[osg-users] Height of terrain

2017-03-02 Thread Bhanu Chandra
Hi,
How can i get height of the terrain on a given x/y vlaue. My terrain is flat 
database(EPSG:3857).
... 

Thank you!

Cheers,
Bhanu

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70398#70398





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Up to date tutorials for linux

2017-03-02 Thread michael kapelko
Hi.
I currently work on a set of tutorials to build and use OSG for several
platforms (desktop, mobile, web), however, they will be only available in
2-3 months.
I'll keep you updated.

2017-03-02 22:03 GMT+07:00 Alberto Luaces :

> "Rodrigo Dias" writes:
>
> > Hi Robert,
> >
> >> Building under linux/unix is explained in the OpenSceneGraph/README
> >
> > Right. But you also has a link at Documentation | Platform Specific |
> > Linux. I thought everything platform specific would be there, but it
> > wasn't, so I went to other sources (before remembering the README),
> > and did the apt-get install, which scrambled my installation. Maybe
> > you could add that part to that menu?
> >
>
> 1. It should not be possible to "scramble" an installation by installing
> packages with apt.  I usually compile the latest version having
> simultaneously installed Debian's 3.4.
>
> 2. I think you have followed incorrectly the instructions: it says run
>
> apt-get build-dep openscenegraph
>
> and not
>
> apt-get install openscenegraph
>
> the point is to have all the dependencies that OSG relies on installed
> on your system instead of having to compile or install them manually
> yourself, with I see it is giving you additional problems.
>
> --
> Alberto
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to disable Antialiasing of an osg::Text

2017-03-02 Thread Robert Osfield
HI Lv,

osgText::Text renders into a 3D scene using OpenGL, which is quite
different than Qt rendering to a 2D window where font resolutions can
exactly matched to the pixels on screen, so you can't really compare
the two.

osgText::Text itself doesn't implement anti-aliasing, anti-aliasing is
a property of the GraphicsWindow that you've created.  For the
blurriness you reporting it's unlikely to be an high level
anti-aliasing issue.

My guess is that it's more likely an issue of undersampling of the
glyph texture (magnification) if the size of glyph on screen is lower
than the font resolution, or possible magnification if the glyph on
screen is smaller than the font resolution.  A 1:1 ratio will likely
minimize these effects.

You don't provide any guidance on how you are rendering so I can't
provide any more details than this.

Robert.

On 2 March 2017 at 17:41, Lv Qing  wrote:
> Hi,
>
> In linux we are using  osg::Text to display some chinese characters.Then
>  we find the  osg::Text looks a little blur when the size of characters is 
> small.Or,the Black characters  seems a little gray when the character size is 
> small.I have setFontSolution(128,128),it not help.
>
>Then I fond our old app which using QT to draw text,and with the same 
> font,QT text looks better than  osg::Text.
>
>I fond QT use QPaint to loading font and drawing text ,and It can enable 
> or disable Antialiasing of text  like below.
>
>
>
> Code:
> class Q_GUI_EXPORT QPainter
> {
> Q_DECLARE_PRIVATE(QPainter)
> Q_GADGET
> Q_FLAGS(RenderHint RenderHints)
>
> public:
> enum RenderHint {
> Antialiasing = 0x01,
> TextAntialiasing = 0x02,
> SmoothPixmapTransform = 0x04,
> HighQualityAntialiasing = 0x08,
> NonCosmeticDefaultPen = 0x10
> };
>
>
>
>
>  So my question is ,does osg can  enable or disable Antialiasing to an 
> osg::Text?
>
>
>
>
> ...
>
> Thank you!
>
> Cheers,
> Lv
> Code:
>
>
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70395#70395
>
>
>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How to disable Antialiasing of an osg::Text

2017-03-02 Thread Lv Qing
Hi,

In linux we are using  osg::Text to display some chinese characters.Then
 we find the  osg::Text looks a little blur when the size of characters is 
small.Or,the Black characters  seems a little gray when the character size is 
small.I have setFontSolution(128,128),it not help.

   Then I fond our old app which using QT to draw text,and with the same 
font,QT text looks better than  osg::Text.

   I fond QT use QPaint to loading font and drawing text ,and It can enable or 
disable Antialiasing of text  like below.



