Re: [osg-users] qt rendering thread

2012-11-14 Thread Max Sergeev
Hello!

Have you looked into OsgQtBrowser and OsgQtWidgets examples?

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Re: [osg-users] ffmpeg version to use ??? (Alberto Luaces)

2012-11-14 Thread Alberto Luaces
Sid Boyce writes:

 On 13/11/12 20:04, osg-users-requ...@lists.openscenegraph.org wrote:

[...]

 With the latest svn checkout of 3.0.1.

 Scanning dependencies of target osgdb_xine
 [ 43%] Building C object
 src/osgPlugins/xine/CMakeFiles/osgdb_xine.dir/video_out_rgb.o
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:
 In function ‘rgbout_update_frame_format’:
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2325:30:
 warning: cast to pointer from integer of different size
 [-Wint-to-pointer-cast]
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2328:30:
 warning: cast to pointer from integer of different size
 [-Wint-to-pointer-cast]
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2331:30:
 warning: cast to pointer from integer of different size
 [-Wint-to-pointer-cast]
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2349:30:
 warning: cast to pointer from integer of different size
 [-Wint-to-pointer-cast]
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:
 In function ‘init_class’:
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2772:25:
 error: ‘video_driver_class_t’ has no member named ‘get_identifier’
 /home/lancelot/ftp/NOV12/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2773:25:
 error: ‘video_driver_class_t’ has no member named ‘get_description’
 make[2]: ***
 [src/osgPlugins/xine/CMakeFiles/osgdb_xine.dir/video_out_rgb.o] Error
 1
 make[1]: *** [src/osgPlugins/xine/CMakeFiles/osgdb_xine.dir/all] Error 2
 make[1]: *** Waiting for unfinished jobs
 Regards
 Sid.

Hi Sid,

this is a different video plugin: xine.  I guess this is another API
mismatch problem (BTW, could you post what xine version are you using?),
but I would try to skip the plugin by resetting the XINE_INCLUDE_DIR and
XINE_LIBRARY CMake variables in the meantime.

-- 
Alberto

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[osg-users] Finding OSG debug libraries

2012-11-14 Thread Daniel Schmid
Hi all

I use the following lines to find the libraries of osg:

SET(OSGLIBRARIES osgDB osgUtil osgGA osgViewer osgText osgSim osgParticle 
osgShadow osgManipulator)
FIND_PACKAGE(OpenSceneGraph 3.0.1 COMPONENTS ${OSGLIBRARIES} REQUIRED)

Now I want to look for debug libraries. I specify the env path to the correct 
placement of debug compilation, but cmake still tries to find the osgXXX libs 
instead of osgXXXd libs. My CMAKE_BUILD_TYPE is correctly set to Debug. What do 
I have to configure in order that the debug libraries (which exist) are found 
and used?

Regards
Daniel

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Re: [osg-users] failed to create osg environment on ubuntu11.10

2012-11-14 Thread robotspace.biz
Jan Jordi,
Thank you so much for your support.
Yes, just install fglrx correctly and osg works well now [?]

On Tue, Nov 13, 2012 at 9:22 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Tue, Nov 13, 2012 at 1:38 PM, robotspace.biz 
 robotspace@gmail.comwrote:

 for Jan's advice, I checked glxinfo and get errors:
 *glxinfo*
 name of display: :0
 X Error of failed request:  BadRequest (invalid request code or no such
 operation)
   Major opcode of failed request:  155 (GLX)
   Minor opcode of failed request:  19 (X_GLXQueryServerString)
   Serial number of failed request:  12
   Current serial number in output stream:  12

 Yes, I come close root cause. But what is it?


 That means you have incorrectly configured X11. Either the OpenGL support
 (glx) is not loaded at all or you have it incorrectly installed and it
 fails to load due to some driver/library problem - the log files in
 /var/log/ should be able to tell you exactly what is wrong.

 Please, reinstall the drivers using the instructions in my other e-mail
 and that should fix it.

 Jan

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Re: [osg-users] Finding OSG debug libraries

2012-11-14 Thread Mathias Buhr
On 11/14/2012 09:54 AM, Daniel Schmid wrote:
 Hi all
 
  
 
 I use the following lines to find the libraries of osg:
 
  
 
 SET(OSGLIBRARIES osgDB osgUtil osgGA osgViewer osgText osgSim
 osgParticle osgShadow osgManipulator)
 
 FIND_PACKAGE(OpenSceneGraph 3.0.1 COMPONENTS ${OSGLIBRARIES} REQUIRED)
 
  
 
 Now I want to look for debug libraries. I specify the env path to the
 correct placement of debug compilation, but cmake still tries to find
 the osgXXX libs instead of osgXXXd libs. My CMAKE_BUILD_TYPE is
 correctly set to Debug. What do I have to configure in order that the
 debug libraries (which exist) are found and used?
 
