Re: [osg-users] Geocentric terrain and camera positioning

2013-02-06 Thread Zeki Yugnak
Hi everyone,

I just begun to develop similar flight simulation record player with 
openscenegraph. I have some questions regarding to terrain, object and camera 
positioning.

I build flat terrain with osgdem from dted and geotiff texture data as *.ive 
file. I checked result with simple demo application and I saw the terrain 
without any problem.

Here are difficulties that I have encountered;

I am using recorded positions for whole simulation objects as lat, log and alt. 
I can successfully display, animate and track flight with orbit camera man. 
using recorded data. But I could not position flight on terrain :(. Also I 
could not positioning camera on terrain center or real real world coordinate. 

- How can I position camera on terrain center or some special real world 
coordinate?

- How can I position and simulate flight on terrain?

- I could not display terrain with OsgEarth but is Osgearth good idea for these 
difficulties ? 

Thanks for any help.
Regards.

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Re: [osg-users] Local coordinates

2013-02-06 Thread Zeki Yugnak
Hi everyone,

I just started using Openscenegraph. I have some questions regarding coordinate 
systems. I am trying to develop simple debriefing application. I am using 
geographic (lat, long and alt ) coordinates and rotations information that were 
recorded on vehicle to transform objects in 3D space.

I am also using geocentric terrain in order to show vehicle on the correct 
coordinates. I have no problem on terrain displaying phase but the 
transformation is not smooth because of cordinates's higher value. I am using 
world coordinates which are obtained by 
computeLocalToWorldTransformFromLatLongHeight to transform and position 
objects. So Can I use local coordinates instead of world coordinates for object 
transformations?  or How can I transform rootscene to the origin point?
... 
Thank you for any help.
Regards.

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Re: [osg-users] delta3d like terrain displaying

2013-02-06 Thread Zeki Yugnak
Hi everyone, 

I am working on simple flight simulator on flat terrain. I successfully build 
my terrain using osgdem and I can display using osgviewer. My problem is how to 
show terrain correctly as Delta3d did. 

Delta3d can zoom on terrain when I change camera position and also it can 
handle with height mismatching like osgTDS. 

... 
Thanks for all your help
Regards.

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Re: [osg-users] Question about the correct use of osg::FrameBufferObject

2013-02-06 Thread Robert Osfield
HI Frank,

The way you usually use osg::FrameBuffrerObject is associated with a
render to texture osg::Camera.  You assign the various buffer settings
on the osg::Camera including any textures you want to assign it to and
then the OSG's rendering backend will create the required FBO's and
assigned Textures to it automatically, you won't need to directly
assign an osg::FrameBufferObject to anything.

Have a look at the osgprerender and osgprerendercubemap and other
examples that set up the osg::Camera.

Robert.

On 5 February 2013 23:10, Frank Sullivan knarf.navil...@gmail.com wrote:
 Hi,

 I'm looking at the source code for osg::FrameBufferObject, and as far as I 
 can tell, I just have to set this as an attribute on a node's StateSet and be 
 done with it?

 If this is true, then can I use it in conjunction with Nested Render cameras 
 in order to get render-to-texture cameras that render in the order in which 
 they are encountered in the scene graph?

 Thank you!

 Cheers,
 Frank

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Re: [osg-users] [osg-submissions] OSC plugin, VS2010 64-bit

2013-02-06 Thread Robert Osfield
Thanks Stephan for the fix and Paul for the testing.  Fix now merged
and checked into svn/trunk.

On 6 February 2013 03:19, Paul Martz pma...@skew-matrix.com wrote:
 Thanks, Stephan! That worked great. Cross-posting to osg-submissions.
-Paul



 On 2/5/2013 4:52 PM, Stephan Huber wrote:

 Hi Paul,

 as I do only have VS2005 I can't build for 64bit. Attached is a possible
 fix for 64bit-builds with VS2010. Can you test the modified file on your
 end and report back?


 Thanks in advance,

 Stephan
 Am 05.02.13 23:53, schrieb Paul Martz:

 Forgot to mention: 32-bit builds fine, 64-bit is the issue.
 -Paul


 On 2/5/2013 3:41 PM, Paul Martz wrote:

 Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit
 builds,
 and I thought you might want to take a look at it. This is from trunk
 r13330.
 Thanks!
  -Paul




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Re: [osg-users] Geocentric terrain and camera positioning

2013-02-06 Thread Robert Osfield
HI Zeki,

I've just seen that you've made three similar posts with no answers to
any of them yet.  It's generally best to be patient and stick to one
thread per topic rather than splurt it out ever where.  If it's a new
topic it's also best to start a new thread.

As for the problems you have right now it's hard to know where to
start as it's hard to know what you actually understand about scene
graphs, OSG particularly, and what you've done so far.  The best we
can do at this stage is provide general answers.

First up, what it sounds like you are trying to achieve is done by OSG
users all the time, terrain visualization it's very much one of the
OSG core areas of usage.  The OSG is capable it's just a matter of
learning how to use it.   Rather than diving in at the deep end and
trying to develop your application right away it may be best to start
learning about the various bits of software from a more ground up
approach.  Getting one of the OSG books would probably be a good
starting place.

