Re: [osg-users] OSG Texture1D and GL_UNSIGNED_SHORT

2012-01-13 Thread Robert Osfield
Hi Chris,

On 12 January 2012 22:44, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:

  Just wanted to log a peculiar error I just dodged.

  Ive been using a 1D texture to do contour lines on terrain, a common 
 technique. I had
 some trouble where it appeared that OSG was turning my GL_RGB UBYTE texture 
 into
 GL_UNSIGNED_SHORT as it was uploading. I'm not sure why this was. I also 
 tried adapting
 the very code from the osg osgtexture1D.cpp, create1DTextureStateToDecorate() 
 and it
 seemed to do the same.

Could you send this adapted code, or even better a version of
osgtexture1D.cpp that can be
run with a command line option (such as --ushort) to replicate this error?

  I didn't debug it all the way into OSG, but I verified with gDebugger that 
 glTexImage1D
 was being called with GL_UNSIGNED_SHORT for some reason.

  I switched to Texture2D, which seems to have no downside, and it works 
 properly.

I don't know what the issue is.  Texture2D has been used far more
heavily over the years than Texture1D
so I can imagine bugs that have been spotted and fixed in Texture2D
that haven't been in Texture1D.

Robert.
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Re: [osg-users] Converter OSG - ?

2012-01-13 Thread Nicolas Baudrey
Hi,

Thank, i am going to try.

Regards,
Nicolas

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[osg-users] Dragger::setupDefaultGeometry changes lighting

2012-01-13 Thread Philipp Moeller
I want to add a TrackballDragger to a simple geometry (triangles,
normals calculated by SmoothingVisitor, colors, no other state set). My
viewer is configured with setLightingMode(osg::View::SKY_LIGHT). And my
graph looks really just like this:

root
   /\
  /  \
 /   MatrixTransform
/  \
Dragger \
   Geometry

Dragging works perfectly but the lighting for the Geometry changes (goes
dark) and even setting GL_LIGHTING to ON | PROTECTED does not change
anything.

The change is introduced by TrackballDragger::setupDefaultGeometry but I
cannot see where the code should set a StateAttribute that would affect
lighting in my geometry.

Any hints how to debug this further or which StateAttributes need to be
enabled in my geometry?

Cheers,
Philipp Moeller
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Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-13 Thread Sergey Polischuk
Hi Shuiying

2) geometry shader. You can create one with osg::Shader* sh = new 
osg::Shader(osg::Shader::GEOMETRY)
usage same as with other osg shaders in cpp code
3) If they are supported by your opengl implementation:
a) you should use declaration of shader version where they are supported with  
#version 400 (iirc this is first version with double support in gl core) in 
your shaders (must be first line on some platforms) 
OR
b) you should enable extension GL_ARB_gpu_shader_fp64 which enables double's 
support in glsl with #extension GL_ARB_gpu_shader_fp64 : enable

Cant say anything about 1st question.

Cheers

12.01.2012, 22:14, wang shuiying shuiying.w...@fu-berlin.de:
 Hi,

 Thank you all a lot for your help. That really helps me a lot.

 Now I know that polygon triangulation and rasterization algorithms have
 something to do with the imperfectness of my programm.

 I have some other questions:

 (1)
 According to triangle raterization function (3.9), p185 in

 http://www.opengl.org/registry/doc/glspec42.core.20110808.pdf

    if the eye direction of  osg camera is on the same line with the
 polygon normal vector,  there would be less distortion in the generated
 fragment attributes (in my case, the eyecoord position corresponding to
 each fragement) than if they are not on the same line.

 Is the conclusion I said above  right?

 (2)
 in

 http://www.opengl.org/registry/doc/glspec42.core.20110808.pdf

 on P.7, there is a geometry processor, which is notated as a Programmable 
 unit. Is it possible to use this programmable unit as the way vertex and 
 fragment shader are used in open scene graph?

 (3)
 also in

 http://www.opengl.org/registry/doc/glspec42.core.20110808.pdf
 on P.19, it is said that the variable type include double. But when I change 
 float into double in my shader, the programme doesn't work. Why? It is not 
 possible to use double type in Open scene graph?

