.11 .

 Then I notice there is none libosgQt when I compiled osg 2.9.16 in the same 
 envirement,it is even not in the makefile.

 where is libosgQt in osg2.9.16?I realy need it for my app,thx!





 Thank you!

 Cheers,
 Lv

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Re: [osg-users] OSG 2.9.10 on iOS

2011-11-22 Thread Büsra Gülten
I really need some information about CMake variables. 
Could you please give me any advice?

Thank you...
Büsra

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Re: [osg-users] Problem loading IVE files

2011-11-22 Thread Héctor Martínez
Hi and thank you again,

what you are saying is logical for me, but I am pretty sure that I didn't
rename that folder. In which step is defined that folder? As far as I
remember, I put the dependencies in the 3rdparty folder and run the cmake. I
have checked the cmake options, but I have not found where this plugin
folder is defined. How can I check that I am using the right dependencies?
The dependencies listed here are the right ones for osg 3.0.0 or for any
other version?:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

Anyway, it is strange that the rest of the plugins are properly working. I
thought that IVE should be easier to be working than DAE, for example, which
is working for me.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: martes, 22 de noviembre de 2011 6:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

The plugin folders name does correlate to the version of the OSG that was
used to create the plugins. This is done to avoid loading plugins from a
different version of OSG.
This looks like your problem.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Monday, 21 November 2011 3:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA((.)\osgPlugins-3.1.0\osgdb_ived.dll)

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

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Re: [osg-users] strange pushModelViewMatrix behavior

2011-11-22 Thread Emmanuel Roche
Hi !

please forget about the previous question: it was simply due to the fact
that the _modelView matrix was shared between multiple objects because of a
desing error.

cheers,
Manu.


2011/11/21 Emmanuel Roche roche.emman...@gmail.com

 Hi everyone,

 I'm wondering about a strange thing I noticed when trying to use
 osgUtil::pushModelViewMatrix() directly:

 - Suppose I have a class where I store a ref pointer on a RefMatrix:

  osg::ref_ptrosg::RefMatrix _modelView.

 - Suppose in that class I have a function called during the cull traversal:

 draw(osgUtil::CullVisitor cv) {

osg::Matrixd mat =  // I compute the matrix I want to use as model
 view here.

 #if STRANGE_BEHAVIOR
   _modelView-set(mat)
   cv.pushModelViewMatrix( _modelView.get(), osg::Transform::RELATIVE_RF)
 #else
   cv.pushModelViewMatrix(new osg::RefMatrix(mat),
 osg::Transform::RELATIVE_RF)
 #endif

// drawing something here with a member geode object:
   _geode-accept(cv);
   cv.popModelViewMatrix();

 }

 = If I try the STRANGE_BEHAVIOR section, I get nothing displayed
 properly (even it the OSG Stats report a good number of vertices). If I use
 the other section everythig is fine...

 Any idea what I'm missing here ?? I think it would be better if I could
 avoid creating a new object on the heap for each call to this function :-)

 cheers,
 Manu.


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Re: [osg-users] Getting Started - VS2010

2011-11-22 Thread Markus Kahl
Yes, I use the Express Edition. Then that must be the reason. I wonder why
that is.

2011/11/21 Chris 'Xenon' Hanson xe...@alphapixel.com

 On 11/21/2011 7:54 AM, Markus Kahl wrote:
  This is really facepalm-worthy. Thanks a bunch! The one thing I hadn't
 thought of.
  For some reason I cannot even choose x64 as a platform in Visual Studio.
  So now I've just downloaded the x86 binaries and everything works just
 fine.

   Are you using the Express edition? It might not offer x64 capability.

 --
 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
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Re: [osg-users] where is libosgQt in osg2.9.16?

2011-11-22 Thread Marius Kintel
On Nov 22, 2011, at 02:59 AM, Lv Qing wrote:
 
 I used QOSGWidget which requies libosgQt of osg 2.9.11 .
 
Also note that QOSGWidget from the examples was deprecated about a year ago. 
You might want to check out the updated example code containing the 
ViewerWidget class.
Alternatively, I'm trying to create a more Qt-like widget. Early stages code is 
here: https://github.com/kintel/QOsgWidget

 -Marius

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Re: [osg-users] Getting Started - VS2010

2011-11-22 Thread Chris 'Xenon' Hanson
On 11/22/2011 3:52 AM, Markus Kahl wrote:
 Yes, I use the Express Edition. Then that must be the reason. I wonder why 
 that is.

  That's what you get for free.

  I think Express also lacks the optimizer.

-- 
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
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[osg-users] cdash site down

2011-11-22 Thread Jason Daly


Just happened to notice that cdash.openscenegraph.org is unreachable 
from here (Orlando, FL, USA).


--J
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Re: [osg-users] Hierarchical sorting problems

2011-11-22 Thread Sean Sullivan
Seemed like a good idea so I implemented it. Works great!

Thanks for the help,

Sean

On Mon, Nov 21, 2011 at 1:23 PM, Glenn Waldron gwald...@gmail.com wrote:

 It looks like you want to take groups of drawables, sort each group by
 traversal order, and then sort those groups by depth. Right? I can't think
 of a stock way to make OSG do that in one pass.

 A custom render bin might work though. If all your transforms are under a
 single custom bin, you can author that bin to sort the underlying drawables
 any way you like. In the bin, you have access to each drawable's parents so
 you should be able to group them by Transform, sort each Transform group by
 traversal order, and sort the list of Transforms by the average depth of
 its drawables (or whatever).