For you particular needs I think you'll need to deal with what
coordinate system you want to work in, this will mean converting your
path data into the scene graphs coordinate system, or creating the
scene graph in the path data's coordinate system, or converting back
and forth.  The later might be best if you are dealing with whole
earth databases as the scene graph will be in Earth Center Earth
Fixed.

Robert.

On 24 January 2013 13:37, Zeki Yugnak zeki.yug...@gmail.com wrote:
 Hi everyone,

 I just begun to develop similar flight simulation record player with 
 openscenegraph. I have some questions regarding to terrain, object and camera 
 positioning.

 I build flat terrain with osgdem from dted and geotiff texture data as 
 *.ive file. I checked result with simple demo application and I saw the 
 terrain without any problem.

 Here are difficulties that I have encountered;

 I am using recorded positions for whole simulation objects as lat, log and 
 alt. I can successfully display, animate and track flight with orbit camera 
 man. using recorded data. But I could not position flight on terrain :(. Also 
 I could not positioning camera on terrain center or real real world 
 coordinate.

 - How can I position camera on terrain center or some special real world 
 coordinate?

 - How can I position and simulate flight on terrain?

 - I could not display terrain with OsgEarth but is Osgearth good idea for 
 these difficulties ?

 Thanks for any help.
 Regards.

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Re: [osg-users] Geocentric terrain and camera positioning

2013-02-06 Thread Zeki Yugnak
Thank you Robert.

My earlier messages sent at different times in the last weeks and I solved most 
of them at time period. Also, moderator has just approved all my messages :).

In the current situation, I am facing coordinate system problem. I am using 
geocentric terrain and geocentric coordinate system in order to show vehicle on 
the correct coordinates in the debriefing application. All geographic (lat, 
long and alt ) coordinates recorded on vehicle.  

I have no problem on terrain displaying but the transformation is not smooth 
because of higher value of the coordinates. World coordinates which are 
obtained by computeLocalToWorldTransformFromLatLongHeight are very high 
values. I try to convert recorded object coordinates according to a origin 
point and transform terrain to this origin. But terrain and object is not 
correlated.   

- How can I use middle coordinate system for object and terrain transformations?

Thank you!
Regards.

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Re: [osg-users] Geocentric terrain and camera positioning

2013-02-06 Thread Robert Osfield
Hi Zeki,

On 6 February 2013 10:08, Zeki Yugnak zeki.yug...@gmail.com wrote:
 I have no problem on terrain displaying but the transformation is not smooth 
 because of higher value of the coordinates. World coordinates which are 
 obtained by computeLocalToWorldTransformFromLatLongHeight are very high 
 values. I try to convert recorded object coordinates according to a origin 
 point and transform terrain to this origin. But terrain and object is not 
 correlated.

It's very hard to know what you mean and thus what to recommend.

What do you mean the transformation is not smooth because of height
value of coordinates?

Could it be that you have float precision problems?  The OSG by
default uses double for all camera and all internal scene graph
transform nodes to avoid jitter problems caused by float.

 - How can I use middle coordinate system for object and terrain 
 transformations?

Again, don't know what you mean by middle coordinate system.

For geocentric terrain databases VirtualPlanetBuilder and osgEarth
both arrange the tiles such that they have a local origin and are in
the units of meters, and place these tiles under MatrixTransform that
place them in ECEF (Earth Center Earth Fixed).  The
CoorindateSystemNode/Terrain(which subclasses from
CoordinateSystemNode) nodes are used to decorate terrain subgraphs and
provide a EllipsoidModel object that can convert from ECEF to
lats/long/height.

Does this make sense?
Robert.
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[osg-users] Using cmath to clean up include/osg/Math

2013-02-06 Thread Robert Osfield
Hi All,

A peculiar bug under Windows with the dds plugin and mipmap levels has
pointed to bug in the maths libraries that can be worked around by
using the standard C++ cmath definitations, so a potential workaround
for this bug is to use cmath in include/osg/Math instead of the
current c library math.h.  Making this change for just one compiler
combination under one platform on it's own is probably not appropriate
- usually I'd keep such workarounds local to the place that has the
problem or to simply specify don't use broken dependencies.  In this
case I am considering the change for more wider reasons, our
include/osg/Math header over the years has tried to handle lots of
oddities on different platforms and with it has ended up rather
convoluted and difficult to follow, I feel that perhaps now is the
time to standardize on using Standard C++'s cmath library and clean up
our Math header.

It's kinda of incredibly that it's now 2013 and I'm only just getting
brave enough to suggest dropping platforms that don't properly support
cmath, I personally just have modern Linux boxes which I use for
development, so have no problems with modern C++ usage, and the vast
majority of our community will be using modern platforms as well and
wouldn't expect them to have issues with adopting cmath over math.h.
The problem comes from the niche platforms like Solaris, HP-Ux, AIX
and IRIX.   IRIX is pretty well dead, with the last members of the
community providing testing under IRIX finally dropping their own IRIX
machines a few years back so while it's likely that we are now well
beyond being able to get the code base compiling back under IRIX.  I
do recall IRIX being one of the key problem platforms for using cmath,
but am not sure about Solaris, HP-Ux and AIX.  I think platforms can
mostly be used with the GNU compilers so we are probably in the clear.
 I'm not even sure we have many members of the community using these
niche platforms anymore.

