Re: [osg-users] [build] OpenSceneGraph with STLPORT ?

2009-07-20 Thread Alberto Luaces
Hello Julien,

The file CMakelists.txt is not meant to be modified directly. The user is 
supposed to run CMake with it and then adjust the options through the menus. 
Pressing the 't' key you will find in advanced options, which include the 
compiler and linker flags.

Unfortunately, there is no option to add some extra library to every target 
the script defines. I have run over this problem a few months ago. You could 
hack it through the use of the --no-whole-archive and --whole-archive 
linker options.

Anyway, STL support in gcc 4 for Cygwin should be pretty good, so maybe you 
could stay with this instead of STLPort.

Regards,

Alberto

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Re: [osg-users] osgText Chopping Letters

2009-07-16 Thread Alberto Luaces
Hello Mike,

El Jueves 16 Julio 2009ES 17:20:47 Mike Hall escribió:
 We are having an interesting issue where the letters being displayed using
 osgText are being being truncated. We can run the text example and we see
 the same problem. Specifically, the sides of the letters 'C', 'O', and 'S'
 are chopped.

 Any ideas?

You can try osgPango: http://code.google.com/p/osgpango/

Regards,

Alberto
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Re: [osg-users] matrix multiplication invert?

2009-07-08 Thread Alberto Luaces
El Miércoles 08 Julio 2009ES 11:50:26 Martin Großer escribió:
 Now, it doesn't work. But when I try to invert the matrix and the vector
 it works. Is the order transpose in terms of multiplications? For
 example I would calculate the projection pipeline like the following line:

 result = projectionMatrix * viewMatrix * vertex

 But in OSG I must write:

 result = vertex * viewMatrix * projectionMatrix

 But why?

Hello Martin,

you have this issue explained on pages 50 and 51 of the OSG's Quick Start 
Guide.

Regards,

Alberto
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Re: [osg-users] how to draw 3d pipe

2009-06-26 Thread Alberto Luaces
Hi forest,

I have done this several times in order to simulate springs. If you have the 
3D trajectory, you will also have or you can compute the tangent vector (the 
one that follows it). For every point in the trajectory, you place a 
point r units away from it and in a perpendicular direction from the 
tangent. Then you can rotate that point about the tangent axis in order to 
get the rest of the points of the ring. You can repeat this procedure as many 
times as rings you want.

But now that I realize, maybe that feature is already implemented in 
osgModeling by Wang Rui (http://code.google.com/p/osgmodeling/)

Regards,

Alberto

El Viernes 26 Junio 2009ES 08:05:52 forest escribió:
 hi all,
I know this problem is not so related to OSG, but there is no better
 place I can find. What I want to draw is to draw a three-dimensional pipe
 from a 3d curve with a given radius.The pipe I mean is alike a
 cylinder,but it is bent. any ideas? thanks in advance.
best regards
  forest


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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate one tagged

2009-06-23 Thread Alberto Luaces
Hi,

OSG-2.8.2-rc1 builds fine on Cygwin. I have also run osgviewer with success.

Regards,

Alberto
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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-10 Thread Alberto Luaces
Hi Bryan,

El Miércoles 10 Junio 2009ES 16:48:54 Thrall, Bryan escribió:
 I see on the Cygwin list that Alberto Luaces is proposing to add an OSG
 package:

 http://cygwin.com/ml/cygwin-apps/2009-06/msg00095.html

 So within the next couple of days you should be able to see how he built
 it.

There's no secret, really :) I have built OSG with versions 1.5 and 1.7 and 
gcc 4 and 3 without any problem. My CDash build is a proof of it. Maybe 
Christopher is mixing X OpenGL headers with the windows ones, but I can't say 
if I can't see any error messages.

Since I was building OSG in a daily basis on Cygwin I though it could be 
useful volunteer in order to add it into precompiled packages. Sadly, someone 
on the Cygwin list just told me that my OSG package would only be included in 
Cygwin if it used the X subsystem instead of the native windows one. That 
would render the library without hardware acceleration, so I'm thinking if 
in that way the package could be useful at all.

Regards,

Alberto


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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-10 Thread Alberto Luaces
El Miércoles 10 Junio 2009ES 17:02:11 Paul Melis escribió:
  Hi,
  Sadly everyone else is using cygwin, so for compatibility sake I need to
  keep to that. ...
   

 But doesn't that give you more than one reference to figure out how
 they compiled OSG with cygwin?

This is true, specially since then you can compare the CMakeCache.txt files 
and the compilation output issuing make VERBOSE=1.

Regards,

Alberto
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Re: [osg-users] Downloading Binaries

2009-06-09 Thread Alberto Luaces
Ok Christopher, I have almost the same system as you. Make sure that you are 
linking to the correct OpenGL library. To do so, in the building directory, 
execute ccmake . Then press t to go to advaced options and search for the 
following parameters:

OPENGL_INCLUDE_DIR
OPENGL_gl_LIBRARY
OPENGL_glu_LIBRARY

Mine are set to the following values respectively:

/usr/include/w32api
/usr/lib/w32api/libopengl32.a
/usr/lib/w32api/libglu32.a

Regards,

Alberto

El Lunes 08 Junio 2009ES 20:00:54 Christopher Wang escribió:
 Hi,
 Good question, I have windows XP.
 I'm using CYGWIN 1.5.25
 GCC 3.4.4
 and LibGlut 2.4.0
 ...

 Thank you!

 Cheers,
 Christopher


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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-09 Thread Alberto Luaces
You'd better write what the fix was in order to help others in the future :)

Regards,

Alberto
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Re: [osg-users] Cygwin Compile Question OSG 2.8.1Hi,

2009-06-09 Thread Alberto Luaces
Hi,

El Martes 09 Junio 2009ES 15:21:42 Christopher Wang escribió:
 and for those values I got
 OPENGL_INCLUDE_DIR               /usr/include
 OPENGL_gl_LIBRARY                /usr/lib/w32api/libopengl32.a
 OPENGL_glu_LIBRARY               /usr/lib/w32api/libglu32.a

take into account that Philip and me have /usr/include/w32api as the value for 
OPENGL_INCLUDE_DIR and not only /usr/include like you.

Regards,

Alberto
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Re: [osg-users] Downloading Binaries

2009-06-08 Thread Alberto Luaces
Hi,

Mattias is right, building OSG in Cygwin is easy. I'm doing it nearly all 
days, so if you have any problem, feel free to ask on the list.

Regards,

Alberto
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Re: [osg-users] Downloading Binaries

2009-06-08 Thread Alberto Luaces
Hi Christopher,

I would like to ask you first for your building environment (OSG version, 
compiler version, operating system, etc)

Regards,

Alberto


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Re: [osg-users] set type of atomic operations via CMake?

2009-06-03 Thread Alberto Luaces
Hello Stephan,

I'm sending both the modified files and the patch for your convenience.

Regards,

Alberto

El Martes 02 Junio 2009ES 10:31:25 Stephan Maximilian Huber escribió:
 Hi Alberto,

 Alberto Luaces schrieb:
  I was struggling with a simliar issue this week
  (http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27737.
 html) so I wrote a little patch in order to have the possibility of at
  least deactivating the use of those instructions manually.
 
  The patch respects current behaviour by default, but creates a new
  boolean switch in order to deactivate manually those operations if it's
  needed.
 
  I can post it in case it's useful to you.

 I am interested in your patch, can you send it privately or to this list?

 TIA.
 Stephan


AtomicSwitch.tar.gz
Description: application/tgz
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Re: [osg-users] set type of atomic operations via CMake?

2009-05-29 Thread Alberto Luaces
Hi,

El Viernes 29 Mayo 2009ES 13:18:07 Mathias Fröhlich escribió:
  So is there a way to force this setting via CMake? Or use the chosen SDK
  when compiling the atomic-test? I tried some stuff, but didn't succeed.

 Currently not.

I was struggling with a simliar issue this week 
(http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27737.html) 
so I wrote a little patch in order to have the possibility of at least 
deactivating the use of those instructions manually.

The patch respects current behaviour by default, but creates a new boolean 
switch in order to deactivate manually those operations if it's needed.

I can post it in case it's useful to you.

Regards,

Alberto
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Re: [osg-users] [build] argv = 1

2009-05-22 Thread Alberto Luaces
El Viernes 22 Mayo 2009ES 02:52:00 Wang Rui escribió:
 It's a Chinese forum with nearly 2000 members and also the mirror of the
 OpenSceneGraph website.

This country always amazes me :) Only the chinese forum has almost as many 
users as the worldwide mailing list.

Great news to discover so many fellow users :)

Regards,

Alberto
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Re: [osg-users] Blender/Maya importer

2009-04-29 Thread Alberto Luaces
Hi Meyer,

you could also take the collada route, since OSG dae plugin can write to files 
and Blender has also collada importers.

Regards,

Alberto

El Miércoles 29 Abril 2009ES 15:13:05 Meyer escribió:
 Hi,

 To be honest, I switched from OSG to OGRE some time ago, but hopefully yo
 will forgive me and help me with my problem.

 I need to establish a communication between an OGRE-visualisation and an
 OSG-framework, that produces .ive-files. Is it possible to convert these
 ive-files into ogre .meshes and .materials directly, or at least into a
 file Blender, Maya or 3DStudioMax could read? In your wiki I found a
 Blender exporter, transforming into OSG, but not the other way round. And
 the links to osgmaya (an importer for Maya) and a similar program for 3DS
 didnt work. As Blender is a freeware, it would be really great to be able
 to import and visualize .ive-scenes in it (I could then export it to .mesh
 for OGRE). Does anyone of you know a (working) importer for Blender?

 Thank you a lot!
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Re: [osg-users] Intersection

2009-04-29 Thread Alberto Luaces
Hi Cristina,

El Miércoles 29 Abril 2009ES 18:37:16 Cristina escribió:
 Hi,

 Is there any intersection callback that we can assign to a node, to be able
 to perform intersection with custom render drawables ?

You have to subclass your own class for that kind of drawables, since you are 
the only one that knows how they are built.

For example, if I had a custom drawable that drew a sphere, I should subclass 
the intersectionvisitor to take advantage of its equation x^2+y^2+z^2=r^2 
when it arrives to my special drawable.

Regards,

Alberto
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Re: [osg-users] How to Control a 3D Point's Position with Mouse in a certain Plane.

2009-04-25 Thread Alberto Luaces
Hi Henry,

El Jueves 23 Abril 2009ES 15:35:30 Mrs. Mister escribió:
 now i updraded to osg 2.6 and i read trough the header files
 of osgViewer::Viewer and View and osg::Camera. sadly i had
 no idea where to start or how the procedure for obtaining
 the position and orientation of the actual Camera, View is?

You could:

Viewer-getCamera(0)-getViewMatrix().decompose(translation, rotation, scale, 
scaleorientation);

See the method osg::Matrixd::decompose

HTH,

Alberto
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Re: [osg-users] Stereo with my own model

2009-04-25 Thread Alberto Luaces
Hi Dat,

El Jueves 23 Abril 2009ES 16:39:36 tien dat escribió:
 Dear all,
 I have a little problem with stereo display. When I run osgviewer with
 --stereo HORIZONTAL_SPLIT and the cow.osg, it looks great. But when
 I try to run osgviewer with my own model, it
 looks weird. It seems that the eye separation is too far (although I'm
 not sure). I try to change to eye position but it doesn't help. Could
 any of you know how to fix that problem?

Depending on the size of your model and your viewpoint, the default stereo 
settings could break the 3D illusion. You must specify the actual size of 
your system to have correct OSG stereo rendering. I for example, use the 
following environment variables with my wall to define the real view frustum:

OSG_SCREEN_DISTANCE=2.20 OSG_SCREEN_HEIGHT=1.50 OSG_SCREEN_WIDTH=1.90 
OSG_STEREO=ON OSG_STEREO_MODE=HORIZONTAL_SPLIT

Regards,

Alberto
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Re: [osg-users] Camera Manipulator

2009-04-07 Thread Alberto Luaces
Hi, Sajjad

El Martes 07 Abril 2009ES 10:57:01 ami guru escribió:
 Hello forum,


 I am going through the example osgimpostor to get the idea of how the
 quaternion camera is implemented there.

 The camera manipulator has been derived from the MatrixManipulator class
 and one of the function that has been over-ridden is


 setNode();


 I would like to find out when that particular function is called and who is
 calling that. I am definite that it is called, but could not find out
 who is calling that(some function in another class probably ).


 Any hint to find that out?

Yes. You must run the program in the debugger, then set a breakpoint on that 
overriden setNode(). When the debugger stops, you can inspect the calling 
stack to see which function called that.

Alberto
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Re: [osg-users] osgAnimation Help

2009-03-28 Thread Alberto Luaces
Hello Ugras,

El Sábado 28 Marzo 2009ES 13:20:44 Ugras Erdogan escribió:
 Dear all,
   I've been trying to perform a skeletal based animation for a mesh
 model and rather new to osgAnimation nodekit. 
 1) Is it possible with 
 osgAnimation toolkit? Or should I refer to osgCal wrapper?

