[osg-users] Little Warning about using osgGA::GUIEventHandler and linux/input.h

2012-02-01 Thread Christian Schulte

  
  
Hello everyone,

after some headaches I have found a solution to a compile problem in
a program using osgGA::GUIEventHandler and linux/input.h (neccesary
for make work an old joystick model, not possible to be modified).
Here is an exctract of the code which throw the error "Expected
unqualified id before :" for lines 619 and 622 : 

 switch (ea.getEventType())
 {

  case (osgGA::GUIEventAdapter::FRAME):
  {
   osgViewer::View* view =
dynamic_castosgViewer::View*(gUIActionAdapter);
   if (view == NULL) return false;

   updateResolution(view);
   break;
  }
  case (osgGA::GUIEventAdapter::KEYUP):
  {
   switch (ea.getKey()) {
case ('f'):

arbreUtile-setPropValuebool("graphic.windows.fullScreen",
!arbreUtile-getPropValuebool("graphic.windows.fullScreen",false));
 break;
case (osgGA::GUIEventAdapter::KEY_Pause):

arbreUtile-setPropValuebool("sim.pause",!
arbreUtile-getPropValuebool("sim.pause",false));
 break;
case
  (osgGA::GUIEventAdapter::KEY_F2): // This is line 619

arbreUtile-setPropValuebool("graphic.windows.showGui", !
arbreUtile-getPropValuebool("graphic.windows.showGui",false));
 break;
case
  (osgGA::GUIEventAdapter::KEY_F12): // This is line 622

arbreUtile-setPropValuebool("graphic.windows.record", !
arbreUtile-getPropValuebool("graphic.windows.record",
false));
 break;
default:
 break;
   }
   break;
  }
  default:
   return false;
 }


The option "-save-temps" allowed me to have a look at the file after
pre-compiler which gives : 

 switch (ea.getEventType())
 {

  case (osgGA::GUIEventAdapter::FRAME):
  {
   osgViewer::View* view =
dynamic_castosgViewer::View*(gUIActionAdapter);
   if (view == NULL) return false;

   updateResolution(view);
   break;
  }
  case (osgGA::GUIEventAdapter::KEYUP):
  {
   switch (ea.getKey()) {
case ('f'):

arbreUtile-setPropValuebool("graphic.windows.fullScreen",
!arbreUtile-getPropValuebool("graphic.windows.fullScreen",false));
 break;
case (osgGA::GUIEventAdapter::KEY_Pause):

arbreUtile-setPropValuebool("sim.pause",!
arbreUtile-getPropValuebool("sim.pause",false));
 break;
case
  (osgGA::GUIEventAdapter::60): // This is line 619

arbreUtile-setPropValuebool("graphic.windows.showGui", !
arbreUtile-getPropValuebool("graphic.windows.showGui",false));
 break;
case
  (osgGA::GUIEventAdapter::80): // This is line 622

arbreUtile-setPropValuebool("graphic.windows.record", !
arbreUtile-getPropValuebool("graphic.windows.record",
false));
 break;
default:
 break;
   }
   break;
  }
  default:
   return false;
 }


As you can see, KEY_F2 and KEY_F12 has been replaced by a numeric
value, but not KEY_Pause... In fact the file linux/input.h contains
a list of define for the keyboard, including :

#define KEY_F2   60
...
#define KEY_F12   88
...
#define KEY_PAUSE 119

Temporally, we had to undef KEY_F2 and KEY_12 in order to compile
and link correctly our program.

I you have some hints to do this differently and in a cleaner way
:-) I'm ready to test other solutions (but I cannot exclude
linux/input.h)

Thanks,

Cheers

Christian
  

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Re: [osg-users] Little Warning about using osgGA::GUIEventHandler and linux/input.h

2012-02-01 Thread Robert Osfield
Hi Christian,

The usual way to avoid pollution of 3rd party #defines to to make sure
that the polluters are included after the ones that are effected.  If
this isn't possible then to #undef the problem #defines.

Another possible route would be to simply use a non polutting headers
and lib for joystick support.  I've used SDL for joystick support in
the past without problems.

Robert.

On 1 February 2012 08:51, Christian Schulte christian.schu...@onera.fr wrote:
 Hello everyone,

 after some headaches I have found a solution to a compile problem in a
 program using osgGA::GUIEventHandler and linux/input.h (neccesary for make
 work an old joystick model, not possible to be modified). Here is an
 exctract of the code which throw the error Expected unqualified id before
 : for lines 619 and 622 :

     switch (ea.getEventType())
     {

         case (osgGA::GUIEventAdapter::FRAME):
         {
             osgViewer::View* view =
 dynamic_castosgViewer::View*(gUIActionAdapter);
             if (view == NULL) return false;

             updateResolution(view);
             break;
         }
         case (osgGA::GUIEventAdapter::KEYUP):
         {
             switch (ea.getKey()) {
                 case ('f'):

 arbreUtile-setPropValuebool(graphic.windows.fullScreen,
 !arbreUtile-getPropValuebool(graphic.windows.fullScreen,false));
                     break;
                 case (osgGA::GUIEventAdapter::KEY_Pause):
                     arbreUtile-setPropValuebool(sim.pause,!
 arbreUtile-getPropValuebool(sim.pause,false));
                     break;
                 case (osgGA::GUIEventAdapter::KEY_F2):  // This is line 619

 arbreUtile-setPropValuebool(graphic.windows.showGui, !
 arbreUtile-getPropValuebool(graphic.windows.showGui,false));
                     break;
                 case (osgGA::GUIEventAdapter::KEY_F12): // This is line 622
                     arbreUtile-setPropValuebool(graphic.windows.record,
 ! arbreUtile-getPropValuebool(graphic.windows.record, false));
                     break;
                 default:
                     break;
             }
             break;
         }
         default:
             return false;
     }

 The option -save-temps allowed me to have a look at the file after
 pre-compiler which gives :

     switch (ea.getEventType())
     {

         case (osgGA::GUIEventAdapter::FRAME):
         {
             osgViewer::View* view =
 dynamic_castosgViewer::View*(gUIActionAdapter);
             if (view == NULL) return false;

             updateResolution(view);
             break;
         }
         case (osgGA::GUIEventAdapter::KEYUP):
         {
             switch (ea.getKey()) {
                 case ('f'):

 arbreUtile-setPropValuebool(graphic.windows.fullScreen,
 !arbreUtile-getPropValuebool(graphic.windows.fullScreen,false));
                     break;
                 case (osgGA::GUIEventAdapter::KEY_Pause):
                     arbreUtile-setPropValuebool(sim.pause,!
 arbreUtile-getPropValuebool(sim.pause,false));
                     break;
                 case (osgGA::GUIEventAdapter::60):  // This is line 619

 arbreUtile-setPropValuebool(graphic.windows.showGui, !
 arbreUtile-getPropValuebool(graphic.windows.showGui,false));
                     break;
                 case (osgGA::GUIEventAdapter::80): // This is line 622
                     arbreUtile-setPropValuebool(graphic.windows.record,
 ! arbreUtile-getPropValuebool(graphic.windows.record, false));
                     break;
                 default:
                     break;
             }
             break;
         }
         default:
             return false;
     }

 As you can see, KEY_F2 and KEY_F12 has been replaced by a numeric value, but
 not KEY_Pause... In fact the file linux/input.h contains a list of define
 for the keyboard, including :

 #define KEY_F2            60
 ...
 #define KEY_F12          88
 ...
 #define KEY_PAUSE    119

 Temporally, we had to undef KEY_F2 and KEY_12 in order to compile and link
 correctly our program.

 I you have some hints to do this differently and in a cleaner way :-) I'm
 ready to test other solutions (but I cannot exclude linux/input.h)

 Thanks,

 Cheers

 Christian

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[osg-users] Problems with textures converted

2012-02-01 Thread Johan Thengi
Hi,

I have a problem with my osgexp on 3dsMax.
Latest version for 2012 (1.0.1)
When I create my .IVE, it appears with a strange texture.
(right the right texture and left after converting.)

voltrum.fr/download/batiprob.jpg

Thank you!

Cheers,
Voltrum[/img]

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Re: [osg-users] OSG website error

2012-02-01 Thread Joan Tz
Hi,

Yes I am experiencing the same. Does anybody know when the site will be 
available again?

Cheers,
Joan

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[osg-users] [build] make-ing error with osg

2012-02-01 Thread Hobbes Pierre
Hi everybody,

I just tried to run scivi (a 3d scan tool), which depends on OSG. Everytime I 
get this error:


Code:
~/Downloads/scivi$ make
g++ -c -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib 
-I ../ARToolKit/include Applications/ScanGen.cpp -o Applications/ScanGen.o
g++ -c -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib 
-I ../ARToolKit/include -fpermissive -w Applications/ModelGeneration.cpp -o 
Applications/ModelGeneration.o
g++ -c -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib 
-I ../ARToolKit/include Main.cpp -o Main.o
g++ -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib -I 
../ARToolKit/include Interfaces/IApplication.o Interfaces/IGuiApplication.o 
Utilities/IO.o Utilities/Bottom.o Utilities/HeadUpDisplay.o 
Utilities/KinectFactory.o Utilities/KinectDevice.o 
Utilities/PoissonReconstruction.o Utilities/NormalExtrapolation.o 
Utilities/PlyLoader.o Providers/KinectProvider.o Applications/TestApp.o 
Applications/TestKinect.o Applications/TestOsg.o Applications/TestPoisson.o 
Applications/TestPoissonBench.o Applications/TestMeshColor.o 
Applications/ScanGen.o Applications/ModelGeneration.o Main.o -o scivi -L 
Data/Libraries/libPoisson/lib -L ../ARToolKit/lib -L 
../OpenSceneGraph-3.0.1/lib -L ../../libfreenect/build/lib -losg -losgViewer 
-losgGA -losgDB -lfreenect -lAR -lPoisson
/usr/bin/ld: Interfaces/IGuiApplication.o: undefined reference to symbol 
'OpenThreads::Atomic::operator--()'
/usr/bin/ld: note: 'OpenThreads::Atomic::operator--()' is defined in DSO 
/home/kati/Downloads/OpenSceneGraph-3.0.1/lib/libOpenThreads.so.12 so try 
adding it to the linker command line
/home/kati/Downloads/OpenSceneGraph-3.0.1/lib/libOpenThreads.so.12: could not 
read symbols: Invalid operation
collect2: ld gab 1 als Ende-Status zurück
make: *** [all] Fehler 1




Could you please help me? I'm working on the newest Ubuntu version with 32bit. 

Thank you!

Kati[/code]

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Re: [osg-users] [build] make-ing error with osg

2012-02-01 Thread Alberto Luaces
Hobbes Pierre writes:

 /usr/bin/ld: note: 'OpenThreads::Atomic::operator--()' is defined in
 DSO /home/kati/Downloads/OpenSceneGraph-3.0.1/lib/libOpenThreads.so.12
 so try adding it to the linker command line

It seems they are not linking with OpenThreads, but the linker says they
should. I have inspected their Makefile, and I would add -lOpenThreads
to the list of libraries listed under the LIBS variable.

-- 
Alberto

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Re: [osg-users] OSG website error

2012-02-01 Thread Robert Osfield
Hi Joan,

On 31 January 2012 14:03, Joan Tz tz_ia...@hotmail.com wrote:
 Yes I am experiencing the same. Does anybody know when the site will be 
 available again?

I have email Jose Luis Hidalogo, the site admin, about the problem but
heared back yet.  The subversion repository is still functionality so
the server is up, so it's only the Tracs website that has gone done.
Hopefully J.L will solve the problem soon.

Robert.
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[osg-users] Custom Vertex Shader with Parallel Split Shadow Maps

2012-02-01 Thread Nick Jones
Hi,

  I am trying to integrate the Parallel Split Shadow Map (PSSM) algorithm into 
my current project. I've noticed that the algorithm utilizes the fixed pipeline 
as it only incorporates a fragment shader. 

  However, my project requires me to write a custom Vertex shader as well. When 
I do that, it seems that the values in the gl_TexCoord of the fragment shader 
may be incorrect. If this is the case, it seems as if I am sampling the shadow 
map incorrectly as well.

  I came to this conclusion because while I do see shadows, they are 
incorrectly placed and change drastically when my camera pans around the scene.

  Does anyone know how to recreate the proper gl_TexCoord values in a custom 
vertex shader? If I could recreate them properly, then the fragment shader 
should work as well.

Thank you for your help!

Cheers,
Nick

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Re: [osg-users] Problems with textures converted

2012-02-01 Thread Sergey Polischuk
Hi

I've had same problems with 1.0.1, dont have any good solution, but you can 
export model with external texture files and then use osgconv to embed them, 
then it'll look ok.

Also, if you open max file with some old model (which was used with pre 1.0.1 
exporter) clear it, merge with new one and export - textures will be ok. 
Strange stuff.

31.01.2012, 16:42, Johan Thengi volt...@gmail.com:
 Hi,

 I have a problem with my osgexp on 3dsMax.
 Latest version for 2012 (1.0.1)
 When I create my .IVE, it appears with a strange texture.
 (right the right texture and left after converting.)

 voltrum.fr/download/batiprob.jpg

 Thank you!

 Cheers,
 Voltrum[/img]

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[osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Ethan Fahy
I had been building terrain complexes using osgdem using both the -d and -t 
flags to combine elevation and textures.  This works great when I have 
relatively low resolution.  I am now running into scenarios where I am using 1 
meter lidar elevation data and want the maximum number of levels.  This takes 
hours to generate, but I may be looking at the same area over and over.  
However, the texture that I wrap onto that same are will be changing.  Do I 
need to run osgdem for each texture?  As far as I can see in the documentation 
there isn't any way to add texture to an existing osgdem-generated terrain 
complex; am I wrong?  I know that for each level, osgdem is breaking up the 
original texture and doing level of detail wrappings for it, so maybe it is 
impossible.  I may end up digging into the source code for osgdem to see what 
can be done but wanted to pose this question to the forum to see if anyone has 
any ideas about whether this can be done already or how feasible it is to 
 do this by changing the existing source code.  Thanks!

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[osg-users] FBO and mipmaps

2012-02-01 Thread Aurelien Albert
Hi,

I'm using FRAME_BUFFER_OBJECT as render target to render into an FBO.
I would like to generate mipmaps for this FBO...

How can I do this ? Is there any function like myFBOTexture-buildMipMaps() 
that I can call in my FBO camera's post-render callback ?

Thank you!

Cheers,
Aurelien

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Re: [osg-users] FBO and mipmaps

2012-02-01 Thread Sebastian Messerschmidt
Just use the setUseHardwareMipMapGeneration to the texture object you 
bind to the FBO

Hi,

I'm using FRAME_BUFFER_OBJECT as render target to render into an FBO.
I would like to generate mipmaps for this FBO...

How can I do this ? Is there any function like myFBOTexture-buildMipMaps() 
that I can call in my FBO camera's post-render callback ?

Thank you!

Cheers,
Aurelien

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Re: [osg-users] FBO and mipmaps

2012-02-01 Thread Aurelien Albert
Does that mean mipmap generation is fully automated ?

If I try to access to FBO's mipmaps from a shader program, mipmaps will be 
available ?

Are the mipmaps always generated (even if not used) or are they only generated 
on demand when they are used ?

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Re: [osg-users] FBO and mipmaps

2012-02-01 Thread Riccardo Corsi
Hi Aurelien,

if you ask the hardware to create the mipmaps for you (
setUseHardwareMipMapGeneration() ) they are generated automatically.
Otherwise you can write on a given mipmap level yourself, see the level
parameter of Camera::attach() method.

I believe that if you use  setUseHardwareMipMapGeneration() on a Texture,
its mipmaps are generated as soon as the texture is compiled, but I'm not
100% sure about this anyway.

Ricky

On Wed, Feb 1, 2012 at 15:21, Aurelien Albert
aurelien.alb...@alyotech.frwrote:

 Does that mean mipmap generation is fully automated ?

 If I try to access to FBO's mipmaps from a shader program, mipmaps will be
 available ?

 Are the mipmaps always generated (even if not used) or are they only
 generated on demand when they are used ?

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[osg-users] osgviewer random crashes on a Quadro 2000M

2012-02-01 Thread Alessandro Terenzi
A user of our OSG application is experiencing some random crashes on his 
machine. To investigate the problem I provided the osgviewer application and he 
keeps experiencing the same problem. By the way, if a crash occurs, then it 
occurs at the very beginning and no OpenGL windows (context?) is displayed 
(created?) at all, but if osgviewer does not crash at the beginning then it 
won't crash while running.

I could not manage to reproduce those crashes on any of my computers, 
unfortunately none of them is like that users' one: he's using a DELL laptop 
with a NVidia Quadro 2000M with the latest official NVidia video drivers. The 
operating system is Windows 7 - 64 bit and OSG is version 3.0.1 - 32 bit. As 
reported by the user, every other OpenGL app is working fine.

If he chooses not to use the NVidia card but to rely only on the integrated 
card, no crashes occur with osgviewer. 

Anyone experienced such issues? 

I'd like to further investigate the problem on that user's machine, but before 
proceeding, I'd like to ask you if there is something specific that I should 
look for or take care of. Can you suggest how to proceed to narrow down the 
possible causes for that kind of problems?

Thanks.
Alessandro

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Re: [osg-users] Problems with textures converted

2012-02-01 Thread Alessandro Terenzi
In some cases, that bad visualization is due to the Gamma/LUT Correction. Don't 
know if this is also your case, but try disabling the Gamma/LUT Correction: 
from Rendering menu, Gamma/LUT Setup..., Gamma and LUT tab and finally uncheck 
the Gamma/LUT Correction option.

Hope this helps.
Alessandro

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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Chris 'Xenon' Hanson
On 2/1/2012 7:02 AM, Ethan Fahy wrote:
 I had been building terrain complexes using osgdem using both the -d and -t 
 flags to combine elevation and textures.  This works great when I have 
 relatively low resolution.  I am now running into scenarios where I am using 
 1 meter lidar elevation data and want the maximum number of levels.  This 
 takes hours to generate, but I may be looking at the same area over and over. 
  However, the texture that I wrap onto that same are will be changing.  Do I 
 need to run osgdem for each texture?  As far as I can see in the 
 documentation there isn't any way to add texture to an existing 
 osgdem-generated terrain complex; am I wrong?  I know that for each level, 
 osgdem is breaking up the original texture and doing level of detail 
 wrappings for it, so maybe it is impossible.  I may end up digging into the 
 source code for osgdem to see what can be done but wanted to pose this 
 question to the forum to see if anyone has any ideas about whether this can 
 be done already or how feasible it is 
to 
  do this by changing the existing source code.  Thanks!

  One word: osgEarth. http://osgearth.org/

  It can drape new imagery onto VPB-built terrain models, or can just build the 
terrain
models on the fly with whatever imagery you want.

  If you want pre-compiled binaries, they're available through my company's 
support program.

-- 
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] osgmaxexp problems

2012-02-01 Thread Seppo
Hi Laurens and Sergey,

 

Thank for your answers, the problem was what Laurens brought up - I had
compiled (recopiled osgexp also) with VC 2010. I recompiled all (including
osg files) with 2008 and no more errors J

 

Cheers,

Seppo

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens
Voerman
Sent: 31. tammikuuta 2012 17:43
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgmaxexp problems

 

Hi Seppo,
What compiler are you using? I think max 2012 is compiled with VC 2008 SP 1,
(at least the x64 version is; found some hints at autodesk.com that's true
for x86 too). Using a different compiler for osg or osgMaxExp might cause
problems.
Laurens. 


On 1/31/2012 1:51 PM, Sergey Polischuk wrote: 

Hi 

If there were osg interface changes between version which ships with osgexp
and yours, it can cause a crash. You should recompile osgexp with your osg
version.

31.01.2012, 11:13, Seppo  mailto:se...@kuutio.net se...@kuutio.net:

Hi Farshid,

 

Yes, when 3ds max starts up it gives this error. Could it be since I also
use newer OSG version than what was with the current stable release of
osgmaxexp (1.0.1)? I have copied the corresponding dll files there too so it
is not atleast missing any dll files, but I am not sure if that causes the
problem anyway.

 

Thanks,

-Seppo

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: 26. tammikuuta 2012 20:02
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgmaxexp problems

 

Hi Seppo,

On Tue, Jan 24, 2012 at 12:37 AM, Seppo se...@kuutio.net wrote:

I have compiled osgmaxexp svn rev 236 without problems, but when using that
I get this error when running 3DS max 2012 (32bit version):

DLL (OSGEXP.dle) failed to initialize. Error code 998 - Invalid access to
memory location.

 

 Are you getting this error when 3ds max starts up or when you try to
export?

 

Cheers,

Farshid

 

 

 


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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Ethan Fahy
Thanks Chris,

I actually compile osgEarth and osgGIS last week and played around with them a 
bit thinking I may go in that direction.  I was having trouble getting the vpb 
driver to work properly and the osgEarth vpb driver page even says:
If at all possible, you should run osgEarth against the original source data 
instead of using this driver. You will get better performance with suffer fewer 
headaches. 
Are you suggesting replacing VPB with osgEarth entirely for my needs vs 
generating a VPB terrain file and combining it with osgEarth?



Chris 'Xenon' Hanson wrote:
 On 2/1/2012 7:02 AM, Ethan Fahy wrote:
 
  I had been building terrain complexes using osgdem using both the -d and -t 
  flags to combine elevation and textures.  This works great when I have 
  relatively low resolution.  I am now running into scenarios where I am 
  using 1 meter lidar elevation data and want the maximum number of levels.  
  This takes hours to generate, but I may be looking at the same area over 
  and over.  However, the texture that I wrap onto that same are will be 
  changing.  Do I need to run osgdem for each texture?  As far as I can see 
  in the documentation there isn't any way to add texture to an existing 
  osgdem-generated terrain complex; am I wrong?  I know that for each level, 
  osgdem is breaking up the original texture and doing level of detail 
  wrappings for it, so maybe it is impossible.  I may end up digging into the 
  source code for osgdem to see what can be done but wanted to pose this 
  question to the forum to see if anyone has any ideas about whether this can 
  be done already or how feasible it is
  
  
 to 
 
  do this by changing the existing source code.  Thanks!
  
 
 One word: osgEarth. http://osgearth.org/
 
 It can drape new imagery onto VPB-built terrain models, or can just build the 
 terrain
 models on the fly with whatever imagery you want.
 
 If you want pre-compiled binaries, they're available through my company's 
 support program.
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere.  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] [vpb] Any way to build terrain complex with DEMdata and then add different textures after?

2012-02-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Ethan,

VPB is typically used for creating statically built pre-runtime
databases. osgEarth is more of a dynamic model and paradigm. I would use
either one or the other depending upon your needs. Based on what you
want to do, I agree with Chris that osgEarth would probably be the
better fit.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, February 01, 2012 9:09 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Any way to build terrain complex with
DEMdata and then add different textures after?

Thanks Chris,

I actually compile osgEarth and osgGIS last week and played around with
them a bit thinking I may go in that direction.  I was having trouble
getting the vpb driver to work properly and the osgEarth vpb driver page
even says:
If at all possible, you should run osgEarth against the original source
data instead of using this driver. You will get better performance with
suffer fewer headaches. 
Are you suggesting replacing VPB with osgEarth entirely for my needs vs
generating a VPB terrain file and combining it with osgEarth?



Chris 'Xenon' Hanson wrote:
 On 2/1/2012 7:02 AM, Ethan Fahy wrote:
 
  I had been building terrain complexes using osgdem using both the -d
and -t flags to combine elevation and textures.  This works great when I
have relatively low resolution.  I am now running into scenarios where I
am using 1 meter lidar elevation data and want the maximum number of
levels.  This takes hours to generate, but I may be looking at the same
area over and over.  However, the texture that I wrap onto that same are
will be changing.  Do I need to run osgdem for each texture?  As far as
I can see in the documentation there isn't any way to add texture to an
existing osgdem-generated terrain complex; am I wrong?  I know that for
each level, osgdem is breaking up the original texture and doing level
of detail wrappings for it, so maybe it is impossible.  I may end up
digging into the source code for osgdem to see what can be done but
wanted to pose this question to the forum to see if anyone has any ideas
about whether this can be done already or how feasible it is
  
  
 to 
 
  do this by changing the existing source code.  Thanks!
  
 
 One word: osgEarth. http://osgearth.org/
 
 It can drape new imagery onto VPB-built terrain models, or can just
build the terrain
 models on the fly with whatever imagery you want.
 
 If you want pre-compiled binaries, they're available through my
company's support program.
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere.  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
 

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
 
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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Ethan Fahy
I think the best thing then is for me to get my scenarios up and running with 
osgEarth and see just how much a speed hit I'd take using it vs VPB.  Plus the 
project I'm working on may ultimately be better served by hosting the data on a 
server and creating a web interface for the user, and everything I've read 
makes it seem like osgEarth would definitely be better suited for that task.

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Re: [osg-users] [vpb] Any way to build terrain complex with DEMdata and then add different textures after?

2012-02-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All things considered, I think that would be a wise direction to go in. 

If you do any database performance profiling between osgEarth and VPB,
feedback on this would be informative...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, February 01, 2012 9:30 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Any way to build terrain complex with
DEMdata and then add different textures after?

I think the best thing then is for me to get my scenarios up and running
with osgEarth and see just how much a speed hit I'd take using it vs
VPB.  Plus the project I'm working on may ultimately be better served by
hosting the data on a server and creating a web interface for the user,
and everything I've read makes it seem like osgEarth would definitely be
better suited for that task.

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http://forum.openscenegraph.org/viewtopic.php?p=45173#45173





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[osg-users] GSoC 2012

2012-02-01 Thread Mohammed Rashad
will OSG participate in GSoC 2012?

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Regards,
   Rashad
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[osg-users] Invitation to connect on LinkedIn

2012-02-01 Thread Ariadie Chandra via LinkedIn
LinkedIn





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mingyue,

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