[osg-users] OSG server down for maintenance

2013-07-04 Thread Jordi Torres
Hi osg'ers.

Today the server will be under maintenance. So if you want to download the
sources you can use the git mirror [1]. The old trac will be down too, for
documentation you can look at the joomla main page[2].

Sorry for the inconvenience

[1]http://github.com/openscenegraph/
[2]http://openscenegraph.org
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Re: [osg-users] Using OSG with QTViewer plugin and dynamic scenes.

2013-07-04 Thread Dario Minieri
Hi bradenedmunds

Many tanks for your reply. I'll try as soon some modification suggested and let 
you know.

Thank you!

Cheers,
Dario

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing

Jan Ciger wrote:
 
 Sure thing.
 
 BTW, it would be best to start e.g. a Github repo for this. I am sure
 there will be contributors.
 Jan
 


My code is available at the following GitHub repo:
https://github.com/bjornblissing/osgoculusviewer

The latest edition is tested against the SDK 0.2.3 version, which was released 
just hours ago. 

Support is added for basic orientation tracking and correction for chromatic 
aberration. I have only tested the code on Windows 7 with Visual Studio 2010. 
But the latest SDK release has Linux support and I will try to test it when I 
get some spare time.

Best regards
Björn

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
On Thu, Jul 4, 2013 at 10:32 AM, Björn Blissing bjorn.bliss...@vti.se wrote:

 My code is available at the following GitHub repo:
 https://github.com/bjornblissing/osgoculusviewer

 The latest edition is tested against the SDK 0.2.3 version, which was 
 released just hours ago.

 Support is added for basic orientation tracking and correction for chromatic 
 aberration. I have only tested the code on Windows 7 with Visual Studio 2010. 
 But the latest SDK release has Linux support and I will try to test it when I 
 get some spare time.

 Best regards
 Björn

I will test that tonight, the Linux support came right in time :)

Jan
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Re: [osg-users] Winding up to OpenSceneGraph-3.2 stable release

2013-07-04 Thread Jordi Torres
False alarm!

It was an error in my device, osg for android it's running Ok with
svn-trunk.

Cheers.


2013/7/3 Jan Ciger jan.ci...@gmail.com

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 On 07/02/2013 09:27 PM, Robert Osfield wrote:
  On 2 July 2013 20:22, Jan Ciger jan.ci...@gmail.com wrote:
  Just a quick report - I have rebuilt everything on my Mageia 3,
  64bits and it seems to be compiling and working OK here.
 
  Good to hear, especially as I got your emails seconds after
  tagging the 3.1.9 dev release :-)
 

 Hehe, good timing :-p

 Jan
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Re: [osg-users] OSG server down for maintenance

2013-07-04 Thread Jordi Torres
Hi again,

The server is back online.

Sorry for the inconveniences.


2013/7/4 Jordi Torres jtorresfa...@gmail.com

 Hi osg'ers.

 Today the server will be under maintenance. So if you want to download the
 sources you can use the git mirror [1]. The old trac will be down too, for
 documentation you can look at the joomla main page[2].

 Sorry for the inconvenience

 [1]http://github.com/openscenegraph/
 [2]http://openscenegraph.org
 --
 Jordi Torres





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Re: [osg-users] Heading to Spain on Holiday, Possibility of a Spannish Gathering

2013-07-04 Thread Jordi Torres
Hi,

The idea is to have a tasty meal and then we could drink a beer toghether
at the end. It's a good time to get to know each other.
Anyone willing to come please contact me offline.

Cheers.


2013/7/3 Rafa Gaitan rafa.gai...@gmail.com

 Hi Robert,

 I talked with Jordi (he works with me :) ), and I'd like to go to the
 meeting. We will try to find out a nice place for a meal :) and maybe take
 something later if you have time.

 Cheers and have a nice trip!
 Rafa.



