Re: [osg-users] Please test OSG-2.8 in prep for 2.8.0-rc2

2009-02-06 Thread Ed

When do you anticipate a final release fo OSG-2.8?
Ed

Robert Osfield wrote:

Hi All,

Are we good to go on OSG-2.8-rc2?

Robert.
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[osg-users] [osgPlugins] Plugin to read ACAD 7.2 Facet File ?

2009-03-09 Thread Ed
I need to read a file which is based on a subset of the ACAD 7.2 Facet 
File format.  Has anyone written a plugin to do so?


Ed

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Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who

2009-03-16 Thread Ed
I won't use a forum mainly because of the spam generated when I have 
used forums in the past... I know there are probably things in place now 
to prevent or reduce email harvesting from forums, but all the same, I 
won't use forums anymore... not so long as there an alternative.  As for 
cryptic names, I don't see the problem... does every user have to be 
identified?


Ed

Art Tevs wrote:

rosme wrote:
  

Would it be an idea if mail2forum generates an HTML e-mail similar to a forum 
response?

--
Roland




It wouldn't be a big problem, however I am not sure if people, who are like to use 
mailing list only, would be happy about that. I think that even some part of the 
community use pine or other text based mail clients ;)

However this still would not solve the problem of cryptic names and same 
default senders email adress.

art

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http://forum.openscenegraph.org/viewtopic.php?p=8545#8545





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Re: [osg-users] Forum users rare uses signatures, which is a pain tracking who's who

2009-03-16 Thread Ed
I won't use a forum mainly because of the spam generated when I have 
used forums in the past... I know there are probably things in place now 
to prevent or reduce email harvesting from forums, but all the same, I 
won't use forums anymore... not so long as there an alternative.  As for 
cryptic names, I don't see the problem... does every user have to be 
identified?


Ed

Art Tevs wrote:

rosme wrote:
  

Would it be an idea if mail2forum generates an HTML e-mail similar to a forum 
response?

--
Roland




It wouldn't be a big problem, however I am not sure if people, who are like to use 
mailing list only, would be happy about that. I think that even some part of the 
community use pine or other text based mail clients ;)

However this still would not solve the problem of cryptic names and same 
default senders email adress.

art

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8545#8545





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Re: [osg-users] osgconv bug with obj format

2009-03-16 Thread Ed
I noticed a possible issue as well. I used osgconv to convert a FLT 
terrain to obj. osgviewer reads it in and renders it fine, but some 
modeling tools I use won't read it and report an error reading the file. 
Unfortunately, that is all that is reported: an error. Nothing more 
specific than an error ocurred reading the file type of thing.


Ed

Ben Axelrod wrote:


I am trying to use osgconv to convert a number of .wrl files to .obj 
format. But the resulting .obj file does not look right at all in 
osgviewer. (See box.png). Also attached, the original input file 
box.wrl, and the resulting output files box.obj and box.mtl.


I am using OSG version 2.6.0 and openVRML 0.14.3 on Debian Etch.

The original .wrl file renders fine with osgviewer. Other .obj files 
created with Blender render fine with osgviewer. If I convert the .wrl 
to .osg format, the .osg file renders fine with osgviewer. But if I 
then try to convert the .osg to .obj, the .obj renders bad again. So 
this leads me to believe the problem is with the .obj writer in osgconv.


I tried running the conversion with –O noTesselateLargePolygons –O 
noTriStripPolygons with no difference.


Anyone know if there are some options I am missing to fix this? Or if 
it has been fixed in the latest version?


Thanks,

-Ben



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[osg-users] Viewer vs. Composite Viewer

2008-10-28 Thread Ed
After reading osgViewer::Viewer vs osgViewer::CompositeViewer, I think 
I might need to use CompositeViewer at some point in the future of my 
project, but not at the outset.  Should I begin with the 
CompositeViewer, or make the necessary mods later?  How difficult is it 
to change from Viewer to CompositeViewer later?


Ed

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[osg-users] If I want to use wxWidgets with OSG, do I need a particular version of wxWidgets?

2008-10-29 Thread Ed
If I want to use wxWidgets with OSG, do I need a particular version of 
wxWidgets?

