Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Chris 'Xenon' Hanson
On 2/1/2012 7:02 AM, Ethan Fahy wrote:
 I had been building terrain complexes using osgdem using both the -d and -t 
 flags to combine elevation and textures.  This works great when I have 
 relatively low resolution.  I am now running into scenarios where I am using 
 1 meter lidar elevation data and want the maximum number of levels.  This 
 takes hours to generate, but I may be looking at the same area over and over. 
  However, the texture that I wrap onto that same are will be changing.  Do I 
 need to run osgdem for each texture?  As far as I can see in the 
 documentation there isn't any way to add texture to an existing 
 osgdem-generated terrain complex; am I wrong?  I know that for each level, 
 osgdem is breaking up the original texture and doing level of detail 
 wrappings for it, so maybe it is impossible.  I may end up digging into the 
 source code for osgdem to see what can be done but wanted to pose this 
 question to the forum to see if anyone has any ideas about whether this can 
 be done already or how feasible it is 
to 
  do this by changing the existing source code.  Thanks!

  One word: osgEarth. http://osgearth.org/

  It can drape new imagery onto VPB-built terrain models, or can just build the 
terrain
models on the fly with whatever imagery you want.

  If you want pre-compiled binaries, they're available through my company's 
support program.

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Re: [osg-users] Is it possible to get OpenGL calls as output from OSG?

2012-01-30 Thread Chris 'Xenon' Hanson
On 1/30/2012 7:49 AM, Sergey Kurdakov wrote:
 render to FBO camera on provided by CAD context ( set main camera as FBO ), 
 get texture (
 there are ways to make it clean, but I just stole texture id from within 
 inside OSG ) and
 apply it onto OpenGL quad
 I achieved rendering in Blender with OSG, but so that it worked I used only 
 one threaded
 model.

  I've done this too, only using a context cloned and shared from the original 
one
provided by the host app. Then you just rasterize OSG's texture within the host 
app.

 Regards
 Sergey

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Re: [osg-users] FOV

2012-01-30 Thread Chris 'Xenon' Hanson
On 1/30/2012 12:25 PM, Shaheed Khan wrote:
 Actually em trying this view for LDP instead of Aircraft and i want to make 
 my view as entire black screen (instead of Runway) during initialization 
 until i select some modes 
 Wat parameters in which function should i set to get black screen 

  You could probably set the clear color to black and just set the Nodemask of 
your
top-level node to 0.

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Re: [osg-users] Help: many cameras are rendering at the same time or one by one?

2012-01-30 Thread Chris 'Xenon' Hanson
On 1/30/2012 12:27 PM, wang shuiying wrote:
 I wonder if there are many cameras (one main camera + many pre render 
 cameras), will OSG
 (or grahic hardware) manage to make these cameras render one by one or  at 
 the same time?
 I have a programm concerning leveraging GPU parallelism capability, but I 
 include many pre
 render cameras in it. So I would like to know how these cameras are managed.

  I believe this is determined by osgViewer's threading model:

CullDrawThreadPerContext
CullThreadPerCameraDrawThreadPerContext
DrawThreadPerContext
SingleThreaded

etc.

 Thank you in advance!
 Shuiying


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Re: [osg-users] Request for input

2012-01-27 Thread Chris 'Xenon' Hanson
On 1/27/2012 7:17 AM, Paul Martz wrote:
 Sd is the size of the drawing commands in bytes

  gDebugger might be able to help you estimate this too.

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Re: [osg-users] Play audio files

2012-01-26 Thread Chris 'Xenon' Hanson
On 1/26/2012 2:45 AM, Héctor Martínez wrote:
 Hi Laurens,
 If anyone can give an idea about the problem, you are welcome.

  I'd love to help you, but I only wrote the FMOD side of osgAudio -- the 
openAL/openalpp
side was part of osgAL, and I never really worked with it because I couldn't 
get openAL to
work on my Vista box at the time.

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Re: [osg-users] FOV

2012-01-22 Thread Chris 'Xenon' Hanson
On 1/22/2012 11:34 AM, Shaheed Khan wrote:
 Actually i want to alwayz focus (zoom) on the building near runway while 
 flying so which Osg camera functions can i use to do so and wat parameters 
 should i pass ..

  Well, if you do getProjectionMatrixAsPerspective:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00073.html#0d5e678648b19df3b64dec0d06fef974

  and then alter the fovy and resubmit it with setProjectionMatrixAsPerspective:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00073.html#fe4fab17f1cc5b4664c17ed79717aabb


  This will keep all the same view, except alter the change the zoom (field of 
view).

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Re: [osg-users] Play audio files

2012-01-20 Thread Chris 'Xenon' Hanson
On 1/20/2012 6:42 AM, Héctor Martínez wrote:
 I have downloaded and compiled osgAudio. Now I want to integrate it in my
 own OSG-based program. So, how can I just open an audio file and play it? I
 mean the simplest way, no need for complicated features right now. Something
 like:
 open(myAudio.wav);
 playAudio();

  See examples/openal-lowlevel/simple.cpp.

osgAudio::AudioEnvironment::instance()-init();
osg::ref_ptrSource bgsound = new Source;
bgsound-stop();
osg::ref_ptrSample sample = new Sample(myAudio.wav);
bgsound-setSound(sample.get());
bgsound-setGain(0.6f);  // Lower gain (volume)
bgsound-setLooping();
bgsound-setAmbient();  // Make sound ambient (i.e. not attenuated)
bgsound-play();  // Start playing


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Re: [osg-users] Play audio files

2012-01-19 Thread Chris 'Xenon' Hanson
On 1/19/2012 2:17 AM, Héctor Martínez wrote:
 I am currently using SDLaudio for playing the sound of the videos I am using, 
 but when
 trying to load 2 or more videos at the same time, it only plays one of them 
 (and not
 always). I have read that SDL only allows one audio channel, so I think I 
 have to start
 using something else. I want also to play other audio files (mp3, ogg, wav, 
 whatever).
 
 So, which is the best option right now? I have read about osgAL and openAL. I 
 don’t know
 which one is better with the version I am using (OSG 3.0.1) or if there is a 
 better
 solution to these two. Another thing to consider is that I would like to work 
 with LGPL
 (or similar) licenses if possible. I think those libraries are LGPL, but as 
 they depend on
 additional libraries I am not sure if I can use them as LGPL or not.

  As the creator of osgAudio, I can answer this.

  osgAudio is the literal and philosophical child of osgAL. We started osgAudio 
using the
osgAL source, fixed a number of design and implementation issues, added 
compile-time
selection of audio backend (openAL or FMOD) and polished it up. Thus, osgAudio.

  Even openAL's creator agrees that you should probably use osgAudio now, since 
it has
newer fixes.

  OpenAL was LGPL, now proprietary (Creative Labs):
http://en.wikipedia.org/wiki/OpenAL
  You'll have to interpret their licensing yourself.

  There is also OpenAL Soft:
http://en.wikipedia.org/wiki/OpenAL#OpenAL_Soft
  OpenAL Soft is an LGPL-licensed, cross-platform, software implementation

  FMOD is proprietary but has a non-commercial license:
http://en.wikipedia.org/wiki/FMOD
FMOD is available under multiple license schemes: FMOD Non-Commercial License, 
which
allows software not intended for commercial distribution to use FMOD for free.

  You could fairly easily add support for other backends to osgAudio if you 
wished, but
I'm not aware of too many other 3d spatial audio toolkits.

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Re: [osg-users] OSG 3.0.1 examples not working correctly?

2012-01-19 Thread Chris 'Xenon' Hanson
On 1/18/2012 10:17 AM, Sean O'Connell wrote:
 I downloaded OSG 3.0.1, compiled the examples, but none of them seem to run 
 correctly.  I can't get the camera mouse controls to work at all; the camera 
 simply stays stationary.  In other demos no content is displayed.  In my own, 
 extremely simple demo (that worked with OSG 2.8), the camera doesn't work and 
 the colors are look like a rainbow.

  Have you tested the 3.0.1 binaries from AlphaPixel?
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads

  If they work, you know it's a build error compiling OSG on your end.

  You could also try compiling your app against them and see if it works.

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Re: [osg-users] OSG Texture1D and GL_UNSIGNED_SHORT

2012-01-13 Thread Chris 'Xenon' Hanson
On 1/13/2012 2:28 AM, Robert Osfield wrote:
 Could you send this adapted code, or even better a version of
 osgtexture1D.cpp that can be
 run with a command line option (such as --ushort) to replicate this error?