So... Thoughts form the community?

Can we finally using cmath in include/osg/Math is clean this header up?

With this issue I'm inclined to make the change and then push the
problem out in the community to test, if no one complains that it'll
be plain sailing all the way to the next stable release, for this
topic at least.

Cheers,
Robert.
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Re: [osg-users] Geocentric terrain and camera positioning

2013-02-06 Thread Zeki Yugnak
Hi Robert, thanks for your help.


 It's very hard to know what you mean and thus what to recommend.
 
 What do you mean the transformation is not smooth because of height
 value of coordinates?
 
 Could it be that you have float precision problems? The OSG by
 default uses double for all camera and all internal scene graph
 transform nodes to avoid jitter problems caused by float.
 
 Again, don't know what you mean by middle coordinate system.
 

I am using double precision. X,y,z coordinates are over million in ECEF 
coordinate system after converting from lats/long/height. I supposed that 
graphic card is giving rounding off error and there is flickering on object 
motion in OSG.

So I want to use different coordinate system that is between world and local 
coordinate system. I am calculating all recorded object coordinates according 
to origin point and the origin point is the center of the terrain in geographic 
coordinate system (lats/long/height). I am using Delta3D's GeoCoordinate class 
for calculation. class reference link is below;

http://www.delta3d.org/api/api_2.0/classdt_terrain_1_1_geo_coordinates.html

I need to use different coordinate system that is between world and local 
coordinate systems for smooth motion displaying (without flickering). I hope 
that my problem is clear now.

Regards.

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Re: [osg-users] Geocentric terrain and camera positioning

2013-02-06 Thread Robert Osfield
HI Zeki,

On 6 February 2013 11:56, Zeki Yugnak zeki.yug...@gmail.com wrote:
 I am using double precision. X,y,z coordinates are over million in ECEF 
 coordinate system after converting from lats/long/height. I supposed that 
 graphic card is giving rounding off error and there is flickering on object 
 motion in OSG.

If the database is created correctly and the camera position is
computed correctly your shouldn't see visible jitter.  Have a look
through the achives on this topic we've written about it many times.
I touched on it my previous reply, but you do need to go and do the
back research to understand the topic.


 So I want to use different coordinate system that is between world and local 
 coordinate system. I am calculating all recorded object coordinates according 
 to origin point and the origin point is the center of the terrain in 
 geographic coordinate system (lats/long/height). I am using Delta3D's 
 GeoCoordinate class for calculation. class reference link is below;

 http://www.delta3d.org/api/api_2.0/classdt_terrain_1_1_geo_coordinates.html

 I need to use different coordinate system that is between world and local 
 coordinate systems for smooth motion displaying (without flickering). I hope 
 that my problem is clear now.

I don't know Delta3D personally, if you are using Delta3D classes then
it's best to ask the question with the Delta3D community.

Robert.
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Re: [osg-users] Using cmath to clean up include/osg/Math

2013-02-06 Thread Robert Osfield
Hi All,

On 6 February 2013 11:02, Robert Osfield robert.osfi...@gmail.com wrote:
 With this issue I'm inclined to make the change and then push the
 problem out in the community to test, if no one complains that it'll
 be plain sailing all the way to the next stable release, for this
 topic at least.

I have gone ahead and cleaned up include/osg/Math so that it uses
cmath and cfloat on all platforms, there is only one platform
specific hack left and that for MS's dumb arse we're not doing the
Standard C++ properly, we'll do it in a own way so naa naa naa, the
hack being _isnan in place of the proper std::isnan.

I have checked this clean up in to svn/trunk so would appreciate
testing out in the community for as wide range of platforms as you
can.

Fingers crossed it'll just work for all the platforms we need and life
can be good :-)

Robert.
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Re: [osg-users] Image::computeImageSizeInBytes bug

2013-02-06 Thread Robert Osfield
HI Marcin,

On 5 February 2013 14:28, Marcin Prus p...@ai.com.pl wrote:
 I've sent fix to submission list early january. Was it rejected? Or is it
 still pending on your list?

I haven't posted a osg-submissions fix for this issue.  Looking at
other threads about this issue it looks like using the Standard C++
cmath header instead of math.h might be the solution, and as I've
just checked in a clean up of the include/osg/Math header to use
cmath and cfloat instead of lots of platform specific hacks it
could well be that this problem is already fixed.

Could you try out svn/trunk version of the OSG and let me know if you
still see the problem?

Robert.
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Re: [osg-users] Geocentric terrain and camera positioning

2013-02-06 Thread Zeki Yugnak
:) I think you misunderstood me. I have been searching all forum.

The terrain (is not whole earth) database was created correctly using osgdem 
with Terrain and geocentric parameters. Also camera position is computed 
correctly and I can easily track may object using orbit manipulator. But, If I 
use object transformation in ECEF coordinate system, My object does not move 
smoothly. It moves up and down little bit.

If I use local coordinates that are converted from lats/long/height according 
to an origin point, object moves correctly. 