Code:
class Q_GUI_EXPORT QPainter
{
Q_DECLARE_PRIVATE(QPainter)
Q_GADGET
Q_FLAGS(RenderHint RenderHints)

public:
enum RenderHint {
Antialiasing = 0x01,
TextAntialiasing = 0x02,
SmoothPixmapTransform = 0x04,
HighQualityAntialiasing = 0x08,
NonCosmeticDefaultPen = 0x10
};




 So my question is ,does osg can  enable or disable Antialiasing to an 
osg::Text?




... 

Thank you!

Cheers,
Lv
Code:




--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70395#70395





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Up to date tutorials for linux

2017-03-02 Thread Alberto Luaces
"Rodrigo Dias" writes:

> Hi Robert,
>
>> Building under linux/unix is explained in the OpenSceneGraph/README 
>
> Right. But you also has a link at Documentation | Platform Specific |
> Linux. I thought everything platform specific would be there, but it
> wasn't, so I went to other sources (before remembering the README),
> and did the apt-get install, which scrambled my installation. Maybe
> you could add that part to that menu?
>

1. It should not be possible to "scramble" an installation by installing
packages with apt.  I usually compile the latest version having
simultaneously installed Debian's 3.4.

2. I think you have followed incorrectly the instructions: it says run

apt-get build-dep openscenegraph

and not 

apt-get install openscenegraph

the point is to have all the dependencies that OSG relies on installed
on your system instead of having to compile or install them manually
yourself, with I see it is giving you additional problems.

-- 
Alberto

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Up to date tutorials for linux

2017-03-02 Thread Jan Ciger
On Thu, Mar 2, 2017 at 3:37 PM, Robert Osfield 
wrote:

> It looks like there is an error relating to the osgQt module/cmake's
> Qt4Macros.  Either Cmake or Qt might have changed since we made the
> 3.4.0 (a year and half ago.), or perhaps debian's combination of these
> wasn't tested during the OSG-3.4.0 testing cycle.
>


That looks like a CMake bug, IMO - there is an internal error being
reported by CMake. Debian doesn't have the most recent software, CMake 3.0
is a few years old. If Qt4 support is needed for some reason and cannot be
turned off, I would suggest downloading/building a newer version of CMake
first.

Regards,

Jan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Equivalent of glTexSubImage2D ?

2017-03-02 Thread Johny Canes
Hi,

Ow wow, yes.

Thank you!

Cheers,
Johny

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70392#70392





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Up to date tutorials for linux

2017-03-02 Thread Robert Osfield
Hi Rodrigo,

On 2 March 2017 at 13:47, Rodrigo Dias  wrote:
>> Building under linux/unix is explained in the OpenSceneGraph/README
>
> Right. But you also has a link at Documentation | Platform Specific | Linux. 
> I thought everything platform specific would be there,

There isn't really anything platform specific about building under
Linux, it's just standard cross platform cmake and make usage :-)

This page could do will filling out, and the main Getting Started
section could do with filling out a bit.