 Thank you in advance!

 Shuiying

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Re: [osg-users] Dynamic surface coloring

2012-01-13 Thread Sergey Polischuk
Hi, Kevin

Are you really need mesh?
You can store data in image and draw just one quad textured with this image. 
Update data in image according to your input data - draw quad, repeat.
I think you can reuse some your code for mesh generation to create (point 
coordinates in image) - (polar coords) pairs to easily access data in image

Cheers.

12.01.2012, 20:38, Kevin Williams zs1...@gmail.com:
 Hi,

 This may seem like overkill: using OSG for rendering a 2D polar surface plot, 
 but I have plans for other things, so please bear with me!

 Basically, what I need to do is mesh a disk, and quite rapidly update the 
 color along the radials (rho, constant theta's) in proportion to incoming 
 instrument measurement data - basically a radar display.

 Because I don't see a way to collect a set of node indices along each of my 
 defined radials on which I can set the color if I use the Delaunay mesher, I 
 wrote a quick triangle mesher today. (It generates triangle vertex indices 
 and coordinates, and eliminates shared vertices, but I can keep track of all 
 the vertices along each radial.)

 I plan to create a TriangleMesh using this routine.

 My question is, is there an elegant way of handling this problem in OSG? As a 
 new user there is a good chance I'm missing the obvious. :)

 Kind regards

 Kevin

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Re: [osg-users] Dragger::setupDefaultGeometry changes lighting

2012-01-13 Thread Robert Osfield
Hi Philip,

Check your geometry to see if it has normal and colour arrays, it
could be that these are missing so it's inheriting the values from the
manipulator geometry.

Robert.

On 13 January 2012 11:21, Philipp Moeller
philipp.moel...@geometryfactory.com wrote:
 I want to add a TrackballDragger to a simple geometry (triangles,
 normals calculated by SmoothingVisitor, colors, no other state set). My
 viewer is configured with setLightingMode(osg::View::SKY_LIGHT). And my
 graph looks really just like this:

        root
       /    \
      /      \
     /   MatrixTransform
    /          \
 Dragger         \
               Geometry

 Dragging works perfectly but the lighting for the Geometry changes (goes
 dark) and even setting GL_LIGHTING to ON | PROTECTED does not change
 anything.

 The change is introduced by TrackballDragger::setupDefaultGeometry but I
 cannot see where the code should set a StateAttribute that would affect
 lighting in my geometry.

 Any hints how to debug this further or which StateAttributes need to be
 enabled in my geometry?

 Cheers,
 Philipp Moeller
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Re: [osg-users] Dynamic surface coloring

2012-01-13 Thread Sergey Polischuk
To clarify prev message:
you can pack you data in 1d texture where each pixel contains value for some 
direction (f.e. with 1 degree resolution), and draw quad using shader where you 
generate texcoords based on vertex position in fragment shader to access image.

13.01.2012, 15:34, Sergey Polischuk pol...@yandex.ru:
 Hi, Kevin

 Are you really need mesh?
 You can store data in image and draw just one quad textured with this image. 
 Update data in image according to your input data - draw quad, repeat.
 I think you can reuse some your code for mesh generation to create (point 
 coordinates in image) - (polar coords) pairs to easily access data in image

 Cheers.

 12.01.2012, 20:38, Kevin Williams zs1...@gmail.com:

  Hi,

  This may seem like overkill: using OSG for rendering a 2D polar surface 
 plot, but I have plans for other things, so please bear with me!

  Basically, what I need to do is mesh a disk, and quite rapidly update the 
 color along the radials (rho, constant theta's) in proportion to incoming 
 instrument measurement data - basically a radar display.

  Because I don't see a way to collect a set of node indices along each of my 
 defined radials on which I can set the color if I use the Delaunay mesher, I 
 wrote a quick triangle mesher today. (It generates triangle vertex indices 
 and coordinates, and eliminates shared vertices, but I can keep track of all 
 the vertices along each radial.)

