Re: [osg-users] osgexport for blender?

2012-01-20 Thread Alberto Luaces
Maia Randria writes:

 1. What are the -+ buttons for ?

Those buttons are not specific of the osgExport plugin, they are from
Blender. Pushing them, you can increment or decrement a numerical
postfix into the name of your file, in order to save several versions
into different files quickly.

-- 
Alberto

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] how to set path to other resources folder?

2012-01-20 Thread Kim Bale
Hi Bart,

osgOcean uses the osgDB registry to find paths for resources.

You can add additional path to that with the following code:

osgDB::Registry::instance()-getDataFilePathList().push_back(
resources/boat);

There is an example of this in application.cpp

http://code.google.com/p/osgocean/source/browse/trunk/src/oceanExample/application.cpp#303

Cheers,

Kim.

On 20 January 2012 01:35, bart gallet bartgal...@hotmail.com wrote:

 Howdy folks,

 Is there a way to tell osgOcean to look elsewhere for its resources
 folder?

 My applications are looking for the resources folder directly in the
 directory of its executable, but I have many different applications, and I
 would like to share just the one resources folder among them.

 I am using Windows 7 and Microsoft Visual Studio 2008.

 Any suggestions?

 Thank you!

 Cheers,
 bart

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44923#44923





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Frame syncing over multiple contexts

2012-01-20 Thread Robert Osfield
Hi John,

On 19 January 2012 20:58, John Kelso ke...@nist.gov wrote:
 OK then! This is getting good!

 I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
 setThreadingModel(CullDrawThreadPerContext), and running with four windows,
 each with a single camera, on a desktop system with a single graphics card,
 and the problem didn't go away.

 But should the problem go away in this environment?

Without swap ready and gen lock you can't perfectly sync the displays.
 swap ready is a signal that all the rendering on a graphics card has
completed and is ready to swap.  gen lock is a hardware sync of the
refresh itself that ensures that the scan for each display occurs at
the same time.

You can approximate a swap ready by doing a glFlush() or glFinish()
prior to the swap barrier.  The osg::BarrierOperation (implemented in
include/osg/GraphicsThread) has support for doing either of glFlush or
glFinish() prior to joining the barrier, but... currently osgViewer
defaults to setting up the BarrierOperation with both of these off,
just checking the source I see there isn't a access method for getting
the end barrier.  You could add this (subclassing from
osgViewer::Viewer would give you a way of adding this), once you have
the end barrier you'll be able to set the
BarrierOperation::_preBlockOp.  osgViewer::ViewerBase really should
have this built in though so please feel free to add and submit it.

Adding a glFlush() prior to the barrier will just make sure all the
OpenGL fifo is dispatched to the graphics card, so isn't not
everything will have completed on the graphics card before it returns.
 glFinish() prior to the barrier will make sure that the all the
OpenGL fifo is dispatched and the graphics cards has completed all
operations before it returns so you can be sure that things are
properly ready to swap.  There is one gotcha with all these though -
waiting for the OpenGL pipeline to be flushed and completed down on
the graphics card adds a delay on the CPU that breaks the parallelism
between the CPU and GPU so performance can be lower.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Mac OSX Lion Installation

2012-01-20 Thread Stephan Maximilian Huber
Hi,
Am 14.01.12 23:31, schrieb Erick Bazan:

 I'm really really new to OSG, I need to use it for my Virtual Environments 
 class. I have some experience with OpenGL in Mac with Xcode. I've been 
 searching all over the internet how to install OpenSceneGraph in Mac OSX Lion 
 and use it with Xcode (4). All I found was tutorials explaining how to 
 install it from the 2.8 dmg and I tried installing the binaries to the Lion 
 and Leopard SDK with no results. 
 
