[osg-users] minimal build

2012-03-02 Thread Mohammed Rashad
How to get openscenegraph minimal build? Can I get source code which only
render only a specific format say .osg files
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   Rashad
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Re: [osg-users] Objects with (very) high mesh resolution not showing up in viewer?

2012-03-02 Thread Robert Osfield
Hi Preet,

 48 rings and 72

This isn't a particular big mesh at all - the osgparametric example
creates a 708x708 mesh for roughly 1 million triangles, it runs at a
solid 60Hz on even my 8 year old laptop, so we can safely say that
size of the mesh is not a problem.  You'd have to have a pretty crappy
graphics card and drivers not to be able scale up.  What is the
hardware??

The OSG viewer will automatically assign a TrackballManipulator when
you call viewer.run() and this will set it's home position to the
center of your model.  As for the coordinates - it's certainly not
ideal to use ECEF coords with floats, but all that should happen is
you'll get a bit of jitter on the coordinate position.  There are ways
of solving this - a topic that has been discussed many times before
here so just look in the archives for discussion about whole earth
databases.

Robert.


On 1 March 2012 18:14, Preet prismatic.proj...@gmail.com wrote:
 I think it might be a scale issue wrt to the camera. I just found out
 about the OSG_NOTIFY_LEVEL env var, and I get a bunch of messages
 about the viewer's drawing traversal:

 cull_draw() 0x988f788
 _clampProjectionMatrix not applied, invalid depth range, znear =
 3.40282e+38  zfar = -3.40282e+38
 end cull_draw() 0x988f788

 I'm using large scaled units (ie, millions) in the scene. Maybe the
 geometry isn't within the camera's frustum, or something like that? I
 don't get why change the number of vertices that make up the geometry
 would cause a change like that though.

 I construct a spheroid using arguments for parameters that correspond
 to latitude / longitude style divisions. The latitude argument defines
 how many 'rings' go down one axis of the sphere, and the longitude
 argument defines how many 'sectors' each 'ring' is divided into. So if
 I specify 36 rings and 72 sectors for each ring, I expect my sphere to
 have (36*72) vertices. This works fine. If I up the ante to 48 rings
 and 72 sectors, osgViewer won't show the geometry.

 The function I call isn't doing anything special... and seems to
 complete fine before being sent to the viewer.

 http://pastie.org/3497231 - line 184 is where I defined the function.
 I'm going to


 Preet


 On Thu, Mar 1, 2012 at 7:00 AM, Sebastian Messerschmidt
 sebastian.messerschm...@gmx.de wrote:
 Hi Preet,

 can you give us some more details on the limit you are hitting here?
 Also I don't see any hints how your geometry is organized? As a single
 drawable?
 If the latter is the case, I guess you are simply hitting some OpenGL/Driver
 limits regarding the maximum size of a draw array.

 cheers
 Sebastian

 Hiya,

 I used OpenSceneGraph to generate some straightforward geometry; an
 ellipsoid representing the Earth. I wrote a function which calculated
 vertices, normals, texture coords and indices for the geometry. The
 function takes the number of 'sectors' and 'rings' as arguments to
 generate spherical geometry. It works fine until I hit some limit as I
 increase the resolution of the mesh (by passing a larger number of
 sectors and rings to the function), after which point osgviewer
 doesn't display the data. There aren't any errors; the geometry just
 doesn't show up in the viewer. If I go back beyond some threshold the
 geometry shows up again. What's going on?


 Regards,

 Preet
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Re: [osg-users] OSG using OpenGL 3.2 in Mac OS X 10.7 (Lion)

2012-03-02 Thread Robert Osfield
HI David,

The OSG is designed to check for extensions at runtime, so even if you
compile the OSG against OpenGL 1.1 it will still be able to load up
OpenGL 3.2 features at runtime and use them.

The CMake option to compile specifically against OpenGL 3 is for when
you want to compile against OpenGL 3 without the backwards
compatibility to OpenGL 2.x, this disables all the fixed function
pipeline.  This is something you might want, but it's mostly not
necessary.

Robert.

On 1 March 2012 20:27, David Garcia da...@aimsun.com wrote:

 Hi,

 I'm trying to compile an application in Mac that requires OpenGL 3.2. The
 app starts but fails when compiling the shaders and seems that, by default,
 OSG 3.0.1 compiles without OpenGL 3 support.

 My next step was to recompile OSG with these settings:
 /usr/bin/cmake -G Xcode -D OSG_COMPILE_FRAMEWORKS:BOOL=1 -D
 OSG_WINDOWING_SYSTEM:STRING=Cocoa -D OSG_BUILD_PLATFORM_IPHONE:BOOL=0 -D
 CMAKE_OSX_ARCHITECTURES:STRING=x86_64 -D
 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio -D
 CMAKE_OSX_SYSROOT:STRING=/Developer/SDKs/MacOSX10.7.sdk -D
 OSG_GL3_AVAILABLE::BOOL=1  -D OSG_GL1_AVAILABLE::BOOL=0  -D
 OSG_GL2_AVAILABLE::BOOL=0 .