Yes, you can do it with osgAnimation.

 2) Should I 
 prepare the bone hierarchy and attach it to the mesh model in a software
 (skinning) such as 3DS max and then import in osg or all these can be
 readily done in osg?

You can do it in both ways. 

 3) If the above procedures can readily be done via 
 osgAnimation, what is the deformation rule for the models ie. how do the
 inverse kinematics are calculated? And for the deformations while animation
 is it just enough to control the bone positions? 

I think IK is not implemented yet. Cedric Pinson can tell you more about this.
As for the deformations, they are calculated with the weights of the mesh plus 
the bone transformations.

 4) Is there any good 
 tutorial on the subject besides the bundled osg codes for a new starter in
 osgAnimation nodekit I'll be very pleased if you reply...

I'm afraid this is the only documentation available, in addition to the 
doxygen guides. However I must say that the osgAnimation examples are very 
instructive.

Regards,

Alberto

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Alberto Luaces
Hi Shayne,

I think the answer would be it was partially compatible. Given a DirectX 
version, you couldn't ask for any older interface version, just for the newer 
ones. On recent versions of DirectX IIRC, you couldn't ask for a version 
older than version 5. However today the break is greater since DirectX 10 
doesn't give access to older versions of the API. According to the Wikipedia, 
Windows keep several versions of DirectX in order to continue running older 
programs:

Prior to DirectX 10, DirectX was designed to be backward compatible with 
older drivers, meaning that newer versions of the APIs were designed to 
interoperate with older drivers written against a previous version's DDI. For 
example, a game designed for and running on Direct3D 9 with a graphics 
adapter driver designed for Direct3D 6 would still work, albeit possibly with 
gracefully degraded functionality. However, as of Windows Vista, due to the 
significantly updated DDI for Windows Display Driver Model drivers, Direct3D 
10 cannot run on older hardware drivers.

Various releases of Windows have included and supported various versions of 
DirectX, allowing newer versions of the operating system to continue running 
applications designed for earlier versions of DirectX until those versions 
can be gradually phased out in favor of newer APIs, drivers, and hardware.

Regards,

Alberto

El Miércoles 25 Marzo 2009ES 16:29:07 Tueller, Shayne R Civ USAF AFMC 519 
SMXS/MXDEC escribió:
 Paul,

 In answer to your question, the answer is no, it can't.

 I appreciate what OpenGL can do in terms of its extensions but that isn't
 what my response was in reference to. I was asking Robert if he was
 implying that D3D is not backwards compatible in his earlier comment...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
 Sent: Wednesday, March 25, 2009 9:20 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] OpenGL 3.1 at GDC

 Does that D3D 3.0 app get access to any new features?

 OpenGL 3.1 adds new ARB extensions to OpenGL 2.1, so that old OpenGL apps
 (even OpenGL 1.0 apps) running on an OpenGL 2.1 implementation can access
 new features analogous to those found in OpenGL 3.1.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,
 Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Wednesday, March 25, 2009 9:08 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OpenGL 3.1 at GDC


 Are you implying that the current D3D is not backwards compatible with
 previous versions? I believe that a current D3D application can query
 earlier versions of the D3D interface through COM. A D3D 3.0 application
 can still run under D3D 10.0 as I understand it...

 -Shayne





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Re: [osg-users] error on kernel32.dll

2009-03-12 Thread Alberto Luaces
Hi Sara,

El Jueves 12 Marzo 2009ES 12:58:04 Sara escribió:
 viewer.setSceneData (osgDB:: readNodeFile ( cow.osg ));

this fails typically when if your program can't find the file cow.osg. Make 
sure it is in your working directory and make sure that the code 
reads cow.osg, not  cow.osg .

Alberto
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Re: [osg-users] packages questions

2009-02-11 Thread Alberto Luaces
El Miércoles 11 Febrero 2009ES 12:43:27 Sukender escribió:
 1. How Cygwin/MinGW/nmake packages are named (= the name of the compiler)?

For Cygwin the package is named OpenSceneGraph-2.9.0.tar.gz

 2. Do Cygwin and MinGW have the same compiler and generate same binaries?

No.

 3. Does nmake use MSVC compiler?

nmake is a tool, can be used with a compiler or with other programs / scripts, 
although it's usually used with MSVC. Maybe the person that wrote the nmake 
section can tell the difference.
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Re: [osg-users] Problem with osgAnimationViewer example

2009-02-11 Thread Alberto Luaces
Hi Aitor,

due to changes in osgAnimation, animation viewer is not currently  
synchronized with the library. That would explain why everything works but 
osganimationviewer. See the post from its main developer, Cedric Pinson:

http://markmail.org/message/us3erck7a6xykj7f

Regards,

Alberto

El Miércoles 11 Febrero 2009ES 16:49:25 Aitor Arrieta escribió:
 Hi all

 My name is Aitor Arrieta and I am currently working for VICOMTech Research
 Center in Donosti (Spain). We have differente projects in which we use some
 animated avatars in an OSG environment so we are interested in the new
 osg::Animation plugin.

 I have downloaded the new osg version (2.8.0) in which this plugin is
 included and I have successfully compiled it. The problem comes when I try
 to execute the animation examples. There is no problem with all of them but
 with the osg animation viewer. I will try to explain it.

 Frist of all, when I run osganimationviewer.exe example.osg the
 application gives me the following error: osganimationviewer.exe: no data
 loaded. That is, the error comes when the program tries to read the
 example.osg node file. However, if I run osganimationviewer.exe
 cessna.osg (cessna.osg is taken from an older version of osg) the
 program runs ok (there are some other errors but at least I can see the
 object loaded in the scene).

 This means that maybe the program does not find any dll (or something like
 that) in order to load the osg file. I am running the example from the /bin
 directory of osg and I have even copied all the dll-s from the
 osgplugins-2.8.0 folder there too. The example.osg file is also in the
 same directory. I have also osg 2.4 installed in my computer but this is
 not a problem, is it?

 As you can see, I am not an expert with osg so sorry if my question sounds
 stupid. And sorry for my bad english too.

 I look forward to hearing from you. Thank you very much in advance.

 Regards,

 Aitor


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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Alberto Luaces
Hi Melchior,

El Lunes 09 Febrero 2009ES 16:34:45 Melchior FRANZ escribió:
 You are aware that I didn't use valgrind's standard tool mecheck,
 but its threading checker helgrind?

   $ valgrind --tool=helgrind ./osgparticleeffects
                     

   ==31276== Thread #1: lock order 0x58F499C before 0x58F494C violated
   ==31276== Thread #1: lock order 0x58F6A9C before 0x58F6AEC violated

Did you know that you can also attach a debugger so you can inspect directly 
every error reported by Valgrind? It is done adding --db-attach=yes to the 
command-line. Maybe the error could be more evident this way without having 
to dive into the code.

Just my 2 cents,

Alberto
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Re: [osg-users] Please give approval if you feel OpenSceneGraph-2.8 is ready ; -)

2009-02-09 Thread Alberto Luaces
Hi Robert,

El Lunes 09 Febrero 2009ES 16:56:40 Robert Osfield escribió:
 Hi Alberto,

 On Mon, Feb 9, 2009 at 3:54 PM, Alberto Luaces alua...@udc.es wrote:
  Did you know that you can also attach a debugger so you can inspect
  directly every error reported by Valgrind? It is done adding
  --db-attach=yes to the command-line. Maybe the error could be more
  evident this way without having to dive into the code.

 Could you provide an example command line example of what you mean?


Yes. By issuing 

valgrind --tool=helgrind --db-attach=yes osgparticleeffects

valgrind stops on every error it reports with the question:

 Attach to debugger ? --- [Return/N/n/Y/y/C/c]

if you answer yes, gdb is automatically attached and you can inspect thread's 
stacks. You can also quit the debugger without quitting the program and 
continue valgrind's run.

Alberto

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Re: [osg-users] Using cpack to create debian packages

2009-02-05 Thread Alberto Luaces
Hi Mattias, Robert,

El Miércoles 04 Febrero 2009ES 18:59:00 Mattias Helsing escribió:
  In particular I'm keen to QA the packages I create, is there such a
  tool for debian?

 Can't help here I'm afraid. I see that this mail didn't help much at
 all but telling you things you already know :-( So to try and help I
 mailed some questions to the ubuntu-motu developers mailing list
 asking how we can help getting osg-2.8 into ubuntu packages adn will
 persue that. For debian perhaps Alberto Luaces or someone else can
 fill us in on how the debian package is doing and if any further help
 is needed.

Yes, I have recently offered my help for the request that made OSG's Debian 
maintainer, Loic Dachary. I did it in order to help to speed up the inclusion 
of newer versions faster. However I still haven't got any reply.

Currently, the stable version of Debian is shipping with 1.2.0, testing and 
unstable with 2.4.0 and finally there is an experimental package with 2.6.0. 
It is said that the new stable version is going to be released sometime at 
the half of this month, so we'll likely have 2.4.0 in stable and 2.6.0 in 
unstable.

http://packages.debian.org/search?keywords=openscenegraph

Certainly those cpack-generated .deb packages are going to be very useful for 
people wanting to download the latest binaries of OSG without caring about 
neccesary dependencies it relies on. Maybe a small repository can be created 
in OSG servers, so anybody can add it to his /etc/apt/sources.list and pull 
the latest as soon as it is released.

The bad news is that I don't think these packages can be accepted by the 
distribution as is. Currently CMake .deb generator makes binary bundles, far 
different from the definition of a package in Debian. This has been discussed 
a few times on CMake mailing list and chances are that it isn't to change any 
time soon:

http://www.mail-archive.com/cm...@cmake.org/msg17850.html

The Debian packaging system is built over source packages, the ones that you 
can get through apt-get source package command. You can try to type

apt-get source openscenegraph

and inspect the files that have been extracted to your current directory. The 
source packages are composed of the unmodified source distribution (that 
would be the .tar.gz or .zip file that Robert releases or just an snapshot of 
the SVN), a patch file with the Debian maintainer changes to add needed 
versioning files, rules specifying how the software is built, fixes,... and 
a .dsc file which is made of the description of the package, its build 
dependencies and the digital signature from the maintainer.

A single source package can spawn several binary packages (for libraries, 
programs, plugins, debug versions, etc) and be built for several 
architectures in an automatized form (see for example the bottom of 
http://packages.debian.org/lenny/openscenegraph)

So that is why I think cpack packages won't pass the QA. Nevertheless, I want 
to stress that I think they are still very useful, specially for distributing 
newer latest versions of OSG binaries from the homepage.

Regards,

Alberto
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Re: [osg-users] Getting Started with OpenSceneGraph on Ubuntu

2009-02-04 Thread Alberto Luaces
Hi,

To install osg, type:

sudo apt-get install libopenscenegraph-dev openscenegraph

You can use the IDE that you prefer, you'd better try all you can and get the 
one that is more suited to you. As for the behaviour, there isn't any big 
differences from MSVC: just make a project and specify the OSG libraries you 
want to use (osg, osgViewer and so on...) You have OSG's API reference at:

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/namespaces.html

You should also read the examples provided by OSG to learn how to use it. They 
are located at /usr/share/openscenegraph/examples/.

HTH,

Alberto

El Miércoles 04 Febrero 2009ES 07:41:23 Trịnh Thành Trung GMail escribió:
 Hi, I am just new in Linux, and I don't know where to start. Currently I am
 using Ubuntu 8.10, and install osg through Synaptic package manager, and
 using Code::Block as a C++ IDE. Writing program in Linux is so different
 with in Windows, and stilll I can't have the osg HelloWorld runable. I have
 googled for a while but no hope. Can somebody help me with this newbie
 stuff, please. You may provide me how to install osg, or what IDE I should
 use, and how I will configure that, with detail step by step. You may give
 me some useful links, any help is muck appreciate. I am completely lost.
 Thanks in advance


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Re: [osg-users] Do any one know

2009-02-03 Thread Alberto Luaces
Hi Sunitha,

please only ask a question once and use more descriptive subjects.

As for your question, you have to realize that the model you are loading is 
usually stored as a subgraph, so the particular stateset you are looking for 
doesn't have to be on the root node of your model (hence you get null). You 
can see this by converting your .iv model to .osg with osgconv and 
inspecting the result with a text editor.

In your program you would tipically use a NodeVisitor in order to traverse 
your model nodes and get the stateset you are interested in. I recommend you 
to read the OSG Quick Start Guide by Paul Martz. Is available at

http://stores.lulu.com/pmartz

Regards,

Alberto

El Martes 03 Febrero 2009ES 07:50:05 sunitha sunagad escribió:
 -- Hi,
 I am loading an iv file in Osg i need to know the StateSet of the
 particular node i pick in the iv file loaded on
 to the osg iv file has its Attributes in itthat is applied to the mode
 i need the information from it
 I am getting the picked node information and in turn i
 need to know the StateSet Atrributes of the current picked node...
 I am using the Pickednode-getStateSet() i get null each time
 Is ther any way that i have to set the attributes ON while Loading the mode
 Please Let me know

















 Regards
 Sunitha.