 Anyone know how to install or compile OSG projects from scratch in Lion with 
 Xcode, as I said, I'm new to the whole OSG. 

checkout/download the osg-source, download a recent cmake version, open
it, select the osg-source-tree, select a build-directory, select the
xcode-generator, make sure you set

OSG_WINDOWING_SYSTEM to Cocoa
CMAKE_INSTALL_PREFIX to your needs

If you want embeddable frameworks, set
OSG_COMPILE_FRAMEWORKS to 1 (otherwise you'll get dylibs)

generate the xcode-project files, open them in xcode, compile the
INSTALL-target, you should now find the frameworks/dylibs/plugins in
your folder given to the CMAKE_INSTALL_PREFIX

Probably the quicktime-plugin will not compile, there's a fix in
osg-submission waiting for review.

It's time to update the readme.txt as most of it's info regarding os x
is outdated.

HTH,

Stephan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Play audio files

2012-01-20 Thread Héctor Martínez
Hi,

thank you for your reply, it has been very clear and it has solved all my
doubts.
I have downloaded and compiled osgAudio. Now I want to integrate it in my
own OSG-based program. So, how can I just open an audio file and play it? I
mean the simplest way, no need for complicated features right now. Something
like:

open(myAudio.wav);
playAudio();

Of course I understand that it is not so easy, but you can get an idea of
what I need at the moment.

Thank you in advance.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: jueves, 19 de enero de 2012 18:26
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Play audio files

On 1/19/2012 2:17 AM, Héctor Martínez wrote:
 I am currently using SDLaudio for playing the sound of the videos I am 
 using, but when trying to load 2 or more videos at the same time, it 
 only plays one of them (and not always). I have read that SDL only 
 allows one audio channel, so I think I have to start using something else.
I want also to play other audio files (mp3, ogg, wav, whatever).
 
 So, which is the best option right now? I have read about osgAL and 
 openAL. I don’t know which one is better with the version I am using 
 (OSG 3.0.1) or if there is a better solution to these two. Another 
 thing to consider is that I would like to work with LGPL (or similar) 
 licenses if possible. I think those libraries are LGPL, but as they depend
on additional libraries I am not sure if I can use them as LGPL or not.

  As the creator of osgAudio, I can answer this.

  osgAudio is the literal and philosophical child of osgAL. We started
osgAudio using the osgAL source, fixed a number of design and implementation
issues, added compile-time selection of audio backend (openAL or FMOD) and
polished it up. Thus, osgAudio.

  Even openAL's creator agrees that you should probably use osgAudio now,
since it has newer fixes.

  OpenAL was LGPL, now proprietary (Creative Labs):
http://en.wikipedia.org/wiki/OpenAL
  You'll have to interpret their licensing yourself.

  There is also OpenAL Soft:
http://en.wikipedia.org/wiki/OpenAL#OpenAL_Soft
  OpenAL Soft is an LGPL-licensed, cross-platform, software implementation

  FMOD is proprietary but has a non-commercial license:
http://en.wikipedia.org/wiki/FMOD
FMOD is available under multiple license schemes: FMOD Non-Commercial
License, which allows software not intended for commercial distribution to
use FMOD for free.

  You could fairly easily add support for other backends to osgAudio if you
wished, but I'm not aware of too many other 3d spatial audio toolkits.

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
- Xen ___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [3rdparty] is there an osgEarth tutorial?

2012-01-20 Thread Tolga Yilmaz

Jason Beverage wrote:
 Hi Tolga,
 
 There isn't any specific tutorial on osgEarth.  We do have the
 documentation on osgearth.org, plenty of example applications and
 demonstrative .earth files in the tests directory.
 
 You can use the EarthManipulator with the setTetherNode option to
 attach it to a Node if you're looking to make the manipulator follow a
 node.
 
 Thanks,
 
 Jason
 
 On Mon, Jan 2, 2012 at 7:29 AM, Tolga Yilmaz  wrote:
 
  Hi,
  Is there any tutorial about osgEarth? i especialy need a node track 
  manipulator but any tutorial will be appreciated..
  
  ...
  
  
  Thank you!
  
