Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release

2012-02-23 Thread Jordi Torres
Hi Robert,

I compiled OSG for iOS 5 and GLES2 from console, I'm preparing a submission
with a couple of fixes necessary to do it. I hope I can finish it before
3.1 release, but I need to do a bit of testing and clean the CMake code. I
will post the changes here and maybe Stephan or others could check them.

Cheers.

2012/2/23 Torben Dannhauer tor...@dannhauer.info

 Hi Robert,

 OSG compiles and runs as expected on Kubuntu 10.04

 I'll compile it on windows 7 with VS2008 Sp1 today evening.



 Cheers,
 Torben

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gvSIG 3D blog
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Instituto de Automática e Informática Industrial
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Re: [osg-users] Dynamic datavariance clarification

2012-02-23 Thread Eric Pouliquen
Thanks for these clarifications Paul.

Currently my application still crashes even I've put Dynamic datavariance on 
every modified node... and this crash appears also in SingleThreaded mode. It 
always crashes on the frame() viewer's function which I use in a custom thread 
in Qt. My main problem is that when it crashes, it seems impossible to know 
which node is the problem because I can't see any thing clearly in my Visual 
Studio debugger. The stack is only talking about UpdateTraversal.

So when you say UpdateTraversal is only for convenience, it means you can 
update a position or a stateset from anywhere in your code without any crash 
even in multi threaded modes ?

Regards

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Re: [osg-users] Strange results from osgviewer

2012-02-23 Thread Chris Blizniak
Hi,

Robert, thank you for your suggestions. I used the svn version and there is no 
difference. Now, when I can add some images to my post I included a screen-shot 
of 'osgviewerQt', when the two 3D models are not displayed correctly, these are 
'cow' and 'dumptruck', left top and right top windows respectively. 

[Image: http://obrazki.elektroda.pl/2590187500_1329991217_thumb.jpg ] 
(http://obrazki.elektroda.pl/2590187500_1329991217.png)

Secondly, after building OSG last night, I have noticed that now I cannot even 
run the examples showing use of textures, I have problem with
'osgtexture2d.exe' - this one crashes, 'osgtexture3d.exe' is fine but it 
doesn't display the texture, it says only that it could not open files.

What is the difference between 3d model of 'cessna' and 'cow', why only one of 
them is displayed ok.

Thank you!

Cheers,
Chris

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Re: [osg-users] Help: problems of intersectorVisitor with Qtmutex

2012-02-23 Thread Robert Osfield
HI Shuiying,

The OSG doesn't have an IntersectorVisitor, but does have a modern
IntersectionVisitor and a long deprecated and less flexible
IntersectVisitor, if you are using the later I'd recommend using the
more modern IntersectionVisitor.

As for threading, visitors are written to be used single threaded, and
when you want to run multiple traversals at the same time the
appropriate technique is to create one visitor per thread.  In cases
like InteresectionVisitor they are pretty light weight so can be
created and used on the the fly - there shouldn't be a need to store
one per application.  Creating the visitor on demand in the thread
that needs it avoids any threading issues.

Robert.

On 22 February 2012 21:32, wang shuiying shuiying.w...@fu-berlin.de wrote:

 Hello,

 My program has an osg::viewer as a view widget of a Qt window. An
 intersectorVisitor object  is initialised at the start of the program.  The
 osg::viewer updates its children nodes  as a normal viewer does, and updates
 the transform matrix of intersectorVisitor at the same time. I make another
 thread to do call of node-accept(intersectorVisitor), where the node is
 the root node of osg::viewer. In case that the two processes might conflict
 with each other I set lock with Qmutex when the osg::viewer updates and when
  node-accept(intersectorVisitor) is called in another thread.  But the
 result turns out to be wrong. When I let the two processes run freely
 without locking them, then the result is right.

 I am wondering what happens here. That is to say, what intersectorVositor
 will do when it itself is locked or the nodes that it visits are locked.

 Thank you very much in advance!

 Shuiying


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Re: [osg-users] Counting OpenGL Draw calls in Stats

2012-02-23 Thread Robert Osfield
Hi Jason,

On 22 February 2012 18:34, Jason Daly jd...@ist.ucf.edu wrote:
 I'm interested in determining how many OpenGL draw calls are made during the
 rendering of a frame (counting and storing them as a Stats variable).  I'm
 sure this is possible, but I wonder if it would be feasible to do without
 significantly affecting performance.