> So what I did was to install OSG in a fresh Debian install in VirtualBox (at 
> least to learn how it's done -- should have done that before). I've had a few 
> problems:
>
> 1. As I told above, the Linux Platform Specifics menu could include the cmake 
> commands from the README.
> 2. I needed to do make install_ld_conf after cmake . and before make. This 
> could be in the manual as well, because I wasn't sure if it was the moment to 
> do it. Luckily, it was.
> 3. After I built everything, I came to "Running the examples", and only then 
> I've been told to use -DBUILD_OSG_EXAMPLES=1 with cmake. I tried running 
> cmake again, and got the following results:
>
>
> Code:
> rods@debianVB:~/Downloads/OSG-3.4.0$ cmake . -DBUILD_OSG_EXAMPLES=1
> -- checking for module 'gta'
> --   package 'gta' not found
> -- Could NOT find GStreamer (missing:  GSTREAMER_INCLUDE_DIRS 
> GSTREAMER_LIBRARIES GSTREAMER_VERSION GSTREAMER_BASE_INCLUDE_DIRS 
> GSTREAMER_BASE_LIBRARIES GSTREAMER_APP_INCLUDE_DIRS GSTREAMER_APP_LIBRARIES 
> GSTREAMER_PBUTILS_INCLUDE_DIRS GSTREAMER_PBUTILS_LIBRARIES)
> -- Could NOT find SDL2 (missing:  SDL2_LIBRARY SDL2_INCLUDE_DIR)
> -- Could NOT find SDL (missing:  SDL_LIBRARY SDL_INCLUDE_DIR)
> -- checking for module 'gtk+-2.0'
> --   package 'gtk+-2.0' not found
> -- checking for module 'gtkglext-x11-1.0'
> --   package 'gtkglext-x11-1.0' not found
> -- Could NOT find FLTK (missing:  FLTK_LIBRARIES FLTK_FLUID_EXECUTABLE)
> -- Found GLUT: /usr/lib/i386-linux-gnu/libglut.so
> -- Could NOT find wxWidgets (missing:  wxWidgets_FOUND)
> -- checking for module 'xrandr'
> --   package 'xrandr' not found
> CMake Error at /usr/share/cmake-3.0/Modules/Qt4Macros.cmake:138 (file):
>   file Internal CMake error when trying to open file:
>   
> /home/rods/Downloads/OSG-3.4.0/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx_parameters
>   for writing.
> Call Stack (most recent call first):
>   /usr/share/cmake-3.0/Modules/Qt4Macros.cmake:177 (QT4_CREATE_MOC_COMMAND)
>   src/osgQt/CMakeLists.txt:20 (QT4_WRAP_CPP)
>
> -- Configuring incomplete, errors occurred!
> See also "/home/rods/Downloads/OSG-3.4.0/CMakeFiles/CMakeOutput.log".
> See also "/home/rods/Downloads/OSG-3.4.0/CMakeFiles/CMakeError.log".
> CMake Error: Unable to open check cache file for write. 
> /home/rods/Downloads/OSG-3.4.0/CMakeFiles/cmake.check_cache

It looks like there is an error relating to the osgQt module/cmake's
Qt4Macros.  Either Cmake or Qt might have changed since we made the
3.4.0 (a year and half ago.), or perhaps debian's combination of these
wasn't tested during the OSG-3.4.0 testing cycle.

Could you try the master from github?

Or just disable the build of osgQt by setting QT4_FOUND and
Qt5Widgets_FOUND to FALSE via cmake.

> I don't know if it's only here, or only in Debian, but probably some other 
> advices could be included in the installation guide to avoid all this.

We can't provide guidance on issues we haven't seen before, the above
issues aren't standard ones.  I've just pulled down 3.4.0 onto my
Kubuntu 16.04 system and it's building cleanly.


> Other thing, the lines below are wrong. You cannot have a space between the 
> variable name, the equal sign and the variable value.
>
> export PATH = ${PATH}:/home/myaccount/OpenSceneGraph/bin
> export LD_LIBRARY_PATH = ${LD_LIBRARY_PATH}:/home/myaccount/OpenSceneGraph/lib
> export OSG_FILE_PATH = 
> /home/myaccount/OpenSceneGraph-Data:/home/myaccount/OpenSceneGraph-Data/Images
>
> They should be
>
> export PATH=${PATH}:/home/myaccount/OpenSceneGraph/bin
> export LD_LIBRARY_PATH=${LD_LIBRARY_PATH}:/home/myaccount/OpenSceneGraph/lib
> export 
> OSG_FILE_PATH=/home/myaccount/OpenSceneGraph-Data:/home/myaccount/OpenSceneGraph-Data/Images

Where is the above?

> Still another thing, the menu Documentation | Tutorials show only one 
> tutorial "Analysing a Scenegraph". I think that 20 tutorials 8-years-old are 
> not so bad to be thrown away like that, are they?

This is why we've kept around the old tracs.openscenegraph.org
website.  We ported over most of the website to Joomla a few years
back but there are bits that we haven;'t had a chance to port across.
Please realize that this work is being done in peoples free time,
there isn't a rich sugar daddy that goes around spreading pixie dust
to magic things to happen, it takes hard graft in between all the rest
of our work.

Robert.
___
osg-users 

Re: [osg-users] About the parameter _lock_azim_while_panning in OSGEarth EarthManipulator

2017-03-02 Thread Glenn Waldron
Mingxia,

That is by design - if you lock your camera azimuth (to north-up for
example), you will be unable to rotate past the poles. You can disable the
feature by calling
EarthManipulator::getSettings()->setLockAzimuthWhilePanning(false).