  I plan to create a TriangleMesh using this routine.

  My question is, is there an elegant way of handling this problem in OSG? As 
 a new user there is a good chance I'm missing the obvious. :)

  Kind regards

  Kevin

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Re: [osg-users] Dragger::setupDefaultGeometry changes lighting

2012-01-13 Thread Philipp Moeller
Robert Osfield robert.osfi...@gmail.com writes:

 Hi Philip,

 Check your geometry to see if it has normal and colour arrays, it
 could be that these are missing so it's inheriting the values from the
 manipulator geometry.

Indeed my normals were missing. I had an updateCallback set on my
Geometry that didn't apply SmoothingVisitor to the parents. Although
the way I do it now looks highly inefficient to me.

// g is the geometry the visitor is acting upon
auto parents = g-getParents();
for(auto x : parents)
  if(Geode* geo = x-asGeode())
geo-apply(smoothingVisitor);

Is there a subcomponent of SmoothingVisitor that can be applied to a
Drawable instead of a Geode? I image it should be somewhere in the
eternals already, but this seems useful to me. 

Philipp


 Robert.

 On 13 January 2012 11:21, Philipp Moeller
 philipp.moel...@geometryfactory.com wrote:
 I want to add a TrackballDragger to a simple geometry (triangles,
 normals calculated by SmoothingVisitor, colors, no other state set). My
 viewer is configured with setLightingMode(osg::View::SKY_LIGHT). And my
 graph looks really just like this:

        root
       /    \
      /      \
     /   MatrixTransform
    /          \
 Dragger         \
               Geometry

 Dragging works perfectly but the lighting for the Geometry changes (goes
 dark) and even setting GL_LIGHTING to ON | PROTECTED does not change
 anything.

 The change is introduced by TrackballDragger::setupDefaultGeometry but I
 cannot see where the code should set a StateAttribute that would affect
 lighting in my geometry.

 Any hints how to debug this further or which StateAttributes need to be
 enabled in my geometry?

 Cheers,
 Philipp Moeller
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[osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.

2012-01-13 Thread Chris Denham
I'm having some problems connected with the use of textures embedded within IVE 
files. The problem arises when I use the same IVE model instance from within 
two instances of osgViewer::Viewer which results in unpredictable rendering of 
textures in one of the viewer instances, usually the texture goes white when I 
delete one viewer instance. If the embedded textures were also compressed, then 
I also get some GL errors, typically:

Warning: detected OpenGL error 'invalid enumerant' at after 
RenderBin::draw(..)

To be honest, I'm not surprised that this sharing of scene graph data between 
osg Viewer instances causes a problem. In fact, I’m surprised that more things 
don’t break. However, the reason this scenario crops up is that  my osg viewer 
is running inside a web based plugin, and hence I get an osg viewer instance 
within each instance of the plugin that the web browser creates.   You might 
now be wondering why the browser plugin instances share any scene graph data, 
and in fact I was a bit surprised that they were. I didn’t want them to share 
data! It turns out that the reason the browser plugin instances share data is 
because of the cache provided by the osg Registry singleton. It would have been 
nice if each browser plugin instance ended up with their own osg Registry 
singleton, but they don’t!
(I don’t really want to get on my hobby horse about all the pains that the 
singleton pattern can cause, but this is certainly one to add to my list)

So, my questions boil down to :
If viewer instance 1 caches “cow.ive” in Registry singleton, how do I prevent 
viewer instance 2 from using it? 
If it does use the cached version, why does cause a problem (seemingly only 
with textures that were embedded in IVE)?
Is there a way to “tweak” the IVE embedded textures so they can be shared 
successfully in this scenario?