  I'll see if I can replicate it in a simple form. It was very slippery.

 I don't know what the issue is.  Texture2D has been used far more
 heavily over the years than Texture1D
 so I can imagine bugs that have been spotted and fixed in Texture2D
 that haven't been in Texture1D.

  Yeah, that's what I suspected. It may have to do with generating mipmaps or 
something.

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Re: [osg-users] Installation Problems.VS10 - unresolved external symbol

2012-01-12 Thread Chris 'Xenon' Hanson
On 1/12/2012 9:26 AM, Jean-Sébastien Guay wrote:
 Hello Kirill,
 Project -  Properties -  General -  Character Set -  Use Multi-Byte 
 Character Set
 I think this is your mistake, I have never had to set this, and I believe it 
 creates
 incompatible binaries. Meaning if the OSG libs were not compiled using 
 multi-byte
 character set, and you try to link to them in a project that is, it will fail.

  I concur. This generates code with a different set of name mangling, and 
therefore will
intentionally fail to link.

  If you _absolutely_ need MBCS support, you'll probably have to build OSG (and 
all the
third-party dependencies) with MBCS support.

  If you want, I could make you an estimate for having our build farm build it 
that way.

 J-S


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Re: [osg-users] View Returns wrong value in computeIntersection with shaders on

2012-01-12 Thread Chris 'Xenon' Hanson
On 1/6/2012 9:03 PM, Hong Zhenyang wrote:
 ANy hints onto what I could have done wronly?

  Obviously, we should ask -- your vertex shaders aren't modifying the vertices 
at all, right?

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Re: [osg-users] Installation Problems.VS10 - unresolved external symbol

2012-01-12 Thread Chris 'Xenon' Hanson
On 1/12/2012 10:25 AM, Kirill Serebtiakov wrote:
 No, i've triead to build it using x64 and x86 OSG. Similar mistakes. But I'll 
 check just in case.

  You can turn on linker debgging in VC++ so it tells you exactly what it is 
searching
for, and where it is searching. Usually if you compare the mangled names of the 
symbol
it's searching for, and what it found, you'll see a mismatch. Decoding the name 
mangling:

http://en.wikipedia.org/wiki/Microsoft_Visual_C%2B%2B_Name_Mangling
http://msdn.microsoft.com/en-us/library/5x49w699.aspx

  will usually tell you what settings are different between the builds.

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[osg-users] OSG Texture1D and GL_UNSIGNED_SHORT

2012-01-12 Thread Chris 'Xenon' Hanson

  Just wanted to log a peculiar error I just dodged.

  Ive been using a 1D texture to do contour lines on terrain, a common 
technique. I had
some trouble where it appeared that OSG was turning my GL_RGB UBYTE texture into
GL_UNSIGNED_SHORT as it was uploading. I'm not sure why this was. I also tried 
adapting
the very code from the osg osgtexture1D.cpp, create1DTextureStateToDecorate() 
and it
seemed to do the same.

  I didn't debug it all the way into OSG, but I verified with gDebugger that 
glTexImage1D
was being called with GL_UNSIGNED_SHORT for some reason.

  I switched to Texture2D, which seems to have no downside, and it works 
properly.

  I don't have a fix, I'm just recording my experience in case someone else 
runs into the
same situation. Just switch to Texture2D with an n*1 texture unless you have a 
good reason
not to.


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Re: [osg-users] OSG website unresponsive

2012-01-09 Thread Chris 'Xenon' Hanson
On 1/9/2012 2:24 AM, Jose Luis Hidalgo wrote:
If robert is Ok, with git, and the control of the repository on
 github can be transferred, the first thing to do is stop making
 changes on the subversion. Then we will address how to migrate the
 current wiki  to github, or hosted on dreamhost.

  I'd like to keep the choice of repository type open still, if no one objects.

  I don't have a lot of experience with DVCS, but what experience I do have 
success with
is Mercurial.

  We could go on at length about why Git or Hg are superior to each other, and 
SVN, but
IMHG, Hg definitely has a lot better non-Linux support.

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Re: [osg-users] OSG website unresponsive

2012-01-09 Thread Chris 'Xenon' Hanson
On 1/9/2012 10:45 AM, Jean-Sébastien Guay wrote:
 That being said, I don't think there is a wrong choice...

  CVS? ;)

  RCS? ;) ;)

 J-S

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Re: [osg-users] Compiling OSG applications on Linux

2012-01-06 Thread Chris 'Xenon' Hanson
On 1/5/2012 9:07 AM, Amar Dinsa wrote:
 I'm interested in using OSG for a project but am having difficulty compiling 
 the example applications. I am running Ubuntu linux and installed the 
 binaries through the package manager and also built the source. I am able to 
 run the osgversion command as the OSG Quick Start Guide instructs but cannot 
 compile an example program. 

  You migh want to consider downloading my pre-compiled binaries of OSG, unless 
you feel
like you might be changing the core OSG source itself.

  
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads

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Re: [osg-users] OSG website unresponsive

2012-01-05 Thread Chris 'Xenon' Hanson
On 1/5/2012 9:42 AM, Robert Osfield wrote:
  There are other services like the CDash, which currently run just
 fine right how they are, we could think about them later.
 I guess if needed we could migrate back to using cdash and pay for the
 service.  I don't recall the costs/arrangements, does anyone remember
 this?
 I don't see cdash on the dreamhost list so I'd expect that we wouldn't
 be able to provide this.

  If you have a VPS account and your own non-shared IP, you should be able to 
do pretty
much whatever you want.

  I see some indication of people having tried installing CDash on DH, but no 
conclusive
evidence of success.

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Re: [osg-users] Using custom shaders with osgParticle

2012-01-05 Thread Chris 'Xenon' Hanson
On 1/5/2012 5:55 PM, Frank Sullivan wrote:
 Can anyone think of what I might be doing wrong? My next step will be to try 
 to accomplish this in isolation in a stand-alone program, but I just wanted 
 to check and see if there are any ideas.

  gDebugger might help you halt at the draw command and snoop on the state to 
see if your
shader is installed.

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Re: [osg-users] OSG FAQ native formats

2012-01-05 Thread Chris 'Xenon' Hanson
On 1/5/2012 10:37 PM, Garth D wrote:
 lists osg and ive as the native OSG formats.
 Is this still accurate? Should this be listed as osgb for the binary 
 format, and osgt
 for the text format?

  You're correct, those are the new native formats. The old should be noted as 
deprecated
in 3.x.

 If the FAQ is incorrect, is there somebody I should let know?

  I think you can edit it yourself, but I forget who manages logins for the 
Wiki. Perhaps
Jose Luis Hidalgo?

 Cheers. :)
 Garth

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Re: [osg-users] OSG website unresponsive

2012-01-04 Thread Chris 'Xenon' Hanson
On 1/4/2012 1:35 AM, Norman Vine wrote:
 The Oregon State University Open Source Lab is the home of growing, 
 high-impact open source communities. Its world-class hosting services
 http://osuosl.org/services/hosting/ 
  enable the Linux operating system, Apache web server, the Drupal 
  content management system and over 50 other leading open source 
 software projects to collaborate with contributors and distribute software 
 to millions of users globally.
 http://osuosl.org/
 We migrated mucgh of http://osgeo.org there a while ago and have found
 OSUOSL to be a great outfit to work with  :-)

  That sound promising.

 Cheers
 Norman

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Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Chris 'Xenon' Hanson
On 1/3/2012 8:31 AM, Robert Osfield wrote:
 If have a (rented) root server in south Germany, if it helps I would help 
 out with resources (psql database or whole virtual machine) and you can 
 relocate the Database or whole site if you want.
 Thanks for the offer.   I have an dreamhost account that might be a
 suitable candidate as well.

  One issue would be how much memory, disk space, bandwidth and CPU assets does 
the web
site currently consume?

  To do your own mailing list software, you typically need a static IP on a VPS 
(Virtual
Private Server). Similarly, you can't run SVN on most shared instances, but a 
VPS can.

  Dreamhost, while inexpensive (I have an account with them to run some legacy 
sites) can
be kind of skimpy on the memory and CPU. Large CMSes can have trouble running 
on the
resources they provide. I don't know if Trac is considered large nor not, but 
Drupal
doesn't recommend Dreamhost for this reason.

