Re: [osg-users] Osgdem created terrains not displaying textures on MacOS

2018-10-25 Thread D.J. Caldwell
Thanks for the advice.

Remo, it appears we are having some success with OSG 3.6.3. We still
need to build and test our main project, but it looks like osgviewer
is able to show both the terrain and the texture on a Mac.

Chris: we were not able to immediately see anything meaningful in the
OSG Notify output, but we may keep digging on that front. Your
suggestion of GL debugging tools is one we had not thought of, yet. We
may pursue that line of research as time permits.

Thanks, again...

D.J.


On Wed, Oct 24, 2018 at 4:29 PM Chris Hanson  wrote:
>
> Have you cranked up the OSG Notify level higher to see if OSG is logging any 
> particular OpenGL errors?
>
> Have you tried running it under a GL debugging tool like Nvidia's NSight 
> Eclipse ( https://developer.nvidia.com/nsight-eclipse-edition ) or APItrace ( 
> https://apitrace.github.io/ )?
>
> Either of those might be able to pinpoint what extension you're trying to use 
> that isn't working, or other OpenGL MacOS issues that are triggering the 
> failure.
>
> If you don't pin it down, email me privately and I can give you some other 
> suggestions. We've worked on similar tools and multiple platforms and we 
> should chat anyway.
>
>
> On Wed, Oct 24, 2018 at 10:10 PM Remo Eichenberger  wrote:
>>
>> Hi,
>>
>> Try to use OSG 3.6.3 with activated GLCore on MacOSX. For example: We only 
>> have minor issues with osgEarth on MacOSX. It works great.
>>
>> Cheers,
>> Remo
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=75120#75120
>>
>>
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
> GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • 
> Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
> Android
> @alphapixel facebook.com/alphapixel (775) 623-PIXL [7495]
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Osgdem created terrains not displaying textures on MacOS

2018-10-24 Thread D.J. Caldwell
We have run into an issue using textured terrain files under the MacOS that
have been created using the osgdem utilities of Virtual Planet Builder. The
terrains have been created on both Linux and the Mac directly and display
OK under Linux.  On the Mac we are seeing the following error when
displaying the terrain file “Warning: detected OpenGL error ‘invalid
operation’ at after RenderBin::draw(..)”.  The terrain is displayed but no
texture is displayed.


We have a cross platform software system developed for solar system scale
visualization of spacecraft systems that runs under Windows, Linux and
Mac.  The Mac port is a recent addition.  We provide the ability to have
terrain for planets and moons.  These terrain files are working fine under
Windows and Linux, but are not displaying properly (as described above) on
the Mac.   We are using OSG 3.4 and VPB-master as of that release.  We have
created terrain files on both the Linux and Mac systems with the resultant
model files working on Linux, regardless of where the files were created.
Neither work on Mac properly. The Mac Laptop is running 10.12.6 Sierra with
a GeForce GT750M 2G graphics card.


Some additional information:  Other model files of all different formats
seem to work fine on the Mac including ive, osgb, flt, fbx, and obj.  These
models display fine with their textures on the Mac.


A simple test we ran was downloading the Blue Marble imagery, specifically
world.topo.bathy.200410.3x5400x2700.jpg and created a whole earth model
using “osgdem --terrain --geocentric --radius-polar 6371000
--radius-equator 6371000 --whole-globe -t
world.topo.bathy.200410.3x5400x2700.jpg –l 4 -o
wholeEarthBlueMarbleTest.ive”.  This displays fine on our Linux machine but
not the Mac.  We created the terrain on both machines for testing
purposes.  We have also added the texture type options, trying compressed,
rgba-compressed, rgba, rgb-16.


Any insight into this problem would be appreciated.


Thanks...


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


Re: [osg-users] NVIDIA Driver Problem?

2011-11-14 Thread D.J. Caldwell
Paul,

Have you done a search in this mailing list/forum for nvidia 275?  Follow
some of the threads you find, and see if any help you track down or fix
your problem.

Due to previous discussions on the topic, I have been careful to generally
avoid this specific driver.

I hope this helps...

D.J.

On Mon, Nov 14, 2011 at 5:08 PM, Paul Palumbo paul1...@yahoo.com wrote:


 dglenn wrote:
 
  Greetings!
 
  Since your so lucky to try out one of NVidea Beta Drivers, have you ran
 this across the NVidia test team first? Also, I didn't get what Graphics
 Card you are using!
 
  That is where I would go with this! OSG works on top of OpenGL other
 than that it is doing nothing directly with the card.
 
  If your using beta, I would look towards the fact that it may be still
 buggy! Also, it has been my experience with NVidia that newer drivers in
 Linux, don't necessary mean that it's an improvement. I have had to
 backtrack on drivers even on my OpenGL code stuff because Nividia broke
 something in the process. They are more concerned over a Windows driver
 than Linux I think!
 
  Sorry that's about all I can help you at this point!

 I was given this Beta driver by NVIDIA to fix another problem. That other
 problem seems to have been fixed but then two other problems showed up. One
 I found a work around for and this is the other. As I said in my earlier
 post, my Point-Of-Contact at NVIDIA seems to dismiss the new problem as an
 OSG problem even though the problem showup with only a drive change. I've
 tried new non-beta drivers and I believe I have the same problem.

 FYI: I'm using a Quadro 5000.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=43876#43876





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

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


Re: [osg-users] set material basic question

2011-11-02 Thread D.J. Caldwell
Hi Gianni,

In addition to the combined flag, I just noticed we are also applying the
material as close to the geometry as possible.

Let's say you have a top level group node that is your root.  The children
of that group can either be geometry nodes or other groups.  In our
project, when applying the new material, we essentially traverse each group
node in search of geometry, and then only apply the material to the
geometry nodes.

I would warn you that this approach probably will not work very well for
level of detail nodes, since the geometry is dynamically loaded/unloaded as
needed as a function of viewing distance.  In that case, you should
probably apply the material to the top level node returned from the
geometry loader, since that node is probably the only persistent node for
that geometry.  This is the approach we have taken, and we just accept
whatever results we get.

I would have expected your original approach to work, but, since it appears
that does not work, you might try something like the above approach.  I
would hope this would get you closer to the results you're looking for, but
I can't make any guarantees.  How you would implement that approach will
have to be up to you, since you know your goals and your system best.

I hope this helps...

D.J.

On Wed, Nov 2, 2011 at 6:38 AM, Gianni Ambrosio ga...@vi-grade.com wrote:

 Hi D.J.
 unfortunately even with OVERRIDE | ON it doesn't work.

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=43684#43684





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

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


Re: [osg-users] set material basic question

2011-11-02 Thread D.J. Caldwell
...I hate it when I do this...

What about PROTECTED states?  Could the nodes that aren't being correctly
affected by your material have a PROTECTED state, which prevents your
material from being applied?

See the thread Override of an Override for more information.

Good luck...

D.J.

On Wed, Nov 2, 2011 at 4:43 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote:

 Hi, again, Gianni...

 I think our design approach is largely due to the fact that we only wanted
 to apply our material to very specific parts of the scene graph, and
 applying a material at a group node in our scene might cause unwanted
 material changes in other areas of the scene graph.

 So, I don't think it will actually help you in your case (but I could be
 wrong; it happens often enough).

 Still, the approach has some merit if you want that fine tuned control
 (and if it worked the way you wanted it to work).

 Sorry I couldn't help more...

 D.J.

 On Wed, Nov 2, 2011 at 1:13 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote:

 Hi Gianni,

 In addition to the combined flag, I just noticed we are also applying the
 material as close to the geometry as possible.

 Let's say you have a top level group node that is your root.  The
 children of that group can either be geometry nodes or other groups.  In
 our project, when applying the new material, we essentially traverse each
 group node in search of geometry, and then only apply the material to the
 geometry nodes.

 I would warn you that this approach probably will not work very well for
 level of detail nodes, since the geometry is dynamically loaded/unloaded as
 needed as a function of viewing distance.  In that case, you should
 probably apply the material to the top level node returned from the
 geometry loader, since that node is probably the only persistent node for
 that geometry.  This is the approach we have taken, and we just accept
 whatever results we get.

 I would have expected your original approach to work, but, since it
 appears that does not work, you might try something like the above
 approach.  I would hope this would get you closer to the results you're
 looking for, but I can't make any guarantees.  How you would implement that
 approach will have to be up to you, since you know your goals and your
 system best.

 I hope this helps...

 D.J.

 On Wed, Nov 2, 2011 at 6:38 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi D.J.
 unfortunately even with OVERRIDE | ON it doesn't work.

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=43684#43684





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




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


Re: [osg-users] set material basic question

2011-11-02 Thread D.J. Caldwell
Hi, again, Gianni...

I think our design approach is largely due to the fact that we only wanted
to apply our material to very specific parts of the scene graph, and
applying a material at a group node in our scene might cause unwanted
material changes in other areas of the scene graph.

So, I don't think it will actually help you in your case (but I could be
wrong; it happens often enough).

Still, the approach has some merit if you want that fine tuned control (and
if it worked the way you wanted it to work).

Sorry I couldn't help more...

D.J.

On Wed, Nov 2, 2011 at 1:13 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote:

 Hi Gianni,

 In addition to the combined flag, I just noticed we are also applying the
 material as close to the geometry as possible.

 Let's say you have a top level group node that is your root.  The children
 of that group can either be geometry nodes or other groups.  In our
 project, when applying the new material, we essentially traverse each group
 node in search of geometry, and then only apply the material to the
 geometry nodes.

 I would warn you that this approach probably will not work very well for
 level of detail nodes, since the geometry is dynamically loaded/unloaded as
 needed as a function of viewing distance.  In that case, you should
 probably apply the material to the top level node returned from the
 geometry loader, since that node is probably the only persistent node for
 that geometry.  This is the approach we have taken, and we just accept
 whatever results we get.

 I would have expected your original approach to work, but, since it
 appears that does not work, you might try something like the above
 approach.  I would hope this would get you closer to the results you're
 looking for, but I can't make any guarantees.  How you would implement that
 approach will have to be up to you, since you know your goals and your
 system best.

 I hope this helps...

 D.J.

 On Wed, Nov 2, 2011 at 6:38 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi D.J.
 unfortunately even with OVERRIDE | ON it doesn't work.

 Regards
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=43684#43684





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



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


Re: [osg-users] set material basic question

2011-10-27 Thread D.J. Caldwell
Hi Gianni,

On my project, we are using OSG 2.8.3, and we combine the
osg::StateAttribute::OVERRIDE flag with osg::StateAttribute::ON.

You might try:

[code]
root-getOrCreateStateSet()-setAttribute(material,
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
[/code]

That combination seems to work for us.

I hope this helps...

D.J.

On Thu, Oct 27, 2011 at 10:39 AM, Gianni Ambrosio ga...@vi-grade.comwrote:

 Hi,
 great, third topic without any reply. It seems the forum works fine.

 Thank you!
 Gianni

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=43597#43597





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

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


Re: [osg-users] [build] osg with QT how to?

2011-05-19 Thread D.J. Caldwell
Greetings to Jin and fellow OSG/Qt users.

Jin,

I am glad that you got your setup working.  I am unsure of the specific
differences between g++ and Visual C++, but I would recommend that you be
careful using win32-g++ as your QMAKESPEC when using Visual Studio anything
as your build environment, unless you have found a way to use g++ as your
compiler/linker within the Visual Studio IDE (in which case, you can
probably ignore everything I say below).  Using g++ as your compiler/linker
within the Visual Studio IDE is completely outside my experience (I do not
know if such a thing is even possible).

Generally, I have found that
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
is
a good place to start for Visual Studio specific instructions for building
OSG.  Just make sure that you use the correct 3rd party dependencies (it
looks like you are using the correct ones).

From the error message I read in what I think is your original post, it
looks like you may not have added OSG's bin directory and/or the 3rd party
bin directory to your path before trying build the example that uses OSG
with Qt.  If you are using the CMake GUI, use the advanced view to make sure
that all the CMake settings are correct before trying to generate project
files for the examples; you may have to manually make changes to some of the
settings; I am unfamiliar with configuring CMake from the command line.  At
the time when you saw the error, had you already successfully installed Qt
and OSG in the desired debug and release builds?  Are you using debug Qt
libraries with debug OSG libraries, and release Qt libraries with release
OSG libraries?  With Visual C++, you can not mix debug binaries with release
binaries.