Ed

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[osg-users] controlling swap

2008-11-09 Thread Ed
After reading osgViewer::Viewer vs osgViewer::CompositeViewer, I think 
I might need to use CompositeViewer at some point in the future of my 
project, but not at the outset.  Should I begin with the 
CompositeViewer, or make the necessary mods later?  How difficult is it 
to change from Viewer to CompositeViewer later?


Ed
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Re: [osg-users] controlling swap

2008-11-10 Thread Ed
I think the discussion you refer to was initiated by my question then 
too.  I am not sure how this question ended up in this email...  I was 
copying and pasting and something went wrong, but the subject line 
indicates what the topic was meant to be.  I have resubmitted the 
correct question.

Ed

Robert Osfield wrote:

Hi Ed,

I wrote about this exact topic a couple of weeks back, so go have look
through the archives on this discussion.

The short story is that I moving between the two is not difficult, and
I'd start with the easier of the two viewers's - osgViewer::Viewer but
learn a bit about CompisteViewer too so you know roughly what you
might need to change later.

Robert.

On Mon, Nov 10, 2008 at 3:34 AM, Ed [EMAIL PROTECTED] wrote:
  

After reading osgViewer::Viewer vs osgViewer::CompositeViewer, I think I
might need to use CompositeViewer at some point in the future of my project,
but not at the outset.  Should I begin with the CompositeViewer, or make the
necessary mods later?  How difficult is it to change from Viewer to
CompositeViewer later?

Ed
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[osg-users] Controlling swap (Not the question about View vs. Composite View)

2008-11-10 Thread Ed
In the Viewer examples I have seen, it appears that the rendering is 
initiated by calling viewer.run().



In my code I am implementing hardware based synchronization amonst  multiple 
renderers and I need to control the render or draw, as well as  the swap.  How 
do I get this control?  Do I use draw traversals?  Are there examples of this?  
Also under what situations would I want to use cull and update traversals?  
Examples of these?

Ed


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Re: [osg-users] Controlling swap (Not the question about View vs. Composite View)

2008-11-11 Thread Ed

Are there examples for doing these techniques?
Ed

Robert Osfield wrote:

You can add your own sync code
if you want into camera initial/pre,post and final callbacks, and no
matter what threading model these will be called.  



You can also add
Rendering operations into the GraphicsContext's operations list, or
override the osgViewer::Renderer which does the actual cull and draw
traversals.

Robert.
  

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[osg-users] reusing VBOs

2008-11-11 Thread Ed
I am working on porting my raw/native/whatever-you-want-to-call-it 
OpenGL application to OSG.  In my application, if I load multiple 
objects of the same type, I reuse the VBO created for the original 
object.  Is this something I can do in OSG?


Ed

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[osg-users] post draw callback

2008-11-12 Thread Ed
I am trying to add a post draw callback to my view.  I think I must be 
missing something as far as how to do this is concerned.  I borrowed the 
MyCameraPostDrawCallback class from the osgprerender example and tried 
to add the callback as follows:


   m_pViewer-getCamera()-setPostDrawCallback(new 
MyCameraPostDrawCallback());


Right now all I am trying to accomplish is to get the callback made but 
that doesn't happen so I must have omitted something.   Can someone 
provide some direction?


Ed
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[osg-users] Performance expectations

2008-11-13 Thread Ed
As noted in past posts, I am working on porting my native GL app to 
OSG... But before I get to far down this path, I thought it would be a 
good idea to ask some questions concerning performance.  I have noticed 
in past postings that OSG can handle thousands of objects, millions of 
polys and still hold a solid 60Hz on a modern machine.   My requirement 
is to be able to render in excess of 1000 Hz. I have achieved more than 
double this with somewhat simple scenes in my current app.  Am I 
expecting too much from OSG?


Ed

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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed
Ok.  That's a fair enough answer.  I assumed that if I, with my mediocre 
skills, could get the results I did, then OSG should be able to beat it, 
or at least match it. Also, there is much more I need to do on my app, 
and it will be difficult without using something like OSG.


Ed

Jean-Sébastien Guay wrote:

Hi Ed,


Am I expecting too much from OSG?


Without knowing more about what exactly you wish to render at more 
than 1000Hz, it's hard to give a definitive answer. I will just say 
that if it's possible in raw OpenGL, it's possible with OSG. Depending 
on your scene, you should even get higher performance in OSG in most 
cases because of the things a modern, well-designed and 
high-performance scene graph brings to the table.