 And seems that this time uses GL3 as it fails to compile with the error:
 include/osg/GL:109:18: fatal error: 'GL3/gl3.h' file not found [2]

 Then I add the missing includes to the path and I got a lot of errors:

 /usr/include/GL3/gl3.h:85:9: warning: 'GL3_PROTOTYPES' macro redefined [2]
  #define GL3_PROTOTYPES
          ^
 OpenSceneGraph/include/osg/GL:108:17: note: previous definition is here
          #define GL3_PROTOTYPES 1
                  ^
 OpenSceneGraph/include/osg/GL:130:50: error: use of undeclared identifier
 'glLoadMatrixf'; did you mean 'glLoadMatrix'? [3]
      inline void glLoadMatrix(const float* mat) {
 glLoadMatrixf(static_castconst GLfloat*(mat)); }
                                                   ^
                                                   glLoadMatrix
 fix-it:OpenSceneGraph/include/osg/GL:{130:50-130:63}:glLoadMatrix
 OpenSceneGraph/include/osg/GL:130:17: note: 'glLoadMatrix' declared here [3]
      inline void glLoadMatrix(const float* mat) {
 glLoadMatrixf(static_castconst GLfloat*(mat)); }
                  ^
 OpenSceneGraph/include/osg/GL:131:50: error: use of undeclared identifier
 'glMultMatrixf'; did you mean 'glMultMatrix'? [3]
      inline void glMultMatrix(const float* mat) {
 glMultMatrixf(static_castconst GLfloat*(mat)); }
                                                   ^
                                                   glMultMatrix
 … and more …

 The question is now, can OpenGL 3.2 be use in Mac OS X? I'm doing something
 wrong?

 Thanks a lot,

   David



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Re: [osg-users] Possible memory growth issue with sorted Particles

2012-03-02 Thread Robert Osfield
Hi Frank,

I haven't used the sort feature personally and would suspect not many
others have as well as I'm sure they'd have spotted the same problem
as you.  I must admit that all the recent particle work I've done has
been with shaders rather than the CPU based particle systems that the
bulk of osgParticle deals with, in the longer term I'd like to replace
the osgParticle code base with a shader based approach.

Short term fixing the problem you have in front of you is what will be
required.  I haven't looked into the problem yet but off the top of my
head I would wonder if perhaps the sort could take whether the
particle is dead when taking it into account, or have the dead
particle tracking updated.

Robert.

On 2 March 2012 02:18, Frank Sullivan knarf.navil...@gmail.com wrote:
 Greetings,

 I am having some difficulty with the osgParticle classes, and I was wondering 
 if someone could give me some advice.

 It seems that whenever I choose a sorting mode for the particles other than 
 NO_SORT, I get a particle list that grows unbounded. In a normal situation, 
 the particle list should grow at first, and then stabilize as dead particles 
 get reused. So, for example, if I set the particle effect to emit at a rate 
 of 100 particles per second, and I give the particles a lifetime at 1 second, 
 then over the course of the first second, I should see the particle list grow 
 from 0 to 100. At that point, particles should start dying at about the same 
 rate as they are being created, and so the list should stabilize at 100-105 
 (allowing some buffer because the world isn't perfect).

 And indeed, this is exactly what I see when the particles aren't sorted (I 
 created a DebugParticleSystem subclass that prints out the particle list 
 counts, and other info, each frame).

 However, when I set the sorting mode to SORT_FRONT_TO_BACK, then I get this 
 weird behavior where the particle list grows and grows and grows and never 
 stabilizes.

 Looking at the code, I think I have a hypothesis, but it isn't complete. 
 Basically, after the particle list is updated, the list then gets sorted. 
 This is an in-place sort on a vector of Particle objects, which has the 
 effect (from what I can see) of invalidating the pointers in the _deadParts 
 stack. So, the pointers in the _deadParts stack end up pointing to particles 
 that are still living, and when a pointer from this stack is used to reuse a 
 dead particle, it ends up reusing a particle that is already alive.

 Now, I'm not exactly sure how this results in a growing particle stack, but 
 my guess is that, in reusing a particle that is already alive, you prevent it 
 from dying on schedule, and so when it comes time to create a new particle, 
 there aren't enough dead ones on the stack to reuse, and so new particles 
 have to be created from scratch.

 The only thing that gives me pause about this explanation is that, after a 
 Google search, I was not able to find anyone else who is having this same 
 problem. So, I am pretty sure that I'm doing something wrong here, but I'm 
 not sure what.

 Thank you!

 Cheers,
 Frank

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Re: [osg-users] live video texture performance

2012-03-02 Thread Robert Osfield
Hi Michael,

On 2 March 2012 02:41, Michael Schanne michael.scha...@gmail.com wrote:
 Using a PixelBufferObject did not appear to make any difference in 
 performance for me.  My video hardware only supports OpenGL 1.5, so that is 
 probably the reason.

What hardware is this?  It must be off towards a decade old, or a
decade out of date.

 I suspect the power of two issue is the cause of my performance problem.  
 When I create a 640x480 image I get a console message that it is being scaled 
 to 512x512.  However, when I try to create a 512x512 image instead, I get an 
 error message Detected OpenGL error 'invalid enumerant' at After 
 Renderer::compile.  This is before I even attempt to load any video data 
 into the image.  What does this error mean?