I notice in what I think is your original post that you do not mention g++.
How did you determine that win32-g++ was the QMAKESPEC you needed?  Did you
build Qt with a g++ compiler/linker?  Are you using an already built Qt
SDK?  As daunting as it may seem, if you are using a Qt SDK that was not
already built with Visual Studio 2008, you may want to consider building Qt
from source code yourself.  Qt has pretty good instructions on how to do
that specific to the version of Qt you want to use.  I would start with
http://qt.nokia.com/, and follow the links to the version of Qt you want to
use with OSG.

If I followed the thread correctly, you specifically mentioned VS2008 on
Windows 7.  Does Qt not offer a Visual Studio 2008 QMAKESPEC?  If so, I
would recommend using that, unless you are using a version of Qt SDK already
built with g++; in that case, you should also consider building OSG with the
same type of setup as that used to build the Qt SDK.  I do not think that
g++ binaries are compatible with Visual C++ binaries.

I hope this helps.  In any event, good luck in your work with OSG and Qt.

D.J.

On Thu, May 19, 2011 at 5:28 AM, jin tongo scat...@googlemail.com wrote:

 Hi,

 thanks for the reply, I solved the problem.
 For all of you who struggle, here is how I did this:

 I downloaded the QTSDK, installed it in C:\
 Set environment variables:
 QTDIR to C:\QtSDK\Desktop\Qt\4.7.3
 QMAKESPEC to win32-g++
 Since I wanted to work with Microsoft Visual Studio 2008 I added
 C:\QtSDK\Desktop\Qt\4.7.3\msvc2008\bin to the Path environment variable

 Updated Microsoft Visual Studio 2008 to SP1, downloaded this update from
 Microsoft (important, because without Visual Studio SP1 I got linker crashes
 when compiling osg)

 - I checked out OpenSceneGraph from the repository
 - Also checked out the OpenSceneGraph Data
 (on the website under downloads - SVN)
 Both into C:\Projects\

 I also downloaded the 3rdParty_VC9sp1_x86_x64_V5.7z , just used the x82
 Version and packed it all into C:\Projects\3rdParty (next to the
 OpenSceneGraph Repositories, and made sure the folders for x86 (like bin,
 include, lib were directly in the 3rdParty folder).

 Then I ran CMake over my C:\Projects\OpenSceneGraph and created the build
 folder C:\Projects\OpenSceneGraph\build.
 Made sure
 - that the CMake install Path was set to
 C:\Program_Files(x86)\OpenSceneGraph.
 - that CMake found the 3rdParty folder and many libraries (ofc. not all of
 them)
 - that I checked build OSG examples
 - that CMake found the QT executable and I checked build QT examples

 Then I hit generate.

 I set some environment variables:
 OSG_FILE_PATH to C:\Projekte\OpenSceneGraph-Data
 OSG_DIR to C:\Program Files (x86)\OpenSceneGraph
 added C:\Projekte\3rdParty\bin;C:\Program Files (x86)\OpenSceneGraph\bin to
 the Path environment variable

 I opened the .sln file in C:\OpenSceneGraph\build with Visual Studio.
 Set it to Debug and compiled it (ALL BUILD).
 The after around 20 min it was finished and i right clicked the INSTALL
 target and told Visual Studio to build that (which just copies the right
 files into my CMake install path (C:\Program_Files(x86)\OpenSceneGraph).

 Then I set Visual Studio to Release and did ALL BUILD again.
 

Re: [osg-users] Meta-data in core OSG - project started

2011-05-04 Thread D.J. Caldwell
Hello Sukender,

In response to your backward compatibility suggestions, I believe clear
documentation is the key, and I believe you all are off to a good start in
that regard.

Inlining the deprecated functions with appropriate comment is a good start
for clear documentation in the source code.

It may be a bit redundant, but attempting to drive the point home for the
user, might I suggest the following type of comment for the deprecated
functions:

[code]
/**
* \deprecated
* note: implemented in terms of meta-data; consider using meta-data directly
... */
[/code]

My current opinion is that the two functions you suggest, as straight
forward as they may be to write correctly, may not be useful enough for the
OSG group at large to justify adding even that small wrinkle of complexity
to the design.  userData and descriptionList specific functions will be
deprecated features, and, as such, we should probably actively discourage
continued use. clearValuesButUserDataAndDescriptionList and
removeContainerButKeepUserDataAndDescriptionList might put an undo burden on
clients for the sake of supporting functions that are slotted for removal.

I can already see one or two design alternatives using meta-data for my
project to replace descriptionList.  We were able to isolate how and where
we were using descriptionList, so the change for us would thankfully be
fairly straight forward.

 On a purely aesthetic note, might I suggest for the sake of consistency
using the same spelling of meta-data, meta data, or metadata in all official
documentation.  I can be real nit picky, I know.  ;-)

Thanks...

D.J.

On Wed, May 4, 2011 at 9:13 AM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi Sukender,

 while

 templatetypename T
 struct VarValue{
 VarValue(T _t) : m_T(_t){}


 typedef T value_type;
 T m_T;
 };

 was correct in my last mail


   T getType() const { return value_type; }


 was incorrect, still  anyway take a look at how such things are done in
 Ogre
 http://www.ogre3d.org/docs/api/html/classOgre_1_1Any.html

 Regards
 Sergey



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


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


Re: [osg-users] Meta-data in core OSG - project started

2011-05-03 Thread D.J. Caldwell
Hi Gregoire, Sukender, and everyone,

While writing this email, I have come to the conclusion that I/we do not
really have anything (more) to be concerned about with tying user data and
description list to the meta-data system.  If you are interested in some of
the concerns I already had, and that were further clarified while reviewing
the proposed meta-data system, read on.  I appreciate the responses I have
received thus far.  Again, thanks for all the hard work!  :-)

...here is what I was thinking...

My concern is not so much that the underlying structure will be unavailable,
per se.  It is that userData and descriptionList will now be tied to the
meta-data system, with no built in alternatives.  With the proposed
implementation, replacing an existing meta-data container would effectively
clear any existing userData or descriptionList.  Further, if the special
hooks for exotic types are part of the container, and that container is not
written to handle generic data such as userData and descriptionList, use of
userData/descriptionList may cause problems.

Really, I am just trying to make sure I/we understand all the implications
of tying userData, descriptionList, and meta-data together in the same core
feature.

Here is one problem scenario that I have some concern about:

[code]

// load some data
osg::Node* p = osgDB::readNodeFile ( ... );

...

p-addDescription ( ... );

...

// if the following third party function calls setValueContainer,
// this destroys any existing userData and/or descriptionList
thirdParty::doSomeWork ( p );

 [/code]

In my project, we have been using descriptionList as a work-around to
userData and the fact that each osg::Node is restricted to not more than one
attached instance of userData.  I did not want to interfere with any
existing userData generated by geometry and scene files, so I used
descriptionList to store our runtime data, because descriptionList appears
to have no explicit restrictions beyond that of a std::vector.  If a third
party function happens to cause the description list to be cleared after we
have added some data to it, we would lose the data we need to do some of our
runtime work.

In reality, the proposed meta-data system does not cause the above problem
scenario; the problem has always been there (the third part function could
have directly called setDescriptions).  However, this is one more way to
clear  the description list.

I suppose, in the end, there really is no need for my concern.  You propose
(or I have inferred) a required interface with specific guaranteed behavior
for writing custom containers; if container providers follow the rules,
userData and descriptionList (or whatever a client may want to use) will
still be supported.  As long as no one takes the opportunity to replace an
existing meta-data container without documenting that this is what they are
doing, we should be fine.

I will review version 5 of your document, and I will give myself some more
time to digest what you have written.  I already like what I have seen, and
the more that I think about it, the better understanding I have of the
developing situation.

Thanks, again...

D.J.


On Mon, May 2, 2011 at 10:05 AM, Sukender suky0...@free.fr wrote:

 Hi D.J., hi all,

 Here is the v5 update! Not a huge thing but we modified it according to our
 experiments. Check out the [v5] tags in the document.

 @DJ: Well, as Gregroire said, the methods are always here to access
 userData and desriptionList, but you cannot access the members directly, as
 they disapeared. In core OSG, we spotted that there were very few direct
 accesses. Do you fear this would not be the same for OSG users?

 @Gregoire: On the right path you are, padawan! ;)

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

 - Gregoire Tarizzo gregoire.tari...@virtuelcity.com a écrit :

  Hi D.J. , hi all,
 
  First, thanks a lot to all, for your feedback and ideas. I’ve been
  following with a lot of interest your ideas and propositions on this
  topic and it helped us a lot. The v5 of the documentation will be out
  soon (likely monday), with more detailed information and the latest
  changes we made in our implementation.
 
 
  @D.J. About the deprecation of _userData and _descriptions :
  Well yes, this behaviour is intended. One of the objectives of this
  meta-data system was to replace _userData and _descriptions from the
  object and node and by doing so, make it a few bytes lighter when not
  using any of those, while providing a tool able to handle multiple
  values from multiple types.
  Moreover _userData and _descriptions may be removed, but it doesn’t
  mean that all the _userData and _descriptions methods won’t work
  anymore. We reforged them so that they use the new metadata system. So
  hopefully it won’t change anything for the user. One of our first
  issues was the “protected” access to _userData, meaning we can’t reach
  the 100% backward compatibility 

Re: [osg-users] Meta-data in core OSG - project started

2011-04-29 Thread D.J. Caldwell
Hi Sukender and fellow interested parties,

I've finally had a chance to review your meta-data doc (version 4) to see
what you all have been designing, and how we might be able to use it in our
project.

Overall, I must say the design looks good.  I really appreciate the effort
you have put into it.

I do have a few design points you may (not) find interesting, so feel free
to accept/modify/comment/ignore as you see fit (as long as you take credit
for any mods/comments that you make ;-) ).  If you think I've misunderstood
something, feel free to give me pointers where I may have gone off track; I
only hope I am not stating the obvious, thereby wasting people's time.

1) By deprecating user data and description lists, and integrating them into
the proposed meta-data system until those interfaces are removed, you have
some major side effects:
a) With the current proposal, replacing a meta-data container destroys
any legacy user data or descriptions that may already be present.  If this
is a desirable side effect, so be it, but users should be explicitly made
aware of this side effect.
b) User data and description lists will not be a viable work around
(because they will are deprecated) for users who cannot, or will not,
convert to the new meta-data system and also do not wish to replace any
existing meta-data on a node.  They will be forced to use some other means
(probably external) to store their data.  Again, if this is a desirable side
effect, so be it.
c) For data base accessors, user data and/or description lists may (not)
be totally inappropriate when choosing the proxy container route; a
meta-data value that holds a proxy container may be preferred.  I have
little to know experience with data bases, so others will have more insight
into this sort of thing, but I thought it worth mentioning.

2) I think you might be missing an interface layer that is necessary for the
type system to work for user defined containers that have proxy values,
but do not want to pay the default cost of storing a T value:

[code]

// slight mod from current design
class ValueBase : public Referenced
{
protected:
// do we not need a virtual destructor here, since containers will
// hold ref_ptr to this?
virtual ~ValueBase() {}
};

// type specific interface for getting type specific values into/out of
// containers, without revealing how the value itself is stored here
templatetypename T ValueT : public ValueBase
{
public:
// interface layer needs to able to virtually assign values; copy
// constructors need more detail, so we must go to the most derived
// type for that, and we should be using clone for that anyway
ValueT operator=(const ValueT val)
{ xassign(val.value()); return *this; }
ValueT operator=(const T val) { xassign(val); return *this; }
virtual T  value() = 0;
virtual const T  value() const = 0;
// const so we can use it anywhere excpet for assignment to this
// value
operator T() const { return value (); }
protected:
// derived types tend to need explicitly defined destructors
virtual ~ValueT() {}
private:
// yes, this is virtual and private, but client code should not be
// calling this unless we provided set methods other than straight
// assignment; the pattern is unusual, but it works
virtual void xassign(const T val) = 0;
};

// renamed from ValueT with slight mods
templateclass T class BasicValue : public ValueTT
{
public:
//virtual const char * className() const;
/** Constructor*/
BasicValue() {}
/** Contructor from T.*/
BasicValue(const T val) { _value = val; }
/** Copy constructor*/
BasicValue(const BasicValueT val) { _value = val._value; }
BasicValue operator=(const T val) { _value = val; return *this; }
BasicValue operator=(const BasicValue val) { _value = val._value;
return *this; }
T  value() { return _value; }
const T  value() const { return _value; }
/* Implicit conversion */
// see ValueT, above
//operator T() { return _value; }
protected:
/** the stored value*/
T _value;
// derived types tend to need explicitly defined destructors
virtual ~BasicValue() {}
/** overloaded == operators, we have to be extra careful because T type
doesn't necessarily have ==
* overloaded.*/
friend inline bool operator==(const BasicValueT left,const
BasicValueT right){ return left._value==right._value; }
friend inline bool operator==(const T left,const BasicValueT right){
return left==right._value; }
friend inline bool operator==(const BasicValueT left,const T right){
return left._value==right; }
private:
// virtual assignment for use with the interface layer, ValueTT
virtual void xassign(const T val) { _value = T; }
};

[/code]

By forcing users to derive from the interface template, ValueTT, you can
guarantee a common type safe interface for casting inside your generic
meta-data containers, without the expense of storing T 

Re: [osg-users] Meta-data in core OSG - project started

2011-04-29 Thread D.J. Caldwell
Hi, all...