 Robert.

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Re: [osg-users] OSG on OpenGL 3: Example code and cookbook

2012-01-02 Thread Chris 'Xenon' Hanson
On 1/2/2012 2:37 AM, Alexandre Amalric wrote:
 Did you benchmark performance improvements with GL3 enabled ?

  I'd be surprised if there was much difference. I would guess for a modern 
GPU, GL2 vs
GL3 is purely a matter of semantics.

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[osg-users] Website unresponsive

2012-01-02 Thread Chris 'Xenon' Hanson

  From USA.

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[osg-users] Test ping

2011-12-30 Thread Chris 'Xenon' Hanson
  One Ping, Only, Vasilly.

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Re: [osg-users] Build

2011-12-26 Thread Chris 'Xenon' Hanson
On 12/26/2011 2:52 PM, Michael W. Hall wrote:
 What is the limit?  The attachment is only 168KB.

  I don't know for sure, bit if it didn't make it through, try some sort of 
dropbox-like
service for posting it.

  If you can't get that to work, email it to me and I'll post it somewhere and 
give you a
URL you can post.

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[osg-users] PowerVR OpenGL ES on Linux

2011-12-23 Thread Chris 'Xenon' Hanson
  Trying to run OSG/osgviewer (and the GLES2 osgvertexattributes test program) 
on Linux,
under Ubuntu with the PowerVR emulator.

  I know cow.osg won't display, but just as a test to see if the GLES/EG stuff 
was working:

osgviewer cow.osg
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows
max@UBU1:~/Dev/OSG/data$
max@UBU1:~/Dev/OSG/data$ osgvertexattributes cow.osg
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows
GraphicsWindowX11::init() - eglInitialize() succeded eglMajorVersion=1 
iMinorVersion=3
GraphicsWindowX11::init() - window created =1
GraphicsWindowX11::init() - eglChooseConfig() failed.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows


  It's not clear why eglChooseConfig is failing.

  This post:
http://www.imgtec.com/forum/forum_posts.asp?TID=1378

  seems similar, but an excerpt of the glxinfo output:

server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_NV_float_buffer,
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage,
GLX_NV_video_capture, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness
GLX version: 1.4
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB,
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 260/PCI/SSE2/3DNOW!
OpenGL version string: 3.3.0 NVIDIA 280.13


  Shows we do have real NVidia drivers with GL3.3 support.


  I'm at a loss to think of what else might be going wrong. Is anyone else 
running a
similar setup, who might be able to suggest what we're overlooking?

  I'll follow-up for posterity if we figure it out here.


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Re: [osg-users] Build

2011-12-23 Thread Chris 'Xenon' Hanson
On 12/23/2011 5:00 PM, Michael W. Hall wrote:
 Here is my project I had mentioned.  It builds the lib and then when it
 builds the main cpp file I get lots of undefined references in my
 library.  I am probably missing something in one of the CMakeList.txt
 files.  I am learning that also.

  You can't post large attachments to this mailing list. Is there somewhere you 
can put a
copy where only those interested in it can download it?

 Thanks,
 Michael

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[osg-users] OSG site down

2011-12-15 Thread Chris 'Xenon' Hanson

OperationalError: database is locked

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Re: [osg-users] Exporting to SVG from OpenSceneGraph.

2011-12-15 Thread Chris 'Xenon' Hanson
On 12/14/2011 9:31 AM, Jason Daly wrote:
 Actually, Jeremy Moles is working on a nodekit that uses nVidia's path 
 rendering extension
 to OpenGL to render 2d vector graphics in 3d space.  I believe the extension 
 can read SVG
 files natively, so Jeremy's osgNVPR kit should be able to as well.

  But, I think that's the reverse of what he wanted to do, right?

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Re: [osg-users] Exporting to SVG from OpenSceneGraph.

2011-12-14 Thread Chris 'Xenon' Hanson
On 12/14/2011 7:26 AM, Jesper D. Thomsen wrote:
 I have a question regarding exporting to SVG from OpenSceneGraph.
 In our software product we use OpenSceneGraph for both a model view window 
 and for a
 charting component. So far we have exported images from the charting 
 component as bitmap
 images (by just rendering them to an offscreen pixelbuffer in the required 
 resolution). We
 have however had some requests for exports from our charting component in a 
 vector format
 compatible with the Microsoft Office software package (which pretty much 
 means EMF files).
 Since EMF is very Microsoft-specific, I was thinking of using SVG as an 
 intermediate
 format, and then using some converter package to create the EMF output.
 I saw SVG mentioned on the OSG mailing list earlier, but my question is 
 whether there is
 any way to render to vector SVG from OpenSceneGraph (I kind of expect a hard 
 “no” here)?
 The graph contents can be both 2D and 3D graphs and the 3D graphs can contain 
 shaded, but
 non-textured, 3D-surfaces.


  Well, OSG can save to a few formats. Explore which ones support saving, and 
then if you
can convert from one of those, through a modeling or conversion tool, into SVG 
or another
2D vector format.


  Alternately, if you used a 3D capture tool:

http://www.planetpdf.com/creative/article.asp?ContentID=review_adobe_acrobat_3dpage=1
http://www.3d-test.com/interviews/OGLE_1.htm
http://www.deep-shadows.com/hax/3DRipperDX.htm

  you might be able to convert from one of its formats to something you can use.

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-12-12 Thread Chris 'Xenon' Hanson
On 12/12/2011 8:37 AM, Ethan Fahy wrote:
 Object rotation is the last piece of this puzzle.  When on object is placed 
 on a geocentric terrain using the methods outlined in this thread, the object 
 always appears to be oriented correctly upwards with respect to the center of 
 the earth.  However I'm not sure how it is being oriented with respect to its 
 rotation.  Does anyone have any insight into this?  For example if I know 
 that my object's internal coordinate system specifies that positive x is 
 north and positive y is west and I place that object on an arbitrary WGS84, 
 geocentric terrain, how will I know how to rotate the object to line up the 
 north orientation?


  Just try it. Make an object that points out the X Y and Z local axes 
graphically and
stick it in using the EllispoidModel to orient it to the local ground's 
upvector and such.
It will show you what the orientation ended up like, and then you can see what 
additional
rotations might be needed to get what you expect. I can't recall off the top of 
my head
which object local axis ends up pointed north.

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Re: [osg-users] best format for paged database

2011-12-08 Thread Chris 'Xenon' Hanson
On 12/8/2011 1:27 AM, PC John wrote:
 Main requirement: I need to load base level geometry and base resolution 
 textures ASAP, f.ex 1s. I will probably inline base-level texture data into 
 the base-level scene database.

  Are you trying to do terrain?

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Re: [osg-users] best format for paged database

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 12:29 AM, PC John wrote:
 Thanks Chris and J.P.,
 I am wondering that flt and vpb and similar formats does not support paging 

  VPB isn't a format. VPB is a tool. It generates data in any OSG-writable 
format,
including .osg/.ive/.osgt/.osgb. It does support terrain paging with PagedLOD.

 (PagedLOD). In that case, osgb seems to be the best format. Can it store 
 texture data internally, or all jpegs and pngs have to stay as separate files 
 (possibly increasing data fragmentation)?

  It can do either way.

 osgEarth is definitely the project to look at. Thanks,

  Yes.

  If you're not interested in building it from scratch (it can be difficult the 
first
time), my company, AlphaPixel offers subscriptions to a binaries-download 
system that
builds projects like osgEarth every night, whenever the source has changed.

 John

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Re: [osg-users] osgDB::writeImageFile return false in release mode only

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 1:34 AM, clement@csiro.au wrote:
 Hi,
   I got a problem on calling osgDB::writeImageFile function.  If my program 
 built in debug mode and using osg debug libraries, this function works 
 perfectly.  If the program is built in release mode with using osg release 
 libraries, this function will return false.  Anyone got an idea to fix it?  
 Thanks.

  Turn up the OSG Debug level. You're probably not loading the release-mode DLL 
for the
image saver.

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Re: [osg-users] Building on OpenGL ES

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/6/2011 8:48 AM, Chris 'Xenon' Hanson wrote:
   Well, I think OPENGL_INCLUDE_DIR is provided by FIND_PACKAGE(OpenGL), but 
 even when it
 is found (such as when I'm building with normal full-spec OpenGL) it doesn't 
 show up as a
 settable parameter in CMake. Is this supposed to be a setting that's exposed 
 in the CMake
 GUI? The recipe implies it is, since it is listed with other publicly-exposed 
 parameters
 (like OSG_GL1_AVAILABLE).