  Cheers,
  Tolga
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=44520#44520
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


tether node works on a single node well, however when i'm trying to collect 
nodes' matrixtransform under a osgGroup and then setting the tethernode as this 
group camera goes to (0,0,0) point (at least i think so), should i multiply the 
transformation martixes and add the group to this matrixnode?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44931#44931





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] New QT 4.8 integration ?

2012-01-20 Thread Remo Eichenberger
Hi,

Nobody really works on this ?

Cheers,
Remo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44932#44932





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] New QT 4.8 integration ?

2012-01-20 Thread Philipp Moeller
Remo Eichenberger remo.eichenber...@gmail.com writes:

 Hi,

 Nobody really works on this ?

There is an osgviewerQt example which works pretty nicely with
Qt-4.8. What would you expect to be different?

Cheers,
Philipp


 Cheers,
 Remo

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44932#44932





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] New QT 4.8 integration ?

2012-01-20 Thread Remo Eichenberger
Hi,

I think it should be possible to optimize the following:

- Rendering without any timers.
- Better multithreading support ( 
http://forum.openscenegraph.org/viewtopic.php?t=8340postdays=0postorder=aschighlight=multithreadedstart=15
 )
- Seamless/Performed integration of QT UI in an OpenGL-Context (OSG Scenegraph).

Cheers,
Remo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44934#44934





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] New QT 4.8 integration ?

2012-01-20 Thread Glenn Waldron
Remo, can you elaborate on the rendering without timers bit? That's one
of the things we're looking to tackle next in osgEarthQt.

Glenn Waldron / @glennwaldron


On Fri, Jan 20, 2012 at 10:10 AM, Remo Eichenberger 
remo.eichenber...@gmail.com wrote:

 Hi,

 I think it should be possible to optimize the following:

 - Rendering without any timers.
 - Better multithreading support (
 http://forum.openscenegraph.org/viewtopic.php?t=8340postdays=0postorder=aschighlight=multithreadedstart=15)
 - Seamless/Performed integration of QT UI in an OpenGL-Context (OSG
 Scenegraph).

 Cheers,
 Remo

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44934#44934





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Frame syncing over multiple contexts

2012-01-20 Thread Jason Daly

On 01/20/2012 04:32 AM, Robert Osfield wrote:

Hi John,

On 19 January 2012 20:58, John Kelsoke...@nist.gov  wrote:

OK then! This is getting good!

I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
setThreadingModel(CullDrawThreadPerContext), and running with four windows,
each with a single camera, on a desktop system with a single graphics card,
and the problem didn't go away.

But should the problem go away in this environment?

Without swap ready and gen lock you can't perfectly sync the displays.
  swap ready is a signal that all the rendering on a graphics card has
completed and is ready to swap.  gen lock is a hardware sync of the
refresh itself that ensures that the scan for each display occurs at
the same time.


This is four contexts on just one GPU and display, though.  I don't 
think genlock/swap ready would come into play here.  (glFlush/glFinish 
might, though)


On a related note, does anyone know if the NV_swap_group extension 
mentioned earlier would work in the case of multiple contexts on one 
GPU/display, or does it only support synchronizing swap between 
GPUs/displays?


--J


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Play audio files

2012-01-20 Thread Chris 'Xenon' Hanson
On 1/20/2012 6:42 AM, Héctor Martínez wrote:
 I have downloaded and compiled osgAudio. Now I want to integrate it in my
 own OSG-based program. So, how can I just open an audio file and play it? I
 mean the simplest way, no need for complicated features right now. Something
 like:
 open(myAudio.wav);
 playAudio();

  See examples/openal-lowlevel/simple.cpp.

osgAudio::AudioEnvironment::instance()-init();
osg::ref_ptrSource bgsound = new Source;
bgsound-stop();
osg::ref_ptrSample sample = new Sample(myAudio.wav);
bgsound-setSound(sample.get());
bgsound-setGain(0.6f);  // Lower gain (volume)
bgsound-setLooping();
bgsound-setAmbient();  // Make sound ambient (i.e. not attenuated)
bgsound-play();  // Start playing


-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG 3.0.1 examples not working correctly?