There is too little to go on to know what caused the OpenGL error
report.  There are two routes you could take avoid the resize issue -
use TextureRectangle if supported by your hardware or set the size to
1020x512 and only use a portion of the image.

 Using 640x480 (which gets scaled to 512x512) I get a white quad, as I expect.

If it rescales for you you should still get a valid image, not a white
quad, so something is wrong here.  What I can't say, but the OSG has
been doing the automatic rescale since it's earliest days without any
problems being reported like this so the fact you are getting a white
quad suggests something else is going wrong on your system to cause
this problem.  I would suspect a OpenGL driver bug.

  However, if I use 512x512 image, I see distorted green lines with a black 
 background on the quad, along with the error.  If I try to load any video 
 data at this point, the program crashes.

I would suspect a memory corruption issue with a crash, or just a
downright buggy OpenGL driver.  Is there a chance that your video is
being read at 640x480 and you are writing this to the 512x512 image
without cropping it?

 I also have the option of using a video frame of 8 bits per pixel (for a 
 greyscale image) but I have not been able to see the image at all in that 
 case.  I tried using the GL_LUMINANCE pixel format and GL_UNSIGNED_BYTE data 
 type, along with a few other combinations, but nothing has worked so far.

I think perhaps you need to take a step back and doing some more
general tests on your system to see what it's capable of.   Please
could you tell what OS, dev tools, OSG version, CPU + graphics
hardware you are working with.

Robert.
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Re: [osg-users] osg does have interpolation Algorithm

2012-03-02 Thread Robert Osfield
On 2 March 2012 03:11, tang 641402...@qq.com wrote:
 egg

ham.
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Re: [osg-users] osgVolume RayTracedTechnique problem

2012-03-02 Thread Robert Osfield
Hi Clement,

On 2 March 2012 00:47,  clement@csiro.au wrote:
  I have updated the driver on one of machines.  The 3D texture message is 
 gone, but I got other message.

 Warning: Could not find plugin to read objects from file 
 shaders/volume.vert.
 Warning: Could not find plugin to read objects from file 
 shaders/volume.frag.

This would suggest that you plugins aren't on the search path that
your application is using.

 Locator::computeLocalBounds
 Scaling image from (350,350) to (128,128)
 Error Image::scaleImage() do not succeed : scaling of volumes not implemented.
 Scaling image from (350,350) to (128,128)
 Error Image::scaleImage() do not succeed : scaling of volumes not implemented.

  Any idea what is it?  Thank you for your help again.

I would seem that the max 3D texture size is just 128x128 which is
pretty hopeless.

Robert.
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Re: [osg-users] osgVolume RayTracedTechnique problem

2012-03-02 Thread Robert Osfield
Hi Clement,

On 2 March 2012 04:12,  clement@csiro.au wrote:
 The graphic details of this machine is Intel Q35 Express Chipset.  Is 
 osgVolume not support this chipset?

I'm rather surprised that you'd even attempt volume rendering on such
in capble hardware.

Volume rendering is one of most challenging tasks for any graphics
card to handle, it tougher than *any* game available, it pushes the
memory bandwidth and capacity to the limit, it can brings high end
hardware to it knees.  Yet you are trying to get things working on
crappy Intel embedded graphics and virtual machine.

You really need to reset your expectations. Volume rendering requires
decent graphics hardware. Is not the osgVolume doesn't support crappy
graphics, it's that crappy graphics doesn't support volume rendering.

Robert.
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Re: [osg-users] minimal build

2012-03-02 Thread Robert Osfield
Hi Rashad,

On 2 March 2012 08:40, Mohammed Rashad mohammedrasha...@gmail.com wrote:
 How to get openscenegraph minimal build? Can I get source code which only
 render only a specific format say .osg files

CMake allows you to enable disable build of the examples, but not the
rest of the plugins and modules.

Could you explain what you are trying to achieve with a minimal
build?  Small final application size - then use static build, or is
simple that you want the OSG to build quickly?

Robert.
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[osg-users] merging ive files

2012-03-02 Thread Mohammed Rashad
I used osggis_build to generate a ive file of 3d buildings
How to merge them ?osgviewer loads it automatically using this command
osgviewer out/buildings/out.ive

but thru code its not possible

see below

osg::ref_ptrosg::Node loadedModel =
osgDB::readNodeFile(out/buildings/out.ive);
viewer.setSceneData( loadedModel.get() );
viewer.realize();


is working

but

osg::Group* root = new osg::Group;
root-addChild( osgDB::readNodeFile(out/buildings/out.ive) );
viewer.setSceneData( root );
viewer.realize();

is not working...