  Ok, manually adding OPENGL_INCLUDE_DIR works. We've configured for egl, but 
at link
time, it still appears to be referring to wgl functions.

  I found this message from two years ago:

http://forum.openscenegraph.org/viewtopic.php?t=4208view=previous

  where you say

 I've only written EGL support for GraphicsWindowX11.cpp, and don't 
 have any access to a Windows or OSX system so can't directly help 
 there. Members of the community will have to dive in and add EGL 
 support to src/osgViewer/GraphicsWindowWin32.cpp to enable OpenGL ES 
 under Windows. 

  Can anyone confirm -- am I missing something, or in two years nobody has 
built GLES on
Windows and written the egl stubs for GraphicsWindowWin32?

  I'm going to go dissect GraphicsWindowWin32 now and see what I can learn.

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Re: [osg-users] Building on OpenGL ES

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 10:10 AM, Robert Osfield wrote:
 settable parameter in CMake. Is this supposed to be a setting that's exposed 
 in the CMake
 GUI? The recipe implies it is, since it is listed with other 
 publicly-exposed parameters
 (like OSG_GL1_AVAILABLE).
 ccmake have advanced options that are aren't displayed by default, but
 can be toggled on using 't'.  I believe OPENGL_INCLUDE_DIR is one of
 these advanced options.

  In my testing here, even toggling on the Advanced filter, OPENGL_INCLUDE_DIR 
did not
appear, on Windows CMake-GUI.

 Robert.

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Re: [osg-users] osgDB::writeImageFile return false in release mode only

2011-12-07 Thread Chris 'Xenon' Hanson
On 12/7/2011 4:50 PM, clement@csiro.au wrote:
 Hi Chris,
 Thanks for your reply.  My project is using MSVS 9.0 and I am sure I have 
 added osgDB.lib in property settings for compiling.  The debug and release 
 settings are the same except the libraries for debug that are used the 
 libraries with d at the end of library file.  If you think the problem is 
 the related dll is not loaded in release mode, why it can work in debug mode.


  Possibly you've not copied a DLL to the right place, or something similar. 
There are
many possible reasons. The easiest way to find ou is with the debug level, or a 
tool like
Process Monitor.

  I also would like to know how to do to turn up osg debug level.  Thanks.

http://lmgtfy.com/?q=osg+debug+level

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Re: [osg-users] best format for paged database

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 2:24 AM, PC John wrote:
 what is the best file format for paged scene database? The database may be 
 both 
 - small and big (gigabytes) and it may or may not contain geospatial data.

  Well, generally the only paged formats OSG supports (excepting specialized 
formats like
TerraPage) are its own .OSG/.IVE/.OSGT/.OSGB.

  .OSG and .IVE are deprecated. .OSGT is text and is slower, which leaves .OSGB 
as the
primary contender.

 The special requirement is that it should be possible to store non-standard 
 data like reflective color (not present in OpenGL), for instance as a user 
 data.

  Well, given that this can be stored in the scene graph, it can be stored in 
the .OSGB
format as well. But it is up to you to design the scene graph structure to 
store, and
utilize this data.

 I was considering to store collision geometry there as well, but this is 
 not 
 the strict requirement.

  You could store this geometry there too, masked so that it does not render 
but can be
accessed during intersection testing.

 Thanks in advice,
 John


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Re: [osg-users] Building on OpenGL ES

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 8:31 AM, Robert Osfield wrote:
 OSG_GLU_AVAILABLE is out of date, as an external GLU is no longer used
 by the OSG on any platforms - thanks to the internal glu code.

  Ok.

 I've just attempted to log into the wiki to amend the page but am just
 getting a wait cursor and now a error arggg

  Yes, I am seeing the same issue.

 I believe OPENGL_INCLUDE is provided by the FIND_PACKAGE(OpenGL), but
 I guess if this fails it might not set anything for OPENGL_INCLUDE.
 Is this happening on your system?

  Well, I think OPENGL_INCLUDE_DIR is provided by FIND_PACKAGE(OpenGL), but 
even when it
is found (such as when I'm building with normal full-spec OpenGL) it doesn't 
show up as a
settable parameter in CMake. Is this supposed to be a setting that's exposed in 
the CMake
GUI? The recipe implies it is, since it is listed with other publicly-exposed 
parameters
(like OSG_GL1_AVAILABLE).

 Robert.

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread Chris 'Xenon' Hanson
  JP beat me to my reply. ;)

On 12/6/2011 8:04 AM, J.P. Delport wrote:
 What advantage does an FBO have over a pBuffer?
 Depends... It can stay on the GPU and you can do some processing there. 
 Output is a
 texture that you can use in different ways. pBuffer should work with camera 
 nodes in the
 graph too.

  I like using FBOs as they are kind of the newer cleaner way of doing things, 
especially
if the work stays on GPU. I don't know if FBO GPU-CPU read speed is any faster 
than
PBuffer, I suspect they'd be the same.

 Having many viewers means that you have a copy of all scene elements per 
 agent.
 I cannot share the same scene graph with multiple viewers (i.e. give each 
 viewer a
 pointer to the same graph)? They have to be separate copies?
 You can share the graph, but each viewer will create its own graphics 
 context. You can't
 share OpenGL objects between them then. I'm not sure if you can share 
 contexts between
 viewers. I know you can share them between views in a composite viewer, or 
 between cameras
 in the scene.

  As JP says, you can share the graph(s) or portions of them.

 Ok, how do I control each camera? Can I put on the scenegraph under a 
 transform node so
 that I can use a callback function to control each camera motion?

  Each camera is already a subclass of Transform:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00073.html

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 1:35 PM, bart gallet wrote:
 Got a question on off-screen rendering; whether pBuffer or FBO, do I still 
 need an osgViewer::Viewer eventhough I am not planning to view it on a 
 display? There is no alternative way?

  Yes, essentially.

  A View/Viewer isn't a Display. You can have (and need) View'ing even without
display'ing. Viewer and Camera make setting up pbuffer or FBO rendering very 
easy.

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread Chris 'Xenon' Hanson
On 12/6/2011 2:15 PM, bart gallet wrote:
 thanks Chris
 I almost don't dare to ask, but I'll do it anyways, so then I will have come 
 to a full circle  :)
 I'd like to run a viewer for rendering to an FBO in a separate thread, so 
 that it is in the background since it's not for displaying. Will I get into 
 trouble doing this?

  This is not recommended.

  What are you trying to do simultaneously with the Viewer::frame() operation?

  Could you launch a new thread and do the secondary operation in THAT thread 
so that
Viewer can keep running in its original thread like it wants to?

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Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-05 Thread Chris 'Xenon' Hanson
On 12/5/2011 6:20 PM, bart gallet wrote:
 I am experimenting with viewers and threads and I would like to launch a 
 viewer (osgViewer::Viewer) from a separate thread (OpenThreads::Thread) - 
 thus a thread that is not the main thread - but it doesn't work. The 
 application stalls.
 Should this be able to work or am I abusing the API here?

  I think you're off the intended path.

  OpenGL really wants to focus only on a single thread, and you have to 
associate the
context with a thread. OSG likes to set up the threading itself the way it 
likes so it
knows where the main draw thread can be found whenever it needs it.

  The question would be what are you really trying to accomplish with this and 
is there
another way to skin this cat?

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[osg-users] Building on OpenGL ES

2011-12-05 Thread Chris 'Xenon' Hanson
The instructions at:
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES

  seem out of date. There is no mention in the CMake files of an OPENGL_INCLUDE 
variable.
There is no mention of OSG_GLU_AVAILABLE.

  Does anyone have a current, correct, set of build instructions for OpenGL ES 
(2.0)?
We'll be building Windows with the PowerVR emulation library, if it matters.

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Re: [osg-users] How to create a decal on a road segment?

2011-11-25 Thread Chris 'Xenon' Hanson
On 11/24/2011 10:39 AM, Raymond Bosman wrote:
 Does anyone know a solution to this problem or another approach to create 
 lane markers on top of the road?
 We tried to use Polygon Offsets, but doesn't give great results.