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Re: [osg-users] Wrong output with osgdelaunay sample

2009-01-29 Thread Alberto Luaces
Hi,

for some reason his first post didn't come through the mailing list, here is 
the complete problem:

http://osgforum.tevs.eu/viewtopic.php?t=1282start=0postdays=0postorder=aschighlight=

As for the answer, I'm not sure but I think OSG's Delaunay triangulator 
doesn't generate closed meshes but surfaces as a canopy or a field (from 
the documentation).

El Jueves 29 Enero 2009ES 07:23:16 Rajesh.R escribió:
 Anybody out there to help me.

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=5381#5381


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Re: [osg-users] Development plan for imminent stable OSG-2.8

2009-01-29 Thread Alberto Luaces
Hi Sukender,

El Jueves 29 Enero 2009ES 13:58:49 Sukender escribió:
 Err... about CDash, is there any preference of type (nightly, continuous,
 experimental)? I'm not used to CDash and don't really know the differences
 (if there is any). And are there things I should know about it, or about
 sumbitting a build?

Any (nightly or continuous) would do. Nightly will compile SVN once a day. If 
you set continuous build you can specify how many times you are willing to 
build the SVN a day, it's your preference.

There isn't really any more things to know than the instructions at 

http://www.openscenegraph.org/projects/osg/wiki/Build/CDash

Regards,

Alberto
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Re: [osg-users] How to capture Keyboard event in OpenSceneGraph

2009-01-21 Thread Alberto Luaces
Hi Dat,

I recommend you to peruse the osgkeyboard.cpp file that comes with the 
source code examples (specifically the classes KeyboardEventHandler 
and osgGA::GUIEventHandler), and to upgrade to a more recent OSG version 
(at least 2.6.0).

Regards,

Alberto

El Miércoles 21 Enero 2009ES 06:34:45 tien dat escribió:
 Dear all,
 I have a very basic question of how to capture key pressed event in
 OpenSceneGraph.
 My program is set up like this:

   osgProducer::Viewer *viewer = new osgProducer::Viewer();
   //some more initialization here
   Producer::KeyboardMouse* km = viewer-getKeyboardMouse();
   Producer::RenderSurface* rendersurf = km-getRenderSurface();
   if(rendersurf ==NULL)
   {
   exit(-1);
   }
   viewer-realize();
   while( !viewer-done() )
 {

 // wait for all cull and draw threads to complete.
 viewer-sync();

 // update the scene by traversing it with the the update
 visitor which will
   // call all node update callbacks and animations.

   viewer-display();

 // fire off the cull and draw traversals of the scene.
 viewer-frame();

 }

 But I don't know how to capture a key that users pressed to trigger
 another event. Could any of you give me a hand.
 Thank you,
 Dat



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Re: [osg-users] 2.8 Packaging (was: osgVolume ready for testing)

2009-01-21 Thread Alberto Luaces
Hi Paul,

El Miércoles 21 Enero 2009ES 16:08:41 Paul Melis escribió:
  It seems that so far OSG hasn't really
 supported installing different versions side-by-side (i.e. headers not
 put in a directory like include/osg-2.6/...). And even though a
 pkgconfig script is distributed these days it doesn't know anything
 about versions.

I'd prefer not to tag the header files because then you'd have to modify your 
source code when using different versions (osg-2.6, osg-2.7, osgDB-2.6, 
osgDB-2.7, and so on...) I think it's preferable to install *development* 
libraries on different locations. Then you can easily select which one do you 
want to use modifying less paramenters.

For example, my system has version 2.4.0, but I usually compile also the SVN 
version in my home directory. When I want to link against the SVN version, I 
point PKG_CONFIG_PATH to my SVN installation directory, so the compilation 
goes against the new version without altering the code neither the build 
system.

Howewer once the software is built, of course all versions can coexist on the 
same directory, at least on Linux :)

Regards,

Alberto
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Re: [osg-users] 2.8 Packaging

2009-01-21 Thread Alberto Luaces
Hi Paul,

El Miércoles 21 Enero 2009ES 17:59:03 Paul Melis escribió:
 Hi Alberto,
  I'd prefer not to tag the header files because then you'd have to modify
  your source code when using different versions (osg-2.6, osg-2.7,
  osgDB-2.6, osgDB-2.7, and so on...) I think it's preferable to install
  *development* libraries on different locations. Then you can easily
  select which one do you want to use modifying less paramenters.

 What you describe is not exactly what I mean. For example, VTK (made by
 Kitware, who also made CMake) uses the following layout
 
 By specifying -Iosg-root/include/osg-2.8 -Losg-root/lib/osg-2.8 to,
 for example, gcc will make it find the correct headers, while you can
 still write
 #include osg/Alpha
 

 in your code. Compiling your sources against a different OSG version
 would then use -Iosg-root/include/osg-2.10 -Losg-root/lib/osg-2.10


Now I see that you were referring to bury the headers one level deeper. 
However as you said it would force you to specify the include path even in 
the simplest programs (no more gcc test.cpp). This is just a personal 
opinion, though :)

  For example, my system has version 2.4.0, but I usually compile also the
  SVN version in my home directory. When I want to link against the SVN
  version, I point PKG_CONFIG_PATH to my SVN installation directory, so the
  compilation goes against the new version without altering the code
  neither the build system.

 And thereby you completely ignore a useful feature of pkg-config: it can
 give you paths for different installed versions. If you would have, for
 example, OSG 2.6.1 installed in ~/osg-2.6 and occassionaly compile the
 SVN version and install it to ~/osg-svn then each could have an
 openscenegraph.pc file in their lib/pkgconfig directory, but with
 differing contents. By specifying both ~/osg-2.6/lib/pkgconfig and
 ~/osg-svn/lib/pkgconfig in PKG_CONFIG_PATH you can use g++ -c ...
 `pkg-config --exact-version=2.6` --cflags --libs`, or specify a
 different version when you want. The version value passed would then
 have to be controlled by the build system (easy with, for example,
 scons). But I can see that without build system support for easily
 changing what OSG version you want to compile against this would be
 annoying.

I don't follow you here. If I set PKG_CONFIG_PATH where I installed the svn 
compilation, I still have the system .pc file as a fallback, so I can choose 
which one I want. What do you mean by without build system? Pure Makefiles? 
Then you can set the version as a variable and have whichever you want 
without modifying anything on your program... (make VERSION=2.6.3, 
even make CXXFLAGS=`pkg-config --exact-version=2.6 --cflags`)

  Howewer once the software is built, of course all versions can coexist on
  the same directory, at least on Linux :)

 No they can't, as the include dirs of different minor versions (e.g. 2.6
 versus 2.8) are not guarded by a version number. Libraries and plugins
 are safe, though.

When I said *built* software I meant libraries :) Sorry, I'm always thinking 
of avoiding to put several version sets of include files on system 
directories :)

Regards,

Alberto
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Re: [osg-users] Compilation error in Cygwin

2009-01-12 Thread Alberto Luaces
Hi Om,

El Lunes 12 Enero 2009ES 14:13:39 Omkaranathan escribió:
 Is this a known issue? Did I miss any library path?

I thik so. Cygwin's win32 OpenGL headers changed their location recently, so 
you should check that your cmake cache is pointing to the right place. Please 
see:

http://cygwin.com/ml/cygwin/2008-11/msg00056.html

Alberto
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Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Alberto Luaces
El Jueves 18 Diciembre 2008ES 16:59:54 Vincent Bourdier escribió:
 Because people help other people, but when I post on it because I begin
 becoming mad, I can be sure that : there is no answer because I did
 something too strange to be understood, or I will find the good solution
 when waiting for your proposition ^^

This is a known feature :)

http://compaspascal.blogspot.com/2007/12/teddy-bear-principle-in-programming.html
http://www.geocities.com/softwarepeoplenet/resteddybear.html




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Re: [osg-users] RTT and stereo

2008-12-10 Thread Alberto Luaces
Hi,

El Miércoles 10 Diciembre 2008ES 11:38:41 Robert Osfield escribió:
 On Wed, Dec 10, 2008 at 10:34 AM, Sukender [EMAIL PROTECTED] wrote:
  Hi Roman,
 
  Hum, it seems you're in the Funding thread (If my mail client doesn't
  make a mistake). Please start another thread.

 It looks like a separate thread to me... So I'd guess your mail client
 is playing up.


Mine (kmail) also behaves as Sukender's, so even some mail agents look only at 
subject title when threading, it's usually not enough to change it in order 
to start a new thread.

Regards,

Alberto
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Re: [osg-users] osg firefox plugin alpha

2008-12-09 Thread Alberto Luaces
Hi Ari,

nice link :) I suppose it acts as a compatiblity layer as Qt or wxWidgets but 
for browsers, doesn't it?

From the first link that Andreas has given 
(http://www.codeproject.com/KB/openGL/FirefoxOpenGL.aspx), I think that the 
biggest effort to port the plugin to other platforms would be to be able to 
create a valid OpenGL context.

Alberto

El Martes 09 Diciembre 2008ES 11:34:53 [EMAIL PROTECTED] escribió:
 It's nice to see that's there is an effort to make a web-plugin for OSG.
 It would be really great if this was available Linux also.

 Has anyone noticed that Google has published a quite interesting
 application called Native Client.

 http://code.google.com/p/nativeclient/

 From the site:

 Native Client is an open-source research technology for running x86
 native code in web applications, with the goal of maintaining the browser
 neutrality, OS portability, and safety that people expect from web apps.

 There is also a Quoke-demo :)

 Maybe that could be a solution for Linux-plugin?

 Best Regards,
 Ari Häyrinen



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Re: [osg-users] Removing all identical children from a node

2008-12-05 Thread Alberto Luaces
Hi Dusten,

El Jueves 04 Diciembre 2008ES 23:15:51 Dusten Sobotta escribió:
 By executing removeChild( ptr ), it only removes the most recent
 addition.

You could call that function until it returns false (no more copies left):

while(group-removeChild(ptr)){}
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Re: [osg-users] Reading a node file from http

2008-12-04 Thread Alberto Luaces
El Jueves 04 Diciembre 2008ES 16:11:41 Andreas Goebel escribió:
 How can I load files from http?

With the curl plugin?
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release

2008-11-28 Thread Alberto Luaces
Robert,

El Viernes 28 Noviembre 2008ES 16:53:42 Robert Osfield escribió:
 Hi All,

 I've merged Jeremy's and Cedric's updates of osgWidget and
 osgAnimation into svn/trunk.  This does mean we'll need another round
 of testing before I can tag 2.7.6.  Assistance on this much
 appreciated ;-)

The osgAnimation update reverted the fix we had set on the SVN about the 
cmath inclusion on include/osgAnimation/Timeline:

http://www.mail-archive.com/[EMAIL PROTECTED]/msg02481.html

Alberto
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Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release

2008-11-28 Thread Alberto Luaces
Hi Robert,

thank you, Cygwin compiles SVN ok again :)

Alberto

El Viernes 28 Noviembre 2008ES 18:14:20 Robert Osfield escribió:
 HI Alberto,

 Fix now re-instanted and checked in.

 Robert.

 On Fri, Nov 28, 2008 at 4:32 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
  Robert,
 
  El Viernes 28 Noviembre 2008ES 16:53:42 Robert Osfield escribió:
  Hi All,
 
  I've merged Jeremy's and Cedric's updates of osgWidget and
  osgAnimation into svn/trunk.  This does mean we'll need another round
  of testing before I can tag 2.7.6.  Assistance on this much
  appreciated ;-)
 
  The osgAnimation update reverted the fix we had set on the SVN about the
  cmath inclusion on include/osgAnimation/Timeline:
 
  http://www.mail-archive.com/[EMAIL PROTECTED]/msg0
 2481.html
 
  Alberto
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Re: [osg-users] Calculating the volume of a model through OSG

2008-11-27 Thread Alberto Luaces
Hi,

in addition to Janusz pointers, if you need also the rest of the mass 
properties, you could take a look at this famous paper:

http://www.cs.berkeley.edu/~jfc/mirtich/massProps.html

Alberto

El Jueves 27 Noviembre 2008ES 09:09:34 [EMAIL PROTECTED] escribió:
 Dusten:

 You might find these two helpful:

 accurate: http://tetgen.berlios.de/
 approximate  simple:
 http://www.gamedev.net/reference/articles/article2247.asp

 The second one could be easily added to osg I guess.
 Janusz

 Dnia Wed, 26 Nov 2008 23:47:57 -0600, Dusten Sobotta napisał(a):
  Hello,
 
  Manually modifying various attributes of models is quite tedious, and
  tends to set back the development of games.  To work around this issue,
  I'd like to implement a feature to calculate the volume of an in-game
  model, so that given a surface attribute such as 'wood' or 'metal',
  (which have pre-defined density values), the mass of an object can be
  computed and later exported. Might anyone have an example for finding the
  approximate volume of an object through OSG?
 