Can anyone explain why?
do I need to merge all *.ive files in buildings dir

buildings dir contains these files

gL0_X0_Y0.ive
gL0_X0_Y1.ive
gL0_X0_Y2.ive
gL0_X0_Y3.ive
gL0_X1_Y0.ive
gL0_X1_Y1.ive
gL0_X1_Y2.ive
gL0_X1_Y3.ive
gL0_X2_Y0.ive
gL0_X2_Y1.ive
gL0_X2_Y2.ive
gL0_X2_Y3.ive
gL0_X2_Y4.ive
gL0_X2_Y6.ive
gL0_X3_Y0.ive
gL0_X3_Y1.ive
gL0_X3_Y2.ive
gL0_X3_Y3.ive
gL0_X3_Y4.ive
gL0_X3_Y5.ive
gL0_X3_Y6.ive
gL0_X4_Y0.ive
gL0_X4_Y1.ive
gL0_X4_Y2.ive
gL0_X4_Y3.ive
gL0_X4_Y4.ive
gL0_X4_Y5.ive
gL0_X4_Y6.ive
gL0_X5_Y0.ive
gL0_X5_Y1.ive
gL0_X5_Y2.ive
gL0_X5_Y3.ive
gL0_X5_Y4.ive
gL0_X5_Y5.ive
gL0_X5_Y6.ive
gL0_X6_Y0.ive
gL0_X6_Y1.ive
gL0_X6_Y2.ive
gL0_X6_Y4.ive
gL0_X6_Y5.ive
gL0_X6_Y6.ive
out.ive

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   Rashad
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Re: [osg-users] live video texture performance

2012-03-02 Thread Sergey Polischuk
use setResizeNonPowerOfTwoHint(false) on your texture
or use TextureRectangle instead of Texture2D

Cheers

02.03.2012, 06:41, Michael Schanne michael.scha...@gmail.com:
 Thanks for the responses.

 Using a PixelBufferObject did not appear to make any difference in 
 performance for me.  My video hardware only supports OpenGL 1.5, so that is 
 probably the reason.

 I suspect the power of two issue is the cause of my performance problem.  
 When I create a 640x480 image I get a console message that it is being scaled 
 to 512x512.  However, when I try to create a 512x512 image instead, I get an 
 error message Detected OpenGL error 'invalid enumerant' at After 
 Renderer::compile.  This is before I even attempt to load any video data 
 into the image.  What does this error mean?

 Here is the code:

 int pixelsX = 640;
 int pixelsY = 480;
 int bytesPerPixel = 4;

 rawData = new unsigned char[pixelsX * pixelsY * bytesPerPixel];
 memset(rawData, 0xFF, (pixelsX * pixelsY * bytesPerPixel));

 setImage(
 pixelsX,    // width
 pixelsY,    // height
 1,  // depth
 GL_RGB8, // internal texture format
 GL_BGRA, // pixel format
 GL_UNSIGNED_INT_8_8_8_8, // data type
 rawData,    // raw data
 osg::Image::NO_DELETE); // memory allocation mode

 Using 640x480 (which gets scaled to 512x512) I get a white quad, as I expect. 
  However, if I use 512x512 image, I see distorted green lines with a black 
 background on the quad, along with the error.  If I try to load any video 
 data at this point, the program crashes.

 I also have the option of using a video frame of 8 bits per pixel (for a 
 greyscale image) but I have not been able to see the image at all in that 
 case.  I tried using the GL_LUMINANCE pixel format and GL_UNSIGNED_BYTE data 
 type, along with a few other combinations, but nothing has worked so far.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=45956#45956

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Re: [osg-users] Scene as Texture

2012-03-02 Thread Hartmut Leister
Hi,

thanks for the quick answer.

 Chris Hanson wrote on Tue, 28 Feb 2012 08:55:37 -0700:
   The osgprerender example shows how to setup a scene to render to a
 texture for use on a quad.
I will look into this.

Hartmut
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[osg-users] Help compiling example program

2012-03-02 Thread James Morgan
Hi,


Code:
# g++ BasicGeometry.cpp




Code:
BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or 
directory
BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or 
directory
BasicGeometry.cpp: In function ‘int main()’:
BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
BasicGeometry.cpp:13: error: ‘osg’ has not been declared

. . .



I figure I need to set up some environment variable, but I can find nothing on 
the documentation page about how to do this. Help please, thanks.

Cheers,
James

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Re: [osg-users] vertex attributes with integer types

2012-03-02 Thread Christian Buchner
I second the need for a fix of integer vertex attributes, possibly
even in an OSG 3.0.2 update.

My attributes just wouldn't work, so I was forced to switch to float
and convert to int inside the shader.

Christian
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[osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-02 Thread Hartmut Leister
Hello everyone,

I'm experiencing performance problems with my osg scene. I have many (up to 
100k) geometries to display a tree. 

I'm building my whole scene graph at the beginning. To view it only partially I 
inserted 
root - group - PositionAttitudeTransform - Switch - (a/b)
(a) LOD - Geode - Geometry or LOD - BillBoard - Geometry
(b) Geode - Geometry
Now when the scene is only partially visible (using osg::Switch), it's laggy 
nonetheless.

If I wanted to load and save my scene on demand, what would be the best 
possibility (in regards of performance)
1) write unneeded subgraphs to a file
2) cache unneeded subgraphs (how would I do this?)
3) use NodeMask on osg::Group (would this also black out the respective 
subgraph?)

Looking forward for input. Thanks in advance.
Hartmut
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Re: [osg-users] Help compiling example program

2012-03-02 Thread Martin Naylor


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan
Sent: 02 March 2012 11:56
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help compiling example program

Hi,


Code:
# g++ BasicGeometry.cpp




Code:
BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or 
directory
BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or 
directory
BasicGeometry.cpp: In function ‘int main()’:
BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
BasicGeometry.cpp:13: error: ‘osg’ has not been declared

. . .