  Have you tried the first multi-pass technique here?

http://glprogramming.com/red/chapter14.html#name12

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Re: [osg-users] Getting Started - VS2010

2011-11-22 Thread Chris 'Xenon' Hanson
On 11/22/2011 3:52 AM, Markus Kahl wrote:
 Yes, I use the Express Edition. Then that must be the reason. I wonder why 
 that is.

  That's what you get for free.

  I think Express also lacks the optimizer.

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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Chris 'Xenon' Hanson
On 11/21/2011 7:54 AM, Markus Kahl wrote:
 This is really facepalm-worthy. Thanks a bunch! The one thing I hadn't 
 thought of. 
 For some reason I cannot even choose x64 as a platform in Visual Studio.
 So now I've just downloaded the x86 binaries and everything works just fine.

  Are you using the Express edition? It might not offer x64 capability.

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Re: [osg-users] Getting Started - VS2010

2011-11-20 Thread Chris 'Xenon' Hanson
On 11/20/2011 1:50 PM, Markus Kahl wrote:
 thanks for your answer. I still haven't managed to get it working.
 I've attached my project as you suggested. Thanks!

  Would it help to download the pre-compiled binaries (which include the 
example you want)
here:

http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads



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Re: [osg-users] [vpb] Changing a terrains Nodemask

2011-11-19 Thread Chris 'Xenon' Hanson
On 11/19/2011 1:28 AM, th Dannhauer wrote:
 Can I apply a visitor on the database after creating it?
 I want to traverse it through all pLOD elements to set the nodemask to 0x1.

  AFAIK, you should be just fine if you do this.

  You could make a tiny test database to try this on to be sure.

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[osg-users] Carmack rewriting Doom 3 source code to dodge legal issues | VG247

2011-11-18 Thread Chris 'Xenon' Hanson
http://www.vg247.com/2011/11/17/carmack-rewriting-doom-3-source-code-to-askew-legal-issues/

  I'm not sure if osgShadow might be impacted, or if it uses this technique at 
all.

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Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode

2011-11-18 Thread Chris 'Xenon' Hanson
On 11/18/2011 9:23 AM, Ethan Fahy wrote:
 I think I may have to somehow use the Matrix in the CoordinateSystemNode to 
 get out the global xyz values from the vertex coordinates, then convert the 
 global coordinates to lat lon using  
 osg::EllipsoidModel::convertXYZToLatLongHeight   
 Is this the correct method?  Am I missing something that would make this 
 process easier/more efficient?  Thanks much.

  I think you're on the right track. See:

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01555.html#de8c48a2ff8f03b62cfab99b6ff5b27e

and then you can use that with convertXYZToLatLongHeight.

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Re: [osg-users] Performance results? Intel (icc) or GNU gcc?

2011-11-16 Thread Chris 'Xenon' Hanson
On 11/16/2011 9:09 AM, Brad Colbert wrote:
 This is a general question for those who have tried out the Intel compiler.
 For those who have, I'm wondering what your experience has been with 
 performance.  Did you see an increase in the performance of OSG on your 
 system when compiled with the Intel compiler?  If so, can you quantify it?

  I'm curious too, because a couple years ago a dev team I know dropped the 
Intel compiler
because it was generating slower code than MSVC++.

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Re: [osg-users] Lighting problem

2011-11-15 Thread Chris 'Xenon' Hanson
On 11/15/2011 6:58 AM, Hartmut Leister wrote:
 Hello OSG users,
 I'm having a lighting problem in my osgviewerQt (derived from [1]) 
 application with a self created drawable object.
 All my spheres are basically looking like this [2], with this weird spot on 
 top of all spheres.

  This is normal:
http://en.wikipedia.org/wiki/Specular_highlight

 Has anybody an idea, 
 a) what could be causing this or (more important)
 b) how to stop it?

  It happens on shiny smooth curved surfaces lit by a singe point light source.

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Re: [osg-users] Get camera X rotation angle in rads?

2011-11-15 Thread Chris 'Xenon' Hanson
On 11/15/2011 2:36 PM, Paul Griffiths wrote:
 I now wish to get the z rotation angle of the camera in degrees.

http://forum.openscenegraph.org/viewtopic.php?t=9073


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[osg-users] OSG website unresponsive

2011-11-11 Thread Chris 'Xenon' Hanson

  From Colorado, USA at this time.

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[osg-users] osgEarth binary builds now available.

2011-11-10 Thread Chris 'Xenon' Hanson
  I just wanted to mention that we've now added osgEarth binary builds to the automated 
build system and now have them available in 32 and 64-bit flavors for Linux, Mac and 
Windows (VC++ 2008 and 2010).


  It was quite labor intensive to produce and maintain these, given the number of complex 
dependencies. Since we don't really ever get any donations to help run the build and 
distribution system, for the time being the osgEarth binaries (and future osg-ecosystem 
packages like osgWorks, osgAudio, osgOcean, etc) will be available for download by paid 
monthly subscription.


  If anyone is interested in this, drop me a note.

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Re: [osg-users] Migration of website and version control

2011-10-31 Thread Chris 'Xenon' Hanson
On 10/31/2011 5:24 AM, Robert Osfield wrote:
 To help kick things off.  On the hosting side I currently have a
 Dreamhost account that provides the mailing lists services that we
 currently use, and my account looks to be sufficient for provide a
 Tracs and Subversion services as well - so pontentially we could move
 to Dreamhost and rely upon them for management of the server and
 server software and let us concentrate on the content.  I really don't
 know how well this would work out having not tried to migrate services
 other than mailman across to them.  If we do have to move existing
 services across quickly this might be strong contender.

  I've used Dreamhost for a long time (2002) and they're pretty good. My DH 
site is not
high-traffic, but they've been fairly reliable. More reliable than Valencia 
(though I
don't know the reasons for Valencia's downtime).

  If you go with Git (and there's a lot of discussion about Git vs Hg -- I've 
used Hg more
recently), I'd just use GitHub. They seem to have this stuff figured out. No 
sense badly
reinventing git hosting. I do NOT think OSG should run our own repository at 
this stage of
the game, even if we _CAN_.

 github also now have their own wiki, Gollum:
 https://github.com/features/projects/wikis

  Chances are, it's adequate to do the things that TRAC's Wiki already does. In 
that case,
it's good enough for me.


  I could also possibly offer to host the website myself. I have a colo box in a
datacenter in Denver that hosts all my website and my OSG binary downloads. I 
don't pay
for metered bandwidth, I only pay a flat monthly cost. My current server might 
be adequate
for the task, but it might be pushing it too. I could figure out what it would 
cost for a
newer machine (I'm budgeting a new rackmount server right now for another 
project) and the
monthly monetary costs. I'd volunteer to install and keep the machine running 
if the
community could assist with the hardware and recurring expense. I've done this 
for some
other not-for-profit organizations I work with. The bandwidth is not guaranteed
throughput, but we can pay for a 10Mb or 100Mb pipe and get quite a bit of 
utilization out
of them.

 Finally once we've decided upon hosts for our needs, and the
 technologies that we migrate too we'll need to do the migration of our
 present wiki and version control systems.  We'll need the engineers to
 help our with coordinating and undertaking this work. Once we've got a
 basic plan and the people in place we start migrating bit by bit.

  I'm probably not a good person to step forward for this. I especially know 
nothing about
Wiki migrating, but even if we have to do that by hard, that's something 
non-sysadmin
types could help with -- copying and reformatting a page and adding it to the 
new site.

  It might also be useful to see if there is interest in moving the Forum 
interface to the
same hosting platform.

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Re: [osg-users] 3D models used in OSG ?

2011-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2011 1:37 PM, Maia Randria wrote:
 My concern is about the time required for the development of a VR application 
 with OSG +VR Juggler (we are going to have a CAVE for neuroscience research) 
 compared to high-level-based engines like Virtools or Vizard of WorldViz. I 
 dont' know if you know both of them ?

  You might also look at VE-Suite, a project I have done some work for:
http://en.wikipedia.org/wiki/Vesuite
http://www.vesuite.org/

  Among other things, it is built on OSG and VR-Juggler and is used in a CAVE.

 Thanks again,
 Maia

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Re: [osg-users] Is the displayProblem of osgtext already fixed?