Hope this helps

Glenn Waldron

On Wed, Mar 1, 2017 at 9:08 PM, Mingxia Xie  wrote:

> Hi, all
>
> Why the parameter _lock_azim_while_panning is set to lock in a camera
> heading when performing panning operations in OSGEarth EarthManipulator. I
> think this can lead to the problem of steering when rotates parallel to the
> north or south poles. My OSGEarth version is 2.7.
>
>
> Thank you!
>
> Cheers,
> Mingxia
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70375#70375
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/rotate_246.gif
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Up to date tutorials for linux

2017-03-02 Thread Rodrigo Dias
Hi Robert,

> Building under linux/unix is explained in the OpenSceneGraph/README 

Right. But you also has a link at Documentation | Platform Specific | Linux. I 
thought everything platform specific would be there, but it wasn't, so I went 
to other sources (before remembering the README), and did the apt-get install, 
which scrambled my installation. Maybe you could add that part to that menu?

> Linux is most straight forward of all platforms to build upon

It is, but not necessarily for us who have always used Windows, and only now 
are learning Linux.

So what I did was to install OSG in a fresh Debian install in VirtualBox (at 
least to learn how it's done -- should have done that before). I've had a few 
problems:

1. As I told above, the Linux Platform Specifics menu could include the cmake 
commands from the README.
2. I needed to do make install_ld_conf after cmake . and before make. This 
could be in the manual as well, because I wasn't sure if it was the moment to 
do it. Luckily, it was.
3. After I built everything, I came to "Running the examples", and only then 
I've been told to use -DBUILD_OSG_EXAMPLES=1 with cmake. I tried running cmake 
again, and got the following results:


Code:
rods@debianVB:~/Downloads/OSG-3.4.0$ cmake . -DBUILD_OSG_EXAMPLES=1
-- checking for module 'gta'
--   package 'gta' not found
-- Could NOT find GStreamer (missing:  GSTREAMER_INCLUDE_DIRS 
GSTREAMER_LIBRARIES GSTREAMER_VERSION GSTREAMER_BASE_INCLUDE_DIRS 
GSTREAMER_BASE_LIBRARIES GSTREAMER_APP_INCLUDE_DIRS GSTREAMER_APP_LIBRARIES 
GSTREAMER_PBUTILS_INCLUDE_DIRS GSTREAMER_PBUTILS_LIBRARIES) 
-- Could NOT find SDL2 (missing:  SDL2_LIBRARY SDL2_INCLUDE_DIR) 
-- Could NOT find SDL (missing:  SDL_LIBRARY SDL_INCLUDE_DIR) 
-- checking for module 'gtk+-2.0'
--   package 'gtk+-2.0' not found
-- checking for module 'gtkglext-x11-1.0'
--   package 'gtkglext-x11-1.0' not found
-- Could NOT find FLTK (missing:  FLTK_LIBRARIES FLTK_FLUID_EXECUTABLE) 
-- Found GLUT: /usr/lib/i386-linux-gnu/libglut.so  
-- Could NOT find wxWidgets (missing:  wxWidgets_FOUND) 
-- checking for module 'xrandr'
--   package 'xrandr' not found
CMake Error at /usr/share/cmake-3.0/Modules/Qt4Macros.cmake:138 (file):
  file Internal CMake error when trying to open file:
  
/home/rods/Downloads/OSG-3.4.0/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx_parameters
  for writing.
Call Stack (most recent call first):
  /usr/share/cmake-3.0/Modules/Qt4Macros.cmake:177 (QT4_CREATE_MOC_COMMAND)
  src/osgQt/CMakeLists.txt:20 (QT4_WRAP_CPP)

-- Configuring incomplete, errors occurred!
See also "/home/rods/Downloads/OSG-3.4.0/CMakeFiles/CMakeOutput.log".
See also "/home/rods/Downloads/OSG-3.4.0/CMakeFiles/CMakeError.log".
CMake Error: Unable to open check cache file for write. 
/home/rods/Downloads/OSG-3.4.0/CMakeFiles/cmake.check_cache




I don't know if it's only here, or only in Debian, but probably some other 
advices could be included in the installation guide to avoid all this.