 
  Thanks in advance,
 
  Dusten
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Re: [osg-users] Build problems with undefined _gl references in Cygwin

2008-11-26 Thread Alberto Luaces
Hi Brian,

I have not updated Cygwin yet, but you should be able to set the appropriate 
OpenGL paths with the OPENGL_INCLUDE_DIR, OPENGL_gl_LIBRARY and 
OPENGL_glu_LIBRARY of CMake.

Regards,

Alberto

El Miércoles 26 Noviembre 2008ES 18:24:20 Brian Keener escribió:
 I'm having build errors building OSG from svn in Cygwin.  New updates
 were recently released for the Cygwin/X applications and it was a very
 extensive update of the applications.  There have been some GL issues
 and not sure if this is related - I thought they were getting most of
 them worked out.  One of the other majors changes was that the X apps
 moved from an install in /usr/X11R6 the now go to just /usr IE /usr/bin
 /usr/lib etc.  I'm also not sure if that affects this either.  Now I am
 getting these errors - any thoughts - this  is only a sampling -
 there's a lot more just like these but other programs.

 bk

 CMakeFiles/osg.dir/TextureRectangle.o:TextureRectangle.cpp:(.text+0x1f3
 8): undef
 ined reference to `_glTexImage2D'
 CMakeFiles/osg.dir/TextureRectangle.o:TextureRectangle.cpp:(.text+0x1f8
 7): undef
 ined reference to `_glPixelStorei'
 CMakeFiles/osg.dir/TextureRectangle.o:TextureRectangle.cpp:(.text+0x209
 a): undef
 ined reference to `_glPixelStorei'
 CMakeFiles/osg.dir/TextureRectangle.o:TextureRectangle.cpp:(.text+0x224
 1): undef
 ined reference to `_glTexSubImage2D'
 CMakeFiles/osg.dir/TextureRectangle.o:TextureRectangle.cpp:(.text+0x241
 4): undef
 ined reference to `_glCopyTexImage2D'
 CMakeFiles/osg.dir/TextureRectangle.o:TextureRectangle.cpp:(.text+0x254
 b): undef
 ined reference to `_glCopyTexSubImage2D'
 CMakeFiles/osg.dir/VertexProgram.o:VertexProgram.cpp:(.text+0x14ba):
 undefined r
 eference to `_glGetError'
 CMakeFiles/osg.dir/VertexProgram.o:VertexProgram.cpp:(.text+0x154e):
 undefined r
 eference to `_glGetIntegerv'
 CMakeFiles/osg.dir/VertexProgram.o:VertexProgram.cpp:(.text+0x1564):
 undefined r
 eference to `_glGetString'
 CMakeFiles/osg.dir/VertexProgram.o:VertexProgram.cpp:(.text+0x1966):
 undefined r
 eference to `_glMatrixMode'
 CMakeFiles/osg.dir/VertexProgram.o:VertexProgram.cpp:(.text+0x19a7):
 undefined r
 eference to `_glMatrixMode'
 CMakeFiles/osg.dir/Viewport.o:Viewport.cpp:(.text+0x191): undefined
 reference to
  `_glViewport'
 Creating library file: ../../lib/libosg.dll.a
 collect2: ld returned 1 exit status
 make[2]: *** [bin/cygosg-2.7.6.dll] Error 1
 make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2
 make: *** [all] Error 2

 [EMAIL PROTECTED] /usr/develop/obj/osg
 $



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Re: [osg-users] repository

2008-11-25 Thread Alberto Luaces
Hi Cedric,

now that osgAnimation is on OSG trunk, are you going to leave the previous 
branch (http://hg.plopbyte.net/osg-branch/) and use this new one instead?

Regards,

Alberto

El Martes 25 Noviembre 2008ES 15:07:37 Cedric Pinson escribió:
 Hi All,

 Maybe it will not interest so much people but i added a mercurial
 repository of OpenSceneGraph trunk. it's updated from the svn each
 hours, and keep
 all history. I use it to manipulate patch diff merge and branch code. So
 if other are interested to use it's open.
 It can be considerer as backup and or a second source when the svn is
 down too

 hg clone hg.plopbyte.net/osg-trunk
 else
 you can browse it http://hg.plopbyte.net/osg-trunk/

 Cheers,
 Cedric


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Re: [osg-users] camera settings frustum

2008-11-24 Thread Alberto Luaces
Hi Martin,

El Lunes 24 Noviembre 2008ES 11:52:01 Martin Großer escribió:
 mt-setMatrix(::osg::Matrix::translate(0, 0, 25));

I think you have placed the scene behind the camera. Try (0, 0, -25) instead.
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Re: [osg-users] camera settings frustum

2008-11-24 Thread Alberto Luaces
Hi Martin,

El Lunes 24 Noviembre 2008ES 13:14:03 Martin Großer escribió:
 Without the frustum definition, it works fine. With the definition, it
 works only when the value of zNear    greater is than the value of zFar. Or
 is it normal?

Beware! There are some things to know:

- The value of near and far planes must be positive and obviously, zFar  
zNear.
- You were putting the object 25 units far away but your far plane cuts at 4 
units.
- By using viewer.run(), you are adding an extra default manipulator 
(TrackballManipulator) which moves the scene for you in order to be seen by 
the camera at initialization, so it will overwrite your scene placement.
- The viewer has its own camera, you haven't to insert a new one.

This code works for me, try it out:

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osg/Timer
#include osg/Group
#include osg/ArgumentParser
#include osgDB/ReadFile
#include osg/MatrixTransform

int main()
{
  // scene
  osg::ref_ptrosg::Group root = new osg::Group;

  // load object
  osg::MatrixTransform* mt = new osg::MatrixTransform;
  mt-setMatrix(::osg::Matrix::translate(0, 0, -25));
  root-addChild(mt);
  mt-addChild(osgDB::readNodeFile(cabina.obj));
  // viewer
  osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
  viewer-setSceneData(root.get());
  viewer-getCamera()-setProjectionMatrixAsFrustum(-2,2,-1.5,1.5,1,40);
  viewer-realize();

  while(!viewer-done())
{
  viewer-frame();
}
  return (0);
}
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[osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Hello,

I'm having some trouble trying to set some slave cameras, acting as HUDs. I 
have written a small program showing how I'm setting the graph. When running 
with 2.4.0, none of the slave views are shown. When compiling against SVN, 
the two are shown, but a crash happens when pressing 's' several times, so I 
have to be doing something wrong to get such different behaviours with 
several versions of the library. Currently osgWidget is not an option for me 
as I'm tied to 2.4.0 for this project. Here is the tiny code:

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgDB/ReadFile

void prepareCamera(osg::Camera *c, osgViewer::Viewer v)
{
  c-setGraphicsContext(v.getCamera()-getGraphicsContext());
  c-setProjectionMatrix(osg::Matrix::ortho2D(0,1024,0,768));

  c-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  c-setViewMatrix(osg::Matrix::identity());

  c-setAllowEventFocus(false);

  v.addSlave(c, false);
}

int main()
{
  osg::Camera *c1, *c2;

  c1 = new osg::Camera;
  c2 = new osg::Camera;

  osgViewer::Viewer v;
  v.addEventHandler(new osgViewer::StatsHandler());
  v.realize();

  prepareCamera(c1, v);
  c1-setViewport(200,100,1024+200,768+100);
  c1-setClearColor(osg::Vec4(1.0,0.0,0.0,1.0));
  c1-setRenderOrder(osg::Camera::POST_RENDER);

  prepareCamera(c2, v);
  c2-setViewport(0,0,1024,768);
  c2-setClearColor(osg::Vec4(0.0,1.0,0.0,1.0));
  c2-setRenderOrder(osg::Camera::POST_RENDER);

  v.getCamera()-setClearColor(osg::Vec4(0.3,0.3,0.3,0.0));
  v.getCamera()-setRenderOrder(osg::Camera::PRE_RENDER);

  v.run();

  return 0;
}


Thanks,

Alberto
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Re: [osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Well, at least this crash was triggered by the new StatsHandler not standing 
with a null SceneData pointer. When applying some scene, the crash 
disappears.

Regards,

Alberto

El Miércoles 19 Noviembre 2008ES 14:33:46 Smeenk, R.J.M. (Roland) escribió:
 Yes, the crash a known issue.

 As a quick workaround we might add switching to a singlethreaded
 threadingmodel automatically in the StatsHandler when activating the
 scene statistics.

 --
 Roland




 

   From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David
 Spilling
   Sent: woensdag 19 november 2008 14:26
   To: OpenSceneGraph Users
   Subject: Re: [osg-users] Slave views


   Alberto,



   When compiling against SVN,
   the two are shown, but a crash happens when pressing 's'
 several times


   I think (someone correct me if I'm wrong) that this is a known
 issue, and something to do with the thread safety of the stats handler,
 and/or NVIDIA drivers.

   If the former is still the case, then running single-threaded
 might help. Try searching the archives for crash and stats.

   David


 This e-mail and its contents are subject to the DISCLAIMER at
 http://www.tno.nl/disclaimer/email.html


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Re: [osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Hi,

El Miércoles 19 Noviembre 2008ES 14:08:14 Robert Osfield escribió:
 HI Alberto,

 You would be best to put the viewer.realize() till after all the camera
 setup.

 Robert.

Putting viewer.realize() just before viewer.run() makes the slave views not 
showing on 2.4 nor SVN. I have to return to StatsHandler and osgWidget code 
to see why my code is behaving different...

Regards,

Alberto


 On Wed, Nov 19, 2008 at 12:33 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
  Hello,
 
  I'm having some trouble trying to set some slave cameras, acting as HUDs.
  I have written a small program showing how I'm setting the graph. When
  running with 2.4.0, none of the slave views are shown. When compiling
  against SVN, the two are shown, but a crash happens when pressing 's'
  several times, so I have to be doing something wrong to get such
  different behaviours with several versions of the library. Currently
  osgWidget is not an option for me as I'm tied to 2.4.0 for this project.
  Here is the tiny code:
 
  #include osgViewer/Viewer
  #include osgViewer/ViewerEventHandlers
  #include osgDB/ReadFile
 
  void prepareCamera(osg::Camera *c, osgViewer::Viewer v)
  {
   c-setGraphicsContext(v.getCamera()-getGraphicsContext());
   c-setProjectionMatrix(osg::Matrix::ortho2D(0,1024,0,768));
 
   c-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
   c-setViewMatrix(osg::Matrix::identity());
 
   c-setAllowEventFocus(false);
 
   v.addSlave(c, false);
  }
 
  int main()
  {
   osg::Camera *c1, *c2;
 
   c1 = new osg::Camera;
   c2 = new osg::Camera;
 
   osgViewer::Viewer v;
   v.addEventHandler(new osgViewer::StatsHandler());
   v.realize();
 
   prepareCamera(c1, v);
   c1-setViewport(200,100,1024+200,768+100);
   c1-setClearColor(osg::Vec4(1.0,0.0,0.0,1.0));
   c1-setRenderOrder(osg::Camera::POST_RENDER);
 
   prepareCamera(c2, v);
   c2-setViewport(0,0,1024,768);
   c2-setClearColor(osg::Vec4(0.0,1.0,0.0,1.0));
   c2-setRenderOrder(osg::Camera::POST_RENDER);
 
   v.getCamera()-setClearColor(osg::Vec4(0.3,0.3,0.3,0.0));
   v.getCamera()-setRenderOrder(osg::Camera::PRE_RENDER);
 
   v.run();
 
   return 0;
  }
 
 
  Thanks,
 
  Alberto



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Re: [osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Hi Robert,

El Miércoles 19 Noviembre 2008ES 17:51:44 Robert Osfield escribió:
 Hi Alberto,

 On Wed, Nov 19, 2008 at 2:42 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
  Well, at least this crash was triggered by the new StatsHandler not
  standing with a null SceneData pointer. When applying some scene, the
  crash disappears.

 This is clearly a bug.  Which version of the OSG are you using?

I'm using the SVN from two days ago. This program reproduces the problem (it 
crashes after the fourth 's' pulsation):

#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

int main()
{
  osgViewer::Viewer v;
  v.addEventHandler(new osgViewer::StatsHandler());
  v.run();

  return 0;
}

Regards,

Alberto
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Re: [osg-users] You have three guess...

2008-11-18 Thread Alberto Luaces
El Lunes 17 Noviembre 2008ES 18:43:20 Robert Osfield escribió:
 These are all external dependencies that various existing plugins and
 the new apps like osgbrowser and osgpdf require.  You'll need to
 download and install these.  If you use a linux then there is a good
 chance that these dependencies are just a click away.

Ooops. I had already installed libpoppler-dev but it seems that 
libpoppler-glib-dev is also necessary. I can compile osgpdf now.

However, even I have xulrunner-dev installed, I haven't the rest of the 
libraries

--   package 'xulrunner-xpcom' not found
--   package 'xulrunner-plugin' not found
--   package 'xulrunner-js' not found

I'm going to keep searching and post here the required packages, in case it 
helps someone.
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Re: [osg-users] You have three guess...