  
 
 Regards
 

Hi Daniel,

a quick look at the cmake modules indicates that these modules already
seem to look for the debug versions. Release versions are stored in a
variables named like ${module}_LIBRARY. If available the corresponding
debug version are stored ${module}_LIBRARY_DEBUG variables. It looks
like there is no list with all debug versions appended.
So, in your case you just need to use these variables in the
target_link_libraries() call.

Regards
Mathias
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[osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Wang Rui
Hi all,

I'd love to share some snapshots of my present work, which lasts for half a
months and depends heavily on a modified version of osgShadow and the OSG
effect compositor in developing. The scene is from part of a CBD area in
Beijing, and it will be shown on a wall with four projectors at last. I use
VDSM with additional PSSM support and customized shaders to provide
real-time illumination and shadowing. And the compositor which is currently
maintained in osgRecipes is used to add glow effect and final color
grading. SilverLining SDK is used for sky and cloud rendering.

The scene includes only a few refined building models, but with OSG's
dynamic paging ability we can easily support very large city with nearly
the same rendering quality. I will be glad to submit both the shadow and
compositor functionality to OSG core at the end of this year, or at the
beginning of next year (as Robert is busy at present :-) and hope it could
be improved again and again and also help other develop their applications.

Current city models may not be suitable for open source use so I may have
to find and commit a copyleft set of models along with the coming
submissions. It would be appreciated if somebody could provide me some at
that time.

Cheers,

Wang Rui


[image: 内嵌图片 6]
[image: 内嵌图片 1]
[image: 内嵌图片 2]
[image: 内嵌图片 3]
[image: 内嵌图片 4]
[image: 内嵌图片 5]
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Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Christian Buchner
Hi,

Congratulations, this is looking really good!

I am also building a city model, but on a much smaller scale - it is used
in a radio simulation of 4G networks. I have recently added Silver Lining
for sky and clouds, shadow mapping (the very basic algorithm), some water
and reflections of buildings in the water.

The speciality in my implementation is the rapid passage of time, which is
accelerated by a factor of 500. People will turn the lights on in the
evening and early morning, and off at night time.

I learned a lot of techniques from your book, so keep writing them ;)

Christian



2012/11/14 Wang Rui wangra...@gmail.com

 Hi all,

 I'd love to share some snapshots of my present work, which lasts for half
 a months and depends heavily on a modified version of osgShadow and the OSG
 effect compositor in developing. The scene is from part of a CBD area in
 Beijing, and it will be shown on a wall with four projectors at last. I use
 VDSM with additional PSSM support and customized shaders to provide
 real-time illumination and shadowing. And the compositor which is currently
 maintained in osgRecipes is used to add glow effect and final color
 grading. SilverLining SDK is used for sky and cloud rendering.

 The scene includes only a few refined building models, but with OSG's
 dynamic paging ability we can easily support very large city with nearly
 the same rendering quality. I will be glad to submit both the shadow and
 compositor functionality to OSG core at the end of this year, or at the
 beginning of next year (as Robert is busy at present :-) and hope it could
 be improved again and again and also help other develop their applications.

 Current city models may not be suitable for open source use so I may have
 to find and commit a copyleft set of models along with the coming
 submissions. It would be appreciated if somebody could provide me some at
 that time.

 Cheers,

 Wang Rui


 [image: 内嵌图片 6]
 [image: 内嵌图片 1]
 [image: 内嵌图片 2]
 [image: 内嵌图片 3]
 [image: 内嵌图片 4]
 [image: 内嵌图片 5]



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Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Tomlinson, Gordon
Nice

Gordon Tomlinson
Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
__

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: Wednesday, November 14, 2012 8:32 AM
To: OpenSceneGraph Users
Subject: [osg-users] Sharing some screenshots of my present work :-)

Hi all,

I'd love to share some snapshots of my present work, which lasts for half a 
months and depends heavily on a modified version of osgShadow and the OSG 
effect compositor in developing. The scene is from part of a CBD area in 
Beijing, and it will be shown on a wall with four projectors at last. I use 
VDSM with additional PSSM support and customized shaders to provide real-time 
illumination and shadowing. And the compositor which is currently maintained in 
osgRecipes is used to add glow effect and final color grading. SilverLining SDK 
is used for sky and cloud rendering.