I figure I need to set up some environment variable, but I can find nothing on 
the documentation page about how to do this. Help please, thanks.

Cheers,
James

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Re: [osg-users] Help compiling example program

2012-03-02 Thread Martin Naylor
Hi James,
Looks like it's an easy one to answer, so I will give it a go:
It looks like the path to OSG is not set correctly or it doesn’t know where to 
find your include/lib files.
The paths to OSG will need to added to your development environment, not sure 
what you are using.


Regards

Martin



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan
Sent: 02 March 2012 11:56
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help compiling example program

Hi,


Code:
# g++ BasicGeometry.cpp




Code:
BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or 
directory
BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or 
directory
BasicGeometry.cpp: In function ‘int main()’:
BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
BasicGeometry.cpp:13: error: ‘osg’ has not been declared

. . .



I figure I need to set up some environment variable, but I can find nothing on 
the documentation page about how to do this. Help please, thanks.

Cheers,
James

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Re: [osg-users] Help compiling example program

2012-03-02 Thread Martin Großer
Hello James,

what do you use? Linux or Windows? Did you build osg or did you use the 
binaries?

I use Linux and osg from the repository. I don't need any extra setup, because 
/usr/lib64/ is in the search path. By the way, I use the gcc-c++.

If I build osg, I export environment variables:

export OSG301_LIB=pathToOSG/lib64
export OSG301_INC=pathToOSG/include

And I use these in cmake:

NCLUDE_DIRECTORIES($ENV{OSG301_INC})
LINK_DIRECTORIES($ENV{OSG301_LIB})

Cheers,
Martin

 Original-Nachricht 
 Datum: Fri, 2 Mar 2012 12:42:52 -
 Von: Martin Naylor martinnay...@virginmedia.com
 An: osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] Help compiling example program

 Hi James,
 Looks like it's an easy one to answer, so I will give it a go:
 It looks like the path to OSG is not set correctly or it doesn’t know
 where to find your include/lib files.
 The paths to OSG will need to added to your development environment, not
 sure what you are using.
 
 
 Regards
 
 Martin
 
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan
 Sent: 02 March 2012 11:56
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Help compiling example program
 
 Hi,
 
 
 Code:
 # g++ BasicGeometry.cpp
 
 
 
 
 Code:
 BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
 BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
 BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
 BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
 BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
 BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
 BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
 BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file
 or directory
 BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or
 directory
 BasicGeometry.cpp: In function ‘int main()’:
 BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
 BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
 BasicGeometry.cpp:13: error: ‘osg’ has not been declared
 
 . . .
 
 
 
 I figure I need to set up some environment variable, but I can find
 nothing on the documentation page about how to do this. Help please, thanks.
 
 Cheers,
 James
 
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 http://forum.openscenegraph.org/viewtopic.php?p=45982#45982
 
 
 
 
 
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Re: [osg-users] Help compiling example program

2012-03-02 Thread Martin Naylor
Hi James,
Sorry just noticed you are using g++ as your compiler.

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Make

Is that what you need?

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan
Sent: 02 March 2012 11:56
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help compiling example program

Hi,


Code:
# g++ BasicGeometry.cpp




Code:
BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or 
directory
BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or 
directory
BasicGeometry.cpp: In function ‘int main()’:
BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
BasicGeometry.cpp:13: error: ‘osg’ has not been declared

. . .



I figure I need to set up some environment variable, but I can find nothing on 
the documentation page about how to do this. Help please, thanks.

Cheers,
James

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Re: [osg-users] Possible memory growth issue with sorted Particles

2012-03-02 Thread Frank Sullivan
Thanks Robert,

It looks like, when the particles are sorted, dead particles are given a depth 
of 0 so that they are automatically placed at the beginning of the list. This 
will be useful, I think, because it looks like the purpose of the _deadparts 
stack is to keep track of which particles are dead, so that when the 
ParticleSystem wants to reuse a dead particle, it doesn't have to do a linear 
search through the particle list to find them. However, if I know that the dead 
particles (if any) are at the beginning of the list, then I can just take a 
look at the first item on the list. If it's dead, resurrect it. Otherwise, 
create a new one.

So I might try subclassing ParticleSystem and overriding the CreateParticle 
method. In it, I'll check the sorting mode. If it's NO_SORT, then I'll use the 
_deadparts stack as usual. Otherwise, I'll just check the first particle in the 
list to see if it's dead. 

I won't have a chance to try this for a few hours because I have to run off to 
school, but I will let everyone know how it works out.

Thanks again,
Frank

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Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-02 Thread Robert Osfield
Hi Hartmut,

Using 100's of thousands of scene graph objects to represent a tree
will always be a performance problem, no matter what LOD'ing or scene
graph structure you use.  Using such a fine grained scene graph will
cause problems in cull, draw dispatch and draw down of the GPU.  It
very much sounds like you have engineered one of the worst possible
ways to tackle the task one could think of.