I have reduced the problem down to a simple example (20 lines or so) that 
exhibits the same symptoms:


Code:
static osg::ref_ptrosg::Node model = NULL;

class ViewerThread : public OpenThreads::Thread
{
public:
ViewerThread(int x, int y) : x(x), y(y) { }
void run()
{
osgViewer::Viewer viewer;
viewer.setUpViewInWindow(x, y, 400, 300);
viewer.setSceneData(model);
viewer.run();
}
int x, y;
};

int main(int argc, char* argv[])
{
model = osgDB::readNodeFile(cow.ive);

ViewerThread* thread1 = new ViewerThread(100, 100);
thread1-start();

ViewerThread* thread2 = new ViewerThread(500, 100);
thread2-start();

while(true); 

return 0;
}



Chris Denham

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Re: [osg-users] Dynamic surface coloring

2012-01-13 Thread Kevin Williams
I like the proposed texture solution instead of a mesh. Thanks! I will do some 
work based on that. Need to read up on using textures.

I got my first idea working today, but of course there are a lot of triangles 
that result... It would really need some level-of-detail rules to make it work 
well.

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Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.

2012-01-13 Thread Robert Osfield
Hi Chris,

Using two independent viewers in an application is not normal or
recommended.  I would recommend that you use a single CompositeViewer
with two Views.  See the osgcompositeviewer example.

Robert.

On 13 January 2012 14:18, Chris Denham c.m.den...@gmail.com wrote:
 I'm having some problems connected with the use of textures embedded within 
 IVE files. The problem arises when I use the same IVE model instance from 
 within two instances of osgViewer::Viewer which results in unpredictable 
 rendering of textures in one of the viewer instances, usually the texture 
 goes white when I delete one viewer instance. If the embedded textures were 
 also compressed, then I also get some GL errors, typically:

 Warning: detected OpenGL error 'invalid enumerant' at after 
 RenderBin::draw(..)

 To be honest, I'm not surprised that this sharing of scene graph data between 
 osg Viewer instances causes a problem. In fact, I’m surprised that more 
 things don’t break. However, the reason this scenario crops up is that  my 
 osg viewer is running inside a web based plugin, and hence I get an osg 
 viewer instance within each instance of the plugin that the web browser 
 creates.   You might now be wondering why the browser plugin instances share 
 any scene graph data, and in fact I was a bit surprised that they were. I 
 didn’t want them to share data! It turns out that the reason the browser 
 plugin instances share data is because of the cache provided by the osg 
 Registry singleton. It would have been nice if each browser plugin instance 
 ended up with their own osg Registry singleton, but they don’t!
 (I don’t really want to get on my hobby horse about all the pains that the 
 singleton pattern can cause, but this is certainly one to add to my list)

 So, my questions boil down to :
 If viewer instance 1 caches “cow.ive” in Registry singleton, how do I prevent 
 viewer instance 2 from using it?
 If it does use the cached version, why does cause a problem (seemingly only 
 with textures that were embedded in IVE)?
 Is there a way to “tweak” the IVE embedded textures so they can be shared 
 successfully in this scenario?

 I have reduced the problem down to a simple example (20 lines or so) that 
 exhibits the same symptoms:


 Code:
 static osg::ref_ptrosg::Node model = NULL;

 class ViewerThread : public OpenThreads::Thread
 {
 public:
    ViewerThread(int x, int y) : x(x), y(y) { }
    void run()
    {
        osgViewer::Viewer viewer;
        viewer.setUpViewInWindow(x, y, 400, 300);
        viewer.setSceneData(model);
        viewer.run();
    }
    int x, y;
 };

 int main(int argc, char* argv[])
 {
    model = osgDB::readNodeFile(cow.ive);

    ViewerThread* thread1 = new ViewerThread(100, 100);
    thread1-start();

    ViewerThread* thread2 = new ViewerThread(500, 100);
    thread2-start();

    while(true);

        return 0;
 }



 Chris Denham

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Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.

2012-01-13 Thread Chris Denham
Hi Robert,
My example code was only meant to show the symtoms of the problem I get it in 
my real world code. How can I use a composite viewer to implement views 
within multiple browser plugin instances, potentially on different web pages? 
Would I have to make the composite viewer a singleton that holds references to 
the embedded windows created for each plugin instance? It's never gonna fly! 

