[osg-users] Geometry kernels?

2009-01-07 Thread Cory Riddell
I'm looking for comments and suggestions for using OSG with a geometry 
engine like ACIS, Parasolid, or Open Cascade. Can they work well 
together? Is it a useful combination? The application is CAD-like and 
involves interactively building up a model from discrete components.


I found OSG when looking for HOOPS competitors. Is it fair to compare 
HOOPS with OSG?


Thanks,
Cory


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[osg-users] Problem with pointlightmanip.exe example?

2009-01-07 Thread Cory Riddell




I've been running the pointlightmanip.exe example and as soon as I
rotate even a tiny amount (using either the hand or the wheels), the
top right sphere disappears. I've attached a screenshot but I suspect
that will get filtered out by the list software.

Is this an instance of http://www.vis-sim.com/osg/osg_faq_1.htm#f22 ?






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Re: [osg-users] Problem with pointlightmanip.exe example?

2009-01-07 Thread Cory Riddell

Cory Riddell wrote:
I've been running the pointlightmanip.exe example and as soon as I 
rotate even a tiny amount (using either the hand or the wheels), the 
top right sphere disappears. I've attached a screenshot but I suspect 
that will get filtered out by the list software.


Is this an instance of http://www.vis-sim.com/osg/osg_faq_1.htm#f22 ?
I'm seeing similar behavior with the plasmafun.exe sample as well. A 
section out of the torus is missing (or rather, it's there but flashes 
constantly).


Any idea what this might be?

Cory
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Re: [osg-users] Geometry kernels?

2009-01-08 Thread Cory Riddell




The geometry engine is the software that you use to do things like fuse
or intersect solids, sweep 2d shapes along a curve to generate a 3d
shape, etc... From these you get faces. lines and points that you pass
on to something else (like OpenGL) to render.

Open Cascade is free and quite good. The ACIS kernel is what is at the
heart of AutoCAD. Parasolid drives Solidworks. I was looking for advice
on using one of these geometry toolkits with OSG. I assumed it was a
common configuration, but I think I might be wrong about that.

Cory

Sukender wrote:

  Hi Cory,

What do you mean by "geometry engine"? I guess you'll be able to easily create a kind of exporter that converts your geometry to an OSG/OpenGL one. Perhaps geometries would even be directly read and added to Geodes.
I don't know HOOPS, but be aware that OSG is "only" (!) a scene graph (with many features and plugins), but not a CAD/infrastructure/mining/whatever software.

Please tell us if you find useful things.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 07 Jan 2009 16:44:15 +0100, Cory Riddell c...@codeware.com a écrit:

  
  
I'm looking for comments and suggestions for using OSG with a geometry
engine like ACIS, Parasolid, or Open Cascade. Can they work well
together? Is it a useful combination? The application is CAD-like and
involves interactively building up a model from discrete components.

I found OSG when looking for HOOPS competitors. Is it fair to compare
HOOPS with OSG?

Thanks,
Cory

  
  
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Re: [osg-users] Problem with pointlightmanip.exe example?

2009-01-08 Thread Cory Riddell
Ack! You're right of course, it's a Coin3D sample. I'm evaluating too 
many things at once...


Sorry for the noise.

Cory


Jean-Sébastien Guay wrote:

Hello Cory,

I'm not sure why no one has answered you yet... I'll give it a shot.

I've been running the pointlightmanip.exe example and as soon as I 
rotate even a tiny amount (using either the hand or the wheels), the 
top right sphere disappears. I've attached a screenshot but I suspect 
that will get filtered out by the list software.


The screenshot got through, and it does not look like any 
OpenSceneGraph example I know of. And there is no example called 
pointlightmanip in OSG. The screenshot's GUI looks like Coin / 
OpenInventor to me... Or perhaps it's OpenSG? People have confused 
OpenSceneGraph (commonly called OSG) with OpenSG before, and you can 
see why.


Can you tell us where you got the example?

J-S

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[osg-users] Is OSG tied to OpenGL?

2009-01-13 Thread Cory Riddell
The subject line says it all- if other renderers (in my case DirectX) 
are available on a system, can they be used?


A second question- are some of the UI toolkits better supported than 
others? I'm specifically thinking about comparing the wx stuff with Qt 
and MFC.



-cr
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[osg-users] VS Intellisense forOSG?

2009-01-21 Thread Cory Riddell
How do you make Visual Studio provide intellisense for OSG based apps? 
I'm running through the tutorials now and it would be helpful to get 
parameter info for the OSG API. I still have the OpenSceneGraph.ncb file 
that was generated when I built OSG and I presume that VS needs this 
file, but I'm not sure where to put it or how to configure my 
environment for this.


Cory


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Re: [osg-users] VS Intellisense forOSG?

2009-01-21 Thread Cory Riddell




Vincent is right. Intellisense is now working for me. I *did* restart,
so perhaps that's what fixed my problems (this is, after all, a windows
machine).

Sorry for the noise. 

cory

Vincent Bourdier wrote:
Hi Cory,
  
I personally not have done all of that.
Just putting the osgFile.lib in the linker and osgfile includes, and
making my application, I have the intellisense working good. Nothing to
do especially. When intellisense do not work, you can assume that an
error is in you code syntax... or sometimes it stop working... so just
delete the .ncb file and restart VS... it will re-do it.
  
Regards,
 Vincent.
  
  2009/1/21 Cory Riddell c...@codeware.com
  How
do you make Visual Studio provide intellisense for OSG based apps? I'm
running through the tutorials now and it would be helpful to get
parameter info for the OSG API. I still have the OpenSceneGraph.ncb
file that was generated when I built OSG and I presume that VS needs
this file, but I'm not sure where to put it or how to configure my
environment for this.

Cory


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[osg-users] how to do a cutting plane?

2009-01-22 Thread Cory Riddell
I've been evaluating a bunch of software and one product has cutting 
planes. For these, you define a plane and you can intersect it with your 
model and it clips the model. Follow this link for a better description:
 
http://www.openhsf.org/docs_hsf/Hoops3DGS/prog_guide/02_13_geometry_cutting_planes.html


How difficult would this be to set up with OSG? I'm trying to just get a 
sense if are all the pieces there or would it be a difficult task?


Thanks,
Cory
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Re: [osg-users] how to do a cutting plane?

2009-01-23 Thread Cory Riddell
Thank you! That is very close to what I need. I just didn't know where 
to look. I appreciate the pointer.


Cory

Jason Daly wrote:

Cory Riddell wrote:
I've been evaluating a bunch of software and one product has cutting 
planes. For these, you define a plane and you can intersect it with 
your model and it clips the model. Follow this link for a better 
description:
  
http://www.openhsf.org/docs_hsf/Hoops3DGS/prog_guide/02_13_geometry_cutting_planes.html 



How difficult would this be to set up with OSG? I'm trying to just 
get a sense if are all the pieces there or would it be a difficult task?
  


Sounds like you're looking for a ClipNode.  Look at the osgclip 
example to see how it works.


--J

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[osg-users] shutting down OSG

2009-01-30 Thread Cory Riddell
Is there a correct way to stop OSG and free all the resources that have been
acquired by without stopping the application? I thought that when my
osgViewer::Viewer instance went out of scope, everything would be released,
but that doesn't seem to be the case.

cory
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Re: [osg-users] shutting down OSG

2009-01-30 Thread Cory Riddell
After my (MFC) app ends, the output window in Visual Studio fills with a
bunch of this:

 Detected memory leaks!
 Dumping objects -{164} normal block at 0x02A54248, 128 bytes long.
  Data:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 {163} normal block at 0x02A541A8, 96 bytes long.
  Data:   c  F8 87 63 01 00 00 00 00 01 00 00 00 00 00 00 00
 {161} normal block at 0x02A54068, 64 bytes long.
  Data: OpenThread v1.2p 4F 70 65 6E 54 68 72 65 61 64 20 76 31 2E 32 70


I'm just getting started with OSG. I'm using it to render geometry from
Granite (the geometry kernel from the Pro/ENGINEER people, just getting
started with this too). Both libraries have their own reference counted
pointer types and they function a bit differently so I'm probably just
abusing one or the other.

Normally I can just pick one of the allocation numbers from the dump (161,
163, and 164 above) and tell the debugger to stop there, but for some reason
that isn't working. If I have time later today, I'm going to instrument
everything with BoundsChecker and run it again.

Cory


On Fri, Jan 30, 2009 at 9:08 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Cory,

 The OSG users ref counting, so if all external references to the scene
 and viewer are removed then all the associated resources should be
 deleted automatically.  If you app keeps any references to this data
 then it'll stay around until these references are removed.

 If you've enabled caching in the osgDB::Registry then it can keep
 around a reference for loaded objects in its cache, so clearing this
 would be required.   Also if you app loads OSG plugins as part of
 loading your data then one could see this as items you might want to
 unload.

 BTW, what makes you think that things aren't being released?

 Robert.

 On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell c...@codeware.com wrote:
  Is there a correct way to stop OSG and free all the resources that have
 been
  acquired by without stopping the application? I thought that when my
  osgViewer::Viewer instance went out of scope, everything would be
 released,
  but that doesn't seem to be the case.
 
  cory
 
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[osg-users] CPU usage

2009-01-30 Thread Cory Riddell
When I run the osg viewer app and load just about any osg file (like
cesna.osg), my CPU usage is a constant 23% - 30%. This is with no
interaction, it is basically using an entire CPU core. Fortunatelly I have a
4 core machine, so it hasn't been a problem so far, but I'm wondering what
this means for single core machines (which most of our customers have).

Is this typical?

Cory
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Re: [osg-users] CPU usage

2009-01-31 Thread Cory Riddell
I'm not sure about vysync. I'll look that up and check it.

I thought about the possibility of it being a debug build and I don't think
that's it. In my bin directory I have osgviewer.exe at 25,600 bytes and
osgviewerd.exe at 81,920 bytes. Both executables give me the same CPU
pegging behavior (as observed by SysInternals Process Explorer).

My command line is osgviewer.exe --window 100 100 200 200 cessna.osg. My
video card is an ATI FireGL V7700 and the drivers are up to date.

Ah- I just noticed something-- an error message:
Windows Error #127: [Screen #0] ChooseMatchingPixelFormat() -
wglChoosePixelFormatARB extension not found, trying GDI. Reason: The
specified procedure could not be found.

I'm running over remote desktop right now, so perhaps that's related. I
don't recall seeing this error message before.

Cory

On Sat, Jan 31, 2009 at 3:54 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Cory,

 It's not normal to have this high level of CPU usage for this model,
 the expceptions to this would be:

You have vysync switched off, so the app is racing as fast it can
 to dispatch frames
You've compiled the OSG with debug build.

 Robert.

 On Fri, Jan 30, 2009 at 8:36 PM, Cory Riddell c...@codeware.com wrote:
  When I run the osg viewer app and load just about any osg file (like
  cesna.osg), my CPU usage is a constant 23% - 30%. This is with no
  interaction, it is basically using an entire CPU core. Fortunatelly I
 have a
  4 core machine, so it hasn't been a problem so far, but I'm wondering
 what
  this means for single core machines (which most of our customers have).
 
  Is this typical?
 
  Cory
 
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Re: [osg-users] CPU usage

2009-02-02 Thread Cory Riddell
I'm running locally now and am seeing the same behavior. Running with
--SingleThreaded makes no difference.

Cory

On Mon, Feb 2, 2009 at 9:53 AM, Adrian Egli OpenSceneGraph (3D) 
3dh...@gmail.com wrote:

 Hi J-S

 i am working with NVidia GPU, and i have same behaviour. So there should be
 another problem than the busy wait. Of course can VSync give some problem in
 performance or at least we get a smaller FPS displayed. But here we have
 some strang behavior of our osgViewer (renderer). My there is a bug inside
 the synchronisation.

 But what i guess is:
 When we are running under --SingleThreaded :

 bool GraphicsWindowWin32::realizeImplementation()
 wglMakeCurrent
 SwapBuffers

 all are called in the same thread.

 if we are working without singlethreaded option, then the realize get call
 in the master thread and in the others wgl based method call get called in
 a second thread. may the operating system (driver) understand, that there
 must be more than one thread in the world and starts an extra
 synchronisation which cause the CPU overload.

 /adrian


 2009/2/2 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Cory,

  I'll have to defer to others on the situation under Windows when doing
 remote desktop.  My guess is that it's likely to be a driver issue.


 Well, using Remote Desktop adds a variable into the mix for sure, so
 eliminating this and running the app locally would eliminate one possible
 thing.

 About one core being pegged, some video drivers implement vsync as a busy
 wait, which means that the CPU is not really pegged, it just looks like
 that. If you were to actually run real code on that core, along with OSG,
 you would see that that code would run at a normal speed because the vsync
 busy wait would relinquish the CPU while it's waiting for the next frame to
 start.