I just realized, if you write your proxy correctly, your original class
ValueT probably works just fine for more exotic types (when T is your
proxy class giving access to the underlying type), without my proposed
interface layer.  In fact, for purposes of reference semantics, the original
is probably preferred.

Perhaps I should have read that doc more than three times...

Regardless, I look forward to your comments and the final product.

D.J.

On Fri, Apr 29, 2011 at 11:01 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote:

 Hi Sukender and fellow interested parties,

 I've finally had a chance to review your meta-data doc (version 4) to see
 what you all have been designing, and how we might be able to use it in our
 project.

 Overall, I must say the design looks good.  I really appreciate the effort
 you have put into it.

 I do have a few design points you may (not) find interesting, so feel free
 to accept/modify/comment/ignore as you see fit (as long as you take credit
 for any mods/comments that you make ;-) ).  If you think I've misunderstood
 something, feel free to give me pointers where I may have gone off track; I
 only hope I am not stating the obvious, thereby wasting people's time.

 1) By deprecating user data and description lists, and integrating them
 into the proposed meta-data system until those interfaces are removed, you
 have some major side effects:
 a) With the current proposal, replacing a meta-data container destroys
 any legacy user data or descriptions that may already be present.  If this
 is a desirable side effect, so be it, but users should be explicitly made
 aware of this side effect.
 b) User data and description lists will not be a viable work around
 (because they will are deprecated) for users who cannot, or will not,
 convert to the new meta-data system and also do not wish to replace any
 existing meta-data on a node.  They will be forced to use some other means
 (probably external) to store their data.  Again, if this is a desirable side
 effect, so be it.
 c) For data base accessors, user data and/or description lists may
 (not) be totally inappropriate when choosing the proxy container route; a
 meta-data value that holds a proxy container may be preferred.  I have
 little to know experience with data bases, so others will have more insight
 into this sort of thing, but I thought it worth mentioning.

 2) I think you might be missing an interface layer that is necessary for
 the type system to work for user defined containers that have proxy
 values, but do not want to pay the default cost of storing a T value:

 [code]

 // slight mod from current design
 class ValueBase : public Referenced
 {
 protected:
 // do we not need a virtual destructor here, since containers will
 // hold ref_ptr to this?
 virtual ~ValueBase() {}
 };

 // type specific interface for getting type specific values into/out of
 // containers, without revealing how the value itself is stored here
 templatetypename T ValueT : public ValueBase
 {
 public:
 // interface layer needs to able to virtually assign values; copy
 // constructors need more detail, so we must go to the most derived
 // type for that, and we should be using clone for that anyway
 ValueT operator=(const ValueT val)
 { xassign(val.value()); return *this; }
 ValueT operator=(const T val) { xassign(val); return *this; }
 virtual T  value() = 0;
 virtual const T  value() const = 0;
 // const so we can use it anywhere excpet for assignment to this
 // value
 operator T() const { return value (); }
 protected:
 // derived types tend to need explicitly defined destructors
 virtual ~ValueT() {}
 private:
 // yes, this is virtual and private, but client code should not be
 // calling this unless we provided set methods other than straight
 // assignment; the pattern is unusual, but it works
 virtual void xassign(const T val) = 0;
 };

 // renamed from ValueT with slight mods
 templateclass T class BasicValue : public ValueTT
 {
 public:
 //virtual const char * className() const;
 /** Constructor*/
 BasicValue() {}
 /** Contructor from T.*/
 BasicValue(const T val) { _value = val; }
 /** Copy constructor*/
 BasicValue(const BasicValueT val) { _value = val._value; }
  BasicValue operator=(const T val) { _value = val; return *this; }
 BasicValue operator=(const BasicValue val) { _value = val._value;
 return *this; }
 T  value() { return _value; }
 const T  value() const { return _value; }
 /* Implicit conversion */
 // see ValueT, above
 //operator T() { return _value; }
 protected:
 /** the stored value*/
 T _value;
 // derived types tend to need explicitly defined destructors
 virtual ~BasicValue() {}
 /** overloaded == operators, we have to be extra careful because T type
 doesn't necessarily have ==
 * overloaded.*/
 friend inline bool operator

Re: [osg-users] Meta-data in core OSG - project started

2011-04-27 Thread D.J. Caldwell
Hi Sukender,

I, too, have been following this thread with interest.  I have not had the
time or resources to go over your documentation, yet, but I hope to do so
soon.

In my current project, we have adapted the osg::Node::DescriptionList to
store some basic run time data at the node level.  My hope is that the
meta-data system you all are designing will give us a more type safe option
that does not require string conversion.

Thanks for taking the time and effort to work on this.  Even if this turns
out not to be the solution I am looking for, I am sure others will be able
to leverage it to great effect.

D.J.


On Wed, Apr 27, 2011 at 10:23 AM, Sukender suky0...@free.fr wrote:

  Keep up the good work :-)

 Nice to read it, Robert! ;) And you're right, keep your mind resources for
 all other important things here!
 Cheers,

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

 - Robert Osfield robert.osfi...@gmail.com a écrit :

  Hi Sukender,
 
  On Wed, Apr 27, 2011 at 3:09 PM, Sukender suky0...@free.fr wrote:
   We're working on impementing the meta-data system. We found that
  there was very few feedback, and feel it's a bad sign of inacceptance
  of it... Anyone?
 
  I don't have any comments beyond what others have added so I've been
  happy to sit back and watch the discussion evolve.  I have enough
  other work to think about so rather than get wrapped up in another
  topic I am deliberately kept my head down so I can keep my brain
  capacity and time from being too thinly spread.
 
  So me being quiet is not in-acceptance or disinterest, but comfort
  that all those who've been contributing to the thread look to be
  going
  in a resonable direction and don't seem to need any guidance from me.
  Keep up the good work :-)
 
  Robert.
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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


Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-17 Thread D.J. Caldwell
Hi, Chris.

I have been using OSG 2.8.3 built as 64 bit shared libraries with VS2010 (no
SP1) on 64 bit Windows 7 for several weeks now, with no real problems.

Specifically with OSG, using CMake 2.8.3, I only had problems with the
INSTALL target; it appears the .lib, .dll, and .exe files weren't where
INSTALL was looking to copy from, so I had to move things manually to where
INSTALL could find them. (There's probably been chatter on this, and I just
missed it).

I didn't suffer from the Hotfix issue that Qt 2.7.x calls out because I also
use Qt in my app, and I built Qt first (so I got the hotfix).

I won't go into the performance comments; you guys have pretty much covered
all the bases.

Hope this helps...

D.J.


On Thu, Mar 17, 2011 at 1:47 PM, Anders Backman ande...@cs.umu.se wrote:

 I second the one about performance.
 I have a 4 Core Machine (8 with HT) with 6GB memory.
 Since I started using VS2010, I feel kidnapped by Microsoft. The
 Intellisense is extremely slow for larger projects.
 VS is an editor, but sometimes it feels like a CAD application, it commonly
 uses 700-800Mb, and it is locks up now and then.
 Reloading a solution with 30-some projects takes forever...
 So its not really a huge leap forward from VS2008, which feels like a
 Ferrari in comparison.

 Seems that they have merged the Word team with the VS2010 development
 team...
 VS2010, is more like Microsoft Word, but with a compiler.

 For day to day C++ development (not using .NET), its a pain...waiting for
 the circle most of the time.
 But the fonts are nicer :-)

 The one and only thing that really sticks out as a positive improvement is
 the performance profiler. Thats really really nice. Although it only works
 for 32bit apps :-(

 /A


 On Thu, Mar 17, 2011 at 6:29 PM, Paul Sherman psher...@drizzle.comwrote:

 Chris,

 I have not, as of yet, gotten around to building OSG with VS2010SP1, but
 in general I would say that if you are using VS2010, get the service pack.
 It fixes quite a few bugs and there are some drastic improvements in
 performance. The one woefully horrible piece of functionality is Go To
 Definition which is still pretty slow even after the one time, murderously
 slow database rebuild. I use 3rd party tools instead. Other than that, I
 think it is a good set of fixes.

 -Paul


 On 3/17/2011 10:09 AM, Chuck Seberino wrote:

 Chris,

 I haven't been impressed at all with VS2010.  The IDE tends to crash
 quite a bit - annoying, but not the end of the world.  I did have an issue
 with 64-bit builds, particularly with Qt-4.7.x.  Seems that there were
 byte-alignment issues (http://support.microsoft.com/kb/2280741).  After
 installing the hotfix everything seems OK, at least no problems that I could
 blame on the compiler :).  I haven't tried SP1 yet.  I even tried looking
 for a list of fixes, but it seems that MS doesn't want to publish them.

 So my suggestion - if there is nothing wrong with the current development
 setup, don't upgrade.  The IDE is slower and buggier than ever.  That being
 said, it is (finally) generating proper binaries in x64 with the hotfix.
  The last item I forgot to mention is that there are duplicate symbols
 between osgDB::fstream and std::fstream that require the /FORCE:MULTIPLE
 linker option to work around.  Only an issue on 2010 builds.

 HTH
 Chuck

 On Mar 16, 2011, at 7:06 PM, Chris 'Xenon' Hanson wrote:

  VC++2010 SP1 is apparently out now.


 https://www.microsoft.com/downloads/en/details.aspx?FamilyID=75568aa6-8107-475d-948a-ef22627e57a5


  I have one client who really wants to use OSG on 2010 (64-bit even!)
 and I'm curious
 about people's experiences with stability. Is 2010 generating good solid
 binaries from the
 OSG codebase, or are there still issues that we'll need to see if the
 SP1 fixes?

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
 Contracting.
There is no Truth. There is only Perception. To Perceive is to
 Exist. - Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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


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




 --
 __
 Anders Backman, HPC2N
 90187 Umeå University, Sweden
 and...@cs.umu.se http://www.hpc2n.umu.se
 Cell: +46-70-392 64 67

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



Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-17 Thread D.J. Caldwell
Sorry, everyone.  I hit Send too fast before I could remember something
else import to my experience.

There were some minor changes discussed in the list about adding an include
directive to a few header files.  Try referring to

http://groups.google.com/group/osg-users/browse_thread/thread/459e4bc93cc6922c/1fe07b41ff8b02de?lnk=gstq=iterator+build#1fe07b41ff8b02de

for the details (subject line in that thread reads VS 2010 and OSG
v2.8.3).  This discusses how the iterator header is required in a few
places under the VS2010 build of OSG 2.8.3.

Good luck...

D.J.


On Thu, Mar 17, 2011 at 2:13 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote:

 Hi, Chris.

 I have been using OSG 2.8.3 built as 64 bit shared libraries with VS2010
 (no SP1) on 64 bit Windows 7 for several weeks now, with no real problems.

 Specifically with OSG, using CMake 2.8.3, I only had problems with the
 INSTALL target; it appears the .lib, .dll, and .exe files weren't where
 INSTALL was looking to copy from, so I had to move things manually to where
 INSTALL could find them. (There's probably been chatter on this, and I just
 missed it).

 I didn't suffer from the Hotfix issue that Qt 2.7.x calls out because I
 also use Qt in my app, and I built Qt first (so I got the hotfix).

 I won't go into the performance comments; you guys have pretty much covered
 all the bases.