Also I am not using delta3d directly and the problem is not related to 
GeoCoordinate. 

If I transform terrain or root scene to this origin point, how can I calculate 
object transformation without terrain-object correlation problem ?

Regards.

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Re: [osg-users] useVertexAttributeAliasing and vertex color

2013-02-06 Thread Aurelien Albert
Hi,

I've sent a patch for this :

http://forum.openscenegraph.org/viewtopic.php?p=52418#52418

About my second message, forgot it, it was an error in my shader code

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[osg-users] simulation lag

2013-02-06 Thread Yonas Sahlemariam
Hi,

I have been working on gesture based terrain navigation for wall displays. I am 
using optitrack for head tracking, and acquired head orientation quaternions 
via VRPN.

I have used two threads, one for rendering and another for position updates 
from optitrack. The problem is that there is roughly around 0.3 second lag 
between position updates. 

http://www.youtube.com/watch?v=cBao22LmIcw

Do you think the problem lies on from the fact that I used two threads, what 
sort of design ideas do you follow in such scenarios, where you require 
orientation information to manipulate the camera.


Thank you!

Cheers,
Yonas

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Re: [osg-users] simulation lag

2013-02-06 Thread Jan Ciger
On Wed, Feb 6, 2013 at 1:51 PM, Yonas Sahlemariam yoniclas...@yahoo.comwrote:


 Do you think the problem lies on from the fact that I used two threads,
 what sort of design ideas do you follow in such scenarios, where you
 require orientation information to manipulate the camera.


Without seeing your code nobody can really help you.

A common problem with multiple threads is priority inversion - your vrpn
thread is blocking the rendering way too often.

I am using VRPN with OSG in such way that I call the mainloop() function in
the main viewer loop and poll VRPN for new data in an update callback. The
VRPN client classes are designed to be lightweight and return immediately,
so there is no need to run it on separate thread.

Jan
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Re: [osg-users] Using cmath to clean up include/osg/Math

2013-02-06 Thread Mathias Fröhlich

Hi,

On Wednesday, February 06, 2013 11:02:43 Robert Osfield wrote:
 Can we finally using cmath in include/osg/Math is clean this header up?
As you already mentioned above. We have stopped using IRIX some years back. 
The rest of the unixes, followed about two years later. Where only irix had 
problems with the c++98 type c headers like cmath.
So, if we consider IRIX dead this change should be safe.

I would be careful with the argument with the gnu compilers. Where I believe 
we should be safe for this particular change, sometimes you rely on 3rd party 
(binary) libraries compiled with the native compilers.

Greetings

Mathias
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Re: [osg-users] Using cmath to clean up include/osg/Math

2013-02-06 Thread Wang Rui
Hi Robert,

The cmath header changes can build with Visual Studio 2012 under Windows
7. I'd like to help test on the OpenSolaris platform later if I could
download and make it work on my virtual machine. :-)

Wang Rui



2013/2/6 Robert Osfield robert.osfi...@gmail.com

 Hi All,

 On 6 February 2013 11:02, Robert Osfield robert.osfi...@gmail.com wrote:
  With this issue I'm inclined to make the change and then push the
  problem out in the community to test, if no one complains that it'll
  be plain sailing all the way to the next stable release, for this
  topic at least.

 I have gone ahead and cleaned up include/osg/Math so that it uses
 cmath and cfloat on all platforms, there is only one platform
 specific hack left and that for MS's dumb arse we're not doing the
 Standard C++ properly, we'll do it in a own way so naa naa naa, the
 hack being _isnan in place of the proper std::isnan.

 I have checked this clean up in to svn/trunk so would appreciate
 testing out in the community for as wide range of platforms as you
 can.

 Fingers crossed it'll just work for all the platforms we need and life
 can be good :-)

 Robert.
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[osg-users] An OSG Resource Compiler ?

2013-02-06 Thread Johannes Scholz
Hi,

is there an OSG-way to compile resources directly into your OSG projects, so 
that for example you would not have to load your e.g. axes.osg from file during 
application startup?

What would be the best way to do this at the moment?

Actually I am thinking about a generic way to store osg::Object's in a 
generated .cpp file integrating that data into some Singleton.

osg::ref_ptrosg::Object 
osgDB::Resources::instance()-getObjectResource(:/some-label/object.osgt);
osg::ref_ptrosg::Node 
osgDB::Resources::instance()-getNodeResource(:/some-label/axes.osgt);
osg::ref_ptrosg::Image 
osgDB::Resources::instance()-getImageResource(:/some-label/my_picture.jpg);

Would that be a nice add-on to OSG or is it just a stupid idea because there's 
already a cool way to do this?

Thank you!

Cheers,
Johannes


---
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Software Engineer
P3 Voith Aerospace GmbH, Bremen, Germany

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Re: [osg-users] An OSG Resource Compiler ?

2013-02-06 Thread Robert Osfield
Hi Johannes,

Have a look at the osg2cpp example, and also have a look at how the
shaders are included in src/osgVolume/Shaders/*.cpp, these .cpp's are
directly generated from .glsl files.

Robert.