This really begs the question what you are trying to do here?  When
you say a tree, could you give us a screen shot so we know what you
are trying to achieve.  Perhaps if we know what you are trying to
achieve we can recommend how you should construct your scene graph to
achieve best performance.

Robert.

On 2 March 2012 12:34, Hartmut Leister haleis...@gmx.de wrote:
 Hello everyone,

 I'm experiencing performance problems with my osg scene. I have many (up to 
 100k) geometries to display a tree.

 I'm building my whole scene graph at the beginning. To view it only partially 
 I inserted
 root - group - PositionAttitudeTransform - Switch - (a/b)
 (a) LOD - Geode - Geometry or LOD - BillBoard - Geometry
 (b) Geode - Geometry
 Now when the scene is only partially visible (using osg::Switch), it's laggy 
 nonetheless.

 If I wanted to load and save my scene on demand, what would be the best 
 possibility (in regards of performance)
 1) write unneeded subgraphs to a file
 2) cache unneeded subgraphs (how would I do this?)
 3) use NodeMask on osg::Group (would this also black out the respective 
 subgraph?)

 Looking forward for input. Thanks in advance.
 Hartmut
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Re: [osg-users] flooding water

2012-03-02 Thread Chris Hanson

 1. osgRiver has an island file called river.3ds. how its made? 3dmax?


.3ds files are typically the product of 3DS Max, or other similar modeling
tools that can export in that format.


 2. I can load an 3d model of urban area built using osggis there are roads
 in it . I want to show the flowing on water from one point of city to
 another. then I need to calculate which all buildings are in water.


  There isn't really a question to answer here.


 3. how to make water flow only through roads or some open areas? .Even
 though my title is flooding i want to show flow of water or tsunami on
 urban areas.


  This is what inundation software like ANUGA calculates. Where there are
obstacles, and how much water can flow where.


 4. how to build 3d models for the osg?


  Any 3D modeling tool (3DS Max, Lightwave, Blender, Remo3D that can export
to a format OSG can load.


 osgRiver show water flowing only through certain path. how is it done? see
 results on this poster http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf


  I've not tried this so I can't answer.



 --
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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
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[osg-users] rotate ortho camera

2012-03-02 Thread lucie lemonnier
Hi,

I have an application where I have some widgets under an ortho camera. I want 
to rotate these widgets upside down (180 degrees rotation) because I have a 
screen upside down. I tried to change the projection matrix of the ortho camera 
by reversing left/right and bottom/top :

double m_left;
double m_right;
double m_top;
double m_bottom;
double m_near;
double m_far;

_camOrtho-getProjectionMatrixAsOrtho(m_left,m_right,m_bottom,m_top,m_near,m_far);

_camOrtho-setProjectionMatrixAsOrtho(m_right,m_left,m_top,m_bottom,m_near,m_far);

But it doesn't work.
Can you help me?

Thank you!

Cheers,
lucie

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[osg-users] osgdem link failed (VirtualPlanetBuilder)

2012-03-02 Thread Olivier Camus
Hi,

I succeed to build the osgdem.lib (including osgdem.exp and osgdem.exe.manifest)
But the link failed:

nmake

Microsoft (R) Program Maintenance Utility Version 10.00.30319.01
Copyright (C) Microsoft Corporation. Tous droits réservés.

D:\dev\CMake 2.8\bin\cmake.exe -HD:\dev\OpenSceneGraph\VirtualPlanetBu
ilder -BD:\dev\OpenSceneGraph\VirtualPlanetBuilder\build --check-build-system CM
akeFiles\Makefile.cmake 0
D:\dev\CMake 2.8\bin\cmake.exe -E cmake_progress_start D:\dev\OpenScen
eGraph\VirtualPlanetBuilder\build\CMakeFiles D:\dev\OpenSceneGraph\VirtualPlanet
Builder\build\CMakeFiles\progress.marks
d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f CMak
eFiles\Makefile2 /nologo -   all
d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f src\
vpb\CMakeFiles\vpb.dir\build.make /nologo -L  src\vpb\CMakeFiles
\vpb.dir\depend
D:\dev\CMake 2.8\bin\cmake.exe -E cmake_depends NMake Makefiles D:\d
ev\OpenSceneGraph\VirtualPlanetBuilder D:\dev\OpenSceneGraph\VirtualPlanetBuilde
r\src\vpb D:\dev\OpenSceneGraph\VirtualPlanetBuilder\build D:\dev\OpenSceneGraph
\VirtualPlanetBuilder\build\src\vpb D:\dev\OpenSceneGraph\VirtualPlanetBuilder\b
uild\src\vpb\CMakeFiles\vpb.dir\DependInfo.cmake --color=
d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f src\
vpb\CMakeFiles\vpb.dir\build.make /nologo -L  src\vpb\CMakeFiles
\vpb.dir\build
D:\dev\CMake 2.8\bin\cmake.exe -E cmake_progress_report D:\dev\OpenSce
neGraph\VirtualPlanetBuilder\build\CMakeFiles  5 6 7 8 9 10 11 12 13 14 15 16 17
18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34
[ 88%] Built target vpb
d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f appl
ications\osgdem\CMakeFiles\application_osgdem.dir\build.make /nologo -L
 applications\osgdem\CMakeFiles\application_osgdem.dir\depend
D:\dev\CMake 2.8\bin\cmake.exe -E cmake_depends NMake Makefiles D:\d
ev\OpenSceneGraph\VirtualPlanetBuilder D:\dev\OpenSceneGraph\VirtualPlanetBuilde
r\applications\osgdem D:\dev\OpenSceneGraph\VirtualPlanetBuilder\build D:\dev\Op
enSceneGraph\VirtualPlanetBuilder\build\applications\osgdem D:\dev\OpenSceneGrap
h\VirtualPlanetBuilder\build\applications\osgdem\CMakeFiles\application_osgdem.d
ir\DependInfo.cmake --color=
d:\Program Files\Microsoft Visual Studio 10.0\VC\BIN\nmake.exe -f appl
ications\osgdem\CMakeFiles\application_osgdem.dir\build.make /nologo -L
 applications\osgdem\CMakeFiles\application_osgdem.dir\build
Linking CXX executable ..\..\bin\osgdem.exe
cd applications\osgdem
D:\dev\CMake 2.8\bin\cmake.exe -E vs_link_exe d:\PROGRA~1\MICROS~1.0\V
C\bin\cl.exe   @CMakeFiles\application_osgdem.dir\objects1.rsp @C:\Users\OLIVIE~
1.ATE\AppData\Local\Temp\nmF372.tmp
Compilateur d'optimisation Microsoft (R) 32 bits C/C++ version 16.00.30319.01 po
ur 80x86
Copyright (C) Microsoft Corporation. Tous droits réservés.