 Hope this helps...

 D.J.


 On Thu, Mar 17, 2011 at 1:47 PM, Anders Backman ande...@cs.umu.se wrote:

 I second the one about performance.
 I have a 4 Core Machine (8 with HT) with 6GB memory.
 Since I started using VS2010, I feel kidnapped by Microsoft. The
 Intellisense is extremely slow for larger projects.
 VS is an editor, but sometimes it feels like a CAD application, it
 commonly uses 700-800Mb, and it is locks up now and then.
 Reloading a solution with 30-some projects takes forever...
 So its not really a huge leap forward from VS2008, which feels like a
 Ferrari in comparison.

 Seems that they have merged the Word team with the VS2010 development
 team...
 VS2010, is more like Microsoft Word, but with a compiler.

 For day to day C++ development (not using .NET), its a pain...waiting for
 the circle most of the time.
 But the fonts are nicer :-)

 The one and only thing that really sticks out as a positive improvement is
 the performance profiler. Thats really really nice. Although it only works
 for 32bit apps :-(

 /A


 On Thu, Mar 17, 2011 at 6:29 PM, Paul Sherman psher...@drizzle.comwrote:

 Chris,

 I have not, as of yet, gotten around to building OSG with VS2010SP1, but
 in general I would say that if you are using VS2010, get the service pack.
 It fixes quite a few bugs and there are some drastic improvements in
 performance. The one woefully horrible piece of functionality is Go To
 Definition which is still pretty slow even after the one time, murderously
 slow database rebuild. I use 3rd party tools instead. Other than that, I
 think it is a good set of fixes.

 -Paul


 On 3/17/2011 10:09 AM, Chuck Seberino wrote:

 Chris,

 I haven't been impressed at all with VS2010.  The IDE tends to crash
 quite a bit - annoying, but not the end of the world.  I did have an issue
 with 64-bit builds, particularly with Qt-4.7.x.  Seems that there were
 byte-alignment issues (http://support.microsoft.com/kb/2280741).  After
 installing the hotfix everything seems OK, at least no problems that I 
 could
 blame on the compiler :).  I haven't tried SP1 yet.  I even tried looking
 for a list of fixes, but it seems that MS doesn't want to publish them.

 So my suggestion - if there is nothing wrong with the current
 development setup, don't upgrade.  The IDE is slower and buggier than ever.
  That being said, it is (finally) generating proper binaries in x64 with 
 the
 hotfix.  The last item I forgot to mention is that there are duplicate
 symbols between osgDB::fstream and std::fstream that require the
 /FORCE:MULTIPLE linker option to work around.  Only an issue on 2010 
 builds.

 HTH
 Chuck

 On Mar 16, 2011, at 7:06 PM, Chris 'Xenon' Hanson wrote:

  VC++2010 SP1 is apparently out now.


 https://www.microsoft.com/downloads/en/details.aspx?FamilyID=75568aa6-8107-475d-948a-ef22627e57a5


  I have one client who really wants to use OSG on 2010 (64-bit even!)
 and I'm curious
 about people's experiences with stability. Is 2010 generating good
 solid binaries from the
 OSG codebase, or are there still issues that we'll need to see if the
 SP1 fixes?

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
 Contracting.
There is no Truth. There is only Perception. To Perceive is to
 Exist. - Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list

Re: [osg-users] Problems with osg:: sharedObjects

2011-01-26 Thread D.J. Caldwell
Hello, Werner.

If I read your createObject correctly, you appear to be returning a raw
pointer to an object that gets deleted within the function.  Using ref_ptr
in the local scope, but returning a raw pointer, results in the deletion of
the object when you leave the function, since the only live reference is
going out of scope.  I would recommend that you either: 1) use ref_ptr as
your return type, or 2) wait to use ref_ptr outside of createObject.

Unfortunately, I can't offer any advice on your testing question, since I
use always Visual Studio to build and use OSG.

I hope this helps...

D.J.

On Wed, Jan 26, 2011 at 12:31 PM, Werner Modenbach wer...@texion.eu wrote:

 Dear community,

 Maybe someone of you can give me a hint.
 I'm running Windows 7 64 Bit and osg 2.8.3.


 I have a Qt application working with AdapterWidget.
 Al my scene works fine and is displayed the right way.
 After deleting my view (derived from AdapterWidget) and reinstantiation of
 the view again
 I have problems with sharedObjects. The same scene doesn't work any more.

 The following trivial sequence of code crashes the program:

 someSharedObject * createObject {
osg::ref_ptrsomeSharedObject obj1 = new someSharedObject;
return obj1.get();
 }

 osg::ref_ptrsomeSharedObject obj2;
 obj2 = createObject();  // crashing here

 After restarting the program in the console the message appears:

 Fault tolerant heap shim applied to current process. This is usually due to
 previous crashes.



 The only reason I can imagine is the existance of static variables
 beeing uninitialized in the second run. Is there any hint where to look for
 that?
 I'd like to avoid reading tons of code.

 Another question in the context of testing:
 I found the tool spyGlass for tracking GL-calls. Is there any way to build
 it without visual studio?
 Like configure;make;make install ?
 Or ist there any other recommended tool?

 Thanks for any hints.

 - Werner -

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

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


Re: [osg-users] osgviewerQtWidget

2010-10-05 Thread D.J. Caldwell
Hello, Christian.

If you overload the virtual function, QOSGWidget::paintEngine, to
return 0, you may see improvement.  In the past, that is what has
worked for me, and the option has been discussed in this list.  Do a
search on the archives for paintEngine and/or Qt paint for more
detail.  Also, check out the Qt documentation and source code for
possible implications for your project.

I hope this helps...

D.J.

On Tue, Oct 5, 2010 at 10:58 AM, Christian Muggeridge
christian.muggeri...@arup.com wrote:
 Hi,

 The osgviewerQtWidget is built with the examples in OSG 2.9.9 to demonstrate 
 a Qt/OSG combination. The example loads 4 osg files in 4 separate views (in a 
 Qt window), grouped in a composite view. The example code requires the usage 
 of 3 classes: QOSGWidget, ViewQOSG and CompositeViewerQOSG.

 QOSGWidget derives from a QWidget object.
 ViewQOSG derives from QOSGWidget and OSGViewer::View.
 CompositeViewerQOSG derives from QWidget and OSGViewer::CompositeViewer.

 I am trying to simplify this example to only use the QOSGWidget/ViewQOSG 
 classes, as I don't require the functionality of the composite viewer. 
 However, it seems as though that the CompositeViewerQOSG  contains a virtual 
 paintEvent, which handles the drawing of the OSG models. Thus, by eliminating 
 the composite viewer along with the paint event, when a model is loaded (e.g. 
 cow.osg), a solid black view persists in the area where the cow should load.

 My question is, to create a simple osg viewer in a Qt window WITHOUT the 
 composite viewer, will I need to reorganize the classes built in the example 
 file (e.g, cut out code, add new paintEvent etc.) to get a simplified example 
 working? Has anyone tried this with the OSG 2.9.9 example?

 Thank you!

 Cheers,
 Christian

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=32402#32402





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

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


Re: [osg-users] osgviewerQtWidget

2010-10-05 Thread D.J. Caldwell
Hi, Christian,

I am using OSG 2.8.3, and I haven't had a chance to work with the
newer code and examples.  Your suggestion of reorganizing the classes
might help, but since I haven't looked at the code myself, that's as
much as I can say about that.

With more detail about your source code, maybe someone with more
experience can offer some advice and/or alternatives.

Good luck...

D.J.

On Tue, Oct 5, 2010 at 11:40 AM, Christian Muggeridge
christian.muggeri...@arup.com wrote:
 The virtual paintEngine is actually already in place. I believe that this 
 virtual paint engine helped a flickering problem. In my case, there is no 
 flickering, but only a solid black view.

 Any other suggestions?

 Thanks,

 Christian

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=32405#32405





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

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


Re: [osg-users] Visual Studio 2010 and VPB

2010-06-18 Thread D.J. Caldwell
Brad,

Sorry for the confusion, but reverting to GDAL 1.6 was our work-around.  :(

We haven't had time to investigate exactly what the cause of the
problem was or how to fix it.

If and when we do find a way to use a more current version of GDAL,
I'll try to remember to let you all know, especially since we only use
it for building/using VPB.

Again, I'm sorry if I caused confusion.  Good luck...

D.J.


On Thu, Jun 17, 2010 at 8:35 PM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi,

 I am interested as I would like to move to the latest gdal version. I have 
 reverted back to 1.6 for now for different reasons but would like to upgrade. 
 Please do share hw you worked around the runtime problems.

 Cheers,

 Brad

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J. Caldwell
 Sent: Friday, 18 June 2010 1:26 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Visual Studio 2010 and VPB

 Hi Brad.

 We have only been using VPB 0.9.10 with OSG 2.8.3 for a little while,
 but we found using GDAL 1.6 worked, but 1.7 did not.  I'm not sure
 what the exact problem was, but I think we had a runtime error (I
 know, you're experiencing linker problems) having to do with mapping
 the texture to the geometry.

 Another caveat, we're still using VS2005, but we're hoping to upgrade soon!  
 :)

 Anyway, I thought you might be interested in the runtime problem, and
 how we worked around it, in case you run into similar problems.

 Good luck...

 D.J.

 On Wed, Jun 16, 2010 at 10:35 PM, Christiansen, Brad
 brad.christian...@thalesgroup.com.au wrote:
 Hi,



 Thanks for the suggestions. I have checked that both are built with the same
 options, including the 3rd part dependencies, and as far as I can tell, they
 all are. I did end up using the /FORCE:MULTIPLE option but I really don't
 like just ignoring the issue.

 For now I have moved back to VS 2008 as I have run out of time to get things
 working. Hopefully I will get a chance to look at it again soon as this was
 the final hurdle to having everything building correctly.



 Cheers,



 Brad



 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
 Riddell
 Sent: Wednesday, 16 June 2010 11:37 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Visual Studio 2010 and VPB



 On 6/16/2010 3:10 AM, Christiansen, Brad wrote:

 Hi,



 I have managed to build OSG (and 3rd party dependencies) using Visual Studio
 2010 but I have hit a snag with VPB. The error has been reported before by
 Matrin Naylor, but there didn't seem to be any resolution. The error is:



 1osgDB.lib(osgDB.dll) : error LNK2005: public: void __thiscall
 std::basic_ofstreamchar,struct std::char_traitschar ::`vbase
 destructor'(void)
 (??_d?$basic_ofstr...@du?$char_traits@d...@std@@@std@@QAEXXZ) already defined
 in SpatialProperties.obj

 1 Creating library
 D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.lib and
 object D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.exp

 1D:\adi_vsfz\projects\OSG\osg-trunk-2010\vpb-build\lib\Release\vpb.dll :
 fatal error LNK1169: one or more multiply defined symbols found

 You can always tell the linker to ignore the problem with /FORCE:MULTIPLE.
 I'd only do that as a last resort though because there might actually be a
 problem here.

 Are both projects compiled with VS2010 with the same settings?

 Cory

 DISCLAIMER:---
 This e-mail transmission and any documents, files and previous e-mail
 messages attached to it are private and confidential. They may contain
 proprietary or copyright material or information that is subject to legal
 professional privilege. They are for the use of the intended recipient only.
 Any unauthorised viewing, use, disclosure, copying, alteration, storage or
 distribution of, or reliance on, this message is strictly prohibited. No
 part may be reproduced, adapted or transmitted without the written
 permission of the owner. If you have received this transmission in error, or
 are not an authorised recipient, please immediately notify the sender by
 return email, delete this message and all copies from your e-mail system,
 and destroy any printed copies. Receipt by anyone other than the intended
 recipient should not be deemed a waiver of any privilege or protection.
 Thales Australia does not warrant or represent that this e-mail or any
 documents, files and previous e-mail messages attached are error or virus
 free.
 --
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 ___
 osg

Re: [osg-users] Visual Studio 2010 and VPB

2010-06-17 Thread D.J. Caldwell
Hi Brad.

We have only been using VPB 0.9.10 with OSG 2.8.3 for a little while,
but we found using GDAL 1.6 worked, but 1.7 did not.  I'm not sure
what the exact problem was, but I think we had a runtime error (I
know, you're experiencing linker problems) having to do with mapping
the texture to the geometry.