 So my guess is that your ATI drivers are doing this, and what you're
 seeing is just the idle time between frames being counted as active time by
 Process Explorer because it's implemented as a busy wait. Of course, I'm
 speculating here, you'll have to run a real app (not just osgviewer) to see
 for yourself.

 Note also that ATI's OpenGL drivers have never been the best... Though
 they say they're getting better, they have a long way to go. So there might
 be some of that here.

 Hope this helps,

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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 --
 
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Re: [osg-users] modelling geodes with children?

2009-02-03 Thread Cory Riddell
Are you suggesting that my root would be a group node and under that would
be all the leaf nodes? I don't like that idea because it loses the
hierarchy: streamer is attached to grip, grip is attached to handlebar. If I
delete the grip node, the streamer should go away as well.

Your HandNode example is very similar to what I'm talking about. The
streamer location is relative to the grip. If the grip is moved, the
streamer should maintain is relative position. In my original picture, I
think all the group nodes are actually transform nodes.

It seems like I really do want a Group node with geometry. I guess my
choices are to do something like your HandNode (probably using object
composition rather than inheritance) or pair every Geode with a Group node.

Cory



On Tue, Feb 3, 2009 at 3:46 PM, Paul Martz pma...@skew-matrix.com wrote:

  Use Group nodes. One child is a Geode for the handlebars, the other
 children are the attachments. This doesn't seem clumsy to me, this seems
 clean and straightforward.

 If you want to derive your own class from Group that has a built-in Geode
 member variable, this is also an option, and useful in some cases. For
 example, I have a HandNode that derives from Transform and displays an
 articulatable hand model. The hand is a scene graph that is owned by the
 HandNode, but not exposed other than via an interface for articulating the
 fingers. Because HandNode is a Transform, you can add children, which are
 then transformed as the hand is transformed (position and orientation in
 space), useful for adding a text label or debugging/visualization aids.
 Traversing both the hand subgraph and the actual children is handled by
 overriding the traverse() method.

 However, I'd never do something like this for the general-purpose case you
 describe with the handlebars and attachments; just use off-the-shelf OSG for
 that and save yourself a code maintenance headache.

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


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Cory Riddell
 *Sent:* Tuesday, February 03, 2009 1:09 PM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] modelling geodes with children?

 I'm looking for advice on typical patterns when modeling something that has
 attachments (which may in turn have other attachments). I first looked for a
 node type that was a composition of Geode and Group but of course I didn't
 find anything.

 An example might help here. Say I want to model bicycle handlebars.
 Attached to the handlebar are grips, a light, and a bell. Attached to the
 grips are streamers.

 So, the handlebars have geometry and has children (grips, light, and bell).
 The light and bell have geometry, but no children. The grips though, have
 geometry and a child (the streamers). The streamers have geometry only.

 How could I model this? I thought about using a group node for any item
 that has both a geometry and children, but that seems clumsy (see the
 attached pic). I have a feeling that there is a simple solution that I'm
 just not seeing here.

 Cory



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Re: [osg-users] modelling geodes with children?

2009-02-03 Thread Cory Riddell
On Tue, Feb 3, 2009 at 4:43 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 I think the image you sent is a logical arrangement. A Group (or a
 Transform) does not itself have any geometry, it just specifies how it's
 children are arranged (in the case of a Transform). So yes, your groups in
 your image would actually be Transforms, and you would have one or many
 Geodes under that, and also more Transforms for the sub-objects.

 That's a very standard scene graph structure, used all the time, and very
 general/flexible. A Transform does not itself have any geometry, because its
 job is just to transform its children (whatever those children may be). I
 don't know why you think it's clumsy...


Perhaps the clumsy comment isn't fair. My first exposure to scene graphs was
by reading about HOOPS and they support the idea of a geometry node having
pointers to child nodes (they call them segments). You can get a pretty good
idea of their model by reading this:
  
http://developer.hoops3d.com/documentation/Hoops3DGS/prog_guide/01_2_database_dbase_structure.htmlhttp://developer.hoops3d.com/documentation/Hoops3DGS/prog_guide/01_2_database_dbase_structure.html

In my mind, I'm equating the thing with the thing's geometry. And so if
something is attached to the thing, I want the data structure to mimic
that.

Thanks for the advice. It definitely helps.

Cory
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[osg-users] modelling geodes with children?

2009-02-03 Thread Cory Riddell
I'm looking for advice on typical patterns when modeling something that has
attachments (which may in turn have other attachments). I first looked for a
node type that was a composition of Geode and Group but of course I didn't
find anything.

An example might help here. Say I want to model bicycle handlebars. Attached
to the handlebar are grips, a light, and a bell. Attached to the grips are
streamers.

So, the handlebars have geometry and has children (grips, light, and bell).
The light and bell have geometry, but no children. The grips though, have
geometry and a child (the streamers). The streamers have geometry only.

How could I model this? I thought about using a group node for any item that
has both a geometry and children, but that seems clumsy (see the attached
pic). I have a feeling that there is a simple solution that I'm just not
seeing here.

Cory
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Re: [osg-users] modelling geodes with children?

2009-02-04 Thread Cory Riddell
On Wed, Feb 4, 2009 at 10:48 AM, Paul Martz pma...@skew-matrix.com wrote:

 If your HandlebarNode will be used in many apps to render handlebars (I
 don't know, maybe you intend to make a series of bicycle simulators), then
 yes, maybe it is best to encapsulate it in its own class. But if you are
 just using it as an example of some general hierarchical structure, then I
 doubt you want to create a new class for each unique piece of hierarchical
 geometry. Perhaps I'm not fully understanding your use case.


My use case was just a fabricated example (and a poor one at that). I'm
working on software for mechanical equipment and I was afraid using an
example from the actual domain would have been mired down in domain specific
terminology.

We don't have a particular arrangement of components that would be repeated,
but the equipment in general does have a natural hierarchical order to it (A
is connected to B is connected to C etc...). I confessed to Jean-Sebastien
that the source of this notion of all-in-one nodes was HOOPS - the first
scene graph tool I investigated. I'm starting to come around to the OSG
viewpoint though. Not that I dislike HOOPS- it's a fantastic piece of
software. It's just a little overkill for what we need.

-cr
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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Cory Riddell
I built everything with Visual Studio 2005 on XP with no build problems. One
minor glitch that may be my fault- when I ran the built the INSTALL target,
it copied the executables to C:\Program Files\OpenSceneGraph rather than
C:\Program Files\OpenSceneGraph-2.8 (I specified this in CMake).

Cory

On Wed, Feb 4, 2009 at 12:50 PM, Jason Daly jd...@ist.ucf.edu wrote:

 Robert Osfield wrote:

 But still we can't rest if we want to make 2.8.0 the best we can... so
 please download/check out the OpenSceneGraph-2.8 branch or the
 2.8.0-rc1 and do compile and runtime checks on as wide range of
 platforms as you have to hand.  I would also greatly value feedback on
 how you own applications are performing with 2.8, if there are issues
 please just report them on osg-users and we can together have a bash
 at resolve them.



 Builds with zero warnings on Red Hat Enterprise 5.3, even with our tired
 old CMake 2.4.5  ;-)

 Only minor glitch with the build is that I have to pass -march=i686 in
 CXXFLAGS for OpenThreads to configure properly to use GCC_BUILTINS.  I think
 this was covered in another thread a few months back.  Even if I don't do
 this, it works fine running with mutexes.


 --J


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Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Cory Riddell
Yeah, I started wondering if I built the wrong source tree. I started the
whole process over again and should know pretty soon. Even on a 4-core
machine, it takes a while to build everything (but at least the build
process can mostly run in parallel).

Cory

On Wed, Feb 4, 2009 at 2:21 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi again Cory,

  I always use a different CMAKE_INSTALL_PREFIX than the default, and it
 works well for me, which is why I suggest you re-check the setting... If
 it's really set to what you say, then there might be some other problem.


 Just out of curiosity I checked myself and here's what I got:

 1-- Build started: Project: INSTALL, Configuration: Debug Win32 --
 1
 1Performing Post-Build Event...
 1-- Install configuration: Debug
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openscenegraph.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openthreads.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/OpenThreadsd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/ot11-OpenThreadsd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/OpenThreads/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osg/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgDBd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgDBd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgUtild.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgUtild.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgGAd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgGAd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTextd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTextd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgViewerd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgViewerd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/GraphicsWindowWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/PixelBufferWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgAnimationd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgAnimationd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgFXd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgFXd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgManipulatord.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgManipulatord.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgParticled.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgParticled.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgShadowd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgShadowd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgSimd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgSimd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTerraind.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTerraind.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgWidgetd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgWidgetd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgVolumed.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgVolumed.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osgPlugins-2.8.0/osgdb_osganimationd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osgPlugins-2.8.0/osgdb_osgfxd.dll
 1-- Installing:
 

Re: [osg-users] OpenSceneGraph-2.8.0-rc1 tagged, please test

2009-02-04 Thread Cory Riddell
Sorry for the false alarm. I rebuilt everything and and it seems to be
working.

Cory

On Wed, Feb 4, 2009 at 2:45 PM, Cory Riddell c...@codeware.com wrote:

 Yeah, I started wondering if I built the wrong source tree. I started the
 whole process over again and should know pretty soon. Even on a 4-core
 machine, it takes a while to build everything (but at least the build
 process can mostly run in parallel).

 Cory


 On Wed, Feb 4, 2009 at 2:21 PM, Jean-Sébastien Guay 
 jean-sebastien.g...@cm-labs.com wrote:

 Hi again Cory,

  I always use a different CMAKE_INSTALL_PREFIX than the default, and it
 works well for me, which is why I suggest you re-check the setting... If
 it's really set to what you say, then there might be some other problem.


 Just out of curiosity I checked myself and here's what I got:

 1-- Build started: Project: INSTALL, Configuration: Debug Win32
 --
 1
 1Performing Post-Build Event...
 1-- Install configuration: Debug
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenSceneGraphReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/doc/OpenThreadsReferenceDocs/osg32-32.png
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openscenegraph.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/pkgconfig/openthreads.pc
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/OpenThreadsd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/ot11-OpenThreadsd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/OpenThreads/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osg/Config
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgDBd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgDBd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgUtild.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgUtild.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgGAd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgGAd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTextd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTextd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgViewerd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgViewerd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/GraphicsWindowWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/include/osgViewer/PixelBufferWin32
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgAnimationd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgAnimationd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgFXd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgFXd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgManipulatord.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgManipulatord.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgParticled.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgParticled.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgShadowd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgShadowd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgSimd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgSimd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgTerraind.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgTerraind.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgWidgetd.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgWidgetd.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/lib/osgVolumed.lib
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin/osg55-osgVolumed.dll
 1-- Installing:
 C:/Dev/OpenSceneGraph-SVN/OpenSceneGraph-2.8-branch/bin

[osg-users] innocuous but annoying warning

2009-02-05 Thread Cory Riddell
When I compile my app (against an rc downloaded yesterday), I get a
warning in uniform (line 318), geode (lines 93, 124), and lod (line 116)
for the unsafe conversion of a size_t to an unsigned int:

uniform(318) : warning C4267: 'return' : conversion from 'size_t' to
'unsigned int', possible loss of data

Has something changed, or is it likely that I botched something in my
conversion from OSG 2.6 - 2.8?

Cory
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Re: [osg-users] Sketchup rendering

2009-02-06 Thread Cory Riddell




Please post your results. I'm also very curious about how to achieve
this affect.

Thanks,
Cory

Serge Lages wrote:
Thanks Guillaume,
  
The page you've spotted give nearly the same result as osgFX::Cartoon,
what I would like is to have all the edged (when adjacent 2 faces are
not coplanar) visible.
  
I'll try to make something mixing this effect with something more
custom to try to achieve it.
  
  On Thu, Feb 5, 2009 at 8:13 PM, Poirier,
Guillaume guillaume.poir...@nrc-cnrc.gc.ca
wrote:
  Hi
Serge,

You could probably achieve that look with flat shading (maybe some
color quantization) combined

with edge / silhouettes / creases extraction. Check out something like http://postulate.org/silhouette.php






From: osg-users-boun...@lists.openscenegraph.org
on behalf of Serge Lages
Sent: Thu 2/5/2009 1:29 PM
To: OpenSceneGraph Users
Subject: [osg-users] Sketchup rendering



Hi all,

I would like to have some advices on how to render a scene with the
same "look and feel" than Sketchup (very bright, black edges... I've
attached a screenshot showing it). I looked at the Cartoon effect into
osgFX but the result is really not the same.

Any ideas on how to achieve it ?