cl CMakeFiles/application_osgdem.dir/osgdem.obj

Microsoft (R) Incremental Linker Version 10.00.30319.01
Copyright (C) Microsoft Corporation.  All rights reserved.

/out:..\..\bin\osgdem.exe
/implib:..\..\bin\osgdem.lib
/version:0.0
/STACK:1000
/machine:X86
/INCREMENTAL:NO
/subsystem:console
..\..\lib\vpb.lib
Ws2_32.lib
glu32.lib
opengl32.lib
kernel32.lib
user32.lib
gdi32.lib
winspool.lib
shell32.lib
ole32.lib
oleaut32.lib
uuid.lib
comdlg32.lib
advapi32.lib
/MANIFEST
CMakeFiles/application_osgdem.dir/osgdem.obj
   CrÚation de la bibliothÞque ..\..\bin\osgdem.lib et de l'objet ..\..\bin\osgd
em.exp
osgdem.obj : warning LNK4217: symbole dÚfini localement ?log@OperationLog@vpb@@Q
AAXW4NotifySeverity@osg@@PBDZZ (public: void __cdecl vpb::OperationLog::log(enum
osg::NotifySeverity,char const *,...)) importÚ dans la fonction public: void _
_cdecl vpb::Logger::log(enum osg::NotifySeverity,char const *,...)const  (?log@
Logger@vpb@@QBAXW4NotifySeverity@osg@@PBDZZ)
osgdem.obj : warning LNK4217: symbole dÚfini localement ??0Parameter@vpb@@QAE@AA
N@Z (public: __thiscall vpb::Parameter::Parameter(double )) importÚ dans la fon
ction __catch$_main$0
osgdem.obj : warning LNK4217: symbole dÚfini localement ?run@DataSet@vpb@@QAEHXZ
(public: int __thiscall vpb::DataSet::run(void)) importÚ dans la fonction _main

osgdem.obj : warning LNK4217: symbole dÚfini localement ?checkBuildValidity@Data
Set@vpb@@QAE?AV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@XZ (
public: class std::basic_stringchar,struct std::char_traitschar,class std::al
locatorchar  __thiscall vpb::DataSet::checkBuildValidity(void)) importÚ dans
la fonction _main
osgdem.obj : warning LNK4217: symbole dÚfini localement ?addTerrain@DataSet@vpb@
@QAE_NPAVTerrainTile@osgTerrain@@@Z (public: bool __thiscall vpb::DataSet::addTe
rrain(class osgTerrain::TerrainTile *)) importÚ dans la fonction _main
osgdem.obj : warning LNK4217: symbole dÚfini localement ?setTask@DataSet@vpb@@QA
EXPAVTask@2@@Z 

Re: [osg-users] 3D Frame Packing with OSG

2012-03-02 Thread Erin Morrow
Hi,

I've found a solution to using the Sony HMZT1 with OSG and a Quadro FX 3800. It 
basically comes down to setting the following as per the Quad Buffered 3D 
Stereo instructions in C:\NVIDIA\DisplayDriver\driver version\your 
OS\International\NV3DVision\nvst3.chm which say:

To enable quad-buffered professional stereo:

From the NVIDIA Control Panel navigation tree pane, under 3D Settings, select 
Manage 3D Settings to open the associated page.

Click the Global Settings tab.

From the Settings box, click Stereo-Display mode and then select the 
appropriate option, depending on your stereo hardware.

From the Settings box, click Stereo-Enable and then select On.

Click Apply.

From the NVIDIA Control Panel navigation tree pane, under Stereoscopic 3D, 
select Set up stereoscopic 3D to open the associated page.

Make sure the Enable stereoscopic 3D check box is cleared, then click Apply.