2011-10-27 Thread Chris 'Xenon' Hanson
On 10/27/2011 9:19 AM, wang shuiying wrote:
 Hallo,
  The osgText on my program worked fine with old osgVersion, but now the 
 text doesn't
 show up with osg 3.0.0. I notice that this problem was already discussed in 
 July, but it
 seemed there was no fixed solution. What should I do now? Can anybody give 
 any advice?

  I believe this was fixed in 3.0.1.

  You can download my pre-compiled OSG 3.0.1 for all three major platforms here:
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads

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Re: [osg-users] [build] Installation problem with the latest binaries of AlphaPixel

2011-10-24 Thread Chris 'Xenon' Hanson
On 10/17/2011 11:54 AM, Maia Randria wrote:
 And I got this error:
 osgd.lib(osg74-osgd.dll) : fatal error LNK1112: module machine type 'x64' 
 conflicts with target machine type 'X86'

  Here, it sounds like you were trying to build an X86 (32-bit) target. Are you 
familiar
with changing the build target in MSVC++?

 2.Then, I tried with the 32 bits version:
 OpenSceneGraph-2.8.5-VS10.0.30319-x86-release-12493.7z
 Everything goes well and I was able to build and execute an example the first 
 time only. After that, I tried again and I got an error message: 
 Fatal error C1083: Cannot open include file: 'osgViewer/Viewer': No such file 
 or directory.

  Well, normally VC++ (and CMake, which made the project files VC++ is using) 
doesn't
change settings behind your back. You need to check the CMake settings to make 
sure that
where it thinks the OSG include file are is still ok, and then check in VC++ in 
the
Project Settings for the include paths.

 I wonder what the reason could be for these two problems ?

  It's probably not something OSG or AlphaPixel broke -- you'll need to become 
familiar
with checking your compiler settings to isolate the problem.

 Thank you!
 Cheers,
 VRandria

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Re: [osg-users] How to hide (make invisible) some HUD overlays in some views?

2011-10-17 Thread Chris 'Xenon' Hanson
On 10/17/2011 7:37 AM, Atilla Selem wrote:
 i have an Osg application to construct my scene i'm using CompositeViewer. i 
 have a main view and whenever user wishes there are some small views 
 (viewports) on top right side of my main window. There is no multiple 
 windows, just main scene view and other small views rendered on main view.
 i also have same HUD ovelays giving information whenever user picks an object 
 on main view. My problem is to hide those overlays from small views when user 
 opens those views for viewing an object in detail. But overlays displayed in 
 main view also appears on small views.
 How can i hide those HUD overlays in those small views?
 Should i register to camera post draw callback when i create small views and 
 node mask HUD overlay? İf so, which callback should i use?
 Or is there another way to make those overlays visible in main view but 
 invisible on other views?
 i could not find any other post regarding solution? Do u know related posts?

  Maybe I'm missing something, but wouldn't you dedicate a nodemask bit to 
flagging your
HUD elements, and then use a cull mask on the main View's camera that selects 
the HUD, and
leave that bit off the other View's cameras?

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Re: [osg-users] Viewer thread safety question

2011-10-12 Thread Chris 'Xenon' Hanson
On 10/12/2011 8:31 AM, Joshua Cook wrote:
 To make a long story short COIN was failing in a bad way but the standard 
 notify message at the INFO level is:
 DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_ivd.dll
 Warning: Could not find plugin to read objects from file ../../some_file.iv.
 So, I know that COIN's failure is not an OSG problem but I do believe there 
 may be room for a more useful debug output when a dll has problems that don't 
 revolve around not existing.

  Are you 100% sure the DLL _is_ actually loading but the IV file fails to load?

  How have you verified this? You can set breakpoints in the DLL, or use 
something like
SysInternals' ProcessMonitor to snoop on successful (and unsuccessful) DLL 
loads.

  DLL paths and version number issues are very common in OSG installations.


  Also, consider switching to 3.0.1 if you haven't already. 3.0.0 had some 
quirks. I have
3.0.1 binaries built and on my webserver but I don't think I've updated the 
links. I'll
try to get them up there today.

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Re: [osg-users] [vpb] Placing an object on a UTM file generatedwith osgdem

2011-10-12 Thread Chris 'Xenon' Hanson
On 10/12/2011 10:12 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 The --geocentric flag in osgdem builds a round earth database in meters
 with the coordinate system origin being the center of the earth. When
 you place your models on the earth (position and orientation), you'll
 need to keep this in mind. If your models are in meters you should be
 good and no rescaling is needed.

  Yes. And (I think I've already mentioned this) make sure you calculate your 
static
up-vector for the object. Technically you need to recalculate this anytime the 
object
moves, but it varies so slowly that unless you move far it's not a big deal.

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[osg-users] AlphaPixel OSG 3.0.1 binaries for all platforms

2011-10-12 Thread Chris 'Xenon' Hanson
  I finally got around to updating the links on my download page to point to 
the 3.0.1
binaries that were made back in August. Previously I was hosting only the buggy 
3.0.0 release.

  You can access them here:
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads

  Reply privately if you have any problems with them.

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Re: [osg-users] help running examples

2011-10-12 Thread Chris 'Xenon' Hanson
On 10/11/2011 3:20 PM, James Morgan wrote:
 Hi. Noob here. I'm not sure if this is intended to be a help forum, but I 
 can't find one so I'm posting here. I just installed the OSG binaries from 
 the Debian repository, and I'm trying to follow the instructions for running 
 the examples, but
 Unix, bash: export OSG_FILE_PATH=/home/myaccount/MyData/OpenSceneGraph-Data
 ...this directory doesn't exist.

  You'll need to locate where Debian installed the OpenSceneGraph-Data folder. 
A notable
inhabitant of this folder is cow.osg if you can 'find' for it.

 I also don't understand what exactly this step does. If someone could give me 
 a bit more explanation, I'd greatly appreciate it.

  It tells OSG where to look for supporting data like the example models, 
texture images,
shader source files, etc.

  If you don't have it, you can download it for yourself from here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets

 Cheers,
 James


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Re: [osg-users] Viewer thread safety question

2011-10-11 Thread Chris 'Xenon' Hanson
On 10/11/2011 2:00 PM, Joshua Cook wrote:
 Since the root node of the scene may constantly change I was just thinking of 
 making its variance DYNAMIC.  Of course that has been touted as very 
 inefficient and I agree with that.  I had looked at inheriting from 
 osg::Drawable::UpdateCallback but figure that I'd have to make the varience 
 DYNAMIC anyhow so it wouldn't matter.  So, my question is, would there be a 
 better way to make this thread safe other than setting the root node to 
 DYNAMIC to avoid crashing when adding another node to the root?

  Well, it's somewhat inefficient if you run the viewer multithreaded, but the 
way that
it's inefficient is kind of irrelevant in your situation since it seems like 
you'll have
to incur that inefficiency no matter what because your graph is potentially 
dynamic on
every frame.

  Basically, in my mind, no trick will ever avoid the fact that you have to 
wait for
rendering to completely finish before modifying the graph. There might be some 
devious
trick that could allow otherwise (maybe two copies of the graph and you stagger 
the
accesses and the visibility of them?) but premature optimization is the root of 
lots of
bad things. Just do it the proper way now, and see if the performance is really 
a problem
or not, and deal with it then if it is.

 And just in case you're wondering, I'm replacing the viewer first because it 
 crashes the most of all of the other systems.

  Wise choice.

 Thanks,
 soulsabr


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Re: [osg-users] Newbie Texture Question

2011-10-09 Thread Chris 'Xenon' Hanson
On 10/9/2011 9:28 AM, Robbo wrote:
 I am trying to learn OSG for use in Flightgear.  I have seen a technique used 
 regularly
 that I am not able to figure out.
 Essentially a scene is using an rgb file which is transparent and whilst 
 quite large
 (1024x768), contains many different 'icons' of smaller size and what appears 
 to be an
 'alpha mask' for the main image area.  These icons appear to be extracted and 
 used within
 a dynamic scene, but I am not sure how this is done as it does not appear 
 obvious in the
 code (i was expecting some image coordinates at least).
 The particular example within Flightgear (for those who may be familiar) is 
 wxradar.cxx
 and wxecho.rgb)
 Could somebody please take the time to explain how this works in principle 
 and what the
 technique is called?

  Sounds a bit like a Texture Atlas.

  Yes, I would expect either the UV coordinates to be altered, or perhaps the
transform/translate of the texture coordinate matrix.