--
Serge Lages


http://www.tharsis-software.com http://www.tharsis-software.com/


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-- 
Serge Lages
  http://www.tharsis-software.com
  

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[osg-users] memory leak false positives on Windows

2009-02-10 Thread Cory Riddell
I (and others) have asked about apparent memory leaks reported in Visual
Studio when an OSG app exits. The leak dump looks like this:

  Detected memory leaks!
  Dumping objects -
  {29751} normal block at 0x0293C970, 36 bytes long.
   Data: , E  2C 0B 45 10 00 00 00 00 01 00 00 00 01 CD CD CD
  {29738} normal block at 0x0293C740, 500 bytes long.
   Data: X)A `  @ 58 29 41 10 00 00 00 00 01 00 00 00 60 93 0B 40
  {29727} normal block at 0x028DA8A0, 84 bytes long.
   Data:  1D 0 %i C8 31 44 10 00 00 00 00 01 00 00 00 30 85 25 69
  ...

I spent my morning tracking down exactly what is going on here and I
thought I would post my findings in case it's helpful to others.

It took a bit of futzing around, but I finally identified one of the
leaking objects as a DatabasePager instance. A DatabasePager may be
constructed via a prototype which is static:

  osg::ref_ptrDatabasePager DatabasePager::prototype()
  {
  static osg::ref_ptrDatabasePager s_DatabasePager = new
DatabasePager;
  return s_DatabasePager;
  }

The static instance doesn't go out of scope until the application is
being torn down (atexit) and the memory dump happens before that begins.

Is anybody interested in discussing how to manage these singleton
objects differently so they are explicitly deleted to avoid the
(incorrect) memory leak report? I totally understand that every
destructor that should be called is eventually called. However, for
those of us stuck developing for Windows, it would be useful to change
the behavior to avoid the false positives.

-cr

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Re: [osg-users] memory leak false positives on Windows

2009-02-10 Thread Cory Riddell




Can anybody recommend a Windows-based memory tracking tool? I have
BoundsChecker but it thinks this is a leak:
 Foo* p = new Foo;
 osg::ref_ptrFoo pFoo = p;

I wrestled with Purify for a few days but even with Rational's help I
could not get it to work with our application.

Cory


Robert Osfield wrote:

  Hi Cory,

This is a bug in the memory tracking tool you have.  Perhaps looking
for another more robust tool would be a better use of your time.

If you absolutely do want to manually force clean up then you can
reset the singletons by setting them to 0.

For onces that return a ref_ptr you can do:

  osgDB::DatabasePager::prototype() = 0;

The osgDB::Registry is quite old and misses the above trick of using a
ref_ptr reference, so has a rather hacky way to delete the signleton
(note, the declaration is static Registry* instance(bool erase =
false);

   osgDB::Registry::instance(true);

You'll need to take about destruction order.

Robert.

On Tue, Feb 10, 2009 at 6:34 PM, Cory Riddell c...@codeware.com wrote:
  
  
I (and others) have asked about apparent memory leaks reported in Visual
Studio when an OSG app exits. The leak dump looks like this:

 Detected memory leaks!
 Dumping objects -
 {29751} normal block at 0x0293C970, 36 bytes long.
  Data: , E  2C 0B 45 10 00 00 00 00 01 00 00 00 01 CD CD CD
 {29738} normal block at 0x0293C740, 500 bytes long.
  Data: X)A `  @ 58 29 41 10 00 00 00 00 01 00 00 00 60 93 0B 40
 {29727} normal block at 0x028DA8A0, 84 bytes long.
  Data:  1D 0 %i C8 31 44 10 00 00 00 00 01 00 00 00 30 85 25 69
 ...

I spent my morning tracking down exactly what is going on here and I
thought I would post my findings in case it's helpful to others.

It took a bit of futzing around, but I finally identified one of the
leaking objects as a DatabasePager instance. A DatabasePager may be
constructed via a prototype which is static:

 osg::ref_ptrDatabasePager DatabasePager::prototype()
 {
 static osg::ref_ptrDatabasePager s_DatabasePager = new
DatabasePager;
 return s_DatabasePager;
 }

The static instance doesn't go out of scope until the application is
being torn down (atexit) and the memory dump happens before that begins.

Is anybody interested in discussing how to manage these singleton
objects differently so they are explicitly deleted to avoid the
(incorrect) memory leak report? I totally understand that every
destructor that should be called is eventually called. However, for
those of us stuck developing for Windows, it would be useful to change
the behavior to avoid the false positives.

-cr

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[osg-users] forcing a square aspect ratio

2009-02-10 Thread Cory Riddell
I've been playing with osgviewerMFC and I've noticed that when I open an
osg file (like cow.osg), the rendering is stretched to fit the aspect
ratio of the containing window. For example, if I resize the app to be
wide then open the cow, I get a very long cow. If I make the window
short and tall then open the cow, I get a very compressed cow. Resizing
the window does resize the cow, but the aspect ratio doesn't change.

osgviewerQT doesn't have this problem but I don't see what's different.

What controls the aspect ratio of the rendering?

BTW, my cow.osg is from 2.6. Has the osg file format changed?

Cory
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Re: [osg-users] Memory Leak ... Windows

2009-02-10 Thread Cory Riddell




Adrian-

For the record, I made my posting because I thought other Windows
developers would like to know the source of at least some of the false
positives. I wasn't claiming to have found a real leak.

Cory

Adrian Egli OpenSceneGraph (3D) wrote:
Hi Robert, 
  
Since i am member of the osg-user mailing list, we get each month a
least one guy asking the community about the problem of memory leak in
OSG core. The problem is simply to say, that the most of them are
working 
with 3rd party tools like bound checkers and they trust them. Of course
the bound checkers and alos others are greate. but not right working
with our library. So i would propose a own written C++ memory leak
detector. 
I still posted the memory leak detector two weeks ago, but if we would
like to integrate it in the next release it would be possible.
Unfortunately it's only working under windows and _MSV_VER  1399
(MSVS C++ 2005). Or we could 
at least post the code in some way. I don't right know where and how,
but it would be possible. 
  
what are you thinking about? Do you still check osg against some memory
leak detector? 
  
/adrian 
  
-- 

Adrian Egli
  

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Re: [osg-users] forcing a square aspect ratio

2009-02-10 Thread Cory Riddell




FWIW, I've attached a screen shot of what should be a square. The
Drawable code was taken from the quickstart guide and the vertices are:
 v-push_back(osg::Vec3(-1.f, 0.f, -1.f));
 v-push_back(osg::Vec3(1.f, 0.f, -1.f));
 v-push_back(osg::Vec3(1.f, 0.f, 1.f));
 v-push_back(osg::Vec3(-1.f, 0.f, 1.f));
Any ideas?




Cory Riddell wrote:

  I've been playing with osgviewerMFC and I've noticed that when I open an
osg file (like cow.osg), the rendering is "stretched" to fit the aspect
ratio of the containing window. For example, if I resize the app to be
wide then open the cow, I get a very long cow. If I make the window
short and tall then open the cow, I get a very compressed cow. Resizing
the window does resize the cow, but the aspect ratio doesn't change.

osgviewerQT doesn't have this problem but I don't see what's different.

What controls the aspect ratio of the rendering?

BTW, my cow.osg is from 2.6. Has the osg file format changed?

Cory
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Re: [osg-users] Memory Leak ... Windows

2009-02-11 Thread Cory Riddell




It sounds questions about memory leak reports on Windows come up often.
I'd like to address this in the FAQ. Any objections?

Cory

Robert Osfield wrote:

  Hi Adrian,

In the early days of the OSG I wrote a few custom new/delete operators
and the associated infrastructure for tracking memory, but in the end
it was too painful to maintain and really not anything to do with the
core OSG's focus.  There are far better tools out there for tracking
memory than things we can plug together.  Might I suggest
investigating the the open source memory tracking tools that exists,
perhaps we might be able to help make use of them easier, but I
wouldn't advocate tacking on the tasks of doing memory tracking
ourselves.

As for false positives... we that's just a fact of life, you use these
tools and they generate useful results and misleading results.
Knowing what is useful and what is misleading is the part that takes
skill and good judgement.  People are often seduced by the idea of
silver bullet, the one something that can fix lots of things in one
swoop.  We as a community will always see traffic that is generated by
the false positives, be it warnings from compilers or memory tracking
tools, the best we can do is get wise to what patterns of false
positive exist and to spot them when they arise to try to save
everybodies time.

Robert.

On Tue, Feb 10, 2009 at 7:44 PM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
  
  
Hi Robert,

Since i am member of the osg-user mailing list, we get each month a least
one guy asking the community about the problem of memory leak in OSG core.
The problem is simply to say, that the most of them are working
with 3rd party tools like bound checkers and they trust them. Of course the
bound checkers and alos others are greate. but not right working with our
library. So i would propose a own written C++ memory leak detector.
I still posted the memory leak detector two weeks ago, but if we would like
to integrate it in the next release it would be possible. Unfortunately it's
only working under windows and _MSV_VER  1399 (MSVS C++ 2005). Or we could
at least post the code in some way. I don't right know where and how, but it
would be possible.

what are you thinking about? Do you still check osg against some memory leak
detector?

/adrian

--

Adrian Egli

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Re: [osg-users] memory leak false positives on Windows

2009-02-11 Thread Cory Riddell
Jean-Sébastien Guay wrote:
 Why would perfectly good programming practices be avoided just because
 they cause false positives in one tool, on one platform? This is
 pretty much the same discussion as the one concerning warnings I had
 with Robert last week.

 The code should be a by-product of the design (with small allowances
 for language differences, of course). If the design is sound, but some
 tool prevents you from implementing that design in code, you should
 change tools, not the other way around... I personally find OSG's
 design very good, and it's one of the reasons I use it.
I don't think anybody has questioned the design of OSG. If anything, I
would characterize what has been discussed recently as an extension of
the design. The ability to easily halt / unload OSG from a running
process might be useful for more than one reason.

I also agree with you that making code concessions to accommodate tools
is unfortunate, but it happens all the time. Unless you are using Comeau
or EDG's C++ compiler, your compiler probably doesn't support the
complete C++ standard. If, for example, OSG were to start using the
export keyword would you change tools, or discuss altering the code that
limits your choice of tools? (ok, it's a weak example but I hope you
could understand what I was trying to say...)

For me, I think it really comes down to put up or shut up. This is
open source that I haven't been asked to pay for and I would never think
of rudely telling Robert and the other primary developers how it should
be. On the other hand, I'd like to know if code that explicitly unloads
OSG would ever be accepted into the repository. I'm getting the sense
that it would be if it were sufficiently transparent, simple and
inexpensive.
 In the case of osg::Referenced memory leaks, I've posted with a few
 useful techniques, and Adrian Egli and others have too. 
Thank you for this. It's very helpful. Because of this support, I can
probably deal with the situation.
 (btw, has anyone compiled valgrind for Windows?)
valgrind is Linux only.


-cory
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Re: [osg-users] memory leak false positives on Windows

2009-02-11 Thread Cory Riddell




Jean-Claude-

Thank you for reposting those links. I followed the instructions from
Orhun Birsoy and can now run my app without any false memory leak
reports. After all the false positives disappeared, a real memory leak
(in my app) was left. 

Cory



Jean-Claude Monnin wrote:
Hi Cory,
  
  
  I have been able to remove the false positives from the
VisualStudio leak report by doing the procedure desribed in the
following post from the archive:
  http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-May/010839.html
  http://www.mail-archive.com/osg-us...@openscenegraph.net/msg11248.html
  Since then, the leak report works fine for me. If your project
doesn't use MFC at all, it won't help. But if yes, it might be helpful.
  
  
  Jean-Claude
  
  
  
  
  Am 10.02.2009 um 20:02 schrieb Cory Riddell:
  
  
 Can anybody recommend a
Windows-based memory tracking tool? I have BoundsChecker but it thinks
this is a leak:
 Foo* p = new Foo;
 osg::ref_ptrFoo pFoo = p;

I wrestled with Purify for a few days but even with Rational's help I
could not get it to work with our application.

Cory


Robert Osfield wrote:

  Hi Cory,

This is a bug in the memory tracking tool you have.  Perhaps looking
for another more robust tool would be a better use of your time.

If you absolutely do want to manually force clean up then you can
reset the singletons by setting them to 0.

For onces that return a ref_ptr you can do:

  osgDB::DatabasePager::prototype() = 0;

The osgDB::Registry is quite old and misses the above trick of using a
ref_ptr reference, so has a rather hacky way to delete the signleton
(note, the declaration is static Registry* instance(bool erase =
false);

   osgDB::Registry::instance(true);

You'll need to take about destruction order.

Robert.

On Tue, Feb 10, 2009 at 6:34 PM, Cory Riddell c...@codeware.com wrote:
  
  
I (and others) have asked about apparent memory leaks reported in Visual
Studio when an OSG app exits. The leak dump looks like this:

 Detected memory leaks!
 Dumping objects -
 {29751} normal block at 0x0293C970, 36 bytes long.
  Data: , E  2C 0B 45 10 00 00 00 00 01 00 00 00 01 CD CD CD
 {29738} normal block at 0x0293C740, 500 bytes long.
  Data: X)A `  @ 58 29 41 10 00 00 00 00 01 00 00 00 60 93 0B 40
 {29727} normal block at 0x028DA8A0, 84 bytes long.
  Data:  1D 0 %i C8 31 44 10 00 00 00 00 01 00 00 00 30 85 25 69
 ...