So I'd say try it and see. Oh, and post some results here when you're 
done! :-)


J-S


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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed
I can only say that I am writing an app that will interface with a 
system that requires a frame rate in excess of 1000Hz.  Not trying to be 
difficult, I just can't give any more details for various reasons.



Ed



Robert Osfield wrote:

Hi Ed,

Could you explain why you need 1000 Hz?  I don't know of any display
systems that work this fast, 120 Hz is typically the high end in
refresh rates of monitors/projectors.

Robert.

On Thu, Nov 13, 2008 at 4:50 PM, Ed [EMAIL PROTECTED] wrote:
  

As noted in past posts, I am working on porting my native GL app to OSG...
But before I get to far down this path, I thought it would be a good idea to
ask some questions concerning performance.  I have noticed in past postings
that OSG can handle thousands of objects, millions of polys and still hold a
solid 60Hz on a modern machine.   My requirement is to be able to render in
excess of 1000 Hz. I have achieved more than double this with somewhat
simple scenes in my current app.  Am I expecting too much from OSG?

Ed

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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed

Hard real-time is a requirement.
Ed

Argentieri, John-P63223 wrote:

Are you working for those cyborgs with their faster-than-human robot
eyes again? Trying to turn GPU's into incendiary agents? 


But seriously, if it doesn't have to be rendered in real-time, you can
use libavcodec to write OSG output to a movie. I'm not sure exactly what
frame rates it supports, but you might be able to record a movie at low
Hz and play it back much much faster.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, November 13, 2008 12:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Performance expectations

Hi Ed,

Could you explain why you need 1000 Hz?  I don't know of any display
systems that work this fast, 120 Hz is typically the high end in refresh
rates of monitors/projectors.

Robert.

On Thu, Nov 13, 2008 at 4:50 PM, Ed [EMAIL PROTECTED] wrote:
  

As noted in past posts, I am working on porting my native GL app to


OSG...
  
But before I get to far down this path, I thought it would be a good 
idea to ask some questions concerning performance.  I have noticed in 
past postings that OSG can handle thousands of objects, millions of


polys and still hold a
  

solid 60Hz on a modern machine.   My requirement is to be able to


render in
  

excess of 1000 Hz. I have achieved more than double this with somewhat



  

simple scenes in my current app.  Am I expecting too much from OSG?

Ed

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org



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g
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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed
Oh good... a brother in misery hardware is a big factor in our work 
as well.  


Ed

Mike Weiblen wrote:

Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in excess of 10's of kilohertz.
Likewise, I cant discuss details, other than we do throw a lot of
hardware in that direction.

-- mew

  


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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed
It appears that I may have given some mis-information or false 
impressions regarding my question about high frame rates with OSG. 


To summarize and clarify:

I am not asking for help on how to achieve the very high frame rates, 
although, I appreciate that people have seemed to offer help, should I 
be able to divulge more information.  I just need help on pieces of the 
puzzle.  For example, I need to add a callback to my viewer, or 
where-ever it is appropriate, that will be called between the final 
render of the entire scene graph but before the call to swap the buffers 
is made.  I can't seem to get that working quite right, actually, it 
isn't working for me at all.


My realtime requirement is a hard realtime requirement indeed.  Our 
user is a piece of hardware which is controlling the render timing.  
We are using a real-time linux kernel and I am aware that OpenGL drivers 
are not available, as least not that I know of, for use with  our 
realtime kernel. 


Ed


Jan Ciger wrote:

Hi Ed,

  

I can only say that I am writing an app that will interface with a
system that requires a frame rate in excess of 1000Hz.  Not trying to be
difficult, I just can't give any more details for various reasons.


Ed



If you are using OpenGL for rendering, why do you need to *render* at 1000fps? 
You user will not see a difference whether you are rendering 100 or 1000fps, 
but your GPU will thank you for reducing the load. 

That doesn't preclude your app to be able to talk to the external device 
needing the high refresh rate - just decouple the rendering and the hard-
realtime parts. This is what is done for driving robots or haptics. 

The only exceptions could be devices that actually require that high framerate 
to be output (some kind of volumetric display or holographic system?). 
However, unless you are willing or able to divulge more details, it is 
impossible to help you.