2008-11-18 Thread Alberto Luaces
Hi Robert,

El Martes 18 Noviembre 2008ES 10:18:52 Robert Osfield escribió:
 There is also a 1.9.x version of xulrunner but this isn't compatible
 with the ubrowser code.  The engineers behind ubrowser are
 concentrating on webkit route rather than porting to 1.9.x.

 Longer term it looks like webkit might be the strongest contender for
 working with embedded browsers, there is cutter and also some work on
 google's webkit version, but both aren't based on standard versions of
 webkit that you can grab from repositories so it's rather too bleeding
 edge for wide roll out.

Yes, as you say you have libxul-dev on Kubuntu but here on Debian it is 
deprecated and now it only ships with xulrunner 1.9. Maybe I could see if 
osgbrowser can be modified to use webkit...

Thanks,

Alberto


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Re: [osg-users] osgswig cmake problem

2008-11-17 Thread Alberto Luaces
Hi,

El Viernes 14 Noviembre 2008ES 19:12:17 Patrick Bouffard escribió:
 I know I *should* be able to compile it from source but I'd like to
 avoid going down that rabbit-hole..

Hardy ships with 2.2.0:

http://packages.ubuntu.com/hardy/openscenegraph

Compiling it from source, specially on Ubuntu is far easier than satisfying 
all the dependencies that a 2.4.0 package extracted from, say Intrepid, would 
require. Just a few apt-gets  cmake  make :)
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Re: [osg-users] set the position of a model

2008-11-17 Thread Alberto Luaces
El Viernes 14 Noviembre 2008ES 21:04:01 Francisco Rodríguez Villagómez 
escribió:
 Hi guys, I hope anyone could help me, I'm new to osg an Im making an
 application in wich I have to point at some models with an arrow model to
 specify wich of this models the user has selected, so my problem is how can
 I set the position of the arrow if I dont know where the oder models are
 set in the scene? I wish anyone could give me a hand with these.

Francisco,

see the osgpick example. There you will learn how to compute the location of 
the selection the user has made.

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Re: [osg-users] You have three guess...

2008-11-17 Thread Alberto Luaces
El Lunes 17 Noviembre 2008ES 17:08:47 Robert Osfield escribió:
 For a bit of fun see if you can explain the attached screenshot...

 If if you get that right your next challange is explain exactly how I
 went about writing this email...

 Robert

That explains the references to mozilla libs... Did you write the email from 
the application ? WOW!!
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Re: [osg-users] You have three guess...

2008-11-17 Thread Alberto Luaces
El Lunes 17 Noviembre 2008ES 17:18:23 Alberto Luaces escribió:
 El Lunes 17 Noviembre 2008ES 17:08:47 Robert Osfield escribió:
  For a bit of fun see if you can explain the attached screenshot...
 
  If if you get that right your next challange is explain exactly how I
  went about writing this email...
 
  Robert

 That explains the references to mozilla libs... Did you write the email
 from the application ? WOW!!

By the way, I can't compile the recent additions to the library (PDF support, 
the browser, etc.) Seems that my CMake lacks of the necessary modules for 
finding the libraries:

$ cmake .
-- checking for module 'librsvg-2.0'
--   package 'librsvg-2.0' not found
-- checking for module 'poppler-glib'
--   package 'poppler-glib' not found
-- checking for 
modules 
'xulrunner-xpcom;xulrunner-nspr;xulrunner-nss;xulrunner-plugin;xulrunner-js'
--   package 'xulrunner-xpcom' not found
--   package 'xulrunner-plugin' not found
--   package 'xulrunner-js' not found

I couldn't find those modules in my system's CMake or the CVS version of 
CMake. Maybe they have to be checked on the repository?

Thanks,

Alberto
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Re: [osg-users] Compile error - ConvertUTF on osgDB in Cygwin

2008-11-14 Thread Alberto Luaces
El Viernes 14 Noviembre 2008ES 04:29:48 Brian Keener escribió:
 Just updated from SVN and tried to compile in Cygwin for a periodic
 compile test and received the following errors.  I cleaned out the
 build directory and reconfigured and still got the same error.

 Am I missing some library or ???

Hi Brian,

A patch sent this week is pending on the submissions queue to be applied. See 
the osg-submissions list if you want to have OSG compiling now:

http://www.mail-archive.com/[EMAIL PROTECTED]/msg02349.html

Regards,

Alberto
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Re: [osg-users] Teaching an intro to graphics course

2008-11-13 Thread Alberto Luaces
Hi, 

did you miss the osgModeling project from Wang Rui?

http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/34981/match=osgmodeling

http://code.google.com/p/osgmodeling/

El Sábado 08 Noviembre 2008ES 02:09:42 Simon Hammett escribió:
 2008/11/7 [EMAIL PROTECTED]

  Thanks Simon,
 
  A CSG library would be a great idea to work on.  I needed one of those
  for some work I did with Northrop Grumman.  The generalized extrusion
  function is cool too, maybe for a single student or as a feature of the
  CSG library.  I didn't look too deeply, but does the gts library work
  with OSG?
 
  -- Rick

 Err, I don't think so.

 I only did a really quick look (read: google search) to see if there
 was a suitable library
 for my particular needs that would feed OSG, but drew a blank.

 Taking the output of GTS and feeding that into OSG is probably trivial,
 but I think writing the mesh generators that input to GTS in a nice way,
 with good LOD support and decent documentation would be a fair amount of
 work.

 I'm working on a CAD related library for work purposes which has an end
 of year deadline, so I can't afford to get bogged down with an immature
 project.

 For my needs I'm just going to write the small sub set of generators
 (e.g. cylinder, box, polyline/contour extruder) I need that output
 directly into OSG even though
 I'm just going to be duplicating stuff that's almost certainly been
 done many times before.

 From a style point of few, I'd like to see a CSG library that emulates
  boost,

 more than OSG. OSG needs to support a more restricted compiler environment
 than boost aims for; as such it has to avoid the special template tricks
 that boost makes
 extensive use of.

 Mind you a proper boost style template library is probably far beyond
 most students.

 From your other email:
  Like I mentioned, I would really like to start off with OpenGL and then
  show how OSG helps.

 Thinking back on my computing related education I think if I wanted to
 teach computer graphics myself I would do it the other way round to you.

 I would start off by playing TF2 for half an hour with them and
 then firing up the source:sdk  and Hammer and showing them the level
 design and the
 model editors.

 Then go back from that to show how OSG can make those things
 happen and then tag on a bit of the lower level OpenGL stuff right at the
 end.

 For the really bright students it doesn't matter which way round you do it,
 but for the less interested boring them to death with low level details
 isn't going to help them. :)

 Good luck with the course.

 --
 The truth is out there. Usually in header files.
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Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-10 Thread Alberto Luaces
Hi JP,

I always get the same errors (92  80) during execution (see below). My system 
is

Linux 2.6.26-1-amd64
GeForce 7600 GS, driver 173.14.12
256 MB

Got an X11ErrorHandling call display=0x114f600 event=0x7fff4f229750
BadWindow (invalid Window parameter)
Major opcode: 92
Minor opcode: 4
Error code: 3
Request serial: 3a86
Current serial: 3a86
  ResourceID: 2e3
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Got an X11ErrorHandling call display=0x114f600 event=0x7fff4f2296e0
BadAlloc (insufficient resources for operation)
Major opcode: 80
Minor opcode: 1b
Error code: b
Request serial: 3a87
Current serial: 3a88
ResourceID: 2e3


El Lunes 10 Noviembre 2008ES 07:56:25 J.P. Delport escribió:
 Hi all,

 if anyone has some spare time, please execute the attached test app
 under Linux. I am still unsure if our problems are related to NVidia
 driver, Linux distribution, ...

 thanks
 jp

 J.P. Delport wrote:
  Hi all,
 
  a colleague of mine is trying to implement an image processing algorithm
  that requires many RTT cameras (+-150).
 
  His algorithm runs on his Windows machine, but fails under Linux (I'm
  quite sad about it :) with some of the following errors:
 
  --8--
 
  Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991100
  BadAlloc (insufficient resources for operation)
 
  Got an X11ErrorHandling call display=0x80a8c80 event=0xbf991160
  BadDrawable (invalid Pixmap or Window parameter)
 
  Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
  RenderStage::drawInner(,) FBO status= 0x8cd5
 
  --8--
 
  We've narrowed the problem down to just camera creation and frame
  rendering. Texture sizes do not seem to influence the error. I've made a
  small test application (attached) that creates the errors.
 
  On my Linux laptop the errors start appearing at around 220 cameras. On
  another Linux machine we can get about 10 more. On Windows we've been
  able to test up to 3000 (the apps starts up too slowly if we add more).
 
  Does anyone have any ideas about why and where the cameras are creating
  X resources?
 
  Art (if you are around), does osgPPU use osg::Camera? Maybe we can move
  to osgPPU if not.
 
  Any pointers to help us debug are welcome.
 
  regards
  jp
 
 
 
  
 
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Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
El Jueves 06 Noviembre 2008ES 11:30:49 Jan Ciger escribió:
 Also, I have noticed that you have included scale keys. If you want only
 rigid bones (the most common case, one rarely models something like the
 Gummi bears), then you can drop both scale and translation. The
 quaternions/rotation matrices/rotation vectors are enough, together with
 the binding pose of the skeleton. You just apply the transformations
 recursively from the root of the hierarchy each time. That allows a very
 compact representation.

I think scaling bones is an important feature at least meanwhile a morphing 
system is not available (face gestures, breathing movements, etc)

Regards,

Alberto
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Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió:
 Alberto Luaces wrote:
  I think scaling bones is an important feature at least meanwhile a
  morphing system is not available (face gestures, breathing movements,
  etc)

 If you need that then you are better off implementing morphing and not
 deforming the skeleton. Doing it by scaling bones will break lot of
 things that rely on the fixed bone length - e.g. inverse kinematics,
 walking cycles, the skin will look bad etc.

Well, I was referring to dedicated bones, not the principal ones from the 
skeleton. Think of an arm whose biceps changes its shape when bending: you 
might put a special bone to reflect the growth. Therefore you get the 
effect of a deforming body without affecting IK, etc. I've seen places where 
this is done so. However I admit that this could be the poor man approach, 
useful when one has memory or cpu constraints.

Regards,

Alberto
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Re: [osg-users] osg::Plane

2008-11-04 Thread Alberto Luaces
El Lunes 03 Noviembre 2008ES 21:20:57 Renan Mendes escribió:
 Stupid but fast question. Just want to make sure I'm getting it right, as
 notations can vary and there is no explanation at the reference docs.
 Let's say I have an osg::Plane that can be represented as ax + by + cz + d
 = 0. The method asVec4() from that class gives me an osg::Vec4 object with
 x = a, y = b, z = c and w = d?

Yes, you are right. From the definition of distance() or set() you'll get it.

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Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Alberto Luaces
Hello,

I submitted the same patch that Oleg said for the 1.4 DOM sometime ago 
(http://sourceforge.net/tracker/index.php?func=detailaid=2003257group_id=157838atid=805426),
 
but it seems that they haven't applied it on newer versions. We should do the 
same this time.

Alberto

El Lunes 03 Noviembre 2008ES 23:02:07 Oleg Dedkow escribió:
 Hello Jan,

 you just have to include memory header file in dae.h. After adding this
 line of code I was able to compile the actual COLLADA version under
 Xubuntu.

 Regards,

 Oleg

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Jan
 Ciger Gesendet: Montag, 3. November 2008 22:03
 An: OpenSceneGraph Users
 Betreff: [osg-users] COLLADA on Linux

 Hello,

 I am sorry if this was asked before, but I didn't find it in the
 archives. While trying to build the COLLADA DOM 2.1, I am getting this
 compilation error right away:

 $ make
 Compiling src/dae/daeAtomicType.cpp to build/linux-1.4/obj/daeAtomicType.o
 In file included from include/dae/daeDatabase.h:18,
  from src/dae/daeAtomicType.cpp:20:
 include/dae.h:195: error: ISO C++ forbids declaration of 'auto_ptr' with
 no type
 include/dae.h:195: error: invalid use of '::'
 include/dae.h:195: error: expected ';' before '' token
 make: *** [build/linux-1.4/obj/daeAtomicType.o] Error 1

 This is with gcc 4.3.2

 Does anyone know how to fix this? I used to build COLLADA without
 problems before, but with older version of gcc.

 Regards,

 Jan
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Alberto Luaces
El Martes 04 Noviembre 2008ES 13:08:46 Patrick Castonguay escribió:
 Hi everybody,
 I am just new to OSG and currently am just using but would hope to do some
 development in the future.  I was wondering if there has been any thoughts
 given recently to moving to a forum structure instead of the full mailing
 list.  I believe it would be much better to be able to subscribe to a
 certain thread if you are interested in it instead of receiving a long
 email with everybody's comment on something that one may not be interested
 about.

 Is there anybody else that feels the same way?