Interesting update to the problem though; it seems not related to the embedding 
of the textures within the IVE, but more to do with the way IVE reader creates 
images. The reason being that if I convert cow.osg using osgconv -O 
noTexturesInIVEFile cow.osg cow.ive I still get the problem, but if I load 
cow.osg into my example, it seems fine.

Chris Denham.



robertosfield wrote:
 Hi Chris,
 
 Using two independent viewers in an application is not normal or
 recommended.  I would recommend that you use a single CompositeViewer
 with two Views.  See the osgcompositeviewer example.
 
 Robert.
 
 On 13 January 2012 14:18, Chris Denham  wrote:
 
  I'm having some problems connected with the use of textures embedded within 
  IVE files. The problem arises when I use the same IVE model instance from 
  within two instances of osgViewer::Viewer which results in unpredictable 
  rendering of textures in one of the viewer instances, usually the texture 
  goes white when I delete one viewer instance. If the embedded textures were 
  also compressed, then I also get some GL errors, typically:
  
  Warning: detected OpenGL error 'invalid enumerant' at after 
  RenderBin::draw(..)
  
  To be honest, I'm not surprised that this sharing of scene graph data 
  between osg Viewer instances causes a problem. In fact, I’m surprised that 
  more things don’t break. However, the reason this scenario crops up is that 
   my osg viewer is running inside a web based plugin, and hence I get an osg 
  viewer instance within each instance of the plugin that the web browser 
  creates.   You might now be wondering why the browser plugin instances 
  share any scene graph data, and in fact I was a bit surprised that they 
  were. I didn’t want them to share data! It turns out that the reason the 
  browser plugin instances share data is because of the cache provided by the 
  osg Registry singleton. It would have been nice if each browser plugin 
  instance ended up with their own osg Registry singleton, but they don’t!
  (I don’t really want to get on my hobby horse about all the pains that the 
  singleton pattern can cause, but this is certainly one to add to my list)
  
  So, my questions boil down to :
  If viewer instance 1 caches “cow.ive” in Registry singleton, how do I 
  prevent viewer instance 2 from using it?
  If it does use the cached version, why does cause a problem (seemingly only 
  with textures that were embedded in IVE)?
  Is there a way to “tweak” the IVE embedded textures so they can be shared 
  successfully in this scenario?
  
  I have reduced the problem down to a simple example (20 lines or so) that 
  exhibits the same symptoms:
  
  
  Code:
  static osg::ref_ptrosg::Node model = NULL;
  
  class ViewerThread : public OpenThreads::Thread
  {
  public:
     ViewerThread(int x, int y) : x(x), y(y) { }
     void run()
     {
         osgViewer::Viewer viewer;
         viewer.setUpViewInWindow(x, y, 400, 300);
         viewer.setSceneData(model);
         viewer.run();
     }
     int x, y;
  };
  
  int main(int argc, char* argv[])
  {
     model = osgDB::readNodeFile(cow.ive);
  
     ViewerThread* thread1 = new ViewerThread(100, 100);
     thread1-start();
  
     ViewerThread* thread2 = new ViewerThread(500, 100);
     thread2-start();
  
     while(true);
  
         return 0;
  }
  
  
  
  Chris Denham
  
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Re: [osg-users] OSG website unresponsive

2012-01-13 Thread Robert Osfield
Hi Mathieu,

On 11 January 2012 18:01, Mathieu MARACHE math...@marache.com wrote:
 I used git before our internal repo moved from subversion to git, with
 git-svn that allows to commit back to a svn repo, here is a page that
 explains the process :
 http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html

Thanks for the link.

I've now subscribe to github, my username is robertsofield.

Over the next couple of weeks I'll work on clearing the
osg-submissions backlog to the present svn repository and learn git a
little at the same time, then we can look at the possibility of moving
OpenSceneGraph across as using github as the main repository.  It
might be sensible to try out moving VirtualPlanetBuilder across first
as it's smaller code and userbase wise.

Thoughts?
Robert.
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Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.