 Robbo


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Re: [osg-users] OSG Multi-threading questions

2011-10-06 Thread Chris 'Xenon' Hanson
On 10/6/2011 6:17 AM, George Bekos wrote:
 Add/remove them just before you call viewer::frame() or using some 
 UpdateCallback?

  Either should be fine.

 If I understand correctly, the rendering threads of OSG are called 
 continuously after you realize the viewer.  Even if you are not calling 
 viewer::frame() right?

  No. They are dispatched by frame().

 Cheers,
 George
 


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Re: [osg-users] PagedLODs under an RTT camera - how to use the proper viewpoint?

2011-10-04 Thread Chris 'Xenon' Hanson
On 10/4/2011 3:10 PM, Glenn Waldron wrote:
 Hi friends,
 I have a graph under an RTT camera. That graph contains PagedLODs. Of course, 
 I want the
 cull traversal to load the PagedLODs based on my main scene camera, and NOT 
 based on the
 RTT camera's location.
 I've tried a couple of things:
 1) Calling CullVisitor::pushReferenceViewPoint on the RTT subgraph ... to no 
 effect
 2) Creating a new RenderStage and traversing the RTT subgraph a second time 
 with it; that
 works in terms of properly activating the PagedLODs, but not for rendering - 
 the still
 switch in/out relative to the RTT camera.
 I'd appreciate some pointers on this one. Thanks.

  Wouldn't shadowmap cameras face the same issue hand have already solved this? 
Maybe the
technique can be inferred from there.

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Re: [osg-users] [build] Error: 0xc0150002 Win7 x64, VS2010, osg 2.9.11 current Trunk, wrong dependency in osgDBd.dll Manifest ?

2011-09-29 Thread Chris 'Xenon' Hanson
On 9/29/2011 9:26 AM, Benjamin Wasty wrote:
 I may have found the solution: I replaced the 3rdParty directory (which was 
 quite old I believe) with the prebuilt windows dependency packages linked in 
 the wiki (the ones from alphapixel.com) and recompiled - problem gone.

  That's why we make them. ;)

  I'm hoping someday to be able to offer GDAL and all its deps and a number of 
the other
FOSS libs in the same fashion, because mixed or outdated libraries are a 
special kind of hell.

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Re: [osg-users] GLSL shaders and projective texturing

2011-09-28 Thread Chris 'Xenon' Hanson
On 9/27/2011 7:21 PM, Brad Colbert wrote:
 I am closer!

  Looks like the other example I have is FFP not GLSL. Here's a working GLSL
implementation (not OSG) that should be relatively easy to feed with OSG 
uniforms and such:

http://www.ozone3d.net/tutorials/glsl_texturing_p08.php#part_8

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Re: [osg-users] GLSL shaders and projective texturing

2011-09-27 Thread Chris 'Xenon' Hanson
On 9/27/2011 2:16 PM, Brad Colbert wrote:
 Hi folks,
 I'm looking for a complete example showing projective texturing with GLSL 
 shaders in OSG.  I'm simply trying to implement a spotlight just like the 
 osgspotlight example.  What I've found doesn't quite paint the whole picture 
 for me.  Anything would be helpful.

  This one seemed fairly complete.
http://www.jotschi.de/?p=378


  Ping me if you need help on the project.


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Re: [osg-users] Please suggest ways to get PagedLOD nodes to pre-load when switching nodes.

2011-09-19 Thread Chris 'Xenon' Hanson

  Do you know which nodes need to be pre-loaded? It shouldn't be too hard to 
request the
pager add them to the load queue.

  You could alternately add a secondary camera that isn't actually rendering 
and use it to
run ahead of the real camera somehow and trick the pager into preloading what 
IT will see
(which is what you predict the main camera will need to see in a moment).

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Re: [osg-users] Please suggest ways to get PagedLOD nodes to pre-load when switching nodes.

2011-09-19 Thread Chris 'Xenon' Hanson
On 9/19/2011 5:27 PM, Eric Heft wrote:
 In your post above you suggest adding a camera that doesn't actually render.  
 Can you point out which of the example projects I should look at? 

  I don't know exactly what is required as far as a Camera in order to trigger 
the LOD
system to cull with it and load the PagedLODs.

  I suspect you need a full-blown camera, but perhaps you can use something 
like the
prerender example with some hacking to make it not actually render after it 
culls. I've
never done this before, so you'll have to wing it yourself a bit.

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Re: [osg-users] OSG static linking for commercial application

2011-09-15 Thread Chris 'Xenon' Hanson
On 9/15/2011 1:43 AM, Robert Osfield wrote:
 HI Chris,
 On Wed, Sep 14, 2011 at 11:02 PM, Chris 'Xenon' Hanson
 xe...@alphapixel.com wrote:
  Does there need to be a license amendment/exemption or something for the 
 examples?
 
 The examples I've written don't use the OSGPL, rather just a simply note 
 saying:
 
 /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
  *
  * This application is open source and may be redistributed and/or modified
  * freely and without restriction, both in commercial and non
 commercial applications,
  * as long as this copyright notice is maintained.
  *
  * This application is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 */
 
 
 The intention is that you can copy and paste bits if you want from the 
 example.

  Maybe a sweep of the examples and a prominent note to this effect somewhere 
might be in
order to clarify.

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-15 Thread Chris 'Xenon' Hanson
On 9/15/2011 8:52 AM, Ethan Fahy wrote:
 My question is, how can I extract the Up vector (3rd argument labeled ???) 
 based on my camera position while in my geocentric reference frame?


http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00217.html#36e58965115c04aaff366c984c2eab40

  Which actually just normalizes the XYZ passed to it, but best to use the 
method in case
it ever gets more sophisticated.

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Re: [osg-users] example of porting of scenegraph to native client, possible OSG port

2011-09-15 Thread Chris 'Xenon' Hanson
On 9/15/2011 9:20 PM, Sergey Kurdakov wrote:
 Hi All,
 for quite a while I thought that porting OSG to Nacl would open many 
 interesting
 opportunities

  I thought someone at Google had already done this last year?

 Regards
 Sergey
 
 
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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-14 Thread Chris 'Xenon' Hanson
  Looks about right to me. Try it and see if it works for you.

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-14 Thread Chris 'Xenon' Hanson
On 9/14/2011 7:55 AM, Ethan Fahy wrote:
 To answer my own question, yes, the code snippet that I posted does work and 
 allows me to attach an object to the terrain using lat lon elevation.  The 
 next step is to be able to place an object on the terrain by only giving it a 
 lat lot and having it figure out the elevation automatically...

http://eckhart.stderr.org/doc/openscenegraph-doc/openscenegraph/classosgSim_1_1HeightAboveTerrain.html

  Use that to query the terrain elevation at a given location.

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Re: [osg-users] OSG static linking for commercial application

2011-09-14 Thread Chris 'Xenon' Hanson
On 9/14/2011 12:08 PM, Jason Daly wrote:
 This is provided that you don't copy any code into OpenSceneGraph or your own 
 code that is
 licensed as LGPL or GPL-only (as stated in exception #3).

  This raises an old, but still relevant side issue.

  I imagine most people copy bits of working code from the examples into their
applications and then modify it. Technically, for a closed-source app this is a 
license
violation, but I believe that this is the very purpose the examples were 
intended for.

  Does there need to be a license amendment/exemption or something for the 
examples?

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Re: [osg-users] Google+

2011-09-13 Thread Chris 'Xenon' Hanson
On 9/13/2011 8:26 AM, Jeremy Moles wrote:
 Who needs an invite? :) I've got 150...

  And if we use those up, I have more...


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Re: [osg-users] Google+

2011-09-13 Thread Chris 'Xenon' Hanson
On 9/13/2011 10:09 AM, Chris 'Xenon' Hanson wrote:
 On 9/13/2011 8:26 AM, Jeremy Moles wrote:
 Who needs an invite? :) I've got 150...
   And if we use those up, I have more...