Other thing, the lines below are wrong. You cannot have a space between the 
variable name, the equal sign and the variable value.

export PATH = ${PATH}:/home/myaccount/OpenSceneGraph/bin
export LD_LIBRARY_PATH = ${LD_LIBRARY_PATH}:/home/myaccount/OpenSceneGraph/lib
export OSG_FILE_PATH = 
/home/myaccount/OpenSceneGraph-Data:/home/myaccount/OpenSceneGraph-Data/Images

They should be

export PATH=${PATH}:/home/myaccount/OpenSceneGraph/bin
export LD_LIBRARY_PATH=${LD_LIBRARY_PATH}:/home/myaccount/OpenSceneGraph/lib
export 
OSG_FILE_PATH=/home/myaccount/OpenSceneGraph-Data:/home/myaccount/OpenSceneGraph-Data/Images

Still another thing, the menu Documentation | Tutorials show only one tutorial 
"Analysing a Scenegraph". I think that 20 tutorials 8-years-old are not so bad 
to be thrown away like that, are they?


Thank you!

Cheers,
Rodrigo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70389#70389





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Equivalent of glTexSubImage2D ?

2017-03-02 Thread Jannik Heller
Hi Johny,

By default, OSG will run graphics operations in a separate thread so trying to 
do OpenGL calls from the main thread will not have an effect. Update callbacks 
are always invoked from the main thread. Try using a DrawCallback on a Drawable 
or Camera instead which will be invoked from the OpenGL thread, and it will 
pass along the GraphicsContext for convenience as well.

If, however, you're set on not using threading at all, you can turn it off with 
the environment variable OSG_THREADING=SingleThreaded.

Cheers,
Jannik

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70388#70388





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] need help

2017-03-02 Thread Trajce Nikolov NICK
Hi,

have a look at the osggeometry example. Probably you will need to have a
quad with the tiff image on it and you can then draw a line

On Thu, Mar 2, 2017 at 9:57 AM, Venky Balu 
wrote:

> HI ,
> i am new to OSG i have to develop an application that contain tiff image
> on that image i have to draw line .
> but i am not able to draw line on image.
> could you please suggest me how to solve this.
>
> Regards,
> venkat
> 9840564652
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Equivalent of glTexSubImage2D ?

2017-03-02 Thread Johny Canes
Hi,

Oh it's throwing an INVALID_OPERATION

Thank you!

Cheers,
Johny

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70386#70386





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Equivalent of glTexSubImage2D ?

2017-03-02 Thread Johny Canes
Hi,

I'll post a pretty print I know you guys like colors.

https://codepaste.net/cwre47

The callback is attached with `texture->setUpdateCallback( new Painter() );`

Cheers,
Johny

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70385#70385





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Equivalent of glTexSubImage2D ?

2017-03-02 Thread Robert Osfield
Hi Johny,

On 2 March 2017 at 10:57, Johny Canes  wrote:
> On the upside, I've been studying the workings of OSG and looking at the 
> source code really helps. However, my glTexSubImage2D continues to have zero 
> effect on its code. I'm doing this via a operator StateAttribute callback on 
> the texture, binding it, then trying to write pixels. I've also discovered 
> the scoped lock mutex, which is really cool.
>
> However, the gl operation still doesn't do anything.
>
> When I look at how Texture2D.cpp does it, it uses 
> `glPixelStorei(GL_UNPACK_ROW_LENGTH, x);` and the like, but I've no idea how 
> to use these...

I'm afraid there isn't too much we can do to help at this point as
there are too many elements specific to the code you are integrating
to know what is precisely going on.  It's really a task that requires
the code in front of you and to be able to step through what is
happening to be able to debug it.

If you are planning on open sourcing your integration code then
perhaps others in the community will be able to help out as then
they'd be able to run the code first hand and may be able to see what
is going on.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Equivalent of glTexSubImage2D ?

2017-03-02 Thread Johny Canes
Hi,

On the upside, I've been studying the workings of OSG and looking at the source 
code really helps. However, my glTexSubImage2D continues to have zero effect on 
its code. I'm doing this via a operator StateAttribute callback on the texture, 
binding it, then trying to write pixels. I've also discovered the scoped lock 
mutex, which is really cool.