 Patrick Castonguay

Some past discussions:

http://www.mail-archive.com/[EMAIL PROTECTED]/msg05692.html

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/010725.html

About receiving the long mail, you can switch off the digest mode and 
receive one mail per reply. Done so, you can only watch the topics you are 
interested in.

Alberto
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Re: [osg-users] COLLADA on Linux

2008-11-04 Thread Alberto Luaces
Nevermind, I realized that Jan was using the version of the downloads 
section. The error is already fixed in Collada SVN.

El Martes 04 Noviembre 2008ES 10:09:35 Alberto Luaces escribió:
 Hello,

 I submitted the same patch that Oleg said for the 1.4 DOM sometime ago
 (http://sourceforge.net/tracker/index.php?func=detailaid=2003257group_id=
157838atid=805426), but it seems that they haven't applied it on newer
 versions. We should do the same this time.

 Alberto

 El Lunes 03 Noviembre 2008ES 23:02:07 Oleg Dedkow escribió:
  Hello Jan,
 
  you just have to include memory header file in dae.h. After adding this
  line of code I was able to compile the actual COLLADA version under
  Xubuntu.
 
  Regards,
 
  Oleg
 
  -Ursprüngliche Nachricht-
  Von: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Im Auftrag von Jan
  Ciger Gesendet: Montag, 3. November 2008 22:03
  An: OpenSceneGraph Users
  Betreff: [osg-users] COLLADA on Linux
 
  Hello,
 
  I am sorry if this was asked before, but I didn't find it in the
  archives. While trying to build the COLLADA DOM 2.1, I am getting this
  compilation error right away:
 
  $ make
  Compiling src/dae/daeAtomicType.cpp to
  build/linux-1.4/obj/daeAtomicType.o In file included from
  include/dae/daeDatabase.h:18,
   from src/dae/daeAtomicType.cpp:20:
  include/dae.h:195: error: ISO C++ forbids declaration of 'auto_ptr' with
  no type
  include/dae.h:195: error: invalid use of '::'
  include/dae.h:195: error: expected ';' before '' token
  make: *** [build/linux-1.4/obj/daeAtomicType.o] Error 1
 
  This is with gcc 4.3.2
 
  Does anyone know how to fix this? I used to build COLLADA without
  problems before, but with older version of gcc.
 
  Regards,
 
  Jan

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Re: [osg-users] mingw build problems

2008-10-31 Thread Alberto Luaces
Hi Csaba,

thank you very much for the pointers. As you said, activating the reports on 
cmake generates the DartConfiguration.tcl. Now I'm wrestling with some issues 
that I think are Cygwin specific. Hope to be a new neighbour soon :)


El Jueves 30 Octubre 2008ES 14:26:07 Csaba Halász escribió:
 On Thu, Oct 30, 2008 at 9:38 AM, Alberto Luaces [EMAIL PROTECTED] wrote:
  Hi Csaba,
 
  Out of curiosity, are you jester?

 Hi Alberto,
 Yes that's me :)

  If that were your machine, how did you manage to install Dart with Mingw?
  I am be interested in doing the same with a Cygwin build.

 I built tcl and installed Dart. But it didn't work properly, and later
 I found out you *don't* need dart/tcl at all.
 Current cmake has a ctest module that does everything. Somebody should
 put this in big fat letters somewhere :)
 So just enable the dart stuff in the config and you are done. (It will
 still use DartConfiguration.tcl, don't be surprised by that)


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Re: [osg-users] OpenSceneGraph Stereo Viewer question

2008-10-31 Thread Alberto Luaces
Hi Thanh,

In addition of what J-S said, you can also recover the options passed to your 
program with the ArgumentParser and then initialize the viewer with them:

int main(int argc, char **argv){
osg::ArgumentParser args( argc, argv);
osgViewer::Viewer v(args);

...

}

this will make your program mimic osgviewer behaviour, that is, you can 
run myprogram --stereo to get stereo rendering. The use of one or the other 
way depends on which fits best to your application.

Alberto

El Jueves 30 Octubre 2008ES 20:50:28 Jean-Sébastien Guay escribió:
 Hello Thanh,

  It's very easy to load a model using stereo display by add an argument
  --stereo on console line, such as
  osgviewer --stereo cow.osg
 
  but how can I implement the stereo display on my application? I have
  searched all over but can not find it anywhere.

 Check osg::DisplaySettings::setStereo. You would do for example

 osg::DisplaySettings::instance()-setStereo(true);
 osg::DisplaySettings::instance()-setStereoMode(...);

 before creating your graphics context (or before the viewer creates it).

  One more question: Where can I find the osgviewer source code?
  osgViewer/Viewer.cpp is not that, right?

 OpenSceneGraph/applications/osgViewer/osgviewer.cpp

 But it's pretty simple, you won't find for example the --STEREO option
 there, it's checked somewhere else. I suggest you do a find in files
 to find out where.

 Hope this helps,

 J-S


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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Alberto Luaces
Hi Cedric,

it looks like a very interesting project. What would be the best place to send 
user related questions? In the gna! page two mailing lists are displayed, but 
one is for development (animtk-commits) and the other (Animtk-devs) seems 
like a patch sending list only.

El Jueves 23 Octubre 2008ES 22:25:18 Cedric Pinson escribió:
 Hi all,

 I am happy to release a new version of animtk,  Animtk is an animation
 toolkit for OpenSceneGraph. Have a look it could interest some of you.
 Thanks a lot to Jeremy (author of osgPango and osgWidget) who contribe
 often on this project.

 The 0.0.9 release drastically simplifies usage for users familiar with
 OpenSceneGraph http://www.openscenegraph.org by consolidating all of
 the existing code into a single, standalone NodeKit. Furthermore, all
 AnimTK-specific data is stored alongside traditional OSG data within a
 standard OpenSceneGraph http://www.openscenegraph.orgfile (.osg),
 although support for writing to IVE is not yet complete. The exporter
 has also been significantly overhauled to fully support this integration
 of AnimTK and OSG, and is sophisticated enough to replace the old
 Blender http://blender.org osgexport24.py script, with which many
 users (particularly Linux users) are accustomed.

 With time, the Animtk developers are confident that it will morph into a
 very strong, native OpenSceneGraph http://www.openscenegraph.org
 Animation Toolkit, filling a space that has long existed in OSG.


List of improvements:

* new osg Blender http://blender.org exporter (export animation,
  light, mesh, rigmesh, empty, animation)
* new EaseMotion http://www.robertpenner.com/easing/easing_demo.html
* improve code to read .osg file with animation inside


Animtk EaseMotion
http://www.robertpenner.com/easing/easing_demo.html in action
with osgPango:

* http://animtk.plopbyte.net/osgPango-animtk.wmv


Files:

* http://download.gna.org/animtk/animtk-0.0.9.tar.gz
* http://download.gna.org/animtk/animtk-data-0.0.9.tar.gz


 The latest version is hosted on a mercurial repository
 http://hg.plopbyte.net/animtk

 see more on http://www.plopbyte.net


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Re: [osg-users] The best way to make some object in a scene render after and infront everything else.

2008-10-23 Thread Alberto Luaces
Hi Chris,

If you are using several cameras to create the HUD, you don't need the 
renderbins anymore for this case. Every camera will only render the scene it 
has attached (addChild). You can control the ordering as seen in the osghud 
example, with osg::Camera::setRenderOrder().

Alberto

El Jueves 23 Octubre 2008ES 16:40:53 Chris Denham escribió:
 Hi Robert,
 Hmmm, now I seem to have come full circle back to the start of this thread.
 lol.
 If I use a hud camera, don't I then have the messy problem of making it
 only render the Dragger in the scene?
 Or perhaps there is a way to get main camera to render renderbins 0-10 and
 the other camera to render renderbin 11?
 I'm new to this render bin wizardry.
 Chris.

 - Original Message -
 From: Robert Osfield [EMAIL PROTECTED]
 To: Chris Denham [EMAIL PROTECTED]; OpenSceneGraph Users
 osg-users@lists.openscenegraph.org
 Sent: Thursday, October 23, 2008 2:42 PM
 Subject: Re: [osg-users] The best way to make some object in a scene render
 after and infront everything else.

  Hi Chris,
 
  If you want to clear the depth buffer then you need to use a separate
  RenderStage rather than just a RenderBin.  A RenderStage is a special
  RenderBin that adds the frame buffer clear prior to its traversal, and
  any copy to image/texture operations after traversal.   By default the
  OSG has one RenderStage per Camera.   So your case you'll want an
  extra Camera above the subgraph you want the clear.  You may place
  this Camera in the scene graph or in the viewer.  See the osghud
  example.
 
  Robert.
 
  On Thu, Oct 23, 2008 at 2:30 PM, Chris Denham [EMAIL PROTECTED]
 
  wrote:
  Hi Robert,
  Excellent! That was too easy ;-) so I have a secondary question.
  Is there a way to get it clear the depth buffer between renderbins so I
  can
  render with depth test on? The manipulator geometry does not render
  correctly over itself with the depth test switched off.
  Cheers.
  Chris.
 
  Date: Thu, 23 Oct 2008 11:24:07 +0100
  From: Robert Osfield [EMAIL PROTECTED]
  Subject: Re: [osg-users] The best way to make some object in a scene
  render after and infront everything else.
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Message-ID:
  [EMAIL PROTECTED]
  Content-Type: text/plain; charset=ISO-8859-1
 
  Hi Chris,
 
  You can achieve this affect several ways but the simplicist would
  probably be to state the RenderBin number of the subgraph that you
  want o overlay to a high figures, something like 11 or more to draw
  after the default transparent bin, then disable the depth test so the
  all fragments of the dragger are drawn.
 
  Robert.
 
  On Thu, Oct 23, 2008 at 10:39 AM, Chris Denham [EMAIL PROTECTED]
 
  wrote:
  I am trying to acheive an effect whereby some geometry in a scene is
  rendered after and in front of everything else.
  What I want to be able to do is show an osgManipulator::Dragger node
  attached to an object in a scene, but show it infront of everything, I
  guess
  a bit like a HUD, but where only the Dragger is rendered on the HUD.
  For anyone that has used Maya, the effect I want is similar to the
  translation/rotation/scaling manipulators, i.e. where they can be used
  and
  seen regardless of what objects that would normally be obscuring them.
  What's the best way to implement that?
  The most obvious way seemed to me to create a HUD style postrender
  camera
  to
  render the manipulator on top of the normally rendered scene. But I'm
  not
  100% sure how to get it to only render the manipulator in the scene.
  Do I
  need to use nodemasks, or do I need to move the manipulator into an
  empty
  HUD scene along with its local to world transform?
  Neither method seemed very elegant to me, so just wondering if
  anyone's got
  a better idea.
  Chris D.
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Re: [osg-users] fullscereen rendering on second monitor

2008-10-08 Thread Alberto Luaces
El Miércoles 08 Octubre 2008ES 07:36:33 Roman Grigoriev escribió:
 Good day!
 I'd like to use dual monitor configuration and use fullscreen mode
 rendering on second monitor and rendering in window on fist monitor using
 osg Could you please tell me how to make it?
 Thanx in advance
 Bye

Hi Roman,

a good start is to peruse the osgwindows example. As you will see, its a 
matter of specifying in the context traits what size and position you want. 
See

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01379.html

and

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01376.html

Regards,

Alberto
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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-08 Thread Alberto Luaces
El Martes 07 Octubre 2008ES 22:58:06 Paul Melis escribió:
 Well, going back to 169.12 does seem to make that problem go away (but
 the non-vsynced framerate has gone down to about 1/10th of what it was
 with the 173 series, doh!)

 Paul

Paul,

I wasn't able to reproduce that crash, but I have newer drivers than you, can 
you try them?

gcc version 4.3.2, Linux 2.6.26-1-amd64.
GF 7600GS -- driver version 173.14.12
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Re: [osg-users] fullscereen rendering on second monitor

2008-10-08 Thread Alberto Luaces
El Miércoles 08 Octubre 2008ES 10:44:03 Roman Grigoriev escribió:
 Thanx Nick that helps but my question still here how to get hWnd from osg
 screen?
 Roman

See 

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01386.html

Cast your osgViewer::GraphicsWindow to a osgViewer::GraphicsWindowWin32 and 
then use the HWNDosgViewer::GraphicsWindowWin32::getHWND() method.

Regards,

Alberto
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Re: [osg-users] fullscereen rendering on second monitor

2008-10-08 Thread Alberto Luaces
El Miércoles 08 Octubre 2008ES 10:17:40 Roman Grigoriev escribió:
 Thanx I made it that way
 But have some question about borderless window and Vista
 My screen resolution is 800*600 and dimensions of my window is 800*600 and
 I still see vista status bar.
 How can I avoid vista status bar?

Try gw-setWindowDecoration(false);

 And another question about fullscreen mode I use windows dialogs to edit
 properties and call it this way

   DialogBox(hInst,ID_DIALOGDAMAIN, hWnd, (DLGPROC) DlgDAMAIN);

 When I init window not in fullscreen mode my dialog appears above osg
 window but in fullscreen mode my dialogs appear below osg window
 Maybe I need to know hWnd to have my dialogs above osg screen in fullscreen
 mode.