Another caveat, we're still using VS2005, but we're hoping to upgrade soon!  :)

Anyway, I thought you might be interested in the runtime problem, and
how we worked around it, in case you run into similar problems.

Good luck...

D.J.

On Wed, Jun 16, 2010 at 10:35 PM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi,



 Thanks for the suggestions. I have checked that both are built with the same
 options, including the 3rd part dependencies, and as far as I can tell, they
 all are. I did end up using the /FORCE:MULTIPLE option but I really don’t
 like just ignoring the issue.

 For now I have moved back to VS 2008 as I have run out of time to get things
 working. Hopefully I will get a chance to look at it again soon as this was
 the final hurdle to having everything building correctly.



 Cheers,



 Brad



 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
 Riddell
 Sent: Wednesday, 16 June 2010 11:37 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Visual Studio 2010 and VPB



 On 6/16/2010 3:10 AM, Christiansen, Brad wrote:

 Hi,



 I have managed to build OSG (and 3rd party dependencies) using Visual Studio
 2010 but I have hit a snag with VPB. The error has been reported before by
 Matrin Naylor, but there didn’t seem to be any resolution. The error is:



 1osgDB.lib(osgDB.dll) : error LNK2005: public: void __thiscall
 std::basic_ofstreamchar,struct std::char_traitschar ::`vbase
 destructor'(void)
 (??_d?$basic_ofstr...@du?$char_traits@d...@std@@@std@@QAEXXZ) already defined
 in SpatialProperties.obj

 1 Creating library
 D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.lib and
 object D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.exp

 1D:\adi_vsfz\projects\OSG\osg-trunk-2010\vpb-build\lib\Release\vpb.dll :
 fatal error LNK1169: one or more multiply defined symbols found

 You can always tell the linker to ignore the problem with /FORCE:MULTIPLE.
 I'd only do that as a last resort though because there might actually be a
 problem here.

 Are both projects compiled with VS2010 with the same settings?

 Cory

 DISCLAIMER:---
 This e-mail transmission and any documents, files and previous e-mail
 messages attached to it are private and confidential. They may contain
 proprietary or copyright material or information that is subject to legal
 professional privilege. They are for the use of the intended recipient only.
 Any unauthorised viewing, use, disclosure, copying, alteration, storage or
 distribution of, or reliance on, this message is strictly prohibited. No
 part may be reproduced, adapted or transmitted without the written
 permission of the owner. If you have received this transmission in error, or
 are not an authorised recipient, please immediately notify the sender by
 return email, delete this message and all copies from your e-mail system,
 and destroy any printed copies. Receipt by anyone other than the intended
 recipient should not be deemed a waiver of any privilege or protection.
 Thales Australia does not warrant or represent that this e-mail or any
 documents, files and previous e-mail messages attached are error or virus
 free.
 --
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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


Re: [osg-users] osgviewQT example does not fully work

2010-05-26 Thread D.J. Caldwell
Hello, Zachary.

I use cow.osg for most of my testing.  It may not be the most
intensive geometry, but it seems to work for testing simple behaviors.

Try searching the OSG archives for paintEngine.  You should find a
fix that MIGHT help with what you're seeing.  Under Microsoft Windows,
there appears to be a refresh problem requiring the paintEngine tweak.
 I don't know what impact it may have for Ubuntu.

AdapterWidget versus QOSGWidget: I could be wrong, but I believe using
AdapterWidget restricts osgViewer to single threaded mode, whereas
QOSGWidget is supposed to allow single OR multithreaded modes.

I hope this helps...

D.J.

On Wed, May 26, 2010 at 3:29 PM, Zachary Hilbun zacha...@vianova.com wrote:
 Hi,

 I'm using Eclipse with the Qt plugin in order to develop c++ osg code under 
 Ubuntu.  I've compiled and run the osgviewQT example and have the following 
 questions.

 The example does not fully work.  I'm  using the OSG cow as a test model.  Is 
 this example the preferred way to use osg under Qt?  If it is not, I'll 
 abandon it and use whatever better way is available.  If it is, I need the 
 following questions answered.

 Using QOSGWidget and --CompositeViewer, the OSG cow flashes briefly and then 
 there is an empty screen.

 If I use QOSGWidget as the widget using all 3 modes (--CompositeViewer, 
 --MTCompositeViewer, and single), it does not respond to the keyboard keys 
 for w, t, l, b, s, h.  It looks to me like setupManipulatorAndHandler uses 
 addEventHandler to handle keyboard events, but the only key that is responded 
 to is the f key.  The f key only moves the window around on the screen but 
 does not make it full screen.  I can see functions like keyPressEvent being 
 called so that part is at least working.

 Only --MTCompositeViewer will respond to mouse input using the 
 TrackballManipulator.  This appears to be setup for all modes but does not 
 work for the single view.

 If I use AdapterWidget as the widget, it responds to the mouse for 
 TrackballManipulator in all modes (--CompositeViewer, --mdi, and single), but 
 the keyboard does not work.  The code does not appear to be setup for 
 keyboard input the way QOSGWidget is.  Is keyboard input not possible with 
 AdapterWidget?

 Is there a reason for choosing to use QOSGWidget vs. AdapterWidget?

 Thank you!

 Cheers,
 Zachary

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=28257#28257





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

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


Re: [osg-users] osgviewQT example does not fully work

2010-05-26 Thread D.J. Caldwell
Sorry, Zachary, et al.  I hit Send a little to soon.

I don't have any ideas for the keyboard event problem you mentioned.
I use an in-house manipulater with keyboard/mouse interaction.  The
paintEngine fix I refer to will probably only work on your
blinking/blank/refresh problem (again, if it works at all for Ubuntu).

Double check documentation for Qt events and OSG's interaction with
them.  That's my best advice...

Sorry I couldn't be more help with this part...

D.J.

On Wed, May 26, 2010 at 4:35 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote:
 Hello, Zachary.

 I use cow.osg for most of my testing.  It may not be the most
 intensive geometry, but it seems to work for testing simple behaviors.

 Try searching the OSG archives for paintEngine.  You should find a
 fix that MIGHT help with what you're seeing.  Under Microsoft Windows,
 there appears to be a refresh problem requiring the paintEngine tweak.
  I don't know what impact it may have for Ubuntu.

 AdapterWidget versus QOSGWidget: I could be wrong, but I believe using
 AdapterWidget restricts osgViewer to single threaded mode, whereas
 QOSGWidget is supposed to allow single OR multithreaded modes.

 I hope this helps...

 D.J.

 On Wed, May 26, 2010 at 3:29 PM, Zachary Hilbun zacha...@vianova.com wrote:
 Hi,

 I'm using Eclipse with the Qt plugin in order to develop c++ osg code under 
 Ubuntu.  I've compiled and run the osgviewQT example and have the following 
 questions.

 The example does not fully work.  I'm  using the OSG cow as a test model.  
 Is this example the preferred way to use osg under Qt?  If it is not, I'll 
 abandon it and use whatever better way is available.  If it is, I need the 
 following questions answered.

 Using QOSGWidget and --CompositeViewer, the OSG cow flashes briefly and then 
 there is an empty screen.

 If I use QOSGWidget as the widget using all 3 modes (--CompositeViewer, 
 --MTCompositeViewer, and single), it does not respond to the keyboard keys 
 for w, t, l, b, s, h.  It looks to me like setupManipulatorAndHandler uses 
 addEventHandler to handle keyboard events, but the only key that is 
 responded to is the f key.  The f key only moves the window around on the 
 screen but does not make it full screen.  I can see functions like 
 keyPressEvent being called so that part is at least working.

 Only --MTCompositeViewer will respond to mouse input using the 
 TrackballManipulator.  This appears to be setup for all modes but does not 
 work for the single view.

 If I use AdapterWidget as the widget, it responds to the mouse for 
 TrackballManipulator in all modes (--CompositeViewer, --mdi, and single), 
 but the keyboard does not work.  The code does not appear to be setup for 
 keyboard input the way QOSGWidget is.  Is keyboard input not possible with 
 AdapterWidget?

 Is there a reason for choosing to use QOSGWidget vs. AdapterWidget?

 Thank you!

 Cheers,
 Zachary

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=28257#28257





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


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


Re: [osg-users] Limitation of NodeMask

2010-05-07 Thread D.J. Caldwell
J-S,

If I follow the code and this thread correctly, I don't think this a
bug; I think it's a limitation of the current implementation.

For example...

If I have nodes masked by type (Craft, Planet, Debris, etc), and I
only want to pick nodes of certain types (Craft and Planet, but NOT
Debris), the system supports this.  None of my nodes will have a mask
set as both Craft and Planet, but either will qualify as pickable.  If
I restrict it to only nodes with both masks set, I'm probably not
going to be able pick anything.

The Pickable and Visible case would require the combined mask, but the
current implementation doesn't support that directly.

As Simon suggested, deriving new types and overriding the appropriate
virtual functions should allow the desired behavior.

The problem as I see it is the two situations I list here are mutually
exclusive.

If we wanted to provide both options, I think we would need to add a
flag somewhere to indicate what type of mask matching behavior we're
looking for (match any bit in the mask, OR match all bits in the
mask).  Deciding WHEN to set the flag to which mode is the user's real
problem, and I think Simon's derived type suggestion takes care of
that problem quite nicely without requiring a change to the current
implementation as the default behavior.

Then again, I could be totally off base, so feel free to correct me,
and I'll be happy to learn from the experience.  :)

I hope this helps...

D.J.

On Fri, May 7, 2010 at 9:22 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Simon,

 Yes, he wants to only pick objects which are pickable AND visible.
 Which you can't do just using a node mask, you'll get anything which is
 pickable OR visible.

 That's a bug IMHO. If I say this:

 int VISIBLE_MASK = 0x01;
 int PICKABLE_MASK = 0x02;

 // Render only what's visible
 view-getCamera()-setCullMask(VISIBLE_MASK);

 // Pick what's visible and pickable
 intersectionVisitor-setTraversalMask(VISIBLE_MASK | PICKABLE_MASK);

 visibleNode-setNodeMask(VISIBLE_MASK);
 pickableVisibleNode-setNodeMask(VISIBLE_MASK | PICKABLE_MASK);
 pickableNode-setNodeMask(PICKABLE_MASK);

 Then I should only see the nodes that have VISIBLE_MASK set (so visibleNode
 and pickableVisibleNode above), and I should only be able to pick nodes that
 have both VISIBLE_MASK and PICKABLE_MASK set (so only pickableVisibleNode
 above). The rendering works (I only see visibleNode and pickableVisibleNode)
 but the picking sees all three nodes.

 Here's a modified osgpick that shows this. In the 5 boxes on the left side
 of the window, the first is VISIBLE but not PICKABLE, the second is both,
 the third is PICKABLE but not VISIBLE, and the last two are both. Indeed we
 don't see the third, so that's fine, but we can still pick all 5.

 Instead of (traversalMask  nodeMask) != 0, perhaps the condition should be
 (traversalMask  nodeMask) == traversalMask... Or perhaps there's a
 rationale for being able to pick whatever has part of the traversal mask,
 but not the mask exactly, but I can't see it right now...

 I can't delve into this at present, but with an example that shows the
 problem perhaps others can fix it...

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

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


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


Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread D.J. Caldwell
Thanks to Chris and Martin for your replies.  My apologies for my late reply.

While my question is a build question, it is also a runtime question.

I was able to successfully build VPB 0.9.10 with OSG 2.8.2, GDAL
1.7.1, and the latest SVN version of Squish.  However, the runtime
behavior appeared to be in error.  Specifically, image overlays were
not applied when specified.

I also was able to successfully build VPB 0.9.10 with OSG 2.8.2, GDAL
1.6.0, and the latest SVN version of Squish.  The runtime behavior of
this combination appears to work correctly, even when specifying image
overlays.

While a bug fix would be appropriate, my current duties prevent me
from looking into the error (user, build, runtime, or otherwise).

So, my question and/or request still stands: what combinations are
appropriate and appear to work correctly?  Can we post the preferred
version information for GDAL and Squish (whatever they are) on the VPB
website, similar to what is done for the VPB/OSG version combinations?

Thanks, again...

D.J.

On Sat, Apr 3, 2010 at 5:50 AM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
 Just to confirm, I downloaded the VPB,GDAL and OSG from the latest SVN trunk
 and all compiled just fine for windows x64.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
 'Xenon' Hanson
 Sent: 03 April 2010 06:23
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of
 GDAL and/or Squish Are Required?