However, the gl operation still doesn't do anything.

When I look at how Texture2D.cpp does it, it uses 
`glPixelStorei(GL_UNPACK_ROW_LENGTH, x);` and the like, but I've no idea how to 
use these...

Thank you!

Cheers,
Johny

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70383#70383





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Up to date tutorials for linux

2017-03-02 Thread Jan Ciger
Hello Rodrigo,

On Wed, Mar 1, 2017 at 10:57 PM, Rodrigo Dias  wrote:

> Without clear instructions for Linux starters, I first downloaded the
> OpenSceneGraph-3.4.0.zip. Then I unzipped it and tried to compile using
> make/cmake. No success. Then I tried sudo apt-get install
> libopenscenegraph-dev openscenegraph. Not sure if the first is in conflict
> with the second, or where to find the proper libraries, includes, etc.
>
> If you do a FREE, OPEN SOURCE project, I think you should have more
> Tutorials other than Windows and Mac OS. I will post some broken links as
> long as I'm allowed.
>


To send the ball back to your court - without a clear report of what
exactly went wrong it is a bit difficult to help you. "No success" is not
very informative. Neither is demanding more tutorials without saying what
didn't work with the existing documentation.

You didn't say what went wrong (any error messages?), neither whether you
have installed all the dependencies (and disabled the ones you don't
have/want using CMake). You need to give people a bit more information if
you actually want help.

OSG is very easy to build on Linux, especially because most of the
dependencies are available compiled in the distribution repositories.
However, it expects that you know how to compile software using the CMake
build tool.

BTW, don't install libopenscenegraph-dev from the distribution repositories
if you want to compile your own OSG - that package is part of a
prepackaged/precompiled (and likely fairly old) OSG version comping with
your Debian. That will interfere with building your own, because the header
files and libraries will get mixed with the ones you are trying to build.

Regards,

J.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Using OSG after a very long hiatus

2017-03-02 Thread Jordi Torres
Hi Rodrigo,

Not sure which tutorials are you following, but if you are looking at
trac.openscenegraph.org yes, they are totally out of date. Probably we
should think in finally remove the trac. All the resources are now in
www.openscenegraph.org. Also and a part from the books which are a great
resource, ( by the way you can get an electronic copy so you can read in
your screen, copy/paste etc ) I would suggest to follow Robert's advice and
learn from the examples. IMO is the best/first place to look in order to
understand better an OSG feature.

Cheers.

2017-03-02 9:21 GMT+01:00 Robert Osfield :

> HI Rodrigo,
>
> On 1 March 2017 at 21:34, Rodrigo Dias  wrote:
> > Book? C'mon! We're in 2017!!
>
> Have you lost the ability to read in 2017?
>
> Book's are another resource at your disposal, they don't take away
> from the rest of the resources.
>
> > How do OSG intend to be a great 3D base without an up to date tutorial
> on-line?
>
> There
>
> >
> > I'm trying the tutorials in the wiki of openscenegraph dot org (can't
> upload the link before I have 2 posts...)
> >
> > they're about 8~9 years old, and they're crashing most of the time
> (although I could run the first one twice already -- but they're fragile as
> glass: comment and uncomment a line and all of a sudden all you can get is
> "Segmentation fault". The only solution for me was to start a new project.
> But the first time the Release didn't run, now the Debug don't run).
>
> The tutorials on openscenegraph.org are not all up to date, they are
> written and maintained by the community.  I don't personally have
> enough free time to do a blanket update of these as I have plenty of
> other OSG tasks to manage, done *free* of charge.
>
> I would encourage members of the community to help update them where
> possible.  If there are ones that aren't broken then specific
> instructions as to which ones are problematic would be useful.
>
> As a general note, if you are getting seg fault then perhaps the
> problem is elsewhere other than the tutorial you are testing.  You
> don't provide any information about what platform you are using, how
> you have built the OSG, how you are building the tutorials, which
> tutorials are a problem and where they seg fault at this point there
> is nothing we can do to advice you on how to resolve them,
>
> Also, the OSG source code distribution itself has 184
> application/examples with full source code provided, each one is built
> and tested so are known to work with the latest OSG, this represent a
> huge resource.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Jordi Torres
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] need help

2017-03-02 Thread Venky Balu
HI ,
i am new to OSG i have to develop an application that contain tiff image on
that image i have to draw line .
but i am not able to draw line on image.
could you please suggest me how to solve this.