I don't think fullscreen windows and dialogs mix well, but my Windows 
knowledge is rusty anyway :) Maybe others can help.

Regards,

Alberto
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Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Alberto Luaces
Builds fine with gcc version 4.3.2, Linux 2.6.26-1-amd64.

El Martes 07 Octubre 2008ES 18:00:17 Robert Osfield escribió:
 Hi All,

 I am planning to make a 2.7.3 dev release tomorrow morning, there have
 been plenty of changes checked in since 2.7.2 so there is potential
 for build breaks so I'd appreciate testing across platforms of
 svn/trunk.

 If you have a clean build or a build failure please post your results
 into the list so I can keep tabs on where things are build/what is
 left to fix up.

 Thanks in advance,
 Robert.
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Re: [osg-users] Profiler with OSG

2008-09-19 Thread Alberto Luaces
El Viernes 19 Septiembre 2008ES 13:00:57 Vincent Bourdier escribió:
 No one never profile his OSG code ?

Yes, but with the Linux-only valgrind tool :)

http://valgrind.org/
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Re: [osg-users] Optimizations and fps increasing problem

2008-09-17 Thread Alberto Luaces
Hi Vincent,

El Miércoles 17 Septiembre 2008ES 12:52:45 Vincent Bourdier escribió:
 First of all, a little question : I have a draw time increasing... after
 about 10 minutes the FPS is little due to very hight draw time... What can
 do that ? what the draw do ?

A profiler will help to find the answer of that question. After running those 
10 minutes, the generated graph will show which part of your code is spending 
the most time and then you will figure why.

Regards,

Alberto
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Re: [osg-users] Problem with local coordinate!

2008-09-17 Thread Alberto Luaces
ЯicKy,

see a previous post:

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg14324.html

Alberto

El Miércoles 17 Septiembre 2008ES 13:51:20 Tuan Do escribió:
 Hi all,
 just a simple question, and I can't find related topics on the group.
 How can I get/set my components' local center coordinate? I have lots of
 components, all of them are contained in one 3DS model and have it's own
 local coordinate.
 I used matrixtransform to set a component's position to (0,0,0) but it
 didn't translate to the origin, and all components' position is like in the
 model. Then I used matrixTransform to rotate a component around it's local
 axis, it still worked but it's position (gettrans()) always change.
 I really don't understand this, I don't want to seperate the model to many
 components. Any support'd be appreciated.

 Thanks, Best Regards.


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Re: [osg-users] osgUtil::IntersectionVisitor, information on polygon intersected

2008-09-17 Thread Alberto Luaces
Hi J-S,

El Miércoles 17 Septiembre 2008ES 20:02:06 Jean-Sébastien Guay escribió:
 I think ratioList is the barycentric coordinates of where the hit
 occurred on the polygon (i.e. if it was a triangle that was hit, there
 will be 3 ratios in ratioList, which you can then use to find out where
 in the triangle the hit occurred by multiplying the 3 vertices of the
 triangle by the 3 ratios) but I'm not sure.

You are right, this is correct.

 If that's the case, you can 
 do the same with the triangle's texture coordinates at the 3 same
 vertices and thus get where in the texture the hit occured.

I'm not sure about this one, but it should give a reasonable approximation 
anyway :)

Alberot


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Re: [osg-users] Returning ref_ptr vs. ref_ptr::get()

2008-09-11 Thread Alberto Luaces
El Jueves 11 Septiembre 2008ES 18:37:07 Paul Martz escribió:
  The example in the middle of page 37, above the one Cliff
  cited, looks like it won't compile.  Did you really mean to
  return *grp?  I know it's meant to show bad programming
  practice but the book reads like it should compile.

 You are correct, that code is wrong. I meant to return grp.get() as an
 example of returning a dangling pointer.

 I've added this to the errata at http://www.skew-matrix.com/osgqsg/. Thanks
 for catching this.

Curious. I already had return *grp on my hard copy.
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Re: [osg-users] adaptation of chunkLOD to OSG

2008-09-05 Thread Alberto Luaces
Just a little remark: isn't the cockpit supposed to read FUEL FLOW instead 
of FLUEL FLOW? :)


 originally someone did a test with photo realistic terrain.
 video (40s):
 High resolution (26 Mo)
 http://documents.cigognes.net/csp/csp-terrain-photo.avi Low resolution
 (YouTube) http://fr.youtube.com/watch?v=1NlZoylXrlo




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Re: [osg-users] Using Kd-tree for spatial data

2008-09-05 Thread Alberto Luaces
Hi,

it's already done for you. Just use the osg::KdTreeBuilder visitor on the 
subgraph you want to be split with kd-trees.

Alberto

El Jueves 04 Septiembre 2008ES 19:15:21 maruti borker escribió:
 Thanks for pointing out , i looked into the discussion and i think the
 current setupd with kd-trees wont help me with my idea. Can anyone point me
 to some tool/project which creates just the kd-tree ( near to optimal )
 given a 3d scene . Any help would be appreciated.

 Thanks

 Maruti Borker
 IIIT Hyderabad
 Website:- http://students.iiit.ac.in/~maruti
 Blog:- http://marutiborker.wordpress.com

 On Thu, Sep 4, 2008 at 3:00 PM, Robert Osfield 
[EMAIL PROTECTED]wrote:
  HI Maruti,
 
  Lots was discussed on osg-users about the KdTree implementation in the
  OSG when I intergrated the functionality, so have a look through the
  osg-users archives in June and July.   The quick answer is that
  KdTree's hang off Drawables, and when do intersection testing first
  coarsed grained culling is done by the scene graphs hierachy of
  bounding spheres/boxes, then finally fine grained testing is done
  against the KdTree hanging of the drawables.
 
  Robert.
 
  On Thu, Sep 4, 2008 at 7:27 AM, maruti borker [EMAIL PROTECTED]
 
  wrote:
   Hello,
  I was amazed to see the development  OSG has made,
   the last version i used it was 2.3.4. Coming to the topic,  i wanted to
   know
 
  how
 
   a scenegraph was being linked to a kd-tree for finding out
   intersections.
 
  I
 
   am thinking of an application which needs querying of spatial data, for
   which i thought of using kd-trees , but i also thought of having a
   scenegraph for rendering purposes. I looked at a work Razor:
   Multi-resolution ray tracing for dynamic environments by William mark
 
   and
 
   Warren hunt. They also lazily linked a scene-graoh and a kd-tree. I
 
  wanted
 
   to know how the kd-tree is being linked to a scenegraph in OSG and also
   whether i could actually access the kd-tree for performing algorithms
   on
 
  top
 
   of it. And also an advice whether using this linkage in OSG is useful
   for storing spatial data. Do mail back incase of any doubts or
   clarifications
 
  .
 
   Maruti Borker
   IIIT Hyderabad
   Website:-
   http://students.iiit.ac.in/~marutihttp://students.iiit.ac.in/%7Emaruti
   Blog:- http://marutiborker.wordpress.com
  
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Re: [osg-users] Using Kd-tree for spatial data

2008-09-05 Thread Alberto Luaces
Hi Maruti,

you could also try to use osgUtil::Optimizer with the SPATIALIZE_GROUPS flag 
set. This way, the scenegraph will be laid like an octree, so it would 
roughly act as the kd-tree between the root and the leaves.

I don't know of any program to do what you want, but maybe you could collapse 
all the geometry into one big geode and then run the kdtree builder visitor 
on it. To do so, you would use the optimizer with the MERGE_GEODES flag.

Alberto

El Viernes 05 Septiembre 2008ES 10:33:39 maruti borker escribió:
 Hi ,
   I understood your point. That is why i said that the kd-tree
 implemented in OSG wont be useful for my purpose. I just wanted to know if
 there are any tools/code which creates a single kd-tree of the whole scene.

 Regards,

 Maruti Borker
 IIIT Hyderabad
 Website:- http://students.iiit.ac.in/~maruti
 Blog:- http://marutiborker.wordpress.com

 On Fri, Sep 5, 2008 at 1:52 PM, Robert Osfield 
[EMAIL PROTECTED]wrote:
  HI Maruti,
 
  On Fri, Sep 5, 2008 at 9:11 AM, maruti borker [EMAIL PROTECTED]
 
  wrote:
   But when i went through the discussion, i found out that only geomety
   in
 
  the
 
   leaves have seperate kd-tree and not a single kd-tree for the whole
 
  scene.
 
   Correct me if i am wrong.
 
  The use of KdTree on drawable leaves only is done to provide a good
  balance between efficiency of intersection test and flexibility.  For
  instance the system we have now handles whole scene with moving parts,
  if you had a single KdTree you'd need to recompute it all the time.
  Also a well balanced scene graph will be spatially distributed so will
  the hierarchical bounding volumes that help intersection tests.
 
  Jumping to KdTree for the whole scene graph is technically possible,
  but you'll need to build the KdTree yourself, and in terms of
  performance vs flexibility tradeoff's is not good, it's a lot of
  effort for little gain in performance.
 
  Robert.
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Re: [osg-users] Cmake question

2008-07-31 Thread Alberto Luaces
Hi Brad,

on the ccmake setup, press 't' for advanced mode and then search for 
CMAKE_BUILD_TYPE. The info says that you can select these modes: Debug 
Release RelWithDebInfo MinSizeRel.

Alberto

El Jueves 31 Julio 2008ES 08:29:31 Christiansen, Brad escribió:
 Hi,

 Sorry to ask a question that I am sure is covered somewhere, but I just
 cant find mention of it.
 How do you select between doing a release and debug build using cmake on
 linux?

 I cant find any make targets or cmake options in the setup. It is not
 mentioned on the wiki and I cant find anything in the mail archives.

 Cheers,

 Brad


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Re: [osg-users] Getting texture coordinates of loaded models

2008-07-31 Thread Alberto Luaces
Hi Franclin,

El Jueves 31 Julio 2008ES 14:10:13 Franclin Foping escribió:
 retrieve its Drawable objects, convert them to Geometry

As you have been told earlier, that conversion can only be done if the 
Drawable pointer really points to a Geometry object. Otherwise no conversion 
is made and you get a null pointer.

Alberto
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Re: [osg-users] RE : Re: Getting texture coordinates of loaded models

2008-07-31 Thread Alberto Luaces
Franclin,

El Jueves 31 Julio 2008ES 14:33:30 Franclin Foping escribió:
  visitorto retrieve its Drawable objects, turn them into Geometry objects
 and use your trick but I was wrong as it is impossible to convert from
 Drawable to Geometry.

You still don't get it. You are not converting one type to another, but the 
pointers that reference those objects. This is only possible if the object 
pointed is really of the type you are requesting. I have been doing this a 
zillion times until now, provided that I know beforehand that my meshes are 
stored as Geometry(s).

As you have been recommended, it's important that you know how polymorphism 
works in C++ and the rest of OO languages. Then you will understand why you 
can't magically convert one object of one class to another.

As for the retrieval of the UV coordinates of a ShapeDrawable, they are 
hard-wired directly into the code, so I'm afraid you'll have to read OSG code 
to find how they are calculated (ShapeDrawable.cpp). The good news is that you 
won't have to do this work at runtime anymore :)

Alberto
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Re: [osg-users] Getting a TextureObject into a Texture2D

2008-07-30 Thread Alberto Luaces
Hi Steffen,

I also didn't find anything on the API, so I'm afraid you'll have to dive into 
the code and find if you can get this functionality by subclassing or if you 
have to modify OSG instead.

Alberto

El Martes 29 Julio 2008ES 17:28:09 Steffen Kim escribió:
 Hi,

 I'm a little lost on creating an osg::Texture2D from an OpenGL-texture-ID I
 have.

 I tried to do this by creating an TextureObject with
 osg::Texture::TextureObject* tObject = new
 osg::Texture::TextureObject(_ilaceData.renderTextureID, GL_TEXTURE_2D);

 But now I'm stuck when it comes to putting this TextureObject into the
 Texture2D I want to use to display it.

 The usage of getTextureObject wasn't successful (I get a blank texture) so
 I would be very happy if anyone can give me a hint on how to do this. It
 seems like a quite strange questions to me and I guess I'm overlooking some
 simple function but I cannot find anything in the documentation.


 Thanks a lot,
 Steffen


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Re: [osg-users] Defining Local Coordinate Center For Every Node

2008-07-28 Thread Alberto Luaces
Hi Ümit,

the best way is to have a correct model from the beginning, centered and 
aligned with the origin, but if it couldn't be done, you would have to make 
the geometry child of a transform that would put the mesh at the right place. 
Say you had an object displaced 4 units on the X axis from the origin, then 
you would create a translation transform of (-4,0,0) and make it parent of 
the mesh. Finally you would use that transform in the scene as the real 
object.

Alberto

El Viernes 25 Julio 2008ES 09:59:59 Ümit Uzun escribió:
 Hi all,

 Firstly sorry for simple question, but I can't find related topics on the
 web.