 Just brainstorming..

 Glenn Waldron / Pelican Mapping / @glennwaldron


 On Mon, Nov 21, 2011 at 12:19 PM, Sean Sullivan 
 sullivan0s...@gmail.comwrote:

 Ahh, I see what you're saying. Yes you did interpret my drawing
 correctly. I was under the impression that I was creating nested bins by
 calling setRenderBinDetails on the parent transforms.

 Would it be possible to create this renderbin hierarchy manually? Or is
 there a better way of doing it?

 Sean


 On Mon, Nov 21, 2011 at 11:27 AM, Glenn Waldron gwald...@gmail.comwrote:

 OK, I didn't know there was already a prototype registered for 
 TraversalOrderBin.
 You learn something new every day.

 Anyway, if I understand your drawing correctly, I would comment that the
 only put into render bins are Drawables (not transforms). So if you have
 your Transforms set to a depth-sort bin, but all the drawables set to a
 traversal-order bin.. there's no depth sorting actually taking place b/c
 there aren't any drawables in a depth-sort bin. Does that make any sense? I
 could be wrong.

 Glenn

 On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan sullivan0s...@gmail.com
  wrote:

 I should have mentioned that I am actually using TraversalOrderBin and
 DepthSortedBin in my code. Maybe I just don't understand how the renderbins
 work. Am I correct in assuming that for example the root node would have
 several numbered bins, each with the ability to have a depth sorted bin, a
 traversal bin, and a state sorted bin inside them?

 It seems that no matter what I do, the last sort order I set in the
 hierarchy is the only one that does anything.


 On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote:

 Sean,

 RenderBins do have a sort-by-traversal-order option, but it's not
 accessible by default. But registering a custom bin is actually very easy
 to implement.

 Here's some code for defining a custom traversal-order bin:


 https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966

 ..and the code that registers the prototype with OSG:


 https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132

 Then, you just say setRenderBinDetails( binNum, binName) where binName
 is the name of your custom bin. HTH.


 Glenn Waldron / Pelican Mapping / @glennwaldron


 On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan 
 sullivan0s...@gmail.com wrote:

 Hey guys,

 I'm trying to make a system where I can render part of my scene with
 two passes: 1 for stencil mask, the other for stencil test. I have the
 passes working by putting things in consecutive renderbins. I set some
 stencil stuff in bin 11, then put the mask geometry in bin 12, then some
 more stencil related state changes in bin 13, then the final rendered
 geometry in bin 14 followed by some default state restoring stuff in bin 
 15.

 The reason why I do it this way is because of the way the geometry
 get added to the scene. I've made an image to help explain it:
 [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url]

 Figure 1 shows how the nodes are laid out that should be rendered
 with this system. Figure 2 shows how they should be sorted in the bins.

 Basically I need to have them sorted by depth according to the
 transform node at LEVEL 2, then drawn in the order that they were added 
 to
 the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 
 4.

 By fiddling with setRenderBinDetails and setNestRenderBins for some
 reason I can only get the whole thing to sort by depth, or the whole 
 thing
 to sort by traversal. My understanding of the renderbins isn't great
 especially where setNestRenderBins comes in.

 Is there some magical combination of bin settings I can set that will
 make everything sort properly? Am I doing this completely the wrong way?

 Any help is appreciated!

 Cheers,
 Sean

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[osg-users] maya OBJ files - getting the unit settings

2011-11-22 Thread David Glenn
Greetings All!

Pardon me for asking dumb questions agein, but I was wondering if OSG's Obj 
plugin can read the unit format that is in a Maya OBJ file and how.


Thanks!
... 

D Glenn C.G.E.


David Glenn
---
D Glenn 3D Computer Graphics amp; Media Systems.
www.dglenn.com

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[osg-users] osg 2.8.3 : applyAndIncrement of BIND_PER_VERTEX attributeMaps

2011-11-22 Thread Andrew Cunningham
Hi,

I am not sure if I am missing something obvious here , but in the 2.8.3 
implementation of Geometry::drawImplementation
There is a loop over primitive types as abridged below 
 
Code:
  
for(DrawElementsUInt::const_iterator primItr=drawElements-begin();
primItr!=drawElements-end();
++primCount,++primItr)
{


   if ( extensions-isVertexProgramSupported() )
{
DrawVertexAttribList list = 
drawVertexAttribMap[BIND_PER_VERTEX];

for( unsigned int i = 0; i  list.size(); ++i )
{
list[i]-applyAndIncrement();
}
}  

}






What this suggests to me ( and what I am seeing ) is that in the body of the 
loop over primitives , then for each [BIND_PER_VERTEX] attribute list, 
applyAndIncrement will be called - this increments the index_ member of the 
DrawVertexAttribList . 
BIND_PER_VERTEX attribute arrays  will have a size to the number of vertices.
If the number of primitives is greater than the number of vertices, then a 
vector[] out of bounds exception on the vertex attribute array will happen when 
the primCount exceeds the vertex count.



Thank you!

Cheers,
Andrew

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Re: [osg-users] osg 2.8.3 : applyAndIncrement of BIND_PER_VERTEX attributeMaps

2011-11-22 Thread Andrew Cunningham
Hmm, I think I can answer my own question. 
Code ended up in the drawImplementation slowpath which is not well supported. 
The workaround is to make sure it never ends there.

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