I spent my morning tracking down exactly what is going on here and I
thought I would post my findings in case it's helpful to others.

It took a bit of futzing around, but I finally identified one of the
leaking objects as a DatabasePager instance. A DatabasePager may be
constructed via a prototype which is static:

 osg::ref_ptrDatabasePager DatabasePager::prototype()
 {
 static osg::ref_ptrDatabasePager s_DatabasePager = new
DatabasePager;
 return s_DatabasePager;
 }

The static instance doesn't go out of scope until the application is
being torn down (atexit) and the memory dump happens before that begins.

Is anybody interested in discussing how to manage these singleton
objects differently so they are explicitly deleted to avoid the
(incorrect) memory leak report? I totally understand that every
destructor that should be called is eventually called. However, for
those of us stuck developing for Windows, it would be useful to change
the behavior to avoid the false positives.

-cr

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Re: [osg-users] forcing a square aspect ratio

2009-02-11 Thread Cory Riddell




Moji the Great-

I added the code you suggest to my code (and to osgviewerMFC) and it
doesn't do anything.

Is there something you have to do after setting the new aspect ratio to
have it take effect? I was playing around and it didn't seem to matter
what number I plugged in for the aspect ratio, my view always looked
the same.

Cory


Mojtaba Fathi wrote:

  

  

Hi
I had the same problem, and I found a solution (but can't remember
where I found it). It's like this:

 // Realize the Viewer
 _viewer-realize();

 // correct aspect ratio
 double fovy,aspectRatio,z1,z2;
 camera-getProjectionMatrixAsPerspective(fovy,aspectRatio,z1,z2);
 aspectRatio=double(traits-width)/double(traits-height);
 camera-setProjectionMatrixAsPerspective(fovy,aspectRatio,z1,z2);

Regards
Moji the Great

--- On Wed, 2/11/09, Cory Riddell c...@codeware.com
wrote:
From:
Cory Riddell c...@codeware.com
Subject: Re: [osg-users] forcing a square aspect ratio
To: "OpenSceneGraph Users" osg-users@lists.openscenegraph.org
Date: Wednesday, February 11, 2009, 12:18 AM
  
   FWIW, I've attached a screen shot of
what should be a square. The
Drawable code was taken from the quickstart guide and the vertices are:
 v-push_back(osg::Vec3(-1.f, 0.f, -1.f));
 v-push_back(osg::Vec3(1.f, 0.f, -1.f));
 v-push_back(osg::Vec3(1.f, 0.f, 1.f));
 v-push_back(osg::Vec3(-1.f, 0.f, 1.f));
Any ideas?
  
  
  
  
Cory Riddell wrote:
  
I've been playing with osgviewerMFC and I've noticed that when I open an
osg file (like cow.osg), the rendering is "stretched" to fit the aspect
ratio of the containing window. For example, if I resize the app to be
wide then open the cow, I get a very long cow. If I make the window
short and tall then open the cow, I get a very compressed cow. Resizing
the window does resize the cow, but the aspect ratio doesn't change.

osgviewerQT doesn't have this problem but I don't see what's different.

What controls the aspect ratio of the rendering?

BTW, my cow.osg is from 2.6. Has the osg file format changed?

Cory
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Re: [osg-users] forcing a square aspect ratio

2009-02-11 Thread Cory Riddell




Nevermind, I found the problem. I was setting the projection matrix on
the camera I added as a slave. Instead, I did this:

 // Realize the Viewer
 _viewer-realize();

 // correct aspect ratio
 double fovy,aspectRatio,z1,z2;

_viewer-getCamera()-getProjectionMatrixAsPerspective(fovy,aspectRatio,z1,z2);
 aspectRatio=double(traits-width)/double(traits-height);

_viewer-getCamera()-setProjectionMatrixAsPerspective(fovy,aspectRatio,z1,z2);
 
I'd like to update the osgviewerMFC sample app. How would I go about
doing this?

Cory



Cory Riddell wrote:

  
Moji the Great-
  
I added the code you suggest to my code (and to osgviewerMFC) and it
doesn't do anything.
  
Is there something you have to do after setting the new aspect ratio to
have it take effect? I was playing around and it didn't seem to matter
what number I plugged in for the aspect ratio, my view always looked
the same.
  
Cory
  
  
Mojtaba Fathi wrote:
  

  

  
Hi
I had the same problem, and I found a solution (but can't remember
where I found it). It's like this:
  
 // Realize the Viewer
 _viewer-realize();
  
 // correct aspect ratio
 double fovy,aspectRatio,z1,z2;
 camera-getProjectionMatrixAsPerspective(fovy,aspectRatio,z1,z2);
 aspectRatio=double(traits-width)/double(traits-height);
 camera-setProjectionMatrixAsPerspective(fovy,aspectRatio,z1,z2);
  
Regards
Moji the Great
  
--- On Wed, 2/11/09, Cory Riddell c...@codeware.com
wrote:
  From:
Cory Riddell c...@codeware.com
Subject: Re: [osg-users] forcing a square aspect ratio
To: "OpenSceneGraph Users" osg-users@lists.openscenegraph.org
Date: Wednesday, February 11, 2009, 12:18 AM

 FWIW, I've attached a screen shot
of
what should be a square. The
Drawable code was taken from the quickstart guide and the vertices are:
 v-push_back(osg::Vec3(-1.f, 0.f, -1.f));
 v-push_back(osg::Vec3(1.f, 0.f, -1.f));
 v-push_back(osg::Vec3(1.f, 0.f, 1.f));
 v-push_back(osg::Vec3(-1.f, 0.f, 1.f));
Any ideas?



    
Cory Riddell wrote:

  I've been playing with osgviewerMFC and I've noticed that when I open an
osg file (like cow.osg), the rendering is "stretched" to fit the aspect
ratio of the containing window. For example, if I resize the app to be
wide then open the cow, I get a very long cow. If I make the window
short and tall then open the cow, I get a very compressed cow. Resizing
the window does resize the cow, but the aspect ratio doesn't change.

osgviewerQT doesn't have this problem but I don't see what's different.

What controls the aspect ratio of the rendering?

BTW, my cow.osg is from 2.6. Has the osg file format changed?

Cory
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[osg-users] notify messages and console-less Windows apps

2009-02-13 Thread Cory Riddell
What happens to osg::notify() messages when the application has no
console. For example, osgviewerMFC.exe. If you run it with
OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
where they are going? Is there a way to specify a log file rather than
stdout / stderr for the notificaitons?

cory
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Re: [osg-users] notify messages and console-less Windows apps

2009-02-13 Thread Cory Riddell
I wrote:
 What happens to osg::notify() messages when the application has no
 console. For example, osgviewerMFC.exe. If you run it with
 OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
 where they are going? Is there a way to specify a log file rather than
 stdout / stderr for the notificaitons?
   
Of course, I found the answer 20 minutes after posting the question.

A method that worked for me is on this page:
  http://www.codeproject.com/KB/debug/mfcconsole.aspx
Look in the comments for the title Even Easier Way. Worked like a charm.

Cory
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[osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.

I've seen this before and it has either been a permissions problem or a
CRT version mismatch problem. I'm running Visual Studio 2005 which
(AFAIK) is generally called version 8, so it shouldn't be a version
problem. If I use runas to run osgversion.exe as administrator, I get
the same error, so it shouldn't be a privileges problem. So now I really
don't know what it could be.

Up until today, I've always been running exe's that I compiled myself.
This is the first time I've run OSG from a prebuilt binary.

Is anybody else having this problem? Any troubleshooting suggestions?

Cory


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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell




Yes, I have SP1.

I just noticed that none of the dll's have the execute bit set. My
cacls knowledge isn't good enough to know exactly what it is that
should be set. It's easy to just grant everyone full control (and it
does fix the problem), but I suspect that isn't the correct solution.

Cory

Sukender wrote:

  Hi Cory,

I built these binaries. Do you have the SP1?
If the problem is still ther, I'll may recompile entirely (who knows?)...

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 16 Feb 2009 17:18:36 +0100, Cory Riddell c...@codeware.com a crit:

  
  
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.

I've seen this before and it has either been a permissions problem or a
CRT version mismatch problem. I'm running Visual Studio 2005 which
(AFAIK) is generally called version 8, so it shouldn't be a version
problem. If I use runas to run osgversion.exe as administrator, I get
the same error, so it shouldn't be a privileges problem. So now I really
don't know what it could be.

Up until today, I've always been running exe's that I compiled myself.
This is the first time I've run OSG from a prebuilt binary.

Is anybody else having this problem? Any troubleshooting suggestions?

Cory


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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell




A couple of notes:
1. I don't run as administrator all the time (it still amazes me how
many Windows users always operate as an admin)
2. I untarred with cygwin's tar. Perhaps that does something funky with
the permissions?

Cory

Sukender wrote:

  Hi Cory,

I built these binaries. Do you have the SP1?
If the problem is still ther, I'll may recompile entirely (who knows?)...

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Mon, 16 Feb 2009 17:18:36 +0100, Cory Riddell c...@codeware.com a crit:

  
  
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.

When I try to run any of the exe's, I get a message that says:
  The application failed to initialize properly (0xc0022). Click on
OK to terminate the application.

I've seen this before and it has either been a permissions problem or a
CRT version mismatch problem. I'm running Visual Studio 2005 which
(AFAIK) is generally called version 8, so it shouldn't be a version
problem. If I use runas to run osgversion.exe as administrator, I get
the same error, so it shouldn't be a privileges problem. So now I really
don't know what it could be.

Up until today, I've always been running exe's that I compiled myself.
This is the first time I've run OSG from a prebuilt binary.

Is anybody else having this problem? Any troubleshooting suggestions?

Cory


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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell

Jean-Sébastien Guay wrote:
 Hi Cory,

 2. I untarred with cygwin's tar. Perhaps that does something funky
 with the permissions?

 Perhaps... Can you try with another tool? For example 7-zip, which is
 F/OSS.
  

Wow- when I untar with 7-zip I get different results than when I untar
with cygwin (the file permissions are different). Cygwin gives me exe
files with the execute bit set, but none of the dlls have that bit set.
7-zip just gives everyone full control. After searching through the
7-zip forums, it seems that it doesn't support maintaining ACL's.

Just out of curiousity, what tool was used to create the tarballs?

Cory
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Re: [osg-users] problem with Windows debug binaries?

2009-02-16 Thread Cory Riddell
I just did a little experiment with 7-Zip and ACL's. I created a file
and gave it weird privileges. I tar'd it with cygwin. When I untar
with cygwin, the ACL for the file is restored correctly. When I untar
with 7-Zip, the ACL has been replaced with one that grants full access
to everyone.

Likewise, if I tar with 7-Zip, it trashes the ACL for the file (in the
archive). It doesn't matter what I use to extract with. The privileges
information has been lost.

7-Zip might be a wonderful compression tool, but I don't think much of
it's archiving capabilities. I would not recommend it.

Cory


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[osg-users] gradient background

2009-02-17 Thread Cory Riddell
I'd like to be able to create a color gradient background for the osg
window rather than the default blue. Is the osghud example a good one to
follow for this? That example draws the hud last. For a background, I
think I would want to draw it first.

Cory
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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Cory Riddell




Do end users download and install OSG? What on earth do they do with
it? I believe the intent of the binary packages is to provide a
shortcut for developers on Windows to get OSG and the dependencies. If
that's the case, then it wouldn't make any sense to include the MSVC.
The official distribution is the source tarball, no?

cory


Philip Lowman wrote:

   . Original Message ...
On Tue, 17 Feb 2009 09:31:37 -0500 "Jean-Sbastien Guay" jean-sebastien.g...@cm-labs.com wrote:
  
  
Hi Philip,



  Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have 
the following files placed in the "bin" folder so they work 
out-of-the-box on Windows 2000, Windows XP, or Windows Vista without 
anyone having to install the MSVC runtime crap.
  

IMHO, installing the "MSVC runtime crap" is preferable to copying the 
same DLLs in every release zip for every version of OSG (and potentially 
every other project we work on...) and therefore having potentially tens 
if not hundreds of copies of the same files on your system. Installing 
the redist ensures you have one copy (the right one) and it's accessible 
to all programs.

  
  
Personally I would trade the whopping 1.6 MB this would take up for the assurance that the binaries will work on all machines.  Of course if you want an end-user's first experience running osgviewer to view some model they found online to be a cryptic error message, then by all means leave things the way they are.  Unfortunately, not every first time user of OSG is going to have MSVC installed or the runtime libraries installed. 