 How can I change my models's center coordinate? I have lots of components,
 I am trying to collect them in one model, and I want to control one part in
 it's local coordinate (for example I want to rotate it around z axes on
 it's local coordinate.)

 But my components default coordinate center is different one by one (for
 example: osgviewer sample.osg axes.osg result is
 http://img61.imageshack.us/my.php?image=sampletn4.png ). I mean, I want to
 control every part of components in their local coordinate center. What
 should I do for changing coordinate system and center for every components?
 I used MatrixTransform, PositionAttitudeTransform CoordinateSystemNode but
 I can't get success.

 Thanks, Best Regards.

 Umit UZUN


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Re: [osg-users] Getting texture coordinates and normals of each vertex of a loaded model

2008-07-28 Thread Alberto Luaces
Hi Franclin,

The references to the vertices that osg::TriangleFunctor returns point to the 
real data of the geometry, so if you subtract their pointers to the first 
vertex pointer of the geometry, you'll get the index to that vertex and you 
will be able to get its normal and UV coordinates:

Vec3 myvertex; // From the TriangleFunctor, we want to have its normal and UV

int index = (Mygeometry-getVertexArray[0])- myvertex;
Vec3 normal = Mygeometry-getNormalArray[index];
Vec2 uv = (Mygeometry-getTexCoordArray(0))[index];

Alberto

El Domingo 27 Julio 2008ES 11:50:13 Franclin Foping escribió:
 Dear All,
  Is there any algorithm in OSG to compute normals and texture coordinates
 of each vertex of a loaded model? With the osg::TriangleFunctor and
 osg::TriangleIndexFunctor, I can perfectly find out all triangles making up
 of a given node. However, the (big) issue is to be able to find out normals
 and texture coordinates of each vertex of a loaded model. Any help will be
 appreciated.
  Waiting for your reply.
  Franclin.

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Re: [osg-users] help me!

2008-07-28 Thread Alberto Luaces
Hi,

Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you 
further. Nevertheless, here is the osgExp code download page address:

http://sourceforge.net/svn/?group_id=148454

I suppose there are compilation instructions within the source.

El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió:
 hi!Thank you for your answer!
 I try it as you say,
 but not right also,i think because Texture Coord output of osgExp is not
 right,they are between 0 and 1,it should be 0 to 3. i change it , it is
 OK!, so it is the really reason.
 I must change osgExp scource code,and recompile it? how to do it?

  From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: Wed,
  23 Jul 2008 09:57:33 +0200 Subject: Re: [osg-users] help me!  Hi, 
  El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:  hi!   
   i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then
  use  osgViewer to look,texture is not right.   it seem that repeat is
  not work! why? osgExp is not surport Texture UV repeat? how to
  make it?  Convert your .ive to .osg with osgconv, then look for the
  wrap parameter in  the file like  wrap_s,t,... REPEAT  If there is
  something other word than REPEAT, change it.  Alberto


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Re: [osg-users] Problems with viewer-computeIntersections

2008-07-28 Thread Alberto Luaces
Hi,

El Lunes 28 Julio 2008ES 16:45:19 Фамилия Имя escribió:
 Hallo.
 I have a problem with function viewer-computeIntersections in OSG 2.6.0.
 When I tryed get objects throught which goes line function lost some of
 them (but line definitely goes throught them). It looks like function can't
 see some objects. I tryed run osgpick with my scene but this error occured
 there (when i clicked in different place of object). I hope this error will
 be repaired in this release of OSG. Thanks.

Please see this thread from yesterday:

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg14304.html
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Re: [osg-users] About Changing Parental Nodes?

2008-07-24 Thread Alberto Luaces
El Jueves 24 Julio 2008ES 09:39:40 Vincent Bourdier escribió:
 If you want your node to stay a the same place, you will need to add it in
 an other place, or you will have to move it first at the opposed
 transformation of your matrixtransform nodes, and after that add it to
 them...

...or leave the subgraph that you don't want to move where it is and put it 
under a MatrixTransform with the ABSOLUTE_RF parameter set instead of 
RELATIVE_RF.


Alberto
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Re: [osg-users] help me!

2008-07-23 Thread Alberto Luaces
Hi,

El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:
 hi!
  
 i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then use
 osgViewer to look,texture is not right. 
 it seem that repeat is not work! why?
  
 osgExp is not surport Texture UV repeat? how to make it?

Convert your .ive to .osg with osgconv, then look for the wrap parameter in 
the file like

wrap_s,t,... REPEAT

If there is something other word than REPEAT, change it.

Alberto
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Re: [osg-users] Getting the opengl texture id of an osg::Texture2D

2008-07-23 Thread Alberto Luaces
Hi,

you can use osg::Texture::getTextureObject and then 
osg::Texture::TextureObject._id

Alberto

El Miércoles 23 Julio 2008ES 16:58:25 Steffen Kim escribió:
 Hi,

 I cannot find the correct function to get the OpenGL texture-id of an
 osg::Texture2D.

 I have several textures in OSG that I want to use as input for a library
 that needs the textures as GLuint.

 How do I get my OSG-textures in there?

 And how can I create an osg::Texture2D out of the GLuint I get as a result
 after running the API?


 I would be really happy about any hints on how to do this.
 Thanks in advance,
 Steffen
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Re: [osg-users] Traversing model nodes and rotating

2008-07-23 Thread Alberto Luaces
Hi Ümit,

I'm glad I could help. The tool I used was osgdot, a program by Paul Melis. 
See its thread at

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-November/004350.html

It is is currently hosted in the Mike Weiblen's osgtoy repository :

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-November/004377.html

Regards,

Alberto



El Miércoles 23 Julio 2008ES 20:41:17 Ümit Uzun escribió:
 Hi Alberto,

 Thanks for reply. Yes, it doesn't show my expected structure. I have to
 traverse and reorganize all nodes with nodevisitor. And I have another
 question about extracting the model in graph. What application do you use
 for extracting the model graph as a image or any document like
 graphicgy.png?

 Thanks so much!

 Ümit UZUN

 2008/7/23 Alberto Luaces [EMAIL PROTECTED]:
  Hi Umit,
 
  maybe the hierarchy is wrong. I have extracted the graph and it doesn't
  show
  the three concatenated transforms that you describe. I attach the graph
  file
  in case you are interested.
 
  Alberto
 
  El Miércoles 23 Julio 2008ES 14:06:36 Ümit Uzun escribió:
   Hi all,
  
   I have an model in 3ds format. I convert it to osg and look in it for
   hierarchical structure. It has mainly 5 part which was tied themselves
   like;
  
   PLANETARY - (child)YAW - (child)ROLL - (child)PITCH -
   (child)PILOTCABIN.
  
  
   I am opening this model with osgDB::readNodeFile and then I am starting
 
  to
 
   traverse in it to find expected node (for example ROLL node).
   I can find the node and it's parent node which is MatrixManipulator
   node and then I can rotate it around the pivot point but when I
   rotating the ROLL node
   I am expecting to occur the automatic rotate to it's child nodes. But
   the child nodes doen't rotate. How can I do for solve this problem?
   Should I add external transformation node between the required place in
 
  the
 
   scene graph or is it not necessery?
  
   Please look at the model hierarchy and advice me to what shoul I do?
 
  -
 --
 
  - class findNodeCallback : public
 
  osg::NodeCallback
 
   {
   public:
  virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
  {
  
  findNodeVisitor findNode(roll);
  node-accept(findNode);
  
  float i=0.0f;
  osg::Matrix rotation,m;
  
  osg::ref_ptrosg::MatrixTransform foundData =
   dynamic_castosg::MatrixTransform*
   (findNode.getFirst()-getParent(0));
  
 if(foundData != NULL)
 {
i+=0.1f;
rotation.makeRotate( i, osg::Vec3f(0.0f,0.0f,1.0f) );
m = foundData-getMatrix();
m = m * rotation;  // rotate around matrix axis (local space)
foundData-setMatrix(m);
 }
 traverse(node, nv);
  }
   };
  
   With this code I can rotate only roll node, it's child nodes doesn't
 
  effect
 
   by this traversing.
 
  -
 --
 
  -
  
   Thanks so much,
  
   Umit UZUN
 



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Re: [osg-users] Sun, moon, clouds. Any recommendations?

2008-07-22 Thread Alberto Luaces
Did you manage to build osgephemeris with OSG 2.4? A few weeks ago I tried to 
compile it but gave up because it seems it depends on Producer.

I you have a patch available, I think it would be of interest for us osg 
users. Maybe you upload it to the wiki, it would be very useful. Another 
possible place to post it would be on the producer-users mailing list, or 
send it to the osgephemeris project page.

Alberto.

El Martes 22 Julio 2008ES 00:43:37 Dorosky, Christopher G escribió:
 Thanks for the replies. I am investigating both.

 Has anyone run into osgephemeris drawing 2 moons?
 The sun and the moon look so similiar, I can't tell, but for either
 today's date, or one month ago, it renders the sun nicely, with a
 brightness glow, but I get twin moons, separated by 15 degrees or so.
 Odd.

 There were also fixes to bring it up to date with osg 2.4.  VS_2005

 Should I submit those changes to this forum or somewhere else?

 Thanks,

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Dorosky, Christopher G
 Sent: Monday, July 21, 2008 10:06 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Sun, moon, clouds. Any recommendations?

 Hi all,

 I've gotta add the sun, moon and some 3D clouds to our simulation.

 Any recommendations on osg-friendly examples to follow?

 Thanks,

 Chris

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Re: [osg-users] [OT][OT] Sun, moon, clouds. Any recommendations?

2008-07-22 Thread Alberto Luaces
Hi Paul,

El Martes 22 Julio 2008ES 16:42:12 Paul Martz escribió:
 What part of Producer did you have a problem with? Last time I checked,
 Producer still builds and runs fine with current OSG and is still a viable
 camera management library.

I couldn't get to work nor CMake nor GNUMakefile build system with current 
SVN. In the first case, some flex/bison generated files are missing from the 
CMake project. In the second, I got some C++ errors that I posted on the 
Producer mailing list two weeks ago.

Anyway, I was just being curious.  I'm not now in the urgent need of using 
osgEphemeris since I have a simple skydome working :)

Alberto
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Re: [osg-users] [OT][OT] Sun, moon, clouds. Any recommendations?

2008-07-22 Thread Alberto Luaces
Hi Justin,

I suppose you have Producer already installed on your system. Anyway, thanks 
for your help.

Alberto

El Martes 22 Julio 2008ES 14:21:25 KSpam escribió:
 Alberto,

 I am able to build osgEphemeris with OSG 2.4.  I only build the
 osgEphemeris library and plugin (That's all I need).  I have a Python build
 script that does the work.  Hopefully, the function calls are descriptive
 enough.

 # Make a small fix for compilation errors
 replaceInFile(src/osgEphemerisLib/StarField.cpp, [(=
 cv-getModelViewMatrix(), = *cv-getModelViewMatrix())]);
 os.environ[OSG_ROOT] = osgDir;
 changeDir(os.path.join(unbundleDir, VC7, osgEphemeris));
 runVcbuild(osgEphemeris.vcproj, configs = [RELEASE, DEBUG]);
 changeDir(os.path.join(unbundleDir, VC7, osgPlugin_ephemeris));
 replaceInFile(osgPlugin_ephemeris.vcproj,
 [($(OSG_ROOT)\lib\win32, $(OSG_ROOT)\lib)]);
 runVcbuild(osgPlugin_ephemeris.vcproj, configs = [RELEASE, DEBUG]);

 Hope This Helps,
 Justin

 On Tuesday 22 July 2008 00:58:44 Alberto Luaces wrote:
  Did you manage to build osgephemeris with OSG 2.4? A few weeks ago I
  tried to compile it but gave up because it seems it depends on Producer.
 
  I you have a patch available, I think it would be of interest for us osg
  users. Maybe you upload it to the wiki, it would be very useful. Another
  possible place to post it would be on the producer-users mailing list, or
  send it to the osgephemeris project page.
 
  Alberto.


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Re: [osg-users] (ask) pause the TrackballManipulator

2008-07-18 Thread Alberto Luaces
Hi,

El Viernes 18 Julio 2008ES 04:39:27 songbo_1220 escribió:
 hi, everyone!
 my english is very poor.
 i want to pause the TrackballManipulator several time for mouse to do other
 control thing, after the time, the TrackballManipulator continue, i see
 about the TrackballManipulator's correlation attribue, not find about
 pause's method. how can i do?  thanks!


You won't find any pause() method because you can select at any time another 
one that doesn't read the mouse movement. You can learn from the 
osgGA::KeySwitchMatrixManipulator, which sets one matrix manipulator or 
another depending on the numeric key you are pressing:

osgGA::KeySwitchMatrixManipulator *keyswitchManipulator = new 
osgGA::KeySwitchMatrixManipulator;

keyswitchManipulator-addMatrixManipulator( '1', First manipulator, new 
MyManipulator1 );
keyswitchManipulator-addMatrixManipulator( '2', Second manipulator, new 
MyManipulator2 );

viewer.setCameraManipulator( keyswitchManipulator);
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