 Anyone have any thoughts?

The OSG doesn't have any stats collection on individual OpenGL draw
calls, such low level instrumentation would be rather expensive to
implement code wise and expensive w.r.t run-time cost.

The best solution for this type of low level instrumentation is to use
a wrapper around the OpenGL driver as suggested by others in this
thread.

Robert.
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Re: [osg-users] Strange results from osgviewer

2012-02-23 Thread Robert Osfield
Hi Chris,

What hardware are you using?  Could you try another system with
different hardware and drivers?

Also could you try running the following in a console:

  osgconv cow.osgt cow_fromosgt.osg

And then post the cow_fromosgt.osg, this might offer some insight in
what might be going amiss.

You could also try:

  osgconv cow.osg cow_fromosg.osgt
  osgviewer cow_fromosg.osgt

And:

  osgconv cow.osg cow_fromosg.osgb
  osgviewer cow_fromosg.osgb


If the binary (.osgb) works and the text (.osgt) version doesn't it
would suggest something wrong with the parsing of the text file.  In
the past we have seen problems with some ascii file loaders with
handling different local settings - i.e ten point 1 being 10.1 vs
1,10.

The only possibility I can think of is that you have an out of date
OpenSceneGraph-Data.

Robert.

On 23 February 2012 10:03, Chris Blizniak bliznia...@hotmail.com wrote:
 Hi,

 Robert, thank you for your suggestions. I used the svn version and there is 
 no difference. Now, when I can add some images to my post I included a 
 screen-shot of 'osgviewerQt', when the two 3D models are not displayed 
 correctly, these are 'cow' and 'dumptruck', left top and right top windows 
 respectively.

 [Image: http://obrazki.elektroda.pl/2590187500_1329991217_thumb.jpg ] 
 (http://obrazki.elektroda.pl/2590187500_1329991217.png)

 Secondly, after building OSG last night, I have noticed that now I cannot 
 even run the examples showing use of textures, I have problem with
 'osgtexture2d.exe' - this one crashes, 'osgtexture3d.exe' is fine but it 
 doesn't display the texture, it says only that it could not open files.

 What is the difference between 3d model of 'cessna' and 'cow', why only one 
 of them is displayed ok.

 Thank you!

 Cheers,
 Chris

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Re: [osg-users] Dynamic datavariance clarification

2012-02-23 Thread Martin Scheffler
Hi Eric,

I think it is not enough to mark every changed node as dynamic, you also have 
to mark all their child subgraph nodes as dynamic!

Cheers,
Martin

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Re: [osg-users] Strange results from osgviewer

2012-02-23 Thread Chris Blizniak
Hi,

I tried to convert cow.osg and cow.osgt to .osgt, .osg, and .osgb all possible 
combinations. Using osgviewer, the results are the same. The 3D model is loaded 
only with few vertices, exactly the same as on the screen-shot above.

In terms of the hardware - I'm using a laptop, not too old, and the only 
problem is the Intel's integrated graphics card. To be honest I had a problem 
with video streaming in Qt when I used openGL to display video frames, it was 
incredibly slow. 

Anyway, I think I will stop here as I need to move on with my work. 
Textures work fine in few cases, I can load some simple objects, therefore it 
should be enough. I am not planning to do anything huge at the moment so the 
current setup should be enough. I have different problem but I will post that 
as a new post as it is not related to this one.

Thank you for your time. 


Cheers,
Chris

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[osg-users] Fishtank VR project

2012-02-23 Thread Chris Blizniak
Hi,

I'm trying to implement something similar to:

http://linuxtoosx.blogspot.com/2010/06/fishtank-vr-project-with-opencv-and_30.html

When I'm doing that using OpenGL only, I'm getting satisfactory results.
The code is exactly the same as the one suggested on the website,

Code:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.5 + x, 0.5 + x, -0.5 + y, 0.5 + y, nearPlane - z, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x, y, z);



But when I try to achieve the same result in OSG, the output is not exactly the 
same, currently I'm using the following code:

Code:
osgViewer.getCamera()-setProjectionMatrixAsFrustum(-0.5 + x, 0.5 + x, -0.5 + 
y, 0.5 + y, nearPlane - z, 100.0);
osg::Matrixd cameraTrans;
cameraTrans.makeTranslate(x, y, z);
osgViewer.getCamera()-setViewMatrix(cameraTrans);




Is that equivalent to the OpenGL implementation? Or am I missing something? 