 On 4/2/2010 3:31 PM, D.J. Caldwell wrote:
 So, my question is: did I miss where the required versions of GDAL and
 Squish are specified?  If so, where can I find that information?

  I use GDAL 1.6, but I would think that newer versions should be fine. If
 they're not, it
 should be looked into.


  As far as I know, libsquish is entirely optional, and not required.

 Thanks...
 D.J.

 --
 Chris 'Xenon' Hanson, omo sanza lettere                  Xenon
 AlphaPixel.com
 PixelSense Landsat processing now available!
 http://www.alphapixel.com/demos/
 There is no Truth. There is only Perception. To Perceive is to Exist. -
 Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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

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


Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread D.J. Caldwell
Hi, Martin.

In my case, it appears that the texture is not shown at all.  It does
not appear to be flipped or scaled, since I see no texture.  Switching
from GDAL 1.7.1 to 1.6.0 appeared to fix that problem; the texture
appears to show correctly.

I have not (yet) run across your crash problem, but that may be due to
the limited use cases I have seen in our project.

These all may (not) be related.  Regardless, for my case, I'm
certainly open to the possibility that the error lies in how I am
trying to use the software, and not a bug in the software itself.
However, switching versions and getting different behavior suggests to
me that the fault may not entirely lie with me, unless the error is in
my choice of versions.

While I am certainly interested in a solution to the problem, my
main concern is clearly identifying what versions of which libraries
should be combined with what to get the advertised behavior.  Even if
the only tight coupling of versions is between VPB and OSG, it would
be nice to know what versions of GDAL and Squish were used for each
VPB release.

FYI, it appears that I neglected to mention my build environment in
the original posting: Visual Studio 2005 Professional (Service Pack 1)
on 32 bit Windows XP Professional (Service Pack 3).

Thanks...

D.J.

On Mon, Apr 12, 2010 at 2:21 PM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
 I am running GDAL 1.7 and have noticed that the textures become flipped when
 I follow the Puget example.
 Not sure if that is GDAL causing the issue or its the same one you are
 having.
 I just download some  STRM data and applied some Landsat Image as a texture
 and now have a crash when zooming into deep levels.
 Its appears if you generate a terrain with levels over 10+ it causes a crash
 when you zoom deep into the terrain generated with osgdem using the -l
 switch, I will have a look a bit later and see if I can get a crash dump out
 of it.
 Not sure if it similar to your problem or if I am asking too much out of my
 data and vpb?



 Martin.


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J.
 Caldwell
 Sent: 12 April 2010 16:05
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of
 GDAL and/or Squish Are Required?

 Thanks to Chris and Martin for your replies.  My apologies for my late
 reply.

 While my question is a build question, it is also a runtime question.

 /osg-users-openscenegraph.org

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

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


Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Maybe slightly off topic, but somewhat related: boost is currently
experimenting/working on a cmake build alternative for their system.
Perhaps this could help (confirm) your setup(s)?

Keep us all posted on the 64bit front...

Thanks...

D.J.

On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Excellent news!  Thank you, that will be really helpful!

 Regards,
 Morne

 On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote:
 I managed to build what I need in 64bit.
 My take on it was to cmakeify them all.
 Collada, boost (only  libsystem, libfilesystem), (jpeg, png and zlib was
 alredy cmakified.)
 There are a few which Im not interested in, including jasper, tiff and a few
 more.
 I can certainly pack this into a zip including the bin/lib/include content.
 I'll see if I get it done tomorrow.
 Took a while though to get everything to build, which everyone (including
 the Collada team would open their eyes and spot CMake.


 /A
 On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote:

 Hi, I ' m building a somehow cmaked, static version of the (currently
 basic) osg dependencies.
 I' m trying also to make it extensible by keeping patch and compiler
 options in separate folders.
 I attach a zip of my current repo:
 try to build the Assemblies/test2 folder with latest 2.8 cmake.
 It should work also for win64 i tested with msvc9 32

 Hope it helps
 Luigi


 Morné Pistorius wrote:

 Hi Anders,

 How did you get on with this?  Were you able to build the third party
 dependencies for Win64?  A third party package, even with just the
 basic dependencies to build most of OSG, would really be helpful.  I
 was about to start building my own when I found this thread, and hoped
 you had beat me to it! :)

 Cheers,
 Morne

 On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se
 wrote:


 Hi all. Looong  time no see.
 Im currently trying to build OSG on 64bit under windows (VS2009).
 Getting all the dependencies over to 64bit is apain.
 I did a quick search through forum/mail, and it seems that not many does
 this.
 Is there ANYONE with a prebuilt package including Collada (with boost,
 pcre,
 libxml), jpeg, png, zlib for 64bit windows?

 The Cmake:d versions of jpeg, zlib, png was certainly a big help.
 But before I dig into this, perhaps someone has a prebuilt package?
 --

 /Anders
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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





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




 --

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


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

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


Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Sorry; what I meant was, boost is experimenting using cmake to build
boost, as an alternative to their boost build system.

Hope this helps...

D.J.

On Thu, Feb 25, 2010 at 1:46 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote:
 Maybe slightly off topic, but somewhat related: boost is currently
 experimenting/working on a cmake build alternative for their system.
 Perhaps this could help (confirm) your setup(s)?

 Keep us all posted on the 64bit front...

 Thanks...

 D.J.

 On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius
 mpistorius@googlemail.com wrote:
 Excellent news!  Thank you, that will be really helpful!

 Regards,
 Morne

 On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote:
 I managed to build what I need in 64bit.
 My take on it was to cmakeify them all.
 Collada, boost (only  libsystem, libfilesystem), (jpeg, png and zlib was
 alredy cmakified.)
 There are a few which Im not interested in, including jasper, tiff and a few
 more.
 I can certainly pack this into a zip including the bin/lib/include content.
 I'll see if I get it done tomorrow.
 Took a while though to get everything to build, which everyone (including
 the Collada team would open their eyes and spot CMake.


 /A
 On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote:

 Hi, I ' m building a somehow cmaked, static version of the (currently
 basic) osg dependencies.
 I' m trying also to make it extensible by keeping patch and compiler
 options in separate folders.
 I attach a zip of my current repo:
 try to build the Assemblies/test2 folder with latest 2.8 cmake.
 It should work also for win64 i tested with msvc9 32

 Hope it helps
 Luigi


 Morné Pistorius wrote:

 Hi Anders,

 How did you get on with this?  Were you able to build the third party
 dependencies for Win64?  A third party package, even with just the
 basic dependencies to build most of OSG, would really be helpful.  I
 was about to start building my own when I found this thread, and hoped
 you had beat me to it! :)

 Cheers,
 Morne

 On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se
 wrote:


 Hi all. Looong  time no see.
 Im currently trying to build OSG on 64bit under windows (VS2009).
 Getting all the dependencies over to 64bit is apain.
 I did a quick search through forum/mail, and it seems that not many does
 this.
 Is there ANYONE with a prebuilt package including Collada (with boost,
 pcre,
 libxml), jpeg, png, zlib for 64bit windows?

 The Cmake:d versions of jpeg, zlib, png was certainly a big help.
 But before I dig into this, perhaps someone has a prebuilt package?
 --

 /Anders
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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





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




 --

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


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


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


Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
David,

After looking into Paul's suggestion, I believe that (for static
terrain) if you add your terrain to your scaling node, and then use
Paul's suggestion on the scaling node, you may get what you're looking
for.  The Optimizer is much simpler than my original suggestion,
although you may still want to look at those other classes for future
work.

Again, if your terrain has levels of detail, I would recommend just
using the MatrixTransform approach.

I hope this helps...

D.J.

On Thu, Feb 25, 2010 at 5:05 PM, Paul Martz pma...@skew-matrix.com wrote:
 David Cofer wrote:

 I am new to OSG, so perhaps this is simple and I do not understand how
 something is working. I want to scale a terrain once immediately after it is
 loaded, but before it is added to the scenegraph. I know I can do this by
 adding it to a matrixtransform node that is scaled, but that seems
 inefficient. It seems like it would have have to mess with the scaling every
 time the scenegraph is processed instead of just having to scale things once
 when it is loaded.
 Is there a way to apply a transform once in this manner? Am I
 misunderstanding how the scenegraph is processed and why I believe this
 would be more efficient?

 You could run the osgUtil::Optimizer with the FLATTEN_STATIC_TRANSFORMS
 visitor.
   -Paul

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

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


Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
Hello, David.

If your terrain is static, I would recommend an osg::NodeVisitor used
on your terrain in combination with osgUtil::TransformAttributeFunctor
used on the drawables of your terrain.  As far as I know, this is a
custom solution, so you'll have to look into both of these classes to
see how to apply them correctly.

If your terrain has levels of detail, I would recommend using the
osg::MatrixTransform node, or your levels of detail may not get the
right scaling applied.

I hope this helps.

D.J.

On Thu, Feb 25, 2010 at 4:58 PM, David Cofer dco...@mindcreators.com wrote:
 I am new to OSG, so perhaps this is simple and I do not understand how 
 something is working. I want to scale a terrain once immediately after it is 
 loaded, but before it is added to the scenegraph. I know I can do this by 
 adding it to a matrixtransform node that is scaled, but that seems 
 inefficient. It seems like it would have have to mess with the scaling every 
 time the scenegraph is processed instead of just having to scale things once 
 when it is loaded.

 Is there a way to apply a transform once in this manner? Am I 
 misunderstanding how the scenegraph is processed and why I believe this would 
 be more efficient?

 Thanks for you help,
 David

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=24888#24888





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

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


Re: [osg-users] why dynamic modification are so difficult?

2010-01-21 Thread D.J. Caldwell
Hi Fausto and Robert,

If the simple modification is due to some specific user event (button
press, file dialog, etc.), I might recommend refactoring the code to
add/remove nodes instead of drawables.  It sounds like you have no
trouble initially getting the geometry into the scene; it is the
simple modification that is the problem.

What I am suggesting here is a work-around, and not a fix (on my
system, it appears that there is no bug to fix).  Other than this, I
believe the issue may be familiarity with the available patterns; that
is, using the right tool for the right job.  No insult intended, but
the only fix for that is research, time, and patience.

The project I am part of uses visitors and/or swapping out vertices
for time based changes, and adding/removing nodes for user based
inputs.

Fausto, as Robert said, you are the only one who can know what is
appropriate for your project.

Just some things to consider; I hope this helps...

D.J.

On Thu, Jan 21, 2010 at 12:12 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Fausto,

 Dynamically modifying the scene graph shouldn't be that hard.
 Removing drawables and adding news ones should perfect safe and
 shouldn't require and extra steps from you, no need to dirty bounding
 volumes or display lists, it should all just work.

 As to why your new drawables aren't appearing I can't say.  Try
 writing the subgraph they are in out to a file then load this file
 into osgviewer to see if can view them.  It could be simply that there
 is something wrong with the geometry data you've set up.  Only you has
 your app and your data so you're the only one that can investigate.

 Robert.

 On Thu, Jan 21, 2010 at 4:41 PM, fausto f4us...@gmail.com wrote:
 Hi All,
 I'm struggling to have a simple modification of an osg scene working.
 I simply need to remove all drawables from a geode and add new drawables to
 the same geode.

 In the viewer, the geode just disappears after removing the drawables, but I
 can see that the scene contains the geode with the new drawables. So, it
 seems a rendering problem.

 I see that many people have similar problems with dynamic modifications.
 I've read plenty of posts about setting display list to false, using
 callbacks, dirtyBound(), etc

 But I hope there is a clearer and easier way to achieve this.

 Please let me know.

 Thanks for any help.
 Fausto

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


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

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


Re: [osg-users] why dynamic modification are so difficult?

2010-01-21 Thread D.J. Caldwell
Fausto,

My project uses Qt widgets as well, so if this is the problem, I'd be
interested in the solution so that I can proof read our code.
Fortunately/unfortunately, it appears to work for me.

As to the nodes and drawables, all I can say is that there are nodes,
and then, there are nodes.

In any event, happy hunting...

D.J.

On Thu, Jan 21, 2010 at 1:14 PM, fausto f4us...@gmail.com wrote:
 Thank you both for your inputs.
 To Robert:
Try writing the subgraph they are in out to a file then load this file
 into osgviewer to see if can view them.