Furthermore, maybe you should also clarify whether you have a really hard 
realtime situation meaning an OS and hardware that enforces a hard, 
unbreakable latency constraint on all processes (some embedded/process control 
HW does this, something like QNX comes to mind) or just trying to deal with a 
high framerate device. Those are very different issues - I am not aware of a 
hard realtime OS having OpenGL drivers. Such driver would have to be capable 
to handle interruption/preemption at the kernel level and the regular 
Nvidia/ATI stuff certainly does not do that.


Regards,

Jan

  



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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed

Not haptic.
Ed

Jason Daly wrote:

Jan Ciger wrote:
Guys, just out of sheer curiosity - what kind of HW is needed to 
generate such
framerates? If you cannot talk about specifics, at least a ballpark 
idea would

be cool to know.
  


Sounds like a haptic device to me.  Realistic haptics require force 
computations (and hence, collision detection) to be done at 1000 Hz or 
so.


--J

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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed

Jan,

Do you mean what kind of GPU is need to generate these framerates?  Or 
what kind of HW is requiring that we produce these frame rates?


Ed

Jan Ciger wrote:

Oh good... a brother in misery hardware is a big factor in our work
as well.

Ed

Mike Weiblen wrote:


Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in excess of 10's of kilohertz.
Likewise, I cant discuss details, other than we do throw a lot of
hardware in that direction.

-- mew
  


Guys, just out of sheer curiosity - what kind of HW is needed to generate such 
framerates? If you cannot talk about specifics, at least a ballpark idea would 
be cool to know.


Regards,

Jan
  


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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed

Busted. ;)
Ed

Jeremy Moles wrote:

On Thu, 2008-11-13 at 14:42 -0600, Ed wrote:
  

Not haptic.
Ed



Well, I personally think you're building a virtual super intelligence
singularity, and I would like to be the first to say woot, Linux.

:)

  

Jason Daly wrote:


Jan Ciger wrote:
  
Guys, just out of sheer curiosity - what kind of HW is needed to 
generate such
framerates? If you cannot talk about specifics, at least a ballpark 
idea would

be cool to know.
  

Sounds like a haptic device to me.  Realistic haptics require force 
computations (and hence, collision detection) to be done at 1000 Hz or 
so.


--J

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Re: [osg-users] Performance expectations

2008-11-13 Thread Ed

J-S,

I have just read the thread you started on overriding  
swapBuffersImplementation() and the last post I saw was written 38 
weeks, 5 days, 8 hours and 55 minutes ago (Thanks gmane), at which time, 
it appeared that you had not completely and satisfactorily completed the 
task.  At that time, you were, I bleieve, still seeing a black screen 
even though MyGraphicsWindowWin32 ::swapBuffersImplementation() was 
being called.  Did you get this working to your sastisfaction?  What 
were the associated gotchas?


Ed

Jean-Sébastien Guay wrote:

Hi Ed,

Thanks for clarifying, your situation is interesting even though you 
can't divulge too much (we always like to know the cool new ways OSG 
is being used!)


For example, I need to add a callback to my viewer, or where-ever it 
is appropriate, that will be called between the final render of the 
entire scene graph but before the call to swap the buffers is made.  
I can't seem to get that working quite right, actually, it isn't 
working for me at all.


The way I did that was to subclass GraphicWindowWin32 and override the

virtual void swapBuffersImplementation();

method, doing whatever I needed to do before calling the parent 
class's version. It works well enough for my needs, though you might 
have other constraints. In your case of course you'll probably 
subclass from GraphicsWindowX11, or even straight from 
osgViewer::GraphicsWindow if you want to get really low-level. :-)


I'm sure there are other ways to do this though, and perhaps cleaner 
ones too (which I'll be happy to learn about if someone points them 
out in this thread).


Hope this helps,

J-S


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

2008-11-17 Thread Ed
On the left is a screenshot of the OSG website.  On the right is a 
screenshot of the OpenGL website.  Both appear to be texture mapped to a 
quad, which are tilted back a bit from vertical.  the background is 
blue...well blue-ish, somewhat purple.  Sorry...that's the best I can do 
until I finish my first cup of coffee... :)  Seriously, I don't know, 
and I don't keep up to much with what's going on in the OSG development 
circles, but I must say, I am curious.