Regards,
venkat
9840564652
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Using OSG after a very long hiatus

2017-03-02 Thread Robert Osfield
On 2 March 2017 at 08:18, Sebastian Messerschmidt
 wrote:
> IIRC openscenegraph.org is the old site. Use openscenegraph.com

A bit clarification, openscenegraph.org used to be the old site while
we transitioned to using Joomla on a new server, during transition the
new website was found at openscenegraph.com.  Once the transition was
complete openscenegraph.org was redirected to new Joomla website.

There are still links to old server with the old wiki that can be
found when you use openscenegraph.org, these are kept around as not
all the old resources have been moved across - you can think of an
annex of library with old books kept around in case they are needed.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Up to date tutorials for linux

2017-03-02 Thread Robert Osfield
Hi Rodrigo,

On 1 March 2017 at 21:57, Rodrigo Dias  wrote:
> Without clear instructions for Linux starters, I first downloaded the 
> OpenSceneGraph-3.4.0.zip. Then I unzipped it and tried to compile using 
> make/cmake. No success. Then I tried sudo apt-get install 
> libopenscenegraph-dev openscenegraph. Not sure if the first is in conflict 
> with the second, or where to find the proper libraries, includes, etc.

Building under linux/unix is explained in the OpenSceneGraph/READEME

It's as simple as:

  cd OpenSceneGraph
  cmake .
  make -j 8
  sudo make install

You may wish to pull in some 3rd party dependencies if there are
specific.  There are a list is packages that you can pull in via
apt-get on the openscenegraph documentation section.

If there is an error you are seeing please tell us.

> If you do a FREE, OPEN SOURCE project, I think you should have more Tutorials 
> other than Windows and Mac OS. I will post some broken links as long as I'm 
> allowed.

The OSG is fundamentally cross platform, it's only the Windowing setup
and build that may vary across platforms.  Linux is most straight
forward of all platforms to build upon, most of what you need to know
is written above, yes, it's really that simple, the rest of the OSG
stuff will be cross platform so examples and tutorials will also be
applicable for all platforms..

Robert
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Using OSG after a very long hiatus

2017-03-02 Thread Robert Osfield
HI Rodrigo,

On 1 March 2017 at 21:34, Rodrigo Dias  wrote:
> Book? C'mon! We're in 2017!!

Have you lost the ability to read in 2017?

Book's are another resource at your disposal, they don't take away
from the rest of the resources.

> How do OSG intend to be a great 3D base without an up to date tutorial 
> on-line?

There

>
> I'm trying the tutorials in the wiki of openscenegraph dot org (can't upload 
> the link before I have 2 posts...)
>
> they're about 8~9 years old, and they're crashing most of the time (although 
> I could run the first one twice already -- but they're fragile as glass: 
> comment and uncomment a line and all of a sudden all you can get is 
> "Segmentation fault". The only solution for me was to start a new project. 
> But the first time the Release didn't run, now the Debug don't run).

The tutorials on openscenegraph.org are not all up to date, they are
written and maintained by the community.  I don't personally have
enough free time to do a blanket update of these as I have plenty of
other OSG tasks to manage, done *free* of charge.

I would encourage members of the community to help update them where
possible.  If there are ones that aren't broken then specific
instructions as to which ones are problematic would be useful.

As a general note, if you are getting seg fault then perhaps the
problem is elsewhere other than the tutorial you are testing.  You
don't provide any information about what platform you are using, how
you have built the OSG, how you are building the tutorials, which
tutorials are a problem and where they seg fault at this point there
is nothing we can do to advice you on how to resolve them,

Also, the OSG source code distribution itself has 184
application/examples with full source code provided, each one is built
and tested so are known to work with the latest OSG, this represent a
huge resource.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Using OSG after a very long hiatus

2017-03-02 Thread Sebastian Messerschmidt


Hi Rodrigo,


Hi,

Book? C'mon! We're in 2017!! How do OSG intend to be a great 3D base without an 
up to date tutorial on-line?