On 6 February 2013 13:39, Johannes Scholz osg-supp...@vtxtech.net wrote:
 Hi,

 is there an OSG-way to compile resources directly into your OSG projects, so 
 that for example you would not have to load your e.g. axes.osg from file 
 during application startup?

 What would be the best way to do this at the moment?

 Actually I am thinking about a generic way to store osg::Object's in a 
 generated .cpp file integrating that data into some Singleton.

 osg::ref_ptrosg::Object 
 osgDB::Resources::instance()-getObjectResource(:/some-label/object.osgt);
 osg::ref_ptrosg::Node 
 osgDB::Resources::instance()-getNodeResource(:/some-label/axes.osgt);
 osg::ref_ptrosg::Image 
 osgDB::Resources::instance()-getImageResource(:/some-label/my_picture.jpg);

 Would that be a nice add-on to OSG or is it just a stupid idea because 
 there's already a cool way to do this?

 Thank you!

 Cheers,
 Johannes

 
 ---
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 Software Engineer
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-02-06 Thread Robert Osfield
Hi Nathan,

Thanks for the posting the guide.

On 4 February 2013 14:39, Nathan Collins nat...@mve.com wrote:
 The most important thing is to use the latest stable version of OSG (3.0.1) - 
 we found that the svn trunk version just does not want to work. This is due 
 to issues loading
 libraries as well as some problems with OSG its self.

What were the problems you encountered when trying to use the
svn/trunk version of the OSG?  I'd like to resolved these so they can
make it into next dev release and subsequent stable release.

Thanks,
Robert.
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Re: [osg-users] Local coordinates

2013-02-06 Thread Glenn Waldron
Zeki,

Don't transform the root scene (I assume you mean the terrain). Instead
just take the matrix you got
from computeLocalToWorldTransformFromLatLongHeight() and put that into a
MatrixTransform. Then any points under that MatrixTransform are local to
that world point, and you won't have any precision jittering problems.

Glenn Waldron / @glennwaldron


On Tue, Feb 5, 2013 at 9:36 AM, Zeki Yugnak zeki.yug...@gmail.com wrote:

 Hi everyone,

 I just started using Openscenegraph. I have some questions regarding
 coordinate systems. I am trying to develop simple debriefing application. I
 am using geographic (lat, long and alt ) coordinates and rotations
 information that were recorded on vehicle to transform objects in 3D space.

 I am also using geocentric terrain in order to show vehicle on the correct
 coordinates. I have no problem on terrain displaying phase but the
 transformation is not smooth because of cordinates's higher value. I am
 using world coordinates which are obtained by
 computeLocalToWorldTransformFromLatLongHeight to transform and position
 objects. So Can I use local coordinates instead of world coordinates for
 object transformations?  or How can I transform rootscene to the origin
 point?
 ...
 Thank you for any help.
 Regards.

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Re: [osg-users] [build] How to play Video on Android

2013-02-06 Thread David Longest
Koduri,

As long as you are able to link the libav* libraries, the plugin should work. 
Where are you storing the video file?

You should also be able to see what is happening by catching logs from OSG 
using the NotifyHandler.

David

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Re: [osg-users] Image::computeImageSizeInBytes bug

2013-02-06 Thread Marcin Prus

Robert,
problem I found is different from the one discussed about math/cmath/log 
etc. and I can confirm it still exists in current version.


Algorithm is wrong, computation doesn't take block nature of some 
compressions into account and fails for last mipmaps in non square 
textures (size computed is smaller then single block size). My solution 
is to use code from dds plugin instead of  one introduced in image.cpp. 
This way we have single function instead of two of them and new one 
(from old dds plugin code) works properly.


Best,
Marcin

W dniu 2013-02-06 13:20, Robert Osfield pisze:

HI Marcin,

On 5 February 2013 14:28, Marcin Prusp...@ai.com.pl  wrote:

I've sent fix to submission list early january. Was it rejected? Or is it
still pending on your list?

I haven't posted a osg-submissions fix for this issue.  Looking at
other threads about this issue it looks like using the Standard C++
cmath header instead of math.h might be the solution, and as I've
just checked in a clean up of the include/osg/Math header to use
cmath and cfloat instead of lots of platform specific hacks it
could well be that this problem is already fixed.

Could you try out svn/trunk version of the OSG and let me know if you
still see the problem?

Robert.
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Re: [osg-users] Local coordinates

2013-02-06 Thread Zeki Yugnak
Hi Glenn ,

I have been already doing what you're saying. Here is the transformation code 
block;


Code:
osg::Vec3 rotation(currentRotation.Heading, currentRotation.Pitch, 
currentRotation.Roll);
osg::Matrix hprRotationMat;
Util::HprToMatrix(hprRotationMat, rotation);

//Ellipsoid model of the root scene 
osg::EllipsoidModel* ellipsoid = pScene-getEllipsoidModel();

//x, y, z positions of the object in ECEF coordinate system
osg::Matrix worldMatrix;
ellipsoid-computeLocalToWorldTransformFromLatLongHeight(GeoPosition.Latitude, 
GeoPosition.Longitude, GeoPosition.Altitude, worldMatrix);

osg::Matrix resultMat = worldMatrix;

osg::Quat currentRotationQuat = hprRotationMat.getRotate();
resultMat.preMultRotate(currentRotationQuat);

double scaleSize = 1.0;
myObject-setMatrix(GMatrix::scale( scaleSize, scaleSize, scaleSize ) * 
resultMat );



There is not problem correlation to object and terrain with these code block. 
The problem is that my object does not move smoothly. It moves up and down 
little bit. X,y,z coordinates are over million in ECEF coordinate system. I 
supposed that graphic card is giving rounding off error or else what?