Yes I agree this sucks.  Unfortunately the SxS runtime libraries do not come with Windows.

There is no disadvantage to including the runtime DLLs aside from an extra 4 files and 1.6MB of space used.  I think this is really a no brainer.

  



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Re: [osg-users] problem with Windows debug binaries?

2009-02-17 Thread Cory Riddell
Luigi Calori wrote:
 If you are a developer and want to test OSG on different hardware
 platforms, then you need something that run with minimum hassle

This might be a dumb question, but if you are really looking for minimal
hassle, why not just statically link everything?

Cory
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Re: [osg-users] about the debug version of osgdemd.exe

2009-02-19 Thread Cory Riddell




Xuex-

I was getting the same error message but in a different location and it
turned out to be a permissions issue. Did you build the release and
demo versions with the same user account? Do you get the error if you
run the debug version as an administrator?

Cory

Robert Osfield wrote:

  Hi Xuex,

I have never seen a report about problem like this before, so don't
really have any prior experience to bare on it.  The code in question
has been heavily used by all users for many years without problem so I
would suspect a build issue of some kind.

I will be making another dev release of VPB in the next week or so,
and this will match to OSG-2.8.0, and would be a better base for you
own testing.  Right now I'd recommend using the svn version of VPB and
OSG-2.8.0 as there have been lots of improvements to OSG since 2.6.0.

Robert.

2009/2/19 wind 509459...@qq.com:
  
  
Hi all,

I got  VPB r924 from SVN, and built it with VS2005. The  release version
worked smoothly. But when ran the osgdemd.exe with osg2.6.0, the error
"Application initialization failure" jumped out and could trace to file
osgDB/registry:

" class RegisterDotOsgWrapperProxy
   {  public:
   RegisterDotOsgWrapperProxy(osg::Object* proto,
   const std::string name,
   const std::string associates,
   DotOsgWrapper::ReadFunc readFunc,
   DotOsgWrapper::WriteFunc writeFunc,
   DotOsgWrapper::ReadWriteMode
readWriteMode=DotOsgWrapper::READ_AND_WRITE)
{
if (Registry::instance())
{
_wrapper = new
DotOsgWrapper(proto,name,associates,readFunc,writeFunc,readWriteMode);
Registry::instance()-addDotOsgWrapper(_wrapper.get());//the
error jumps out
}
}"

 I don't know how to avoid this error.  I must have a debug version to
trace some process. Anyone do me a favor? Thanks very much.

 Xuex.

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Re: [osg-users] Packaging distribution under Windows

2009-02-24 Thread Cory Riddell
Luigi Calori wrote:
 I think that cpack support one windows  installer (do not rimember
 which as I really hate installers: the best one is zip: install=unzip
 uninstall=remove)
 I agree that including dll is the bet way to go, in that case, I wouls
 suggest to include alsoMSVC runtime with the app, in order to NOT
 require any administrator access.

I'd like to just say me too to Luigi's recommendation. Don't pollute
the system directories and don't abuse the registry (or even use it if
you can avoid it). If you can remove most of an application by just
deleting its directory, then I think you have a great design. The only
exception to this that I think is acceptable is to create a directory
for user settings in ~/.MyOsgApp (or the Windows equivalent) and
possibly making a file association for the app.

Cory
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Cory Riddell




I wouldn't like Microsoft to dump D3D. I think the software ecosystem
is healthier if there is more than one solution. I think it would be
hard to deny that the competition from D3D has helped advance OpenGL as
well.

Another scene graph product (HOOPS) lets you select different rendering
plugins. They are quite bullish on D3D:
 http://www.techsoft3d.com/products/pdfs/hoops_vista.pdf
Of course they are a Microsoft partner, but I think it would be a
mistake to ignore their opinion just because of that.

Cory


Paul Martz wrote:

  
  
  Hm. Perhaps this is an appropriate time for me
to unveil my discussion forum, in which I have a blog stating my own
opinions of OpenGL versus D3D:
  http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2
  
  Paul Martz
  Skew Matrix Software
LLC
  http://www.skew-matrix.com
  +1 303 859 9466
  
  

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[osg-users] modifying the SG in another thread

2009-02-25 Thread Cory Riddell
I'm looking for some advice having OSG running in one own thread and
modifying the scene graph in another.

By this, I mean I've called viewer.run() in a separate thread. While
it's running, I need to add, remove, and update nodes. From reading the
quick start guide (a fantastic resource btw) I understand that the data
variance must be set to dynamic and changes can be made in the update
traversal.

It seems like one way to do this would be to use the update callback. Is
there another way that doesn't involve me manually looping and calling
viewer.frame()?

Assuming the callback is the right way to proceed, I'm curious how
others have synchronized access and managed changes that can drastically
alter the structure of the scene graph.

I'm starting to think that perhaps I should be swapping out the scene
data entirely when a change is made. By that I mean preparing an
entirely new scene graph that represents the current state of my model
then calling viewer.setSceneData(). When is it safe to call this method?

Any advice or pointers to relevant demos?

Cory

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-25 Thread Cory Riddell
Sukender wrote:
 There are many cons to such a competition, but I guess we all can agree with 
 this, can't we? IMHO, neither D3D nor OpenGL should die.

 And finally, about having OSG to support D3D... Well I'm not *that* happy 
 with it because D3D non-portability is an offence to the C++; but I think 
 that it should be done, and it should be done *after* or even *during* the 
 refactoring for an API agnostic code. 

Sukender- I agree with everything you say. I would like to see support
of multiple renderers for the same reason I like cross platform
software. I don't understand how anybody can think being OS agnostic is
good, but renderer agnosticism is bad (ideologically). I do understand
however, that development resources are scarce and the programmers get
to work on whatever they want to work on.

It would be nice to decouple OSG from the renderer eventually. It's
funny- I'm using OSG to replace a renderer agnostic 3d graphics library
from 2000-2003 called Joey3D. It's hasn't been around for years but we
have a source license and have been able to keep it working so far. Out
of the box it supported OpenGL, D3D, Heidi(?), a custom software-only
renderer and one or two others that I can't remember.  I really don't
expect any of our customers to care that we are dropping support for
anything other than OpenGL though.

Cory

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-26 Thread Cory Riddell




Everybody is talking like there aren't any high performance cross-API
scene graphs nor could one be made. They do exist and they are
expensive. 

I've also seen a bunch of messages dismissing the gamer market to make
the argument that OpenGL is big everywhere else and thus D3D doesn't
matter. Well, the last statistics I've seen has the gaming industry an
order of magnitude larger than everything else; I wouldn't ignore it.
I'm not working on a game, but I do recognize that I can write a fast,
cheap 3d app because the technology has been pushed so hard by gamers.
With more money being spent on D3D hardware, I wouldn't be too quick to
write it off.

BTW- I know very little of the two API's and I don't particularly want
to know any more (I only know what Wikipedia tells me:
http://en.wikipedia.org/wiki/Comparison_of_OpenGL_and_Direct3D). OSG is
invaluable to me because it takes care of details that I don't want to
worry about and lets me work at a higher level. If the layer on top of
OpenGL gets too thin and I have to learn a lot about the underlying
API, then that layer isn't valuable to someone like me. But I know I'm
just one member of a very diverse community. My needs and desires
probably aren't the same as yours. This discussion that Gordon
triggered has been fantastic though because I'm learning so much about
my fellow OSGers.

Cory




Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 I agree with what is said here.
>From my experience, generalization and high
 performance end up being mutually exclusive. Eventually you have to
 surrender to one to obtain the other...

 -S

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jan Ciger
 Sent: Wednesday, February 25, 2009 3:04 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OFT: Interesting commentary of the future
of OpenGL

Hi,
  
Sukender wrote:
 Hi Robert,
  
 Well yes, I forgot about XBox... So yes, the wrapper may be a
 solution. However, I'd like to insist on the fact that we should
 "attract" D3D devs by telling them that we're going towards an API
 agnostic scene graph, and them see with them what we may/should do
 about D3D support.
  
  
Honestly, I wouldn't care too much about platforms like XBox - it is
here for a year or two more and the next XBox is likely to be very
different.
  
However the OSG devs will have invested lot of time into the D3D
infrastructure that will be obsolete when the new XBox is out. Then
what? Chase the moving target again? What for? To be competing with
things like the Source engine or others that do not care about OpenGL
and can be tightly optimized for D3D?
  
If you want to develop Windows/XBox games using OSG, be my guest, but we
should not try to target every possible rendering API which is there. I
prefer a tool that does one thing and does it well to a jack of all
trades that does everything but nothing well.
  
I think OSG only stands to lose by fragmentation of the development
resources if Direct 3D was to be supported, and for very little gain.
  
Regards,
  
Jan

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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-26 Thread Cory Riddell
Robert-

Robert Osfield wrote:
 Well the gaming market is very big, BUT the gaming market isn't just
 Windows/D3D, its much bigger than that.  The Wii and Playstation2 have
 been the big consoles of the last ten years, neither of which have
 anything to do with D3D.  MS would like to associate gaming with
 exclusivie use of D3D but this is just a marketing ploy.
   
Ah- very good point. For some reason I wasn't thinking of consoles.
 It's just hardware, it isn't D3D hardware, again we have to be careful
 not to tricked by the MS marketing.  
Unfortunately all too often it is very closed hardware and proprietary
drivers. If the hardware works significantly better with the D3D API,
then I call it a D3D card. How about a bad analogy (sorry, I couldn't
think of a car analogy): a Macintosh is just a PC, but the software
makes it a Mac.

 I sounds like the OSG hits quite a good balance for yourself so far -
 provides enough functionality to do your job without worry about the
 details such as the thin API abstraction.   By contast Paul Martz at
 the start of thread emphasised that the thinness of the layer above
 OpenGL that the OSG provides is one of it's main selling points.  To
 be able to satisfy two different types of users needs/desires means
 that we've been successful.
   
Absolutely. This is the diverse community I talked about. This seems
mostly to be a pretty pragmatic bunch of people, so I'm fairly confident
that if D3D support doesn't materialize, it is for technical rather than
religious reasons.

Thanks,
Cory

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[osg-users] modify children in node callback?

2009-03-02 Thread Cory Riddell
In general, is it ok to modify child nodes in a node callback method?
That is, children of the node for which the callback was called?

I assume it must be. If not, how do you add or remove nodes of a scene
graph while running?

Cory
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Re: [osg-users] modify children in node callback?

2009-03-02 Thread Cory Riddell
Thanks Brian, that makes sense.

Is there a pre (or post) traversal callback that I can hook to make the
changes, or must I manually mange the  frame loop to make the changes?

Cory

Brian R Hill wrote:
 Cory,

 You can't modify the hierarchy during an active traversal - this will mess
 up the traversal. You need to cache your updates and perform them between
 traversals.

 Brian

 This is a PRIVATE message. If you are not the intended recipient, please
 delete without copying and kindly advise us by e-mail of the mistake in
 delivery.
 NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
 any order or other contract unless pursuant to explicit written agreement
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 -osg-users-boun...@lists.openscenegraph.org wrote: -

 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 From: Cory Riddell c...@codeware.com
 Sent by: osg-users-boun...@lists.openscenegraph.org
 Date: 03/02/2009 02:45PM
 Subject: [osg-users] modify children in node callback?

 In general, is it ok to modify child nodes in a node callback method?
 That is, children of the node for which the callback was called?

 I assume it must be. If not, how do you add or remove nodes of a scene
 graph while running?

 Cory
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[osg-users] unresolved symbol error with release mode build?

2009-03-04 Thread Cory Riddell
Today I switched my compiler settings over to test performance in
release mode. For some reason, I'm getting an unresolved external symbol
linker error for OpenThreads::Atomic::operator++(void). As far as I
know, I'm not using any of the OpenThreads stuff explicitly, so I assume
it is used internally by OSG.

Any reason why I would need to like with OpenThreads.lib for a release
build but not a debug build?

Cory
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[osg-users] is osg::Referenced threadsafe by default?

2009-03-09 Thread Cory Riddell
In my app, I have the viewer running in its own thread. I only change
the scene graph in a synchronized update callback (or to be more
precise, I'm serializing access to the data that the callback uses).

Using the default build settings, are the reference counting methods
thread safe?

Cory
 
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Re: [osg-users] Simple question: How to set the icon that will be used when a viewer is realized?

2009-03-09 Thread Cory Riddell
I don't know if there is a platform independent way of setting this.
What OS are you using? which icon are you talking about exactly? The one
in the top right corner?

Cory

Matt McPheeters wrote:
 Hi guys,

 I found of an old way of doing this using Producer.  I want the icon of
 the viewer window to be custom, not the plain white application icon it
 defaults to.  How do you set the icon now in OpenSceneGraph-2.7.4?