 Yes, as I mentioned the new scene data is OK, I can see it while debugging
 and after saving-loading it with osgViewer.exe all new drawables appear in
 the scene, and previous ones are removed. So, the scene is OK, the problem
 is really with the original viewer. It renders OK, but doesn't update
 properly when drawables are added.
 I'm rendering in Qt widgets, could that be the problem?
 To D.J.

 I might recommend refactoring the code to
 add/remove nodes instead of drawables.
 Unfortunately, I need nodes to be the same.
 I keep searching and testing.

 Thanks again for your help.
 Cheers.
 Fausto

 On Thu, Jan 21, 2010 at 6:42 PM, D.J. Caldwell dlcaldwel...@gmail.com
 wrote:

 Hi Fausto and Robert,

 If the simple modification is due to some specific user event (button
 press, file dialog, etc.), I might recommend refactoring the code to
 add/remove nodes instead of drawables.  It sounds like you have no
 trouble initially getting the geometry into the scene; it is the
 simple modification that is the problem.

 What I am suggesting here is a work-around, and not a fix (on my
 system, it appears that there is no bug to fix).  Other than this, I
 believe the issue may be familiarity with the available patterns; that
 is, using the right tool for the right job.  No insult intended, but
 the only fix for that is research, time, and patience.

 The project I am part of uses visitors and/or swapping out vertices
 for time based changes, and adding/removing nodes for user based
 inputs.

 Fausto, as Robert said, you are the only one who can know what is
 appropriate for your project.

 Just some things to consider; I hope this helps...

 D.J.

 On Thu, Jan 21, 2010 at 12:12 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
  Hi Fausto,
 
  Dynamically modifying the scene graph shouldn't be that hard.
  Removing drawables and adding news ones should perfect safe and
  shouldn't require and extra steps from you, no need to dirty bounding
  volumes or display lists, it should all just work.
 
  As to why your new drawables aren't appearing I can't say.  Try
  writing the subgraph they are in out to a file then load this file
  into osgviewer to see if can view them.  It could be simply that there
  is something wrong with the geometry data you've set up.  Only you has
  your app and your data so you're the only one that can investigate.
 
  Robert.
 
  On Thu, Jan 21, 2010 at 4:41 PM, fausto f4us...@gmail.com wrote:
  Hi All,
  I'm struggling to have a simple modification of an osg scene working.
  I simply need to remove all drawables from a geode and add new
  drawables to
  the same geode.
 
  In the viewer, the geode just disappears after removing the drawables,
  but I
  can see that the scene contains the geode with the new drawables. So,
  it
  seems a rendering problem.
 
  I see that many people have similar problems with dynamic
  modifications.
  I've read plenty of posts about setting display list to false, using
  callbacks, dirtyBound(), etc
 
  But I hope there is a clearer and easier way to achieve this.
 
  Please let me know.
 
  Thanks for any help.
  Fausto
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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


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


Re: [osg-users] DrawCallback only once

2010-01-08 Thread D.J. Caldwell
Hi, Dominic.

I'm not sure this method is the best option for what you want, but I
don't have any ready alternatives myself, so I'll just answer your
question and move on.

I would recommend reading the following FAQ:

http://www.parashift.com/c++-faq-lite/const-correctness.html

In that context, I might recommend changing your declaration:

// begin code
bool first;
// end code

to this:

// begin code
mutable bool first;
// end code

In the event that your compiler doesn't support keyword mutable, you
can fake it with a member pointer that you have to initialize in your
constructor and cleanup in your destructor, but that is a little
clunky, and I would avoid it if I could.  You would change this:

// begin code
bool first;
// end code

to this:

// begin code
bool* first;
// end code

and then do the appropriate initialization and cleanup.

I hope this helps...

D.J.


On Fri, Jan 8, 2010 at 3:50 PM, Dominic Stalder
dominic.stal...@bluewin.ch wrote:
 Hi there

 I would like to read the OpenGL extensions with isGLExtensionSupported(),
 but for this I need a draw context. I registred a DrawCallback Class, see
 below. I need to call the operator() method only once, but because this
 method is const, I cannot write to the member variable bool first. How can I
 resolve this problem?

        class GameViewOSGDrawCallback : public osg::Camera::DrawCallback
        {
        private:
            GameViewOSG *parent;
            bool first;

        public:
            GameViewOSGDrawCallback(GameViewOSG* parent=0);

            virtual void operator()(const osg::Camera) const;
        };

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

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


Re: [osg-users] Utility of using Drawable:: ...

2010-01-07 Thread D.J. Caldwell
François,

I'm glad I could help.

Thanks for your reply; I was afraid that my explaination might not
have made much sense (which is why I posted the link with my reply).

We all have things to learn; we will just have to keep searching for
good things to know and share that knowledge when we can.

D.J.

On Thu, Jan 7, 2010 at 1:41 AM, François Bodic f56...@hotmail.com wrote:
 Thank you for this clear explanation and the interesting link. I really 
 didn't know this C++ feature. You make me less idiot :D

 Cheers,
 François

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22196#22196





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

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


Re: [osg-users] Utility of using Drawable:: ...

2010-01-06 Thread D.J. Caldwell
Hi, François.

A using directive can be used for things other than namespaces.

In this case, the using directive introduces all instances of
supports and accepts from the class Drawable scope (I think
they're all in the public scope of that class) into the public scope
of class ShapeDrawable; according to the comment, this is a work
around to prevent name hiding when using a declared pointer/reference
to ShapeDrawable or its derived classes.

By NOT declaring and overriding all instances of virtual member
functions support and accepts, ShapeDrawable would hide those
other instances without the using directive.  With the using
directive, ShapeDrawable only has to declare and override those
instances in which it needs different behavior from the inherited
instances.

Pick up your favorite C++ reference for a more thorough discussion of
the using directive.  For related material, try the following FAQ:

http://www.parashift.com/c++-faq-lite/strange-inheritance.html

Happy coding...

D.J.

On Wed, Jan 6, 2010 at 4:52 PM, François Bodic f56...@hotmail.com wrote:
 Hi,

 I cannot figure out the role of the next two lines in the ShapeDrawable 
 implementation. I thought that the keyword using was only for namespaces...
 Can someone help me?

 using Drawable::supports
 using Drawable::accept


 Thank you!

 Cheers,
 François

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=22187#22187





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

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


Re: [osg-users] QOSGWidget display problem

2009-12-21 Thread D.J. Caldwell
Cedric, Martin, et al.

I'm glad the null-returning QPaintEngine function seems to work for you.

Unfortunately, I don't really have any other suggestions for testing
it to determine whether or not you should label the fix acceptable.
This is a question each project team must answer for themselves.  I
might recommend answering at least the following questions to make the
determination (among any other questions that your project may need to
be answered).

1) Is the behavior acceptable?
2) Does this solution fit well in the context of the documentation and
the public interface for each library that is involved?
3) (Project team member responsibility) Is the solution documented so
that other developers on the team can understand the purpose of the
solution, its prerequisites (if any) and its side effects (if any)?

Perhaps the Qt mailing lists could lead you to a better testing
scheme, especially since this appears to be a Qt/graphics engine
integration issue (i.e. it probably isn't specific to Qt/OSG
integration).

Good luck...

D.J.

On Sat, Dec 19, 2009 at 12:13 PM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
 I tried this fix and it works fine now.

 Thank you for the fix

 Cheers,
 Cedric

 --
 Provide OpenGL services around OpenSceneGraph and more
 +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
 http://www.plopbyte.net


 On Sat, 2009-12-19 at 05:58 +, Martin Beckett wrote:
 I remember Don's point about the background paint attribute being different 
 on windows Qt but i could never get a reliable fix.

 The dummy QPaintEngine function has fixed the flicker problem for me on 
 Windows (XP, Qt4.6.0, Osg 2.9.6).

 What further testing do we need for it to be an accepted fix?

 Cheers,
 Martin

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=21688#21688





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


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


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


Re: [osg-users] QOSGWidget display problem

2009-12-14 Thread D.J. Caldwell
Greetings OpenSceneGraph/Qt users,

I, also, noticed bad behavior (blinking and such) with the QOSGWidget
example code.  It has been a while since I last worked with it, but I
believe that after digging around in the documentation and deep in the
source code that I (partially) corrected the problem by overriding the
virtual QWidget function, paintEngine:

QPaintEngine* QOSGWidget::paintEngine () const
{
return 0;
}

Check your documentation for QWidget::paintEngine, and then give my
suggestion a try; it seems to work for me.

I am currently using OpenSceneGraph 2.8.2 with Qt 4.5.2 on 32 bit
Windows XP Professional.  I am building my project with Visual Studio
2005.  I believe my fix may also work for linux users, but I haven't
tested it.

Good luck...

D.J.


On Mon, Dec 14, 2009 at 1:05 PM, Don Leich d...@ilight.com wrote:
 I've run across the flickering problem before.  There seems to be various
 side effects with certain Qt attributes, but I got better results changing
    setAttribute(Qt::WA_NoSystemBackground);
 to
    setAttribute(Qt::WA_OpaquePaintEvent);
 in QOSGWidget.cpp.

 You can follow the thread below or dig up the QOSGWidget demo with a 4-way
 split window I submitted for more help with Qt atttributes.

 // Date: Tue, 16 Jun 2009 10:07:16 +
 // From: Eric Pouliquen epouliq...@silicon-worlds.fr
 // Subject: Re: [osg-submissions] New QOSGWidget demo with a 4-way split
 //         window        and bonus outboard window.
 // Suggested replacing the two setAttribute calls with this...
 //    setAttribute(Qt::WA_OpaquePaintEvent);
 //  This solverd a flickering problem on Windows
 //  8600 GT (185.85) and a Quadro FX1400 (182.65)
 // but causes a visible black border to be visible in the rendering
 // windows on Linux.  This problem gone when WA_PaintOnScreen
 // is used in combination.

    // Hmmm...
    // According to Qt doc, WA_PaintOnScreen is X11 only and disables
    // double-buffering.  I think this just means it disables a
    // buffer swap under Qt control.  We want OSG to have full control.
    //
    // Equivalent to qt_x11_set_global_double_buffer(false)?
    //
    // Tried turning it off and got severe flashing on Linux.
    // Looks like without this we get an extraneous clear and
    // buffer swap form Qt.
    setAttribute(Qt::WA_PaintOnScreen);
    // This flags that something other than Qt is responsible for
    // all rendering in the window under the widget's control.
    setAttribute(Qt::WA_OpaquePaintEvent);
    // This seems superfluous now.
    // setAttribute(Qt::WA_NoSystemBackground);


 -Don Leich


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

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


Re: [osg-users] QOSGWidget display problem

2009-12-14 Thread D.J. Caldwell
Sorry,  I should have said this fix instead of my fix; someone
else may have seen this, too, or I may have gotten the idea from
someone else (directly, indirectly, or otherwise).

Thanks,

D.J.

On Mon, Dec 14, 2009 at 1:14 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote:
 Greetings OpenSceneGraph/Qt users,

 I, also, noticed bad behavior (blinking and such) with the QOSGWidget
 example code.  It has been a while since I last worked with it, but I
 believe that after digging around in the documentation and deep in the
 source code that I (partially) corrected the problem by overriding the
 virtual QWidget function, paintEngine:

 QPaintEngine* QOSGWidget::paintEngine () const
 {
    return 0;
 }

 Check your documentation for QWidget::paintEngine, and then give my
 suggestion a try; it seems to work for me.

 I am currently using OpenSceneGraph 2.8.2 with Qt 4.5.2 on 32 bit
 Windows XP Professional.  I am building my project with Visual Studio
 2005.  I believe my fix may also work for linux users, but I haven't
 tested it.

 Good luck...

 D.J.


 On Mon, Dec 14, 2009 at 1:05 PM, Don Leich d...@ilight.com wrote:
 I've run across the flickering problem before.  There seems to be various
 side effects with certain Qt attributes, but I got better results changing
    setAttribute(Qt::WA_NoSystemBackground);
 to
    setAttribute(Qt::WA_OpaquePaintEvent);
 in QOSGWidget.cpp.

 You can follow the thread below or dig up the QOSGWidget demo with a 4-way
 split window I submitted for more help with Qt atttributes.