If I use local coordinates that are converted from lats/long/height according 
to center point of the terrain, object moves correctly. Bu this time, I am 
having terrain-object correlation problem.

The terrain (is not whole earth) was created correctly using osgdem with 
--terrain and --geocentric parameters. Also I can compute camera position 
correctly and easily track my object using orbit manipulator. 

The question is, How can I calculate object transformation without 
terrain-object correlation problem ,using different coordinate system that is 
calculated according to center of the terrain? 

Below is the local coordinate calculation code block;


Code:
osg::Vec3d GetCartesianPoint(mLatitude, mLongitude, mAltitude)
{ 
osg::Vec3d rawCartesian;

rawCartesian.x() = (mLongitude * EQUATORIAL_RADIUS) * 
osg::DegreesToRadians(1.0);

// azuma: removed negation on mLatitude, so that as latitude increases, Y 
increases
rawCartesian.y() = (mLatitude * EQUATORIAL_RADIUS) * osg::DegreesToRadians(1.0);
rawCartesian.z() = mAltitude;

osg::Vec3d mCartesianPoint = rawCartesian - gOriginOffset;

return mCartesianPoint;
}

//gOriginOffset is computed with below code block, OriginLongitude, 
OriginLatitude and OriginAltitude are the center coordinates of the terrain 

{
gOriginOffset.x() = (OriginLongitude * EQUATORIAL_RADIUS) * 
osg::DegreesToRadians(1.0);

// azuma: removed negation on mLatitude, so that as latitude increases, Y 
increases
gOriginOffset.y() = (OriginLatitude * EQUATORIAL_RADIUS) * 
osg::DegreesToRadians(1.0);
gOriginOffset.z() = OriginAltitude;

}



Thank you!
Regards.[/code]

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Re: [osg-users] An OSG Resource Compiler ?

2013-02-06 Thread Aurelien Albert
Hi,

I use OSG in a Qt application, and I do this :

osg::ref_ptrosg::Object 
osgDB::readObject(:/some-label/object.osgt.qtresource); 


The .qtresource extension is mapped to a pseudo-loader written using Qt 
classes to load :/some-label/object.osgt file from Qt resources and decode it 
using the plugin associated to .osgt extension


Cheers,
Aurelien

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Re: [osg-users] Question about the correct use of osg::FrameBufferObject

2013-02-06 Thread Paul Martz

Hi Frank -- Just adding to what Robert said:

Although FrameBufferObject does derive from StateAttribute, I have never seen it 
used as an attribute attached to a StateSet. Rather, it's something that Camera 
uses essentially internally.


Previous postings from Art Tevs (osgPPU) have warned of issues when attaching a 
FrameBufferObject as an attribute to a StateSet... I think he expected it to 
override the FrameBufferObject used by some parent Camera, but it didn't work 
that way. There were possibly other issues too, I don't recall.


The bottom line is that you should probably not use FrameBufferObject directly, 
and should always let Camera manage it for you.

   -Paul


On 2/5/2013 4:10 PM, Frank Sullivan wrote:

Hi,

I'm looking at the source code for osg::FrameBufferObject, and as far as I can 
tell, I just have to set this as an attribute on a node's StateSet and be done 
with it?

If this is true, then can I use it in conjunction with Nested Render cameras in 
order to get render-to-texture cameras that render in the order in which they 
are encountered in the scene graph?

Thank you!

Cheers,
Frank

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Re: [osg-users] Local coordinates

2013-02-06 Thread Shayne Tueller
A couple of observations:

1) The units will be in millions because your database is a round earth 
database using the WGS84 spheroid ECEF CS with units in meters.

2) I don't understand how your second code blocks maps correctly to the 
geocentric cartesian round earth database built with osgdem using the 
--geocentric flag.

I use this code block to map from geodetic to geocentric CS just fine without 
precision problems. My models move smoothly on the terrain surface...


Code:
void Model::UpdateOrientation()
{
orientation.makeRotate(osg::DegreesToRadians(roll), osg::Vec3f(0.0,1.0,0.0), // 
roll
osg::DegreesToRadians(pitch), osg::Vec3f(1.0,0.0,0.0), // pitch
osg::DegreesToRadians(-heading), osg::Vec3f(0.0,0.0,1.0)); // yaw (-heading)
}

void Model::UpdatePosition()
{
_ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadians(lat),
 osg::DegreesToRadians(lon), altitude, position);
}

void Model::Update()
{
osg::Matrixd t_matrix;
t_matrix = osg::Matrixd::rotate(orientation) * position;
transform-setMatrix(t_matrix);
}



Shayne[/code]

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Re: [osg-users] OpenSceneGraph new website almost ready

2013-02-06 Thread Rafa Gaitan
Hi Jordi,

Really nice work!