2012-01-13 Thread Robert Osfield
Hi Chris,

On 13 January 2012 15:45, Chris Denham c.m.den...@gmail.com wrote:
 Hi Robert,
 My example code was only meant to show the symtoms of the problem I get it in 
 my real world code. How can I use a composite viewer to implement views 
 within multiple browser plugin instances, potentially on different web pages? 
 Would I have to make the composite viewer a singleton that holds references 
 to the embedded windows created for each plugin instance? It's never gonna 
 fly!

Um... in this type of usage it may well be the easier to have multiple
viewers.

When you are doing your browser plugin how to you manage the graphics contexts?

 Interesting update to the problem though; it seems not related to the 
 embedding of the textures within the IVE, but more to do with the way IVE 
 reader creates images. The reason being that if I convert cow.osg using 
 osgconv -O noTexturesInIVEFile cow.osg cow.ive I still get the problem, but 
 if I load cow.osg into my example, it seems fine.

I suspect the problem may well be down to the OpenGL object ID's for
the texture objects being shared inappropriately in your application.
The is designed to use a different osg::State::ContextID value for
each context, if different contexts use the same value for ContextID
then they will share the same OpenGL object ID's which will introduce
errors like you've seen.  It's not the only way to create the errors,
so it's only a hunch on my part.

Anyway I don't think there is anything particularly wrong with .ive
plugin or the models, all they will be doing is providing us with
hints as to what is wrong at a higher level.

Robert.
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Re: [osg-users] OSG website unresponsive

2012-01-13 Thread Jose Luis Hidalgo
Hi Robert,

   The change is not a matter of code size, is more how it will affect
your current workflow, for example if you keep accepting patches one
by one, and they made to the repository one by one there will be now
difference, and no extra problems, with the current workflow. If you
switch to the modern pull from other sources, new branches by
features, and multiple and complex merges, then that will affect your
current workflow.

   Github encourage contributors to fork first, change, and notify
changes to master branch, that's the git way of working. But you can
keep your own way, accepting patches only by mail, in that case there
will be no difference with your current subversion workflow.

Cheers,
   JL

On Fri, Jan 13, 2012 at 4:53 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Mathieu,

 On 11 January 2012 18:01, Mathieu MARACHE math...@marache.com wrote:
 I used git before our internal repo moved from subversion to git, with
 git-svn that allows to commit back to a svn repo, here is a page that
 explains the process :
 http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html

 Thanks for the link.

 I've now subscribe to github, my username is robertsofield.

 Over the next couple of weeks I'll work on clearing the
 osg-submissions backlog to the present svn repository and learn git a
 little at the same time, then we can look at the possibility of moving
 OpenSceneGraph across as using github as the main repository.  It
 might be sensible to try out moving VirtualPlanetBuilder across first
 as it's smaller code and userbase wise.

 Thoughts?
 Robert.
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   http://www.pplux.com 
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Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.

2012-01-13 Thread Chris Denham
Ah ha, 
Another interesting experiment doing the round trip from osg to ive and back.
e.g.
osgconv -O noTexturesInIVEFile cow.osg cow.ive
osgconv cow.ive cow2.osg

cow2.osg has the same problem and cow.ive, and on comparison on cow.osg and 
cow2.osg I noticed the image definition has grown an 
unRefImageDataAfterApply TRUE

I get the same texture problem when I load cow2.osg, and it behaves normally 
again when I set the 'unRefImageDataAfterApply' flag to false.

So my guess is that the image data may getting released before the other viewer 
instance has finished with it? 

Chris Denham

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[osg-users] Help: Is there an osg example with ray tracing?

2012-01-13 Thread wang shuiying

Hello,

I simulate a laser sensor with shader using osg, and want to compare it 
with simulated laser sensor using ray tracing technique. So is there a 
ray tracing example of osg in such application?


Thank you in advance!


Shuiying
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Re: [osg-users] Help: Is there an osg example with ray tracing?

2012-01-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Shuiying,

I would start by looking at the osgintersection example, in
particular, the LineSegmentIntersector to see if that will help you.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang
shuiying
Sent: Friday, January 13, 2012 10:14 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help: Is there an osg example with ray tracing?