Thank you!

Cheers,
Chris[/url]

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Re: [osg-users] setViewMatrixAsLookAt in Qt

2012-02-23 Thread Chris Blizniak
Hi,

Thanks for your reply Tom, I changed few things in my code, and I'm no longer 
using osgviewerQt. I tried different approach, much simpler - something similar 
to:
https://gitorious.org/mahjong-night/mahjong-night/blobs/master/mahjong-night/client/tablewidget.cpp

Using slots and signals was pretty straight forward in this case.

Thank you!

Cheers,
Chris

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Re: [osg-users] Strange results from osgviewer

2012-02-23 Thread Robert Osfield
Hi Chris,

Intel drivers are well known for causing problems and suspect this may
be causing the problems you are seeing.  The Intel drivers under Linux
do appear to be a little more stable than Windows so if you can dual
boot your system it might be worth experimenting with.  Also look to
see if there are any updated drivers for your laptop.

Robert.

On 23 February 2012 11:06, Chris Blizniak bliznia...@hotmail.com wrote:
 Hi,

 I tried to convert cow.osg and cow.osgt to .osgt, .osg, and .osgb all 
 possible combinations. Using osgviewer, the results are the same. The 3D 
 model is loaded only with few vertices, exactly the same as on the 
 screen-shot above.

 In terms of the hardware - I'm using a laptop, not too old, and the only 
 problem is the Intel's integrated graphics card. To be honest I had a problem 
 with video streaming in Qt when I used openGL to display video frames, it was 
 incredibly slow.

 Anyway, I think I will stop here as I need to move on with my work.
 Textures work fine in few cases, I can load some simple objects, therefore it 
 should be enough. I am not planning to do anything huge at the moment so the 
 current setup should be enough. I have different problem but I will post that 
 as a new post as it is not related to this one.

 Thank you for your time.


 Cheers,
 Chris

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Re: [osg-users] Fishtank VR project

2012-02-23 Thread Robert Osfield
Hi Chris,

The osg:Camera methods directly map to the equivalent OpenGL ones so
what you are try should work.  What may be going wrong is that if you
have CameraManipulator attached to your viewer then it'll overwrite
the Camera's ViewMatrix on each new frame.  If you are using
viewer.run() it'll assign a TrackballManipulator for you as fallback,
but if you have your own viewer frame loop you'll be able to set the
Camera's view matrix on each new frame as required.

Robert.

On 23 February 2012 11:33, Chris Blizniak bliznia...@hotmail.com wrote:
 Hi,

 I'm trying to implement something similar to:

 http://linuxtoosx.blogspot.com/2010/06/fishtank-vr-project-with-opencv-and_30.html

 When I'm doing that using OpenGL only, I'm getting satisfactory results.
 The code is exactly the same as the one suggested on the website,

 Code:
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 glFrustum(-0.5 + x, 0.5 + x, -0.5 + y, 0.5 + y, nearPlane - z, 100.0);
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(x, y, z);



 But when I try to achieve the same result in OSG, the output is not exactly 
 the same, currently I'm using the following code:

 Code:
 osgViewer.getCamera()-setProjectionMatrixAsFrustum(-0.5 + x, 0.5 + x, -0.5 + 
 y, 0.5 + y, nearPlane - z, 100.0);
 osg::Matrixd cameraTrans;
 cameraTrans.makeTranslate(x, y, z);
 osgViewer.getCamera()-setViewMatrix(cameraTrans);




 Is that equivalent to the OpenGL implementation? Or am I missing something?


 Thank you!

 Cheers,
 Chris[/url]

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Re: [osg-users] Dynamic datavariance clarification

2012-02-23 Thread Glenn Waldron
You should only update a stateset, drawable, or the scene graph structure
from the update traversal, update callback, or update operation. Are you
modifying anything at runtime?

Outside of the Optimizer, DataVariance has no effect in SingleThreaded
mode. It also has no effect on Nodes (only Drawables and StateSets). So
it's more likely that you are trying to modify the scene graph from another
thread without proper synchronization.

Glenn Waldron / @glennwaldron


On Thu, Feb 23, 2012 at 4:06 AM, Eric Pouliquen epouliq...@on-x.com wrote:

 Thanks for these clarifications Paul.