Thank you,
Rafa.


2013/2/6 Jordi Torres jtorresfa...@gmail.com

 Hi osg'ers,

 The new joomla site is almost done, check it out in
 http://openscenegraph.com. We are going to maintain the old trac alive
 for archive purposes so don't panic :).  I marked some sections with 'ask
 community' in the migration tasks section, these are related to community
 nodekits, projects and user groups. So if your Nodekit/Project/UserGroup is
 still alive you may want to publish it in the community section of the new
 site. Feel free to use the new site posting community news or adding use
 cases, videos, new projects, etc.

 There are a few sections not migrated yet and some of them requires
 community help specially the tutorials section (the code is outdated), but
 in general the vast majority of the sections are done.

 We are going ahead and the joomla site will be the main osg website
 shortly.
 So if you have any suggestion or you see any error don't hesitate to talk
 in this thread.

 Thank you!

 --
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Re: [osg-users] Question about the correct use of osg::FrameBufferObject

2013-02-06 Thread Frank Sullivan
Thank you, Paul and Robert.

Just as a suggestion, it may be useful to have a way for NESTED_RENDER ordered 
cameras to render to a texture. It's my understanding, from looking at the code 
and from past forum posts, that NESTED_RENDER cameras ignore the camera RTT 
stuff. I was hoping that attaching an FBO to a StateSet below the camera would 
be a useful way to compel a NESTED_RENDER camera to switch over to a new FBO. 

The reason I bring it up is that it would make setting the render order on 
these cameras brainless -- if camera A needs to render before camera B, then 
one can simply place camera A as an ancestor of camera B, and not have to worry 
about setting an explicit render order number. This could be useful for systems 
that have data-driven pipelines where you have multiple passes over multiple 
scenes, that are required to happen in a specific order.

Thanks again!
Frank

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[osg-users] Failure in casting to osg::AnimationPathCallback*

2013-02-06 Thread Philip Lamb
Hi all,

I'm running into an interesting bug in my code which manifests as behaviour 
that works on one platform (Windows) and not on another (OS X) with the same 
OSG code. (Using OSG trunk, around 3.1.4)

I am using the following node visitor to reset animations attached to transform 
nodes:

class ResetAnimationNodesVisitor : public osg::NodeVisitor
{
public:

ResetAnimationNodesVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}

virtual void apply(osg::Transform transform)
{
osg::NodeCallback *nc = transform.getUpdateCallback();
osg::AnimationPathCallback* apc = 
dynamic_castosg::AnimationPathCallback*(nc);
if (apc) {
apc-reset();
apc-update(transform);
}
traverse(transform);
}
};

This visitor is instantiated on a node thus:

void resetAnimationTime(osg::ref_ptrosg::Node modelNode)
{
ResetAnimationNodesVisitor ranv;
modelNode-accept(ranv);
}

When compiled and run on an animated model under Windows (compiled with Visual 
Studio 2010 SP1) all works as expected. When the exact same code is compiled 
and run under OS X (using Xcode 4.5.2, with LLVM 4.2.1) the dynamic cast to 
osg::AnimationPathCallback* is always NULL.

I have checked that RTTI is not disabled (it's on by default, and no errors are 
produced by the dynamic_cast, and that indeed things are as expected with 
this snippet inside apply():

if (nc) osg::notify(osg::NOTICE)  UpdateCallback: className is   
std::string(transform.getUpdateCallback()-className())   and type_id.name() 
is  typeid(transform.getUpdateCallback()).name()  std::endl; 

which produces the output:

UpdateCallback: className is AnimationPathCallback and type_id.name() is 
PN3osg12NodeCallbackE

So it looks like a failure somewhere in RTTI. Both typeid and the 
dynamic_cast fail to convert the osg::NodeCallback* to an 
osg::AnimationPathCallback*. Yet clearly, the callback IS the right type, as 
evidenced by OSG's className() function's output.

Any ideas about where this kind of issue might be coming from?

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[osg-users] i am having problem compiling program related to TraingleFunctor

2013-02-06 Thread om prakash Paliwal
i am not able to compile program using TriangleFunctor. at the first
compilation i got some error saying cout is not a member of std + some
other chunks . So i added a iostream header file. And when i comiled it
again there are 3-4 screenful errors. am not able to understand these
scripts of error ...


Errors and My program is attached below ...

thanks for the help in advance 





i am attaching my program 
 main.cpp https://docs.google.com/file/d/0B3dFjVubf5gKQ2RrQzdhOU9OR28/edit



Errors
Description: Binary data
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Re: [osg-users] Local coordinates

2013-02-06 Thread Zeki Yugnak
Hi Shayne,

Thanks for your help. 

Your's transformation code block is the same as mine's. I really do not know 
why object's translation is not smooth. 

Also I could not use second code block because of terrain-object correlation 
problem. But I hope that I will translate object smoothly using local 
coordinates, if I can transform terrain or scene to a origin point that is used 
to calculate object local coordinates. 