Ed

Robert Osfield wrote:

For a bit of fun see if you can explain the attached screenshot...

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

Robert
  



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

2008-11-17 Thread Ed
I may sound ignorant by asking this, but it won't be the first time, 
so... What are the uses of this capability? 


Ed


Robert Osfield wrote:

Wow, didn't long for guess that were right on the money ;-)

The screenshot was from me running a new OSG example checked in
svn/trunk, the command line was:

  osgbrower openscenegraph.org opengl.org

And as guessed the actual email I sent it from was :

  osgbrowser gmail.com

The osgbrower code is based on UBrowser/llmozlib2 which is a gecko
based embedded renderer that uses xul-runner 1.8.x.  I've opted for a
less efficient browser but using an unmodified version of xul-runner,
there is a more efficient version of llmozlib2 but this requires
modifications of xul-runner.

The example right now only works under Linux, but with a few
improvements to CMakeLists.txt and the source it should also work
under Windows and OSX.

My attempt earlier today to get the html rendering done in a
background thread failed, so the currently version very crudely
updates renders imagery in the main thread, and also re-renders on
every frame as there is no mechanism for lazily updating without
modifying xul-runner.  The fact that the rendering happens in main
thread is severly gating performance, so I'm typically seeing around
10fps, which is fine for an interactive browser but not in any way
acceptable for a 3D graphics application.

So my next task is get the rendering down in a background thread, but
it might require a bit of contortion as gecko and llmozlib are not not
thread safe, so I'll have to do all calls to it from a single thread,
there are also a few oddities like xul-runner under Linux being
dependant on a dummy gtk window and events that you must create to get
xul-runner working.  Basically it's a bit hacky...

Robert.
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[osg-users] use of Vec2dArray

2008-11-18 Thread Ed

I am trying to use osg::Vec2dArray as follows...

osg::ref_ptrosg::Vec2dArray v2da = new osg::Vec2dArray;
v2da-push_back(  osg::Vec2d(1.0, 2.0) );
v2da-push_back(  osg::Vec2d(3.0, 4.0) );
v2da-push_back(  osg::Vec2d(5.0, 6.0) );


which I think is correct, but I am not clear as to how to get my data 
back out


I tried this:

numElements = v2da-getNumElements();
for(int nElement = 0; nElement  numElements; nElement++)  {
 osg::Vec2d dataPoint = v2da-getDataPointer()[nElement];
}

but get a compile error.

Ed


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Re: [osg-users] use of Vec2dArray

2008-11-18 Thread Ed

Fixed the compile problem

numElements = v2da-getNumElements();
for(int nElement = 0; nElement  numElements; nElement++)  {
osg::Vec2d dataPoint = (*v2da-getDataPointer())[nElement];
}

But the osg::Vec2d dataPoint = (*v2da-getDataPointer())[nElement];  
causes and exception

What is the correct way to retrieve my data from Vec2dArray?

Ed

Ed wrote:

I am trying to use osg::Vec2dArray as follows...

osg::ref_ptrosg::Vec2dArray v2da = new osg::Vec2dArray;
v2da-push_back(  osg::Vec2d(1.0, 2.0) );
v2da-push_back(  osg::Vec2d(3.0, 4.0) );
v2da-push_back(  osg::Vec2d(5.0, 6.0) );


which I think is correct, but I am not clear as to how to get my data 
back out


I tried this:

numElements = v2da-getNumElements();
for(int nElement = 0; nElement  numElements; nElement++)  {
 osg::Vec2d dataPoint = v2da-getDataPointer()[nElement];
}

but get a compile error.

Ed


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[osg-users] If I have a Vec3f, and I want to rotate it, do I use osg::Matrixf::rotate?

2008-11-20 Thread Ed

probably a dumb question...but...

If I have a Vec3f, and I want to rotate it, do I use 
osg::Matrixf::rotate? 


Ed
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[osg-users] 2Dimensional array

2008-11-20 Thread Ed

I need to create a 2Dimensional array of Vec3f.  I could do this the ol'

osg::Vec3f **myArray

way, but wasn't sure if that is the way it should be done, as opposed 
to osg::ref_ptr, etc.   The I thought, maybe there is already a class 
for 2Dimensional arrays...but I didn't find one.  Is there such a class?