The book is extremely well structured to teach you the basics and is 
also available as an eBook bringing tons of code for playing around and 
learning.


Also there are resources like:

https://github.com/xarray/osgRecipes

An up to date online tutorial needs someone to keep it up to date. Right 
now there are a ton of examples that come with OSG. I admit it takes 
time to dig through the huge stack, but in the end the cover beginners 
to advanced topics. And as they are part of the distribution they are up 
to date automatically.




I'm trying the tutorials in the wiki of openscenegraph dot org (can't upload 
the link before I have 2 posts...)


IIRC openscenegraph.org is the old site. Use openscenegraph.com


they're about 8~9 years old, and they're crashing most of the time (although I could run 
the first one twice already -- but they're fragile as glass: comment and uncomment a line 
and all of a sudden all you can get is "Segmentation fault". The only solution 
for me was to start a new project. But the first time the Release didn't run, now the 
Debug don't run).

This here (another one in github called osgteapot.cpp from artoolkit) looks 
quite new (less than a year old), but it's strange how it creates the viewer 
(line 342). In the other tutorial, the viewer looked like a pre-created 
Singleton.

My suspicion is about NVIDIA drivers, thread division of memory. Looks like I'm 
gonna try a different platform for 3D soon. :(


It is impossible to say what is wrong on your end, as you didn't even 
mention the platform, version etc. I've been using OSG for at least 5 
years now and quite frankly found it easy to learn and understand by 
looking at the examples and asking questions on the mailing list. So 
maybe check if the examples run fine (In case you're building them 
yourself: be sure to have the option set in the CMake configuration)


Cheers
Sebastian


Thank you!

Cheers,
Rodrigo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70372#70372





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [forum] Using OSG after a very long hiatus

2017-03-02 Thread Rodrigo Dias
Hi,

Book? C'mon! We're in 2017!! How do OSG intend to be a great 3D base without an 
up to date tutorial on-line?

I'm trying the tutorials in the wiki of openscenegraph dot org (can't upload 
the link before I have 2 posts...)

they're about 8~9 years old, and they're crashing most of the time (although I 
could run the first one twice already -- but they're fragile as glass: comment 
and uncomment a line and all of a sudden all you can get is "Segmentation 
fault". The only solution for me was to start a new project. But the first time 
the Release didn't run, now the Debug don't run).

This here (another one in github called osgteapot.cpp from artoolkit) looks 
quite new (less than a year old), but it's strange how it creates the viewer 
(line 342). In the other tutorial, the viewer looked like a pre-created 
Singleton.

My suspicion is about NVIDIA drivers, thread division of memory. Looks like I'm 
gonna try a different platform for 3D soon. :(

Thank you!

Cheers,
Rodrigo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70372#70372





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] About the parameter _lock_azim_while_panning in OSGEarth EarthManipulator

2017-03-02 Thread Mingxia Xie
Hi, all

Why the parameter _lock_azim_while_panning is set to lock in a camera heading 
when performing panning operations in OSGEarth EarthManipulator. I think this 
can lead to the problem of steering when rotates parallel to the north or south 
poles. My OSGEarth version is 2.7. 


Thank you!

Cheers,
Mingxia

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70375#70375




Attachments: 
http://forum.openscenegraph.org//files/rotate_246.gif


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Up to date tutorials for linux

2017-03-02 Thread Rodrigo Dias
Hi everybody,

I'm tyring to compile your tutorials on the wiki (can't send the links yet, 
this is my second post). I'm having some strange "Segmentation faults" that 
appear some times, disappear other times. I think it may be because these 
examples are rather old (8~9 years).

I'm using the latest Code::Blocks (16.01) for Debian Jessie, with GNU GCC 
Compiler.

Without clear instructions for Linux starters, I first downloaded the 
OpenSceneGraph-3.4.0.zip. Then I unzipped it and tried to compile using 
make/cmake. No success. Then I tried sudo apt-get install libopenscenegraph-dev 
openscenegraph. Not sure if the first is in conflict with the second, or where 
to find the proper libraries, includes, etc.

If you do a FREE, OPEN SOURCE project, I think you should have more Tutorials 
other than Windows and Mac OS. I will post some broken links as long as I'm 
allowed.

Thank you!

Cheers,
Rodrigo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70373#70373





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org