 Sorry if this question gets asked a lot.
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[osg-users] easy question on Object::setDataVariance()

2009-03-10 Thread Cory Riddell
If my app only modifies the scene graph in an update callback, is it
still necessary to set the data variance to DYNAMIC on the nodes that
may change?

Cory
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[osg-users] public thanks to Paul for the quick start guide

2009-03-10 Thread Cory Riddell
Hi Paul-

Just wanted to thank you for the quick start guide. It has been
extremely helpful to me.

Cory
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[osg-users] stopping an asynchronous viewer

2009-03-11 Thread Cory Riddell
If I started the viewer with the run() method (in a separate thread), is
it sufficient to call viewer-setDone(true) to stop it? Do I have to
call viewer-stopThreading() after calling setDone?

Cory
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[osg-users] converting mouse coordinates to model coordinates

2009-03-23 Thread Cory Riddell
I was looking through the archives for help converting mouse coordinates
to model coordinates and I followed Andreas Goebel's instructions in
this thread:

http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-January/005994.html

I was able to use that method and I now display (x, y, z) coordinates in
my status bar as the mouse moves (yay!). There's been a release or two
since then. Is this still a decent strategy?

Thanks,
Cory Riddell
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Cory Riddell
Jan Ciger wrote:
 I fail to see the benefits of such move - why to run OpenGL on top of
 Direct3D? Is there *any* usable hardware that has only D3D drivers and
 does not support OpenGL? Not to mention that you will be chasing moving
 targets - both D3D and the GPU APIs.

There are video cards with good D3D drivers and crappy OpenGL drivers. I
can see why it might be nice to have the option of sitting on top of
D3D. It's entirely possible that performance could be better going
through an optimized D3D driver rather than directly through a crappy
OpenGL driver.

I don't understand why putting another layer between OSG and the
hardware would result in having to chase GPU API's? Are you writing code
that goes around OpenGL?

Cory Riddell



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[osg-users] how to draw a half line?

2009-03-23 Thread Cory Riddell
Right now I'm drawing some line segments like this:
  osg::Geometry* geo = ...;
  // define some vertices
  ...
  // draw lines
  geo-setVertexArray(vertices);
  geo-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 0,
qty));

Is there a way to draw a line that goes off to infinity in one direction?

Cory Riddell
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Cory Riddell
J.P. Delport wrote:
 What always bothers me is the whole multiple window, multiple context
 thing. Correct me if I'm wrong, but I've always thought DirectX caters
 more for the single fullscreen 3D window case (games?). Is this not
 why CAD apps favour OpenGL? If DX can't do multiple windows/contexts
 nicely the wrapper won't be able to fix this. For specific cases the
 wrapper might be OK.

I don't believe multiple windows/contexts is a problem anymore (was it
ever?).

I think CAD apps traditionally favored OpenGL simply because of their
history. Way back (when SGI was relevant), the only place to get decent
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).

Cory


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[osg-users] graph visualization tools?

2009-03-24 Thread Cory Riddell
I am about to write a little Python tool for myself to take an osg file,
extract basic node information, and create a .dot file for graphviz. I
want very simple tree diagrams like Paul Martz made in the quick start
guide (he had green, yellow, and pink ovals for nodes).

I'm guessing this is something that might already be floating around out
there but I haven't been able to find it. If you know of such a tool, I
would appreciate a link to it.

Thanks,
Cory Riddell
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Re: [osg-users] graph visualization tools?

2009-03-24 Thread Cory Riddell
*sigh*

I found the dot plugin. Sorry for the noise.

Cory

Cory Riddell wrote:
 I am about to write a little Python tool for myself to take an osg file,
 extract basic node information, and create a .dot file for graphviz. I
 want very simple tree diagrams like Paul Martz made in the quick start
 guide (he had green, yellow, and pink ovals for nodes).

 I'm guessing this is something that might already be floating around out
 there but I haven't been able to find it. If you know of such a tool, I
 would appreciate a link to it.

 Thanks,
 Cory Riddell
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-25 Thread Cory Riddell
Hi Ulrich-

Ulrich Hertlein wrote:
 On 25/3/09 1:07 AM, Paul Melis wrote:
 graphics performance was on very expensive Unix workstations. These
 days, the best performing graphics cards are for Windows and they are
 relatively inexpensive. I think that's why some CAD packages are
 dropping OpenGL support (Autodesk- I'm looking at you).
 Are they dropping OpenGL support for their 3D modeling packages as well
 (especially Maya)? Or just the autocad stuff?

 On the other end of the spectrum they (autodesk) have ported Lustre
 (one of their color grading products) to Linux and somehow I doubt
 they're using a D3D wrapper...


You know, this is what drives me crazy about Autodesk and their support
of D3D. They use HOOPS in lots (most?) of their products. In fact, Tech
Soft 3D (the maker of HOOPS) was spun out of Autodesk. HOOPS is renderer
agnostic and I know that it works as well with OpenGL as D3D (at least
on XP, Vista may be different) and is cross platform.

I suspect the reasons for not support OpenGL in some of their products
has to do with support costs and marketing agreements with Microsoft.
Probably mostly the latter...

Cory


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[osg-users] are bounties allowed?

2009-03-25 Thread Cory Riddell
I need a camera manipulator slightly different than the trackball
manipulator. I've spent a couple of hours today on this and am now
stuck. Somebody with a better grasp of quaternions could probably knock
this out in 30 minutes.

So... is it acceptable to post requests to the list with a bounty
attached (I'm thinking $50 in this case). Any copyright should be
assigned to OSG or (if Robert doesn't want it), put in the public
domain. Is there a more appropriate forum for a request like this?

Cory
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Re: [osg-users] How to remove the blue background color

2009-03-25 Thread Cory Riddell




Yun's suggestion allows you to replace the blue color with another
solid color.

If you want an image (I want a gradient), do something similar to
osgHUD, except draw first rather than last to put the image behind
everything else.

cory

Lingyun Yu wrote:

  Hi dat,
  
  I think 
  viewer-getCamera()-setClearColor() can make it.
  
  Yun
  
  
  2009/3/25 tien dat tienda...@gmail.com
  
Dear all,
I need to remove the blue background color so that I can do
augmented display (you can run the cow.osg example to see the blue
color). Do any of you know how to do that?
Thank you very much,
Dat


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-- 
Cheers,
Yun
  

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Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-05 Thread Cory Riddell
Hi Nemo,

Nemo Ulysse wrote:
 I already work on this example but the 3d model is open in full screen and I 
 don’t manage to change that.
   

Are you saying the example program is doing what you want, except you
don't want the view to be maximized? If you click on the restore button,
do you get the window layout that you are looking for?

Cory
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Re: [osg-users] Text color not what I'm expecting

2009-10-07 Thread Cory Riddell




1. Fixed the typo in the subject. (now - not)
2. I discovered that if I remove the material setting at the geode
level, the material set in my osgText::Text instance takes effect. 

I'm still confused.

Cory

Cory Riddell wrote:

  Can somebody please take a look at the attached osg file. If you open it
with osgviewer, you will see the alphabet rendered at the bottom of the
screen (might be small) in white. I'm trying to figure out why the text
isn't black. I've set a material on my osgText::Text instance but it
seems to be ignored.

To find the text drawable, search for "ABCDEF". The material looks like:
  Material {
UniqueID Material_106
ColorMode AMBIENT
ambientColor 0.2 0.2 0.2 1
diffuseColor FRONT 0 0 0 1
diffuseColor BACK  0.8 0.8 0.8 1
specularColor FRONT 1 1 1 1
specularColor BACK  0 0 0 1
emissionColor 0 0 0 1
shininess FRONT 120
shininess BACK  0
  }

Thanks.
Cory


  
  

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[osg-users] Resolved! Re: Text color not what I'm expecting

2009-10-07 Thread Cory Riddell




I'm not sure if this is correct, but it seems that my text was picking
up a material setting from some parent node. It was rendering the text
with the diffuse color from the material.

I ended up turning GL_LIGHTING off for my osgText::Text node and now
the text is being rendered with the color I was expecting.

One question, is the GL_LIGHTING bit the correct setting to turn off,
or is there a more correct way to turn of material usage for a drawable?

Thanks,
cory

Cory Riddell wrote:

  
1. Fixed the typo in the subject. (now - not)
2. I discovered that if I remove the material setting at the geode
level, the material set in my osgText::Text instance takes effect. 
  
I'm still confused.
  
Cory
  
Cory Riddell wrote:
  
Can somebody please take a look at the attached osg file. If you open it
with osgviewer, you will see the alphabet rendered at the bottom of the
screen (might be small) in white. I'm trying to figure out why the text
isn't black. I've set a material on my osgText::Text instance but it
seems to be ignored.

To find the text drawable, search for "ABCDEF". The material looks like:
  Material {
UniqueID Material_106
ColorMode AMBIENT
ambientColor 0.2 0.2 0.2 1
diffuseColor FRONT 0 0 0 1
diffuseColor BACK  0.8 0.8 0.8 1
specularColor FRONT 1 1 1 1
specularColor BACK  0 0 0 1
emissionColor 0 0 0 1
shininess FRONT 120
shininess BACK  0
  }

Thanks.
Cory


  

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[osg-users] Text::setFont() installs the Font's StateSet?

2009-10-08 Thread Cory Riddell




My app uses the same font everywhere. So, I have a global method to
return a reference to a single Font instance:
osg::ref_ptrosgText::Font getArialFont() {
 static osg::ref_ptrosgText::Font s_font =
osgText::readFontFile("fonts/arial.ttf");
 return s_font;
}

When I pass it to Text::setFont(), the Text instance's StateSet gets
set to the Font's StateSet. Every Text instance ends up sharing the
same StateSet and changes to it end up acting globally. Here's the code
from osgText::Text:

void Text::setFont(osg::ref_ptrFont font)
{
 if (_font==font) return;
 
 osg::StateSet* previousFontStateSet = _font.valid() ?
_font-getStateSet() : DefaultFont::instance()-getStateSet();
 osg::StateSet* newFontStateSet = font.valid() ?
font-getStateSet() : DefaultFont::instance()-getStateSet();
 
 if (getStateSet() == previousFontStateSet)
 {
 setStateSet( newFontStateSet );
 }
 
 _font = font;
 
 computeGlyphRepresentation();
}

If I later set some text to be depth sorted and other text to not be
depth sorted, then whomever makes the setting last, wins.

I have two questions.
1) Why would you want the Font's StateSet to become the Text's
StateSet? Text and Font are very different concepts.
2) Ideally, StateSet would have COW semantics, but it doesn't and it
wouldn't be trivial to add. Would it be reasonable to pass a copy of
newFontStateSet to Text::setStateSet()?

Cory





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[osg-users] MatrixTransform and DYNAMIC

2009-10-13 Thread Cory Riddell
Ok, stupid question.

Does a MatrixTransform that will be modified in an update callback need
to be declared DYNAMIC?

Cory
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Re: [osg-users] Is there any examples about OpenThreads?

2009-10-13 Thread Cory Riddell
J-S' advice is right on.

You also need to be careful about sharing data between threads.
Multithreaded programming is a minefield of difficult to diagnose
problems, most caused by locking order problems or data races. I'm still
learning about this stuff too and am starting to get some really good
results. My biggest problem is making sure I'm always properly
synchronizing access to shared data. On modern multi-core machines, it's
especially important to get this right.

As I understand it, basically every core has it's own cache. So, if some
data is shared between multiple threads, it may be loaded into multiple
caches all at once. If one thread makes a change, the value cached by
the other core/thread is now stale. Synchronizing flushes the caches, so
any pending writes are made to the main store. The next time anybody
tries to read that value, it won't be in their cache and the data will
be read from the main store.

I chose to use the boost threads library (I believe this is going to
become part of a future C++ standard library) and use boost::mutex for
synchronizing access to data.

Cory


Shiina Ringo wrote:
 Hi, J-S

 Thank you for your fantastic advice!

 Cheers,
 Shiina

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=18209#18209





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[osg-users] text height question

2009-10-14 Thread Cory Riddell
If I create some text using SCREEN_COORDS and a character size of 20,
should I expect text 20 pixels high? Say I have three lines total (two
\n characters in my text string), should it take up 60 pixels of
vertical screen space?

Cory
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Re: [osg-users] Is there any examples about OpenThreads?

2009-10-16 Thread Cory Riddell
Ulrich,

Ulrich Hertlein wrote:
 Hi Cory,

 On 13/10/09 3:47 PM, Cory Riddell wrote:
 As I understand it, basically every core has it's own cache. So, if some
 data is shared between multiple threads, it may be loaded into multiple
 caches all at once. If one thread makes a change, the value cached by
 the other core/thread is now stale. Synchronizing flushes the caches, so
 any pending writes are made to the main store. The next time anybody
 tries to read that value, it won't be in their cache and the data will
 be read from the main store.

 Just to clarify:

 Yes, CPUs usually have their own caches and data can be different in
 the different caches.  However, this isn't what synchronization is
 solving.  This problem (cache coherency) is handled by the hardware.