 // Date: Tue, 16 Jun 2009 10:07:16 +
 // From: Eric Pouliquen epouliq...@silicon-worlds.fr
 // Subject: Re: [osg-submissions] New QOSGWidget demo with a 4-way split
 //         window        and bonus outboard window.
 // Suggested replacing the two setAttribute calls with this...
 //    setAttribute(Qt::WA_OpaquePaintEvent);
 //  This solverd a flickering problem on Windows
 //  8600 GT (185.85) and a Quadro FX1400 (182.65)
 // but causes a visible black border to be visible in the rendering
 // windows on Linux.  This problem gone when WA_PaintOnScreen
 // is used in combination.

    // Hmmm...
    // According to Qt doc, WA_PaintOnScreen is X11 only and disables
    // double-buffering.  I think this just means it disables a
    // buffer swap under Qt control.  We want OSG to have full control.
    //
    // Equivalent to qt_x11_set_global_double_buffer(false)?
    //
    // Tried turning it off and got severe flashing on Linux.
    // Looks like without this we get an extraneous clear and
    // buffer swap form Qt.
    setAttribute(Qt::WA_PaintOnScreen);
    // This flags that something other than Qt is responsible for
    // all rendering in the window under the widget's control.
    setAttribute(Qt::WA_OpaquePaintEvent);
    // This seems superfluous now.
    // setAttribute(Qt::WA_NoSystemBackground);


 -Don Leich


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


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


Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread D.J. Caldwell
Hi, Maxim,

Qt can be built and used with a no_keywords flag so that Qt does not
redefine the names emit, signal, or slot.  One uses Q_EMIT, Q_SIGNAL,
and Q_SLOT instead.

The no_keywords flag exists so that Qt doesn't cause interference with
3rd party signal/slot mechanisms, but I think it applies here in
principle (that being, Qt and OSG are conflicting).

Check out the Qt documentation and headers for how this works in
practice.  no_keywords may be more viable than forcing the change on
OSG (or other packages).

I hope this helps.

D.J.

On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi Tom,

 this solution won't let us use signal/slot stuff (

 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com

 Hi Maxim,

 What was the result of adding -DQT_NO_EMIT to the compilation flags that
 Antonin Linares suggested?


 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html

 
 Tom Jolley

 
 From: Maxim Gammer [mailto:maxgam...@gmail.com]
 Sent: Friday, August 28, 2009 6:02 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Improvement of QT and OSG compatibility

 Hello,

 I've got a proposal to make changes in OSG for better compatibility with
 QT.

 Method's name emit needs to be replaced in namespace osgParticle.

 The thing is that emit is a name of the macros in QT. Of course, we can
 redefine emit like that:

 #ifdef emit

 #define MACRO1_SAVE emit

 #endif

 #undef emit

 .#include osg

 #ifdef MACRO1_SAVE

 #define emit MACRO1_SAVE

 #undef MACRO1_SAVE

 #endif

 , but this solution won't let us use signal/slot stuff.

 It seems that QT preprocessor replaces emit in program listing.

 The simpliest way to solve that - change method name from emit to
 something else. This will let us using signal/slot things in QT.

 --
 Maxim Gammer


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




 --
 Maxim Gammer


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


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


Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread D.J. Caldwell
Hi, everyone.

I'm sorry, no_keywords may be more than some people bargin for.  What
I mentioned is true, but there are other side effects.  Specifically,
Qt may redefine foreach and forever unless no_keywords is used (they
provide Q_FOREACH and Q_FOREVER as alternatives).

I'm not trying to confuse the issue here (emit and signals/slots), but
I didn't want anyone caught off guard by unexpected side effects.

As always, I recommend reading the documentation and headers for best
results (which is fairly useful in this case).

D.J.

On Fri, Aug 28, 2009 at 2:42 PM, D.J. Caldwelldlcaldwel...@gmail.com wrote:
 Hi, Maxim,

 Qt can be built and used with a no_keywords flag so that Qt does not
 redefine the names emit, signal, or slot.  One uses Q_EMIT, Q_SIGNAL,
 and Q_SLOT instead.

 The no_keywords flag exists so that Qt doesn't cause interference with
 3rd party signal/slot mechanisms, but I think it applies here in
 principle (that being, Qt and OSG are conflicting).

 Check out the Qt documentation and headers for how this works in
 practice.  no_keywords may be more viable than forcing the change on
 OSG (or other packages).

 I hope this helps.

 D.J.

 On Fri, Aug 28, 2009 at 12:37 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi Tom,

 this solution won't let us use signal/slot stuff (

 2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com

 Hi Maxim,

 What was the result of adding -DQT_NO_EMIT to the compilation flags that
 Antonin Linares suggested?


 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.html

 
 Tom Jolley

 
 From: Maxim Gammer [mailto:maxgam...@gmail.com]
 Sent: Friday, August 28, 2009 6:02 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Improvement of QT and OSG compatibility

 Hello,

 I've got a proposal to make changes in OSG for better compatibility with
 QT.

 Method's name emit needs to be replaced in namespace osgParticle.

 The thing is that emit is a name of the macros in QT. Of course, we can
 redefine emit like that:

 #ifdef emit

 #define MACRO1_SAVE emit

 #endif

 #undef emit

 .#include osg

 #ifdef MACRO1_SAVE

 #define emit MACRO1_SAVE

 #undef MACRO1_SAVE

 #endif

 , but this solution won't let us use signal/slot stuff.

 It seems that QT preprocessor replaces emit in program listing.

 The simpliest way to solve that - change method name from emit to
 something else. This will let us using signal/slot things in QT.

 --
 Maxim Gammer


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




 --
 Maxim Gammer


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



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


Re: [osg-users] osgviewerQtWidget example issues (UNCLASSIFIED)

2009-07-28 Thread D.J. Caldwell
Strictly speaking, I am not sure these are OSG questions as much as they
are Qt questions, but since I am a developer an OSG/Qt app myself, I
will share what little I know.

I know that reparenting under some windowing systems can invalidate
window IDs, so that might be related to your BadWindow errors.  You
would have to check with your Qt documentation and your windowing system
documentation to be sure (that is, if it is documented).  You might have
tried this already, but if not, then try setting the OSG adapter
widget's parent in the constructor, and reparenting the parent widget,
instead of the OSG adapter widget.  I cannot seem to find where I found
this problem documented; you might start your search with winId, and go
from there.

As to the Exit problem you describe, look into overriding the
protected virtual closeEvent function on your main window.  Decide
whether or not to accept the event; if you accept, have closeEvent
inform the app to closeAllWindows at an appropriate time.  You should
probably wait until the main window actually closes before calling
closeAllWindows on the app, since not waiting can cause problems
(I do not recall if it is a recursion problem, or a you closed this
already problem).

I hope this helps...

D.J.


On Mon, Jul 27, 2009 at 4:52 PM, Butler, Lee Mr CIV USA
USAMClee.but...@us.army.mil wrote:
 Classification: UNCLASSIFIED
 Caveats: NONE

 The example code has problems on my machine (RedHat 5, Qt 4.5.2, NVidia
 185.18.14, KDE).  I've got svn revision 10512 from HEAD.

 The code compiles just fine (using qmake) but on startup I get:

 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 3 (X_GetWindowAttributes)
  Resource id:  0x2200017
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200017
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200017
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 3 (X_GetWindowAttributes)
  Resource id:  0x2200043
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200043
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200043
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 3 (X_GetWindowAttributes)
  Resource id:  0x2200045
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200045
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200045
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 3 (X_GetWindowAttributes)
  Resource id:  0x220004f
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x220004f
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x220004f
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 3 (X_GetWindowAttributes)
  Resource id:  0x2200051
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200051
 X Error: BadWindow (invalid Window parameter) 3
  Major opcode: 18 (X_ChangeProperty)
  Resource id:  0x2200051

 I can resize the outboard window without any problem, but attempting to
 resize the main window causes X11 to lock up.

 If I switch to gnome, it runs OK.

 Under either Gnome or KDE, selecting Main-Exit from the application
 causes the main window to close, but leaves a frozen Outboard window
 behind.  The application does not quit until the outboard window is closed.

 Lee

 Classification: UNCLASSIFIED
 Caveats: NONE



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

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


Re: [osg-users] osgShadow and osgdepthpartition

2009-07-21 Thread D.J. Caldwell
Pasquale,

Thanks for the quick reply.  We are considering the use of cones as you
describe for things like solar/lunar eclipses, but we were hoping to use
osgShadow, especially when dealing with terrain and self-shadowing of
complex geometry.

I should have included the command line arguments I used to produce the
images in my email (although I embedded them in the image names):

--SingleThreaded --earth-centered --noUpdate --no-base-texture

Please, address me as D.J., since I refer to myself as D.J.

My given name is Darrell, but I reserve that name for formal situations.
Since the list is trying for a more friendly atmosphere, I am giving you
the name I use in *ALL* other situations: D.J. (which is an abbreviation
of Darrell Junior).

Thanks, again!

D.J.


On Tue, Jul 21, 2009 at 5:57 PM, Pasquale Tricaricotrica...@gmail.com wrote:
 Hi D.J.,

 (please use your name so we know how to address you)

 I am in the same business as you, solar system simulations and such.
 And I too use DPN happily, but not much experience with osgShadow. One
 advice is to make sure you're running single thread with OSG, I think
 it is a strong requirement of DPN so far, it might get better with
 future. As for the eclipses, it's hard to model them correctly with
 regular shadows, so I opted to just draw transparent cones (one for
 the penumbra, one for the umbra) see i.e.:

 http://orsa.sourceforge.net/screenshots/misc/eclipse.png

 Cheers,
 Pasquale

 On Tue, Jul 21, 2009 at 2:30 PM, D.J. Caldwelldlcaldwel...@gmail.com wrote:
 I am a developer for a program that visualizes large scale (solar
 system) and small scale (desktop) scenes.  We would like to be able to
 visualize shadows in our scenes for things like solar/lunar eclipses,
 and ground vehicles with headlights traveling over terrain in and out of
 sun light.

 We started using OpenSceneGraph around version 2.2 or 2.4.  We are now
 moving from version 2.6 to version 2.8.  We have been using an
 adaptation of the DepthPartitionNode from the osgdepthpartition example
 to help with rendering since we often operate in a solar system scene,
 with orbits, trajectories and lines of sight displayed as lines.
 We also keep the camera positioned at the origin and move the scene
 (by way of a transform) to help cut down on jitter in the near view
 caused by floating point error.

 The problem is...

 While trying to make use of osgShadow, I have discovered apparent
 interference between shadowing and the depth partition node (see two
 images attached).  It would seem that the depth partition node causes
 the shadow to move with the camera viewing direction, rather than
 staying with the light direction.  In other words, moving the camera
 causes the shadow to move in an unexpected and undesired manner.

 My questions are...

 Is there a way to get osgShadow and a depth partition node to play nice
 together, or are they at odds by design?  Is that, in fact, what I am
 seeing, or have I set my test case up incorrectly?  Perhaps there is
 some other way to get the benefits of depth partitioning that will not
 interfere with shadows?

 I have searched the archives for discussion of using shadows with a
 depth partition node, but I seem to be missing it (or it just isn't
 there).  I did find one reference

 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg11218.html

 which says to follow the source code.  I looked under the hood for
 ParallelSplitShadowMap, ShadowMap, and LightSpacePerspectiveShadowMap to
 try to get a feel for how best to proceed, but I'm not seeing a clear
 path to a solution which allows use of shadowing with a depth partition
 node.  I was hoping to avoid a custom solution, either that combines
 the two, or maybe goes in a totally different direction, but my gut
 reaction is that it may be unavoidable.

 In addition to the images, I have also attached my test environment
 source code, so that you can interact with the test environment which
 produced the two attached images.  The source code represents a
 simplified model of our use of OSG in our program.  I have it set up so
 that, if --noUpdate is specified on the command line at run time, the
 home position of the camera manipulator is set to show the problem I am
 seeing.  It may be easiest to see with --no-base-texture on the command
 line (which is what I used for the images).

 My development environment is currently:

 OpenSceneGraph 2.8.1
 Visual Studio 2005 Professional Edition SP1
 Microsoft .NET Framework Version 2.0 SP2
 Microsoft Windows XP Professional Service Pack 3 (win32)
 NVIDIA GeForce Go 7950 GTX (nv4_disp.dll version 6.14.10.9422)

 Thanks in advance!

 D.J. Caldwell

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


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http