Hello,

I simulate a laser sensor with shader using osg, and want to compare it 
with simulated laser sensor using ray tracing technique. So is there a 
ray tracing example of osg in such application?

Thank you in advance!


Shuiying
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g
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Re: [osg-users] OSG Texture1D and GL_UNSIGNED_SHORT

2012-01-13 Thread Chris 'Xenon' Hanson
On 1/13/2012 2:28 AM, Robert Osfield wrote:
 Could you send this adapted code, or even better a version of
 osgtexture1D.cpp that can be
 run with a command line option (such as --ushort) to replicate this error?

  I'll see if I can replicate it in a simple form. It was very slippery.

 I don't know what the issue is.  Texture2D has been used far more
 heavily over the years than Texture1D
 so I can imagine bugs that have been spotted and fixed in Texture2D
 that haven't been in Texture1D.

  Yeah, that's what I suspected. It may have to do with generating mipmaps or 
something.

-- 
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] OSG website unresponsive

2012-01-13 Thread Mathieu MARACHE
Hi Robert,

Sure, I'll create the mirror for
http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the
openscenegraph I created on github, and transfer the ownership of the
project when you want to do the transition from svn to git.
--
Mathieu



On 13 January 2012 16:53, Robert Osfield robert.osfi...@gmail.com wrote:
 Hi Mathieu,

 On 11 January 2012 18:01, Mathieu MARACHE math...@marache.com wrote:
 I used git before our internal repo moved from subversion to git, with
 git-svn that allows to commit back to a svn repo, here is a page that
 explains the process :
 http://www.codeography.com/2010/03/17/howto-mirror-git-to-subversion.html

 Thanks for the link.

 I've now subscribe to github, my username is robertsofield.

 Over the next couple of weeks I'll work on clearing the
 osg-submissions backlog to the present svn repository and learn git a
 little at the same time, then we can look at the possibility of moving
 OpenSceneGraph across as using github as the main repository.  It
 might be sensible to try out moving VirtualPlanetBuilder across first
 as it's smaller code and userbase wise.

 Thoughts?
 Robert.
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Re: [osg-users] Issues when creating seamless panorama using multiple cameras

2012-01-13 Thread Adam Bruce
Hi Robert,

Thanks a lot for getting back to me. The main issue I had at the time was that, 
when using a single osgViewer and using slave cameras with view offsets, I was 
seemingly getting additional rotation about another axis inconsistent with a 
simple fixed post-multiplied rotation about a single axis. I'm absolutely 
certain it was an issue with my understanding of things, and will revisit this 
since it was my understanding as well that an osgViewer with slave cameras was 
the proper approach to this.

Thanks a lot,
Adam

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Re: [osg-users] OSG website unresponsive

2012-01-13 Thread Robert Osfield
HI Mathieu,

On 13 January 2012 17:29, Mathieu MARACHE math...@marache.com wrote:
 Sure, I'll create the mirror for
 http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the
 openscenegraph I created on github, and transfer the ownership of the
 project when you want to do the transition from svn to git.

I'd be inclined to suggest that creating a new project for
VirtualPlanetBuilder would be more appropriate than nesting t within
osg.  I'll lean a bit more about git and github and if I get brave
I'll create a VPB project and see if I can import from svn.  I don't
think that a mirror of existing svn won't be required as I can
probably just move wholesale across.

Robert.
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[osg-users] Very odd behavior starting OSG app

2012-01-13 Thread Joel Graff
Hello,

I recently noticed when my application starts, something triggers the 
REGISTER_OBJECT_WRAPPER macro for my custom uniform class and constructs a new 
object before main() is even called.