 Currently my application still crashes even I've put Dynamic datavariance
 on every modified node... and this crash appears also in SingleThreaded
 mode. It always crashes on the frame() viewer's function which I use in a
 custom thread in Qt. My main problem is that when it crashes, it seems
 impossible to know which node is the problem because I can't see any thing
 clearly in my Visual Studio debugger. The stack is only talking about
 UpdateTraversal.

 So when you say UpdateTraversal is only for convenience, it means you can
 update a position or a stateset from anywhere in your code without any
 crash even in multi threaded modes ?

 Regards

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Re: [osg-users] Fishtank VR project

2012-02-23 Thread Chris Blizniak
Hi,

I derived a widget in Qt from QGLWidget, based on the code presented here:
https://gitorious.org/mahjong-night/mahjong-night/blobs/master/mahjong-night/client/tablewidget.cpp
  

initializeGL(), resizeGL() and paintGL() are exactly the same,
I removed everything else to have just basic functionality where I load a 
'cessna' model. That worked fine, then I replaced 'cessna' model with four 
quads - creating four walls of the room (left, right, top, bottom) and using 
viewer.getCamera()-setViewMatrixAsLookAt() everything was ok.
When I added:

Code:
osgViewer.getCamera()-setProjectionMatrixAsFrustum(-0.5 + x, 0.5 + x, -0.5 + 
y, 0.5 + y, nearPlane - z, 100.0); 
osg::Matrixd cameraTrans; 
cameraTrans.makeTranslate(x, y, z);

 
in paintGL() just before viewer.frame(), I can zoom in and zoom out and move 
the viewpoint left-right, top-bottom but the result is not even close to the 
one I achieved using only openGL.

Thank you!

Cheers,
Chris

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Re: [osg-users] Dynamic datavariance clarification

2012-02-23 Thread Robert Osfield
Hi Eric,

If you are seeing a crash when running single threaded then
DataVariance won't be an issue, you'll need to look elsewhere.
Unfortunately there is too information about the exact problem you are
seeing on your system to be able to guess at what the problem might
be.

A general note about DataVariance, in the OSG there are internal Nodes
of the scene graph - such as Group, Transform, Geode etc, setting
DataVariance on these is only a hint to code that might optimize the
scene graph about what is safe to replace and change and what isn't,
unless you are calling the osgUtil::Optimizer is pretty likely that
setting DataVariance on Node in the scene graph will have no effect on
the end result - as the update, cull and draw traversals all ignore
the Node's DataVariance settings.

The only time that DataVariance is used is when the viewer is run
multi-threaded with the DrawThreadPerContext or
CullThreadPerCameraDrawThreadPerContext threading models, and where
it's only the draw traversal that uses the DataVariance, and the since
the draw traversal has only references to Drawable and StateSet leaves
on the scene graph it's only the DataVariance on these that is
checked.  This means the nodes and any sate attributes attached to
StateSet are ignored.

Robert.

On 23 February 2012 09:06, Eric Pouliquen epouliq...@on-x.com wrote:
 Thanks for these clarifications Paul.

 Currently my application still crashes even I've put Dynamic datavariance on 
 every modified node... and this crash appears also in SingleThreaded mode. It 
 always crashes on the frame() viewer's function which I use in a custom 
 thread in Qt. My main problem is that when it crashes, it seems impossible to 
 know which node is the problem because I can't see any thing clearly in my 
 Visual Studio debugger. The stack is only talking about UpdateTraversal.

 So when you say UpdateTraversal is only for convenience, it means you can 
 update a position or a stateset from anywhere in your code without any crash 
 even in multi threaded modes ?

 Regards

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Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review

2012-02-23 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

I hope you understand the major idea behind this implementation. May
you are able to boost it massivly or you are able to better integrate
this algorithm.

regards
adrian

Am 11. Februar 2012 12:49 schrieb Frederic Bouvier fredlis...@free.fr:
 Hi Robert,

 Le 10/02/2012 16:45, Robert Osfield a écrit :
 Hi Adrian,

 I've not got most of the way through my submissions backlog - can
 finally see the light at the end of the tunnel :-)  So I'm now in much
 better place to start looking at your Ambient Occlusion work.  Do you
 have any updates to the source since the your code drop on the 21st of
 December?  If you have any papers or webpages that explain the
 approach I'd welcome pointers to these as well.

 Adrian posted this link :
 http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar
 (tested today)
 there is a pdf file in it that describes his algorithm.