  Actually, it now seems I can give them away indiscriminately:

https://plus.google.com/i/5o-OzbjxCZA:s4BNJFPB0h0

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-13 Thread Chris 'Xenon' Hanson
On 9/13/2011 12:44 PM, Ethan Fahy wrote:
 Now I just need to find a forum post I saw that shows how to place an object 
 on the terrain based on an  lat/lot...

http://forum.openscenegraph.org/viewtopic.php?t=6734

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-12 Thread Chris 'Xenon' Hanson
On 9/12/2011 11:19 AM, Ethan Fahy wrote:
 I have looked through all of the forum posts related to this issue and they 
 have implicitly but not explicitly told me how to solve my problem, but being 
 such a newbie I think I need some explicit help  :-* 
 My question is whether this osg command / osg code is on track and I simply 
 need to figure out appropriate values for my treePosit variable or whether I 
 need to take a fundamentally different approach. 

  I think (I may be wrong) that placement this way will not be successful for 
UTM-based
terrain.

  While I think PROJ4 can be convinced to reproject your UTM for you, it's 
probably easier
to use GIS tools to reproject it yourself up front and then feed that to VPB.

  If you don't have the ability to do so, I might be able to help you out.

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-12 Thread Chris 'Xenon' Hanson
On 9/12/2011 12:23 PM, Ethan Fahy wrote:
 Chris,
 Your offer to help convert my geotiff files is most kind, but unfortunately 
 the files themselves are confidential and can't be posted here.  However I 
 can request geotiff files in another projection.  When I go to my geotiff 
 source and ask for more files, is there a preferred format that I should ask 
 for?  If I say WGS84 geocentric will they know what I'm talking about?  I 
 apologize if that's a stupid question, I am currently boning up on projection 
 terminology as this is pretty far from my area of expertise.

  Geographic WGS84 would be the most common term, in my experience.

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Re: [osg-users] OSG_EXPORT

2011-09-10 Thread Chris 'Xenon' Hanson
On 9/10/2011 7:59 AM, Sajjadul Islam wrote:
 Hello forum,
 Al  the class declaration starts as follows:
 class OSG_EXPORT Geometry : public Drawable
 {
 
 }
 Could someone please explain the OSG_EXPORT here ?

  It's a bit of magic to allow compiling or using as a DLL on Windows, which 
requires
different qualifiers be inserted at DLL compile time versus DLL link/usage time.

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Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-09 Thread Chris 'Xenon' Hanson
On 9/9/2011 10:29 AM, Jean-Sébastien Guay wrote:
 We have recently bought a few good laptops (Lenovo W520) to be able to work 
 at customers'
 sites, and these come equipped with Intel graphics AND an nVidia Quadro 2000M 
 discrete
 card. They are supposed to use (buzzword alert) nVidia's Optimus technology to
 automatically switch between the two based on the app that's currently 
 running.

  I just received one of these (not my laptop, but my wife's). I can try to 
poke at it
here as well.

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Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?

2011-09-09 Thread Chris 'Xenon' Hanson
On 9/9/2011 1:01 PM, Martins Innus wrote:
 I'm using 268.30, the most recent as provided by Dell specifically for my 
 laptop.

  Reason number 1 why I have quit buying Dell.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Chris 'Xenon' Hanson
On 9/8/2011 8:36 AM, Ethan Fahy wrote:
 To try to isolate the problem further, I downloaded several GDAL precompiled 
 distributions from this site:
 http://trac.osgeo.org/gdal/wiki/DownloadingGdalBinaries
 including:
 http://www.gisinternals.com/sdk/
 and 
 OSGeo4W
 With each GDAL version, I changed the GDAL_DIR environmental variable and 
 recreated the VPB files using CMake.  The linking error is the same 
 regardless of the GDAL dependency that I am using, so I think that the 
 problem lies in the Visual Studio bug pointed out by Mattias.  I hope that I 
 am putting the block of CMake code that Mattias posted in the correct 
 location in the CMake file itself.  I simply inserted it alongside the only 
 other IF(MSVC) statement that I found in the CMake file...

  I've always used the FWTools version when I build on Windows. Not that it'll 
probably
matter.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Chris 'Xenon' Hanson
On 9/8/2011 2:12 PM, Ethan Fahy wrote:
 OK, I figured out that the last error I had mentioned was due to the fact 
 that the default installation directory for VPB was set to C:\Program 
 Files\VIRTUALPLANETBUILDER but you need admin privileges to write to Program 
 Files.  I rebuilt the project and set the installation directory to a 
 different location under my personal directories and the INSTALL process 
 succeeded.
 However, when I try to run osgdem.exe, it asks for a series of .dll files.  I 
 went through and scrounged up a bunch of dll files from my local machine and 
 from the web, but got stuck because one of my dll's appears to be the wrong 
 version and is missing a function.  Is it assumed that the users of VPB will 
 gather all the necessary dll files or is there a VPB dependencies download 
 somewhere that I missed?

  What DLLs? Most of the time the only DLLs you need are OSG itself (and its 
thirdparty
deps) and those from VPB's own thirdparty deps.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Chris 'Xenon' Hanson
On 9/8/2011 3:16 PM, Ethan Fahy wrote:
 You mention that there are VPB 3rd part dependencies; is this a download 
 package that I missed?  I don't see any reference to it on the VPB website or 
 in the VPB source code...

  I mean, just GDAL and such.

  You're really posting very vague responses. If you're having trouble with 
missing DLLs,
you have to say what DLLs those are, or nobody is going to be able to help you.

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Chris 'Xenon' Hanson
On 9/7/2011 11:43 AM, Ethan Fahy wrote:
 Hi,
 I grabbed the svn root of VPB yesterday and have been trying to build it from 
 source using CMake and Visual Studio 2010.  I am using precompiled 
 OpenSceneGraph 3.0.0 binaries and dependencies (which include gdal)

  Which precompiled binaries are you using?

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-07 Thread Chris 'Xenon' Hanson
On 9/7/2011 12:56 PM, Ethan Fahy wrote:
 I am using the following:
 OSG debug from here:
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-debug-12681.7z
 OSG release from here:
 http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-release-12681.7z
 OSG 3ryparty from here:
 http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip

  At a guess, this is your problem. You're using thirdparty libs compiled by 
someone else,
possibly with different settings. Why not use the thirdparty libs from the same 
source?

http://openscenegraph.alphapixel.com/osg/downloads/openscenegraph-third-party-library-downloads

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Re: [osg-users] [osgPlugins] Writing plugins, where to start

2011-08-30 Thread Chris 'Xenon' Hanson
On 8/30/2011 8:30 AM, Paul Leopard wrote:
 Hi,
 My apologies if I have missed something but I have been searching for some 
 good reference material on the requirements for writing OSG plugins. Would 
 someone be so kind as to point me to some documentation that will detail the 
 steps and requirements for creating a plugin from scratch?

  Mostly I just take something like the OBJ plugin and strip out everything OBJ 
specific
and throw in my code.

  There's some magic objects and macros that perform plugin registration that 
you need to
preserve.

 Thank you!
 Paul


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[osg-users] Wiki pollution

2011-08-25 Thread Chris 'Xenon' Hanson
  Spammers seem to have found the wiki:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling

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Re: [osg-users] Wiki pollution

2011-08-25 Thread Chris 'Xenon' Hanson
On 8/25/2011 3:15 PM, Jean-Sébastien Guay wrote:
 Hi Chris,
Spammers seem to have found the wiki:
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
 Ironic, since I (not being a spammer) cannot seem to get to it at all for the 
 last few days.

  I can get to it, but the delays are long and many timeouts.

 J-S

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[osg-users] AlphaPixel Mac binaries Execute bit

2011-08-22 Thread Chris 'Xenon' Hanson
  Someone from the OSG BOF apparently raised an issue about the Execute bit 
(not being)
set on the Mac binaries produced by the AlphaPixel build system. We haven't 
been able to
pinpoint this, and wondered if anyone who had run into this might step forward 
so we can
figure it out?

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Re: [osg-users] SIGGRAPH 2011 OpenSceneGraph BOF

2011-08-18 Thread Chris 'Xenon' Hanson
On 8/18/2011 4:00 PM, John Richardson wrote:
 Macintosh Binaries from Alpha Pixel
 The execute bit has to be set manually. Not a horrible issue. The package
 also in some cases is a 7zip package so the Mac user has to have Stuffit
 Deluxe or WinZip to extract. Perhaps a command line will extract. 7zip is
 not on the Mac. Probably needs a tutorial on running the executables from
 the terminal command line. We [Jean-Sébastien, David, me] could not figure
 out the syntax for the command [path's to be set,,etc.].

  I'll check with my Mac build guy about improving this. We're not heavy Mac 
users, so
advice is welcomed.

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