Do you have any idea that could not handle with over million values in ECEF 
coordinate system using different coordinates system to transform object ?

For example, If I transform root scene to the center of the terrain in ECEF 
coordinate system or add my object as a child of the terrain, Can I calculate 
object transformations again according to the center of the terrain in ECEF 
coordinate system? Do you think that it makes sense?

Thank you! 
Regards

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Re: [osg-users] OpenSceneGraph new website almost ready

2013-02-06 Thread Torben Dannhauer
Jordi,

great job, thank you for your effort!

One question: What will happen to the VirtualPlanetBuilder website?
There are  some helpful tutorials which should survive :)

Cheers,
Torben

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Re: [osg-users] osg-users Digest, Vol 68, Issue 6

2013-02-06 Thread Fresh man
来信收到,谢谢! 
-- 原始邮件 --
From:osg-users-requestosg-users-requ...@lists.openscenegraph.org;
Date:2013年2月5日(星期二) 凌晨4:04
To:osg-usersosg-users@lists.openscenegraph.org;
Subject:osg-users Digest, Vol 68, Issue 6

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When replying, please edit your Subject line so it is more specific
than Re: Contents of osg-users digest...


Today's Topics:

   1. Re: 3D mice (Thomas Lerman)
   2. Re: How to build OpenSceneGraph for Android in Windows
  (Jordi Torres)
   3. Re: 3D mice (Jan Ciger)
   4. Re: 3D mice (Paul Martz)
   5. Re: 3D mice (Torben Dannhauer)


--

Message: 1
Date: Mon, 04 Feb 2013 17:42:40 +0100
From: Thomas Lerman osgfo...@tevs.eu
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] 3D mice
Message-ID: 1359996160.m2f.52...@forum.openscenegraph.org
Content-Type: text/plain; charset=UTF-8

[quote=Sebastian Messerschmidt]Hello Thomas,

yes. I've more or less successfully integrated the 3dConnexion 
SpaceMouse into a custom Handler.
Also there is some class in the osgVisual-project. Unfortunately it uses 
DirectX which is why I use a slightly modified OpenInputSystem.

cheers
Sebastian[/quote]
[quote=Jan Ciger]On Sun, Feb 3, 2013 at 6:41 PM, Thomas Lerman 
osgfo...@tevs.eu ([email]osgfo...@tevs.eu[/email]) wrote:
Sure, it is not hard. Probably the simplest way to do so is to use VRPN, then 
you can use anything that VRPN supports (and not only a 3D mouse). 
3D Connexion SpaceNavigator and the old SGI SpaceBall worked just fine with it 
- you get an orientation quaternion from VRPN and apply that to a 
MatrixTransform node in the scenegraph, e.g. using a callback.  I believe there 
is even a VRPN nodekit for OSG already (osgVRPN?), saving you even that work. 

Regards,

Jan[/quote]
[quote=Paul Martz]The osgWorks project supports both VRPN and DirectX input 
devices, and works 
with OSG 2.8.5 and later.
http://osgworks.googlecode.com
-Paul[/quote]
Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the 
hardware or drivers yet)? I did check out osgWorks and did not see any mention 
of this capability, but could have missed it.
Thank you again,
Thomas

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Message: 2
Date: Mon, 4 Feb 2013 18:48:14 +0100
From: Jordi Torres jtorresfa...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in
Windows
Message-ID:
cam4stfcswzse2bbfev-xfk-sv1z1kiydy7tg9vf59fbon0b...@mail.gmail.com
Content-Type: text/plain; charset=iso-8859-1

Hi Nathan,

good tutorial! It could be useful to post this to the android section of
the new openscenegraph joomla site:

http://www.openscenegraph.com/index.php/documentation/platform-specifics/android

Cheers.

2013/2/4 Nathan Collins nat...@mve.com

 Hi there,

 We have been attempting to build OSG for Android and thought it would be a
 good idea to share the steps we used to finally get it to work in Windows.
 This guide assumes you have Eclipse, the Android SDK and NDK installed and
 set up already. Whilst you may be used to using the NDK tools in Cygwin, we
 have only used CMD in this guide. The most important thing is to use the
 latest stable version of OSG (3.0.1) - we found that the svn trunk version
 just does not want to work. This is due to issues loading libraries as well
 as some problems with OSG its self.

 As usual, your mileage may vary!

 Install make and MinGW
 ==
 - Download and install make from
 http://gnuwin32.sourceforge.net/downlinks/make.php;
 - Download and install MinGW from
 http://sourceforge.net/projects/mingw/files/latest/download?source=files.
 Don't forget to add the C++ compiler during the installation options;
 - Add the install directories to your PATH. Mine
 were C:\Program Files (x86)\GnuWin32\bin and C:\MinGW\bin.

 Setup a clean version of the OSG source
 ===
 I used a clean version of the OSG source, because we are using a separate
 set of CMake commands.

 *** It is important to use the latest stable version (3.0.1), rather than
 the trunk, otherwise it will not work! ***

 To get a clean version:
 - Install tortoise SVN http://tortoisesvn.net/downloads.html ;
 - In C:\Local use SVN Checkout (a context menu option)
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1
  Set
 the checkout-directory to be