 The reason you need to do locking is because two threads (which may or
 may not run on separate cores) might alter the same data in ways so
 that the result is no longer sane.

You might be right. If you want to rely on that, then you really need to
know what hardware you are running on and what the memory model is. I
don't believe C++ has a standard memory model.

The last time I really dug into this was a couple of years ago. If I
remember correctly, the Intel chips of that era promised only a very
weak memory model. In practice, they had a much stronger memory model.
In fact, the only cpu that I know had a very weak memory model was the
Alpha and those haven't been around for a while now.

I thought cache coherency depended on cues from the software. For
example, acquiring or releasing a mutex forces any pending writes to
complete then flushed the caches, marking a value as volatile prevented
any caching, etc... Is this wrong?

Cory

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Re: [osg-users] OT: Re: Is there any examples about OpenThreads?

2009-10-19 Thread Cory Riddell
Hi Ulrich,

Ulrich Hertlein wrote:
 On 16/10/09 6:37 PM, Cory Riddell wrote:
 Ulrich Hertlein wrote:
 ...

 Yes, CPUs usually have their own caches and data can be different in
 the different caches.  However, this isn't what synchronization is
 solving.  This problem (cache coherency) is handled by the hardware.

 The reason you need to do locking is because two threads (which may or
 may not run on separate cores) might alter the same data in ways so
 that the result is no longer sane.

 ...
 I thought cache coherency depended on cues from the software. For
 example, acquiring or releasing a mutex forces any pending writes to
 complete then flushed the caches, marking a value as volatile prevented
 any caching, etc... Is this wrong?

 No, a mutex doesn't affect the cache (other than side effects) - the
 mutex doesn't know what area of memory (variables) it is locking. 
 It's only there to assure that nooneelse enters the critical section
 at the same time.


You're right, of course. I was confusing cache flushing with simple
memory barriers (which, I believe, is what a mutex provides).

 Marking a variable as 'volatile' means that it's read from memory
 every time it is accessed (the compiler won't attempt to read it into
 a register).  The idea is that someone else (another thread or
 hardware) might modify the value.

 'volatile' an be used in some cases instead of a lock, for example if
 one thread writes a bool (to indicate some event) and another thread
 only reads that value.

Yep. It turns out that whenever I write some code using a volatile to
avoid synchronizing, I invariably end up replacing it with a mutex
protected block because a volatile write is not a memory barrier.
Usually, it's some variation of this pseudo code:

volatile bool isValid = 0
int i = 0

// in thread 1
acquire mutex
  i = 42
  isValid = true
release mutex

// in thread 2
if (isValid)
  use i

This doesn't work because setting i and isValid inside the critical
section may be reordered.

Do I have this right?

Cory
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[osg-users] multiple root graphs?

2009-10-28 Thread Cory Riddell
I want to create a graph where some nodes have more than one parent, but
every parent node doesn't necessary have a non-backtracking path back to
the root node. Does this make sense? How about some bad ascii art:

A
|
B  C
| /
D

A has been designated as the root but there is a node C that isn't a
child of that root. Is this possible?

Cory
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Re: [osg-users] multiple root graphs?

2009-10-29 Thread Cory Riddell
Paul Martz wrote:
 Cory Riddell wrote:
 I want to create a graph where some nodes have more than one parent,
 but
 every parent node doesn't necessary have a non-backtracking path
 back to
 the root node. Does this make sense? How about some bad ascii art:

 A
 |
 B  C
 | /
 D

 A has been designated as the root but there is a node C that
 isn't a
 child of that root. Is this possible?

 Unless you've hidden some deeper question within your question, the
 answer is to simply do this:
   A-addChild( B );
   B-addChild( D );
   C-addChild( D );

Well, I haven't actually tried it yet, but Gordon says none of the
traversal routines will ever see C. This makes sense to me. Is it wrong?

Cory
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[osg-users] OpenGL error 'out of memory'

2009-11-09 Thread Cory Riddell
When I render my scene, I'm getting this in the log:

  Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)

This is on a Windows XP machine with 4GB of RAM. I suspect it isn't
complaining about running out of that memory though. Is it video RAM
that I have run out of?

Cory
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Re: [osg-users] OpenGL error 'out of memory'

2009-11-10 Thread Cory Riddell




Nope. Running an ATI FireGL V7700 card.

What are some of the legitimate reasons that OpenGL may be unable to
allocate memory? Is it likely to be video memory or some other type of
memory?

Cory

Kim Bale wrote:

  Hi Cory,

Are you using frame buffer objects and an nvidia card?

Try running the osgprerender example and see if you get the same
error. If you do it's a nvidia driver bug. I've come this a number of
times and whilst there are legitimate reasons for getting the error in
my case it's always been a driver bug.

Kim.



2009/11/10 Cory Riddell c...@codeware.com:
  
  
When I render my scene, I'm getting this in the log:



  Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
  

This is on a Windows XP machine with 4GB of RAM. I suspect it isn't
complaining about running out of that memory though. Is it video RAM
that I have run out of?

Cory
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[osg-users] backface culling question - black model?

2009-12-07 Thread Cory Riddell
I have an osg file that is about 50 MB (not huge but not trivial). When
I load it, the model is entirely black, as if you are looking at a
silhouette of it. If I press the 'b' key nothing happens. If I press it
again, suddenly everything looks correct. If I keep hitting 'b', it
toggles between the silhouette view and the properly coloured view.

Any idea why it would be coming up initially black? Why would pressing
the 'b' key twice fix the display?

Thanks,
Cory




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Re: [osg-users] backface culling question - black model?

2010-01-05 Thread Cory Riddell
Hi Paul,

Paul Martz wrote:
 Cory Riddell wrote:
 I've attached an example osg file. Load it with osgviewer and it looks
 black. Hit 'b' twice and suddenly it looks correct.

 It has something to do with the transform (to a left-handed system), but
 I haven't been able to track down the problem. Any suggestions would be
 very appreciated.

 Hi Cory -- The problem is that you're transforming with a negative Y
 scale. If I remove that, the model behaves normally.
I missed this last month.

Is there a problem having a negative y scale? I do that to get a
left-handed system. Is there a better way to accomplish this?

If it is a problem having the negative y, shouldn't toggling 'b' always
return it to the all-black rendering?

Cory
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[osg-users] monitoring OpenGL memory usage

2010-02-16 Thread Cory Riddell
I'm getting the infamous Warning: detected OpenGL error 'out of memory'
after RenderBin::draw(,) message.

Any advice on handling this? My scene isn't very big (maybe 150,000
vertices) and my machine has 3 GB of RAM. Do you monitor or profile
memory usage to dynamically tune your application's display? If I knew
when I was getting close to exhausting the OpenGL pool, I could
re-tesselate to come up with lower resolution models.

Cory
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[osg-users] representing connected entities in a scene graph

2010-03-03 Thread Cory Riddell
How are you representing connected entities in your scene graph?

For example, say you wanted to create a model of a guitar from
headstock, fretboard, and body objects.

I've been doing this with scene graphs that look like:

Transform #1
  Headstock geode
  Transform #2
Fretboard geode
Transfrom #3
  body geode

Here I'm using indentation to specify parent-child relationships. For
example, Transform #2 has transform #1 for a parent and the fretboard
and tranform #3 nodes for children.

This seems somewhat awkward and I'm thinking that I'm not seeing
something obvious. Care to clue me in?

Cory

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Re: [osg-users] representing connected entities in a scene graph

2010-03-03 Thread Cory Riddell
I'm thinking about this more and I think the scene graph structure is
probably solid. I'm really having problems coming up with object
representations that facilitate generating the correct transforms and I
that's not really an OSG issue and thus, is offtopic.

Sorry.




On 3/3/2010 3:57 PM, Cory Riddell wrote:
 How are you representing connected entities in your scene graph?

 For example, say you wanted to create a model of a guitar from
 headstock, fretboard, and body objects.

 I've been doing this with scene graphs that look like:

 Transform #1
   Headstock geode
   Transform #2
 Fretboard geode
 Transfrom #3
   body geode

 Here I'm using indentation to specify parent-child relationships. For
 example, Transform #2 has transform #1 for a parent and the fretboard
 and tranform #3 nodes for children.

 This seems somewhat awkward and I'm thinking that I'm not seeing
 something obvious. Care to clue me in?

 Cory

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Re: [osg-users] better use smart-pointers or plain pointers in this case?

2009-03-26 Thread Cory Riddell
Christian Sam wrote:
 i think if i use smart-pointers, i would be able to check if the actual 
 polygons in the scenegraph are still valid (check  the ref counter) without 
 the need of a dirty flag. 
 but if the polygons get changed/deleted (e.g. when i want to load a new set 
 of polygon features) the properties i'm pointing to wouldn't be deleted as 
 long as the smart-pointers are referencing them.
   

You say that like it's a bad thing. If you use bare pointers, are you
ever going to encounter a situation where you have a pointer to
something that's been deleted?

Using smart pointers (or any RAII wrapper object) is rarely a bad idea.
I would be worried however, about overloading the meaning of the
reference counter to also indicate dirtiness. I would be tempted to add
an isDirty() method. That way you can use a bool or the reference count
and can easily change from one implementation to another.

Cory
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[osg-users] zoom and orthographic projections

2009-03-26 Thread Cory Riddell
I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an
orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).

I want to allow the user to toggle between perspective and orthographic
projections. Obviously I need to do more than just set the projection
matrix, but I'm not sure where to start looking for clues. I've been
searching on setProjectionMatrixAsOrtho. What should I be looking for?

Thanks,
Cory Riddell


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Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Cory Riddell




Hi Robert,

Our app is a CAD app and all the views are external views of the model.
I don't have any near/far plane issues. At first I thought I could
simulate an orthographic view by moving the camera very far away then
zooming in, but no.

Anyway, I won't post to the list about this anymore. But your
explanation (and Paul's explanation) of how orthographic views work was
helpful. Thanks.

Cory

Robert Osfield wrote:
Hi Cory,
  
Orthographics views don't function like perspective ones, when you move
near to the center, nothing actually changes w.r.t your view. This is
normal and what you shoudl expect.
  
If you want to "simulate" a perspective view by moving the left, right,
top and bottom values of the projection matrix in then it "kinda"
works, but and this is a HUGE BUT, you then hit issues what to do about
the near and far plane. Soon you'll be trying your really hard to just
and get get a orthographic view and perspective to kinda work the same
but you'll never get to where you want to get to, perhaps some day
after a few weeks of trying you might just come to realization that it
can't be done, orthographic views just should never be used like
perspetive one.
  
So... rather than waste much of your life, and much of our time trying
to support you give up now. Learn that orthographic views are best
kept for external views of models where the whole model can be seen, or
map views where no issues with the near/far planes exist. Once you get
to this point life will be good once more.
  
Robert.
  
  
  On Thu, Mar 26, 2009 at 2:35 PM, Cory
Riddell c...@codeware.com wrote:
  I'm
calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an
orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).

I want to allow the user to toggle between perspective and orthographic
projections. Obviously I need to do more than just set the projection
matrix, but I'm not sure where to start looking for clues. I've been
searching on setProjectionMatrixAsOrtho. What should I be looking for?

Thanks,
Cory Riddell


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Re: [osg-users] osganimate

2009-03-26 Thread Cory Riddell




According to this page:

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then "osganimate --overlay" should
work. It does for me.

Cory


ami guru wrote:
Hello forum,
  
  
I am going through the osg examples and i have an issue with one of the
following
  
osganimate
  
  
What is the expected output of that example? - It should be some kind
of animation
  
  
I used the following commands , but getting no animation except the
rendering of the base.
  
  
osganimate --persp ../../../OpenSceneGraph-Data-2.6.0/glider.osg 
  
  
osganimate --ortho ../../../OpenSceneGraph-Data-2.6.0/glider.osg 
  
  
  
osganimate --object ../../../OpenSceneGraph-Data-2.6.0/glider.osg 
  
  
I must be missing something.
  
  
Any hint?
  
  
Regards
Sajjad
  

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Re: [osg-users] Fwd: osganimate

2009-03-26 Thread Cory Riddell




If you just type:
 osgviewer cessna.osg
or
 osgviewer glider.osg
do you see the cessna and the glider? 

It sounds like the files aren't being loaded for some reason. That
would suggest either a permissions issue with the OSG_FILE_PATH
directory, or perhaps you don't have all the OSG modules available. Did
you also make the LD_LIBRARY_PATH change mentioned on that page (I'm
assuming you are running Unix).

When I run osganimate, I see the cessna and the glider circling above
the checkerboard.