 Regards,
 -Fred

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[osg-users] Texture update/write/modify in viewer loop

2012-02-23 Thread John Simpson
Hi,

I'm trying to do motion blur just using OSG rather than osgPPU and I had 
intended to use the fragment shader from osgPPU which uses two textures holding 
the current and previous frames and mixes them together to produce the desired 
effect.  All I need to do is store the current frame as the last frame after 
viewer.frame().  Or so I thought.

My initial idea was just to write the current frame's texture image into the 
last frame's texture image, but this does nothing - the last frame's texture as 
displayed post-shader never changes. Is it a callback I need? If so what?

Any help greatly appreciated.

John

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Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-23 Thread John Simpson
Hi,

I still haven't got to the bottom of this.

Use the source?

John

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Re: [osg-users] Counting OpenGL Draw calls in Stats

2012-02-23 Thread Jason Daly

On 02/23/2012 05:22 AM, Robert Osfield wrote:

The OSG doesn't have any stats collection on individual OpenGL draw
calls, such low level instrumentation would be rather expensive to
implement code wise and expensive w.r.t run-time cost.

The best solution for this type of low level instrumentation is to use
a wrapper around the OpenGL driver as suggested by others in this
thread.


Hi, Robert,

I was afraid you'd say that  :-)

Thanks for the reply.

--J
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Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-23 Thread Jason Daly

On 02/23/2012 10:20 AM, John Simpson wrote:

Hi,

I still haven't got to the bottom of this.

Use the source?


Hi, John,

You mentioned this is going to be cross-platform.  Is your code not 
working on any platform?  I looked at the relevant code in 
GraphicsWindowX11.cpp, and it seems like it should work (I haven't had 
time to test it myself, though).


Bottom line is that every desktop platform has a way to mark a window as 
not resizeable, so this should be possible.  If it's not working, it can 
be made to work.


--J

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[osg-users] Bug when using multiple instances of osgViewer::Viewer

2012-02-23 Thread Stefan Klug

Hi,

I'm currently working on a QT based project which displays multiple 
scenes, each in its own widget. I therefore create a osgViewer::Viewer 
instance for every scene.
As soon as I create the second viewer, the widget doesn't respond to 
mouse/keyboard events for exactly the amount of time elapsed between the 
creation of the first viewer and the second viewer.


I tracked the problem down to osgViewer::Viewer.cpp line 538 (current SVN)
where it says:
/
// initialize the global timer to be relative to the current time.
osg::Timer::instance()-setStartTick();

Here the singleton timer is reset, which should only happen once in the 
application lifetime, not per viewer lifetime.

I guarded that call with a global boolean and the problem went away.

Would be great if someone with better knowledge of the osg internals 
could fix that issue properly.


Regards
Stefan
/
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Re: [osg-users] Bug when using multiple instances of osgViewer::Viewer

2012-02-23 Thread Robert Osfield
Hi Stefan,

The original intention for osgViewer::Viewer usage would be that one
would have one viewer running at the application at a time, and
normally with just one viewer for the lifetime of the application.

CompositeViewer is the class intended for applications with multiple
views and multiple scenes, and it sounds like this would be
appropriate for your application rather than Viewer.  Is there a
reason why you have used Viewer rather than CompositeViewer.

As for the initialization of the singleton timer in Viewer::realize(),
I don't think it would be appropriate to just initialize this on first
call to viewer::realize() in the whole application.  If an application
wanted to create successive viewers then it's likely that the timer
should be reset for each time.  I can see instances where you might
not want this to happen, so perhaps we'd need a means to switching
this reset off, perhaps by passing in a feature mask or bool into
viewer::realize() to tell it what it should, and then have a default
value that retains the current behaviour to ensure backwards
compatibility.

Robert.



On 23 February 2012 17:33, Stefan Klug klug.ste...@gmx.de wrote:
 Hi,

 I'm currently working on a QT based project which displays multiple scenes,
 each in its own widget. I therefore create a osgViewer::Viewer instance for
 every scene.
 As soon as I create the second viewer, the widget doesn't respond to
 mouse/keyboard events for exactly the amount of time elapsed between the
 creation of the first viewer and the second viewer.

 I tracked the problem down to osgViewer::Viewer.cpp line 538 (current SVN)
 where it says:

 // initialize the global timer to be relative to the current time.
 osg::Timer::instance()-setStartTick();

 Here the singleton timer is reset, which should only happen once in the
 application lifetime, not per viewer lifetime.
 I guarded that call with a global boolean and the problem went away.