 2013/7/2 Robert Osfield robert.osfi...@gmail.com

 Hi All,

 Tomorrow morning very early I will driving off to the airport to take my
 wife, our three girls (Aged 13, 11, and 9) and myself all the way to small
 Spanish village of Alfauir, nr. Gandia, for two weeks family holiday.
 Aflauir is located half way between Valencia and Alicante, and only a hours
 drive from Valencia, which is of course an important place in the OSG
 universe as our servers and administrators have been their for a number of
 years.  The proximity to a known community of OSG users and movers can't go
 without finding an opportunity to meet some of you.

 I've exchanged a few emails with Jordi Torres and Jose Luis Hidalgo about
 my visit the potential for arranging a get together.  The second week of my
 trip looks likely to be best period, I am staying with my parents who have
 just bought a house in Alfauir so I'll need to work around their schedules,
 and as well as the needs of my young family.  I don't have any specific
 events planned so can't pin any dates down, only vaguely that the second
 week will be best.  Meeting up at the beach then a restaurant might the
 thing to do, or just a restaurant, at mid-day or perhaps for an evening
 meal.  There are no fixed plans yet, but hopefully we'll be able to settle
 upon something over the next week.

 I don't know how good internet access I'll have to my email access might
 be a bit intermittent.  Jordi and Jose have my mobile number so can contact
 me, and these two are probably the best people to coordinate with w.r.t
 arranging when and where.

 I look forward to meeting all those who can make whatever we end up
 arranging :-)

 Cheers,
 Robert.



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 CTO at Mirage Technologies S.L - http://www.mirage-tech.com

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
I have successfully compiled the source on Linux. Although I only have terminal 
access to the linux machine for the moment, so I have not been able to verify 
that the program actually works.

Regarding the question about why I used CompositeViewer. Well the simple answer 
was because I started working from a old render-to-texture code snippet I had 
laying around on my harddrive.

But as Jan says, normally the composite viewer should be used when you have 
independent views. So the standard viewer should be more appropriate. If I get 
some time I maybe change to a master-slave camera solution. But my first 
priority was to get a working example up and running.

Best regards

Björn

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
Hi,

On Thu, Jul 4, 2013 at 3:50 PM, Björn Blissing bjorn.bliss...@vti.se wrote:
 I have successfully compiled the source on Linux. Although I only have 
 terminal access to the linux machine for the moment, so I have not been able 
 to verify that the program actually works.

I will check that later tonight when I am back home.

 But as Jan says, normally the composite viewer should be used when you have 
 independent views. So the standard viewer should be more appropriate. If I 
 get some time I maybe change to a master-slave camera solution. But my first 
 priority was to get a working example up and running.

I would be very much interested if you could try the master/slave
version. I have all kinds of issues with the slave cameras and I am
not sure whether that is a PEBKAC or something more sinister going on.

Jan
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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Jan Ciger
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On 07/04/2013 03:50 PM, Björn Blissing wrote:
 I have successfully compiled the source on Linux. Although I only
 have terminal access to the linux machine for the moment, so I have
 not been able to verify that the program actually works.
 
 Regarding the question about why I used CompositeViewer. Well the
 simple answer was because I started working from a old
 render-to-texture code snippet I had laying around on my
 harddrive.
 
 But as Jan says, normally the composite viewer should be used when
 you have independent views. So the standard viewer should be more
 appropriate. If I get some time I maybe change to a master-slave
 camera solution. But my first priority was to get a working example
 up and running.
 
 Best regards
 
 Björn

Just a quick report - I have managed to compile your code and it does
indeed work with the Oculus SDK on Linux. I have send you a pull
request with a modification already.

It is a pity that they didn't include source code for the calibration
app - it doesn't run on my Linux due to newer version of udev :( And I
do wonder why they didn't use something like CMake to manage the build
instead of having 3 (!!) different downloads for Mac, Windows and
Linux, all with the same source inside, differing only in the way the
build is done and the bundled binaries ...

Regards,

Jan
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