Ed

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Re: [osg-users] 2Dimensional array

2008-11-20 Thread Ed

So I could do something like this (in pseudocode)?

   std::vector osg::ref_ptrosg::Vec3Array  myData;   


   osg::Vec3f currentDataPoint;
   Outerloop...{
   osg::ref_ptrosg::Vec3Array currentDataArray;
   Innerloop {
   currentDataPoint.set(...);
   currentDataArray-push_back(currentDataPoint);
   }
   myData.push_back(currentDataArray);
   }

Ed

christophe loustaunau wrote:

Hi Ed,

Maybe you could use  std::vectorosg::Vec3Array myArray .

Regards.

On Thu, Nov 20, 2008 at 7:46 PM, Ed [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


I need to create a 2Dimensional array of Vec3f.  I could do this
the ol'

osg::Vec3f **myArray

way, but wasn't sure if that is the way it should be done, as
opposed to osg::ref_ptr, etc.   The I thought, maybe there is
already a class for 2Dimensional arrays...but I didn't find one.
 Is there such a class?

Ed

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--
Christophe Loustaunau.


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[osg-users] GPU Feedback

2009-04-15 Thread Ed
Does OSG provide in mechanism for retrieving any metrics from the GPU?  
Seems like I read a few months ago on the nvidia dev site that certain 
drivers allowed for the retrieval of GPU performance metrics, but I 
can't find that information now.   Anyone know what I am referring to?  
Or if I am hallucinating?


Ed
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Re: [osg-users] GPU Feedback

2009-04-15 Thread Ed
Evidently I didn't look hard enough... I found what I was looking for: 
The NVPerfKit counters.  
http://developer.nvidia.com/object/nvperfkit_counters.html.  Do the 
stats you refer to come from these counters or this type of feedback 
mechanism?  i.e. low level counters inside the hardware and driver?


Ed


Tomlinson, Gordon wrote:

Run osgviewer with you favorite models and cycle through the stats
options ( the 's' key ) you will see some GPU stats 



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ed
Sent: Wednesday, April 15, 2009 11:02 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] GPU Feedback

Does OSG provide in mechanism for retrieving any metrics from the GPU?  
Seems like I read a few months ago on the nvidia dev site that certain
drivers allowed for the retrieval of GPU performance metrics, but I 
can't find that information now.   Anyone know what I am referring to?  
Or if I am hallucinating?


Ed
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g
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[osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-24 Thread Ed LaFave
Hi,

Sorry if this is long winded but I wanted to make sure the description of my 
problem is as clear/thorough as possible.

My project uses CMake and is intended to work in both Windows 7 32 bit and 
Ubuntu 10.04 64 bit. Right now the goal of the project is to simply render an 
OpenFlight file using OSG 2.8.3.  My first step was to build OSG 2.8.3 in both 
Linux and Windows and that seemed to go off without a hitch. I put the 
resulting executables, libraries, and headers into my projects Third Party 
folder which looks something like this...

ThirdParty

Windows.x86.vc.9

OpenSceneGraph-2.8.3

bin
include

OpenThreads
osg
osgAnimation
...
osgWidget

lib
osgPlugins-2.8.3


Linux.x86_64.gcc4.4

OpenSceneGraph-2.8.3

bin
include

OpenThreads
osg
osgAnimation
...
osgWidget

lib
osgPlugins-2.8.3




Here is a snippet from my .cmake file which is responsible for telling CMake 
where to find OSG...


Code:

if (MSVC)
 math (EXPR TARGET_COMPILER_MAJOR ${MSVC_VERSION} / 100 - 6)
 set (TARGET_PLATFORM 
${CMAKE_SYSTEM_NAME}.${CMAKE_SYSTEM_PROCESSOR}.vc.${TARGET_COMPILER_MAJOR})
elseif (CMAKE_COMPILER_IS_GNUCXX)
 set (TARGET_PLATFORM ${CMAKE_SYSTEM_NAME}.${CMAKE_SYSTEM_PROCESSOR}.gcc)
endif ()
set (THIRD_PARTY_DIR ${CMAKE_SOURCE_DIR}/ThirdParty/${TARGET_PLATFORM})
set(OSG_DIR ${THIRD_PARTY_DIR}/OpenSceneGraph-2.8.3)
set(CMAKE_INCLUDE_PATH ${CMAKE_INCLUDE_PATH};${OSG_DIR}/include)
set(CMAKE_LIBRARY_PATH ${CMAKE_LIBRARY_PATH};${OSG_DIR}/lib)
find_package(OpenSceneGraph REQUIRED osgDB osgFX osgGA osgShadow osgSim osgText 
osgUtil osgViewer osgWidget)




Here is a dumbed down version of the CMakeLists.txt my project is using to link 
against OSG...