I'm not much of a C++ guru, so at the moment, the only relevant info I know to 
provide is the call stack which looks like:


Code:

SG_UNIFORM_INITIALIZER::`dynamic initializer for 
'wrapper_proxy_sg_Uniform_Wrapper''() Line 8
msvcr100d.dll!_initterm(void(void)* * pfbegin, void (void)* * pfend) Line 873
__tmainCRTStartup() Line473 + 0xf bytes
mainCRTStartup() Line 371




The macro code:

Code:

namespace sg {
namespace SG_UNIFORM_SERIALIZER {
REGISTER_OBJECT_WRAPPER(sg_Uniform_Wrapper,
new 
sg::Uniform,

sg::Uniform,

osg::Object osg::Uniform sg::Uniform )
{
ADD_UINT_SERIALIZER( USize, 0 );
ADD_UINT_SERIALIZER( UType, 0 );
ADD_STRING_SERIALIZER( LexType,  );
}
};
};




I'd pass on the class header, but it doesn't look like it's relevant...

In any case, it's not a critical issue - things run fine as it is.  But it's 
creating one instance of my class via the serializer macro before it even 
executes main().

I'm using OSG 3.0.1, compiling under VS2010.

Any thoughts?

Joel

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Re: [osg-users] osg-users Digest, Vol 55, Issue 19

2012-01-13 Thread Ebru Arslan
Hi,
I need information about database paging. tutorial or some basic sample.


On Fri, Jan 13, 2012 at 10:05 PM, 
osg-users-requ...@lists.openscenegraph.org wrote:

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 than Re: Contents of osg-users digest...


 Today's Topics:

   1. Re: Issues when creating seamless panorama using  multiple
  cameras (Adam Bruce)
   2. Re: OSG website unresponsive (Robert Osfield)


 --

 Message: 1
 Date: Fri, 13 Jan 2012 18:43:08 +0100
 From: Adam Bruce apalan...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Issues when creating seamless panorama using
multiple cameras
 Message-ID: 1326476588.m2f.44...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Hi Robert,

 Thanks a lot for getting back to me. The main issue I had at the time was
 that, when using a single osgViewer and using slave cameras with view
 offsets, I was seemingly getting additional rotation about another axis
 inconsistent with a simple fixed post-multiplied rotation about a single
 axis. I'm absolutely certain it was an issue with my understanding of
 things, and will revisit this since it was my understanding as well that an
 osgViewer with slave cameras was the proper approach to this.

 Thanks a lot,
 Adam

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44822#44822







 --

 Message: 2
 Date: Fri, 13 Jan 2012 19:16:46 +
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OSG website unresponsive
 Message-ID:
CAFN7Y+VuUJ56i-w5Xa6+H4ntQdphYk3D0P5Lgf4N3=fzldp...@mail.gmail.com
 
 Content-Type: text/plain; charset=ISO-8859-1

 HI Mathieu,

 On 13 January 2012 17:29, Mathieu MARACHE math...@marache.com wrote:
  Sure, I'll create the mirror for
  http://www.openscenegraph.org/svn/VirtualPlanetBuilder, add it to the
  openscenegraph I created on github, and transfer the ownership of the
  project when you want to do the transition from svn to git.

 I'd be inclined to suggest that creating a new project for
 VirtualPlanetBuilder would be more appropriate than nesting t within
 osg.  I'll lean a bit more about git and github and if I get brave
 I'll create a VPB project and see if I can import from svn.  I don't
 think that a mirror of existing svn won't be required as I can
 probably just move wholesale across.

 Robert.


 --

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 End of osg-users Digest, Vol 55, Issue 19
 *

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Re: [osg-users] Help: Is there an osg example with ray tracing?

2012-01-13 Thread Maxim Gammer
http://www.openscenegraph.org/projects/osg/wiki/RayTraced

2012/1/13 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil:
 Shuiying,

 I would start by looking at the osgintersection example, in
 particular, the LineSegmentIntersector to see if that will help you.

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang
 shuiying
 Sent: Friday, January 13, 2012 10:14 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Help: Is there an osg example with ray tracing?

 Hello,

 I simulate a laser sensor with shader using osg, and want to compare it
 with simulated laser sensor using ray tracing technique. So is there a
 ray tracing example of osg in such application?

 Thank you in advance!


 Shuiying
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-- 
Maxim Gammer
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