The scene includes only a few refined building models, but with OSG's dynamic 
paging ability we can easily support very large city with nearly the same 
rendering quality. I will be glad to submit both the shadow and compositor 
functionality to OSG core at the end of this year, or at the beginning of next 
year (as Robert is busy at present :-) and hope it could be improved again and 
again and also help other develop their applications.

Current city models may not be suitable for open source use so I may have to 
find and commit a copyleft set of models along with the coming submissions. It 
would be appreciated if somebody could provide me some at that time.

Cheers,

Wang Rui


[内嵌图片 6]
[内嵌图片 1]
[内嵌图片 2]
[内嵌图片 3]
[内嵌图片 4]
[内嵌图片 5]


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Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Christian Buchner
A snapshot of my version of Chicago at dawn. You might ask yourself what
that cruise ship is doing there.

http://img839.imageshack.us/img839/9950/chicagodawn.jpg

Only a few detailed 3D models are in the city (imported from Collada
format), the other buildings are vertically extruded ground shapes. The
ground looks so strange because it displays radio coverage by radio cell.

Christian


2012/11/14 Christian Buchner christian.buch...@gmail.com

 Hi,

 Congratulations, this is looking really good!

 I am also building a city model, but on a much smaller scale - it is used
 in a radio simulation of 4G networks. I have recently added Silver Lining
 for sky and clouds, shadow mapping (the very basic algorithm), some water
 and reflections of buildings in the water.

 The speciality in my implementation is the rapid passage of time, which is
 accelerated by a factor of 500. People will turn the lights on in the
 evening and early morning, and off at night time.

 I learned a lot of techniques from your book, so keep writing them ;)

 Christian



 2012/11/14 Wang Rui wangra...@gmail.com

 Hi all,

 I'd love to share some snapshots of my present work, which lasts for half
 a months and depends heavily on a modified version of osgShadow and the OSG
 effect compositor in developing. The scene is from part of a CBD area in
 Beijing, and it will be shown on a wall with four projectors at last. I use
 VDSM with additional PSSM support and customized shaders to provide
 real-time illumination and shadowing. And the compositor which is currently
 maintained in osgRecipes is used to add glow effect and final color
 grading. SilverLining SDK is used for sky and cloud rendering.

 The scene includes only a few refined building models, but with OSG's
 dynamic paging ability we can easily support very large city with nearly
 the same rendering quality. I will be glad to submit both the shadow and
 compositor functionality to OSG core at the end of this year, or at the
 beginning of next year (as Robert is busy at present :-) and hope it could
 be improved again and again and also help other develop their applications.

 Current city models may not be suitable for open source use so I may have
 to find and commit a copyleft set of models along with the coming
 submissions. It would be appreciated if somebody could provide me some at
 that time.

 Cheers,

 Wang Rui


 [image: 内嵌图片 6]
 [image: 内嵌图片 1]
 [image: 内嵌图片 2]
 [image: 内嵌图片 3]
 [image: 内嵌图片 4]
 [image: 内嵌图片 5]



 ___
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[osg-users] building OSG 3.0.1 on Mac Snow Leopard

2012-11-14 Thread Gianluca Natale
Hi all,
I'm trying to build OSG 3.0.1 on Mac OSX 10.6 using the procedure 
well-described on OSG website.
But when I clicked on Configure in CMake-gui, after setting Where is the 
source code and Where to build the binaries, I gotten many red-highlighted 
options.
I could fix most of them (actually I didn't set my build folder as suggested, 
i.e. the prebuilt packages for dependencies are not in OpenSceneGraph/3rdParty),
but I have some doubt for some of them, I hope anyone can give me some tip. 
Sorry if these are all silly questions!

CURL LIBRARY:
CURL_INCLUDE_DIR points to /usr/include, instead of pointing to 
/myBuildfolder/3rdParty/include, where I unzipped the prebuilt packages.
So, curl is already installed on my system, and the version I have there is 4. 
But in prebuilt packages there is version 4.1. Should I use the newest one?

FREETYPE LIBRARY:
Same as CURL, it is already installed on my system. Should I use in any case 
that provided in the prebuilt packages, or can I leave that gotten from the 
system?

OSG_WINDOWING_SYSTEM defaults to Carbon on my machine. Isn't it deprecated? 
Should I change it to Cocoa?

ZLIB LIBRARY:
Same question as curl, should I use in any case the version provided in the 
prebuilt packages?

Thanks,
Gianluca

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[osg-users] Constrain mouse movements to window area

2012-11-14 Thread Roman Grigoriev
Hi, I have ubuntu 12.10 with pure X server
On X screen there are three windows 
I want to limit mouse motions to left half of the screen
Is there any way to make this.
I use nvidia drivers 310.14.
Thank you!

Cheers,
Roman

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