Code:

project (MyProject)
QT4_WRAP_CPP(QT_MOC_FILES ClassA.h ClassB.h)
set(HEADERS ClassA.h ClassB.h)
set(SOURCES ClassA.cpp ClassB.cpp main.cpp)
set (DEPENDENCIES ${OPENSCENEGRAPH_LIBRARIES} ${QT_LIBRARIES})
include_directories (${OSG_INCLUDE_DIR} ${QT_INCLUDE_DIR})
add_executable (${PROJECT_NAME} ${HEADERS} ${SOURCES} ${QT_MOC_FILES})
target_link_libraries(${PROJECT_NAME} ${DEPENDENCIES})




Here is my code which is trying to use OSG to load the OpenFlight file...


Code:

mNode = osgDB::readNodeFile(MyOpenFlightFile.flt);




In Windows this works perfectly, no problem at all. In Linux the OpenFlight 
file is not rendered, when the readNodeFile method is called the following 
output is generated...


Code:

Warning: Could not find plugin to read objects from file MyOpenFlightFile.flt.




The first thing I did was verify that the OpenFlight plugin does in fact exist 
and it was located at 
ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/lib/osgPlugins-2.8.3/osgdb_openflight.so

At this point I assumed that my system simply didn't know where to look so I 
added the following paths to LD_LIBRARY_PATH...


Code:

/work/MyProject/ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/lib/:/work/MyProject/ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/lib/osgPlugins-2.8.3




Now when I my code calls the osgDB::readNodeFile I crash with a Segmentation 
fault (core dumped). So now I'm just left frustrated because I can't figure out 
whats going wrong. Anybody know what I might be doing wrong?

... 

Thank you!

Cheers,
Ed[/quote]

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=37867#37867





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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-24 Thread Ed LaFave

Paul Martz wrote:
 If you export OSG_NOTIFY_LEVEL=DEBUG_FP, OSG will display the paths it is 
 searching in its attempt to locate the OpenFlight plugin.
 -Paul


Thanks for that trick, it is quite useful. Earlier in the day I was cursing the 
fact that I didn't know how to see what directories OSG was looking in to find 
the plugins.

I went ahead and exported OSG_NOTIFY_LEVEL and ran my application in the two 
ways that I described in my original post.

Previously when I would run my application without modifying LD_LIBRARY_PATH, 
the OpenFlight would NOT be rendered, OSG would print a message about not being 
able to find the plugin, and my application was gracefully allowed to continue 
running. Now that I've exported OSG_NOTIFY_LEVEL I get the same behavior and 
I'm able to see that OSG is looking for the plugin in several directories which 
don't contain the plugin...


Code:

Warning: Could not find plugin to read objects from file MyOpenFlightFile.flt.
RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x21e84400x7f27af96ea50
Adding parent0x21cce20
Adding parent0x21cce20
Adding parent0x21cce20
Adding parent0x21cce20
Adding parent0x21cce20
Adding parent0x21cce20
CullSettings::readEnvironmentalVariables()
Adding parent0x21cce20
Adding parent0x21cce20
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x23e6d10
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x21cce20
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x21cce20
Adding parent0x21cce20
ShaderComposer::ShaderComposer() 0x23e88a0
CullSettings::readEnvironmentalVariables()
Adding parent0x21cce20
Adding parent0x21cce20
Adding parent0x21cce20
Adding parent0x21cce20
ShaderComposer::ShaderComposer() 0x23ea830
Adding parent0x21cce20
Adding parent0x21cce20
Adding parent0x21cce20
_availableQueue.size()=2
GraphicsContext::registerGraphicsContext 0x243eb70
ShaderComposer::ShaderComposer() 0x243d7a0