2012-01-20 Thread Sean O'Connell
AlphaPixel's binaries work.  I'll try setting those cmake flags.  Thanks a lot 
guys!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44938#44938





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] New QT 4.8 integration ?

2012-01-20 Thread Remo Eichenberger
Glenn, this topic has not explicitly to do with QT 4.8. I don't know QT in the 
details. I only know it should be possible to do it. But when it is possible to 
integrate the rendering in QT Main-loop and for example wait for next event and 
render (go through the main loop) only when it needed, then it should work 
without any timer. Like this one (sorry no QT :)

http://msdn.microsoft.com/en-us/library/windows/desktop/ms684245(v=vs.85).aspx

But i could be wrong.

Cheers,
Remo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44939#44939





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] how to set path to other resources folder?

2012-01-20 Thread bart gallet
Thank you Kim

that solved it.


Cheers,
bart

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44940#44940





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Change render order of Geodes without custom RenderBin

2012-01-20 Thread Sean Sullivan
Wow I'm not sure why I didn't think of that lol. Anyways with pretty minimal 
code changes, I was able to implement what you suggested. It resulted in ~27% 
performance increase!

Thank you!

Cheers,
Sean

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44943#44943





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Save Texture2D to disk

2012-01-20 Thread Sean O'Connell
I'm using a 3rd party library that returns a Texture2D object that represents a 
snapshot of the scene.  However they don't attach an Image object to it.  How 
can I retrieve the pixel data in the Texture2D object and save to disk?  I 
don't see any accessor methods in either Texture2D or Texture that allow me to 
do this.

Thanks.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44946#44946





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Problem using osgconv to write OpenFlight

2012-01-20 Thread Brad Colbert
Hi folks,

I'm suspecting that something is wrong with my DDS plugin but thought I would 
ask to see if it's something more fundamental.

I'm trying to convert a .ive file to an OpenFlight file.  I get the (.flt) file 
and the texture attribute files (.attr) but no texture files (.dds).  Any ideas 
why?

Thanks,
Brad

P.S.

OpenSceneGraph Library 3.0.1

---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problem using osgconv to write OpenFlight

2012-01-20 Thread Brad Colbert
Hi folks,

I found a work around.  First, if I convert the IVE to OSG with the option 
osgconv -O OutputTextureFiles it will write out the .dds files.  Then, I 
convert the IVE to FLT, which picks up those .dds files.

A bit of a kludge but was wondering where I should look to make the proper 
changes to the OpenFlight writer to output the textures?

-B


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert
Sent: Friday, January 20, 2012 3:56 PM
To: 'osg-us...@openscenegraph.org'
Subject: [osg-users] Problem using osgconv to write OpenFlight

Hi folks,

I'm suspecting that something is wrong with my DDS plugin but thought I would 
ask to see if it's something more fundamental.

I'm trying to convert a .ive file to an OpenFlight file.  I get the (.flt) file 
and the texture attribute files (.attr) but no texture files (.dds).  Any ideas 
why?

Thanks,
Brad

P.S.

OpenSceneGraph Library 3.0.1

---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2012-01-20 Thread Maia Randria
Thanks Alberto.

Which version of Blender and osgExporter ar you using ? Are you satisfied with 
the exported file ?

I have some trouble with this exporter:
I am using Blender  2.61 and the last version of tetron: some parts are missing 
and the textures are not correct.

I tried to install with Blender 2.58 + latest version of Cedric so as to try if 
this is due to versioning: but when I put everything (scripts/ Add-ons, etc.,) 
I can't check the checkbox of osg on the Blender window User preference. Your 
help is appreciated.

Maia

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44950#44950





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2012-01-20 Thread Maia Randria
Hello,

I tried to re-install Blender and copy osgExport, I have message Missing script 
files on the Add-ons User preference window.

Thanks for helping,

Maia

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44951#44951





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org