Sterescopic diplay type: should indicate Quadro professional stereo. It may 
be necessary to make the HMZT1 the primary display.

Then use: 

Code:
osg::GraphicsContext::WindowingSystemInterface* wsi = 
osg::GraphicsContext::getWindowingSystemInterface();
wsi-setScreenResolution(osg::GraphicsContext::ScreenIdentifier(screenNum), 
1280, 720); 


or similar to setup the correct resolution. Try testing with the osgViewer 
using the QUAD_BUFFER command line option and cow.osg and...

...Hello 3D Daisy!

Now on to integrating with our actual software. I would be curious if anyone 
figures out a way to make the HMZ T1 work with GeForce cards and OSG as my 
laptop doesn't have a Quadro.

Cheers,
Erin

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Re: [osg-users] osgexport - new version

2012-03-02 Thread Maia Randria
Hi Cedric,

Thank you all for this new version. May I ask you with which Blender version 
did you use for this version ?

I am sorry if I bother you about this problem, but this OSGExporter doesn’t 
work very well for me (I worked with Blender 2.59.0 r39307 (release version of 
2.59) as well as with 2.61.0 r42615, Windows 7-32 bits) and the results are the 
same.

I explain: for the avatar example (in the avatar directory on the osgexporter 
website), I got an osg model with black rectangles around the eyes, the mouth, 
etc. at the same place as of the spheres used to put the eyes, mouth.

I also created 3D models with Makehuman, and no more success: I tried with 
naked and dressed characters but both failed. For the dressed character, I just 
got the skirt and a weird box …

Please, may I ask you to have a look at my blend files and see what wrong am I 
doing ?

Thank you very much.

Maia

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Re: [osg-users] Help compiling example program

2012-03-02 Thread James Morgan
Hi,

Sorry guys, I know you're probably explaining things perfectly clearly and it's 
just me. But this is all jargon to me.

Martin Naylor: That link is a guide to building what under Unices? OSG, or 
applications that use it? I installed using apt; this means I can skip the part 
about dependencies right? This link doesn't say what each of these steps is 
doing and why one would need it. I'm sure it's obvious you most of you, but my 
mind wasn't wired for this kind of stuff. Also, this guide is about make, not 
g++.

I ran


Code:
# dpkg -L openscenegraph



and my output was a bunch of stuff in the /usr/bin/ directory, a bunch of stuff 
in the /usr/share/man/man1 directory, and some stuff in the 
/usr/share/openscenegraph/ directory. Doing


Code:
ls /usr/lib | grep osg



or


Code:
ls /usr/lib64 | grep osg



or


Code:
ls /usr/include/ | grep osg



yields nothing. Again, I installed OSG from using apt-get. Please help. I don't 
know exactly what I'm asking for because I don't know exacctly what I need at 
this point. Thanks for your patience.

Thank you!

Cheers,
James

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Re: [osg-users] Possible memory growth issue with sorted Particles

2012-03-02 Thread Frank Sullivan
Hi Everybody,

The above workaround seems to work pretty well. However, it is necessary to 
give dead particles a depth of -FLT_MIN so that they don't get sorted behind 
particles that are behind the camera (and thus have negative depth).

Frank

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46004#46004





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Re: [osg-users] OpenGL 3.2 support in OS X 10.7 (Lion)

2012-03-02 Thread Paul Martz

I'm assuming you are referring to the shader program info log message:
Validation Failed: No vertex array object bound.

That's a mystery. It doesn't appear on Windows. I find it odd that OS X would 
require the use of vertex array objects when you open a 3.x context, but that's 
what the error text appears to imply. I did a quick web search and didn't see 
any discussion of such a message.

   -Paul


On 3/2/2012 5:10 PM, David Garcia wrote:

Following Paul advice I try osgWorks (2.0.0) teapot. I got different errors. In
the state I have add to extract more information:
gc-getState()-setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE);

The output is in the zip file (errors.txt).

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Re: [osg-users] Stitching together sphere geometry in OpenSceneGraph

2012-03-02 Thread Preet
Thanks, setting the texture's wrap mode to CLAMP_TO_EDGE worked perfectly!


Regards,

Preet

On Thu, Mar 1, 2012 at 10:45 PM, Jean-Sébastien Guay
jean_...@videotron.ca wrote:
 Hello Preet,


 * The issue I've run into involves where my 2D texture wraps around
 and meets itself on the sphere:
 http://i.imgur.com/ftVH2.png


 I don't think there's anything wrong with your geometry and texcoords. Good
 work!

 The problem looks like you may be using the default texture wrap mode, which
 is CLAMP. This mode can also be called clamp to border, which when texture
 coordinates run outside the range of 0-1 will give a border color, which
 defaults to black. The problem is that when the texture coordinates are
 exactly 0 or 1, when you have linear interpolation enabled as filter mode
 (again the default), then the border color will still get sampled (since
 it's trying to filter using that texel and the one next to it, which is
 outside the 0-1 range). So you get those black lines around your textures.

 Try to specify the CLAMP_TO_EDGE wrap mode instead. This will simply sample
 the same texel at the border and should eliminate the black line.

 Hope this helps,

 J-S
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