Cory

ami guru wrote:
Thanks Cory,
  
  
I already have the path set as follows:
  
  
  
#OpenSceneGraph related flags
OPENSCENEGRAPH_PATH=/usr/local/share/OpenSceneGraph/bin
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0
OSG_NOTIFY_LEVEL=NOTICE
  
  
  
export
PATH=$PATH:$ACG_PATH:$H3D_PATH:$H3DUTIL_INCLUDE_DIR:$HAPI_INCLUDE_DIR:$WM4_PATH:$OPENSCENEGRAPH_PATH:$OSG_FILE_PATH:$FTGL_PATH:
  
  
It just render the checkbox plane , but no animation
  
But not working.
  
  -- Forwarded message --
From: Cory Riddell c...@codeware.com
Date: 2009/3/26
Subject: Re: [osg-users] osganimate
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  
  
  According to this page:

  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then "osganimate --overlay" should
work. It does for me.
  
Cory
  
  
ami guru wrote:
  

Hello forum,


I am going through the osg examples and i have an issue with one of the
following

osganimate


What is the expected output of that example? - It should be some kind
of animation


I used the following commands , but getting no animation except the
rendering of the base.


osganimate --persp ../../../OpenSceneGraph-Data-2.6.0/glider.osg 


osganimate --ortho ../../../OpenSceneGraph-Data-2.6.0/glider.osg 



osganimate --object ../../../OpenSceneGraph-Data-2.6.0/glider.osg 


I must be missing something.


Any hint?


Regards
Sajjad



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Re: [osg-users] CAD style rotation

2009-04-22 Thread Cory Riddell




I tried compiling this into the released 2.8 code and it complained
about _horizontalLock and _verticalLock not being defined. 

Which source tree were you compiling against?

Cory

Martin Beckett wrote:

  I cleaned up the code a little to fit osg naming.
Removed the Visual Studio pre-compiled headers so it will build anywhere
Added mouse wheel zoom and  the ability to select the mod keys (horizontal and vertical rotate only) programmatically.

Can you check out the 'usage' function and note any other features I missed.

Martin

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=10659#10659



  
  

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Re: [osg-users] CAD style rotation

2009-04-22 Thread Cory Riddell
Mojtaba and Martin,

I like this manipulator and I think it is worthy of inclusion in OSG. Do
you plan on submitting it to the submissions list?

Cory

Martin Beckett wrote:
 Should be 
   bool _horizontalLock;
   bool _verticalLock;
 at the bottom of the SphericalManipulator definition.

 Sorry - I changed the name in the .h but the zip had the no-h version.

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 http://forum.openscenegraph.org/viewtopic.php?p=10676#10676





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[osg-users] preDrawCallback?

2009-05-01 Thread Cory Riddell
If I want to draw something in the client area of the window OSG is
rendering into (via Windows GDI calls), would I do this in a
preDrawCallback? (after setting an appropriate ClearMask in the camera)

I want to have a gradient background and I'm thinking that I could do
this easily with the GradientFill() function. I realize I could
accomplish the same thing using methods from the osgHud example, but I'm
thinking that a GDI call would be faster.

Cory
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Re: [osg-users] preDrawCallback?

2009-05-04 Thread Cory Riddell




Thanks Robert and Paul. I just assumed that a direct GDI call would be
faster, but when I think about it, that can't be true (assuming a
decent OpenGL driver).

I did as you suggested and it works very well. Mostly.

If I resize the window and make it wide and short, my background
gradient maintains it's aspect ratio and blue bars on the sides are
soon revealed. Do I need to add code to my event handler to recompute
the background scene during resize events?

Thanks,
Cory

Robert Osfield wrote:

  Hi Cory,

OpenGL calls used to fill a background colour will be the faster way
to accomplish a gradient background and it'll be a portable solution.

Robert.

On Sat, May 2, 2009 at 1:24 AM, Cory Riddell c...@codeware.com wrote:
  
  
If I want to draw something in the client area of the window OSG is
rendering into (via Windows GDI calls), would I do this in a
preDrawCallback? (after setting an appropriate ClearMask in the camera)

I want to have a gradient background and I'm thinking that I could do
this easily with the GradientFill() function. I realize I could
accomplish the same thing using methods from the osgHud example, but I'm
thinking that a GDI call would be faster.

Cory
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Re: [osg-users] preDrawCallback?

2009-05-04 Thread Cory Riddell




I'm confused about the code that does the resize in GraphicsContext.cpp
(part is pasted below).
In my case, my background camera is a slave camera with an absolute
reference frame.
So, it isn't going to be caught in the if statement on line 7 and will
fall through to the else. In this block, it is going to test the resize
policy of the main camera rather than my slave (line 18). In my app,
the main camera has a HORIZONTAL resize policy. 

Is it incorrect to have a slave with an absolute frame that differs
from the main camera's?


1: // if aspect ratio adjusted change the project matrix to suit.
2: if (aspectRatioChange != 1.0)
3: {
4: osg::View* view = camera-getView();
5: osg::View::Slave* slave = view ?
view-findSlaveForCamera(camera) : 0;
6: 
7: if (slave 
camera-getReferenceFrame()==osg::Transform::RELATIVE_RF)
8: {
9: switch(view-getCamera()-getProjectionResizePolicy())
10: {
11: case(osg::Camera::HORIZONTAL): slave-_projectionOffset *=
osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break;
12: case(osg::Camera::VERTICAL): slave-_projectionOffset *=
osg::Matrix::scale(1.0, aspectRatioChange,1.0); break;
13: default: break;
14: }
15: }
16: else
17: {
18: Camera::ProjectionResizePolicy policy = view ?
view-getCamera()-getProjectionResizePolicy() :
camera-getProjectionResizePolicy();
19: switch(policy)
20: {
21: case(osg::Camera::HORIZONTAL):
camera-getProjectionMatrix() *=
osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break;
22: case(osg::Camera::VERTICAL): camera-getProjectionMatrix()
*= osg::Matrix::scale(1.0, aspectRatioChange,1.0); break;
23: default: break;
24: }
25: }
26: } 

Cory


Robert Osfield wrote:

  On Mon, May 4, 2009 at 3:08 PM, Cory Riddell c...@codeware.com wrote:
  
  
Thanks Robert and Paul. I just assumed that a direct GDI call would be
faster, but when I think about it, that can't be true (assuming a decent
OpenGL driver).

I did as you suggested and it works very well. Mostly.

If I resize the window and make it wide and short, my background gradient
maintains it's aspect ratio and blue bars on the sides are soon revealed. Do
I need to add code to my event handler to recompute the background scene
during resize events?

  
  
You attach Camera's directly to the GraphicsWindow, and if you do this
then the GraphicsWindow will do the resize of the viewport and
(optionally) the projection matrix as well.  The on screen stats uses
a Camera in this fashion so have a look at the implementation in
src/osgViewer/StatsHandler.cpp.

If the GraphicsWindow doesn't know about your Camera they you'll need
to manage the resize yourself.

Robert.
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Re: [osg-users] preDrawCallback?

2009-05-04 Thread Cory Riddell




I changed the if statement on line 7 into a nested if and now things
are working for me. I changed lines 7-9 to:
 if (slave)
 {
 if (camera-getReferenceFrame()==osg::Transform::RELATIVE_RF) 
 {
 switch(view-getCamera()-getProjectionResizePolicy())

and now everything is working correctly (AFAIK). I'm going to submit
this change to the submissions list.

Thanks for your help.

Cory

Cory Riddell wrote:

  
I'm confused about the code that does the resize in GraphicsContext.cpp
(part is pasted below).
In my case, my background camera is a slave camera with an absolute
reference frame.
So, it isn't going to be caught in the if statement on line 7 and will
fall through to the else. In this block, it is going to test the resize
policy of the main camera rather than my slave (line 18). In my app,
the main camera has a HORIZONTAL resize policy. 
  
Is it incorrect to have a slave with an absolute frame that differs
from the main camera's?
  
  
1: // if aspect ratio adjusted change the project matrix to suit.
2: if (aspectRatioChange != 1.0)
3: {
4: osg::View* view = camera-getView();
5: osg::View::Slave* slave = view ?
view-findSlaveForCamera(camera) : 0;
6: 
7: if (slave 
camera-getReferenceFrame()==osg::Transform::RELATIVE_RF)
8: {
9: switch(view-getCamera()-getProjectionResizePolicy())
10: {
11: case(osg::Camera::HORIZONTAL): slave-_projectionOffset *=
osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break;
12: case(osg::Camera::VERTICAL): slave-_projectionOffset *=
osg::Matrix::scale(1.0, aspectRatioChange,1.0); break;
13: default: break;
14: }
15: }
16: else
17: {
18: Camera::ProjectionResizePolicy policy = view ?
view-getCamera()-getProjectionResizePolicy() :
camera-getProjectionResizePolicy();
19: switch(policy)
20: {
21: case(osg::Camera::HORIZONTAL):
camera-getProjectionMatrix() *=
osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); break;
22: case(osg::Camera::VERTICAL): camera-getProjectionMatrix()
*= osg::Matrix::scale(1.0, aspectRatioChange,1.0); break;
23: default: break;
24: }
25: }
26: } 
  
Cory
  
  
Robert Osfield wrote:
  
On Mon, May 4, 2009 at 3:08 PM, Cory Riddell c...@codeware.com wrote:
  

  Thanks Robert and Paul. I just assumed that a direct GDI call would be
faster, but when I think about it, that can't be true (assuming a decent
OpenGL driver).

I did as you suggested and it works very well. Mostly.

If I resize the window and make it wide and short, my background gradient
maintains it's aspect ratio and blue bars on the sides are soon revealed. Do
I need to add code to my event handler to recompute the background scene
during resize events?



You attach Camera's directly to the GraphicsWindow, and if you do this
then the GraphicsWindow will do the resize of the viewport and
(optionally) the projection matrix as well.  The on screen stats uses
a Camera in this fashion so have a look at the implementation in
src/osgViewer/StatsHandler.cpp.

If the GraphicsWindow doesn't know about your Camera they you'll need
to manage the resize yourself.

Robert.
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Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Cory Riddell




Hi Robert,

This thread is more than a little worrisome for me. I'm one of the
newbies here (been here 5 or 6 months). I looked at OSG and a few other
scene graph packages (one of which is not open source). I settled on
OSG because the support I received here was by far the most helpful as
I started scaling the learning curve. Your voice is one of a handful
that have consistently been there answering my (often inane) questions.
I truly appreciate it.

Nobody has mentioned the big elephant over there, so I will. Why don't
you sever the link between the forum and the mailing list? I understand
that some people prefer the forum, but we all lose if forum noise kills
your enthusiasm for OSG support. The forum could continue independently
and if there are enough people who prefer that format, it will thrive.

As for the "old school" comment- I think that is probably how a lot of
people feel about mailing lists. I wouldn't consider it an insult
though. You could always threaten to move everything to an nntp server
:).

Cory Riddell


Robert Osfield wrote:

  Hi Art,

On Wed, May 6, 2009 at 1:07 PM, Art Tevs arti_t...@yahoo.de wrote:
  
  
So you think using only one name (first or last name, whatever) is already enough for us? I just do want to have some concrete knowledge of what do you want to have. We need some rules, however, in order to implement filtering systems, I need concrete wishes.

  
  
Ideally you'd have both, the full name so you know which John or Jose
you are talking to, and the personal name used in 1 to 1 conversation.


  
  
Believe me or not, but this possibility is already there. There is some kind of template message appearing whenever you want to write a post through the forum. So users don't even need to type something extra, it is already there. The template looks like:
---
Hi,

...

Thank you!
---

Maybe you have seen the "..." in the posted messages in the last days ;)

So, what should I do more? If a user isn't able to even follow that template, what should we then do??? I have no answer for this.

  
  

The template is useful for sure and may well be a the route to making
things map better between forums and mailing list.  J.P's suggest of
putting the posters name after the Thank you!/Cheers would be probably
be good.  Forum users seeing something similar to what mailing list
users see would certainly be a good sanity check before posting.

I was wondering about the signature itself being customizable/tailored
to each user.

The fullname is already typically displayed as the From address.

Robert.
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[osg-users] osganimationtimeline question

2009-05-15 Thread Cory Riddell
When I try to run osganimationtimeline on my machine, I get an error
that says:
  This example works only with osgAnimation/nathan.osg

Does anybody have a copy of this file? I think it should probably be
distributed with the example, or the example should be removed from the
distribution. I'm running 2.8.1 rc4.

Cory
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[osg-users] moving the camera to predefined locations smoothly

2009-05-15 Thread Cory Riddell
I'd like to add be able to move the camera to a predefined location at
the click of a toolbar button (e.g. top, bottom, front, side, etc...). I
don't want to change the up direction or the center (at) location, so I
think all I need to do is change my eye location.

I'm thinking about adding a handler for GUIEventAdapter::FRAME to my
event handler callback and move the eye a fraction of the way towards
the destination. Successive FRAME events would eventually get the camera
in the right place and it should be a smooth move. Is this a reasonable
way to accomplish my goal?

Cory

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