 Would be great if someone with better knowledge of the osg internals could
 fix that issue properly.

 Regards
 Stefan

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[osg-users] osgexport - new version

2012-02-23 Thread Cedric Pinson
Hi,

There is a new version of the openscenegraph exporter for blender.
https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build

The multi material bug is fixed and we have the skinning animation support back.
Thanks to all contributors

https://github.com/cedricpinson/osgexport

Cedric

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

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Re: [osg-users] Bug when using multiple instances of osgViewer::Viewer

2012-02-23 Thread Tom Pearce
Hi Robert,

I can't speak for Stefan in regards to the design choice of multiple Viewers 
rather than a CompositeViewer, but we made the same choice in our system.  The 
reason is that our application provides functionality via a plugin system, and 
ideally plugins can be agnostic about what other plugins are doing.  It is not 
uncommon for multiple plugin modules running simultaneously to use the OSG for 
rendering, and it was much simpler to let each plugin create a Viewer if it so 
desired - and for us, it works great.  

Cheers,
Tom

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Re: [osg-users] Bug when using multiple instances of osgViewer::Viewer

2012-02-23 Thread Stefan Klug
Hi Robert,

thanks for your quick response. The reason for me, not to use CompositeViewer 
was my limited knowledge and that it wasn't used in the first qt sample I got 
at my hands :-)  - a bullet proof and simple QOsgWidget would be a real 
kickstarter.

In CompositeViewer at first glance I was missing something analog to 
Viewer::setSceneData.
Now after a bit more digging, the image suddenly became clear and I finally 
understand why there is only one osgQt::setViewer() and the Heartbeat class is 
hidden :-)

Still I'm not sure if it doesn't make sense to create multiple distinct viewers 
without any shared state. (Tom posted a reasonable example)
In this case I think the Viewer should either use its own timer, or be a 
Singleton. This would prevent mistakes like the one I did.

Thanks a lot for your help.

Regards Stefan



Am 23.02.2012 um 18:44 schrieb Robert Osfield:

 Hi Stefan,
 
 The original intention for osgViewer::Viewer usage would be that one
 would have one viewer running at the application at a time, and
 normally with just one viewer for the lifetime of the application.
 
 CompositeViewer is the class intended for applications with multiple
 views and multiple scenes, and it sounds like this would be
 appropriate for your application rather than Viewer.  Is there a
 reason why you have used Viewer rather than CompositeViewer.
 
 As for the initialization of the singleton timer in Viewer::realize(),
 I don't think it would be appropriate to just initialize this on first
 call to viewer::realize() in the whole application.  If an application
 wanted to create successive viewers then it's likely that the timer
 should be reset for each time.  I can see instances where you might
 not want this to happen, so perhaps we'd need a means to switching
 this reset off, perhaps by passing in a feature mask or bool into
 viewer::realize() to tell it what it should, and then have a default
 value that retains the current behaviour to ensure backwards
 compatibility.
 
 Robert.
 
 
 
 On 23 February 2012 17:33, Stefan Klug klug.ste...@gmx.de wrote:
 Hi,
 
 I'm currently working on a QT based project which displays multiple scenes,
 each in its own widget. I therefore create a osgViewer::Viewer instance for
 every scene.
 As soon as I create the second viewer, the widget doesn't respond to
 mouse/keyboard events for exactly the amount of time elapsed between the
 creation of the first viewer and the second viewer.
 
 I tracked the problem down to osgViewer::Viewer.cpp line 538 (current SVN)
 where it says:
 
 // initialize the global timer to be relative to the current time.
 osg::Timer::instance()-setStartTick();
 
 Here the singleton timer is reset, which should only happen once in the
 application lifetime, not per viewer lifetime.
 I guarded that call with a global boolean and the problem went away.
 
 Would be great if someone with better knowledge of the osg internals could
 fix that issue properly.
 
 Regards
 Stefan
 
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Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-23 Thread John Simpson
Jason

I know it's possible if I dig into the windowing system for a specific 
platform, but I was hoping to do it using an OSG cross-platfom method (see 
first post).

The app's developing and I'm now using a CompositeViewer for which I'm 
explicitly creating a GraphicsContext so I have access to the supportsResize 
trait and it still resizes (on both platforms).

I'll stop pestering this thread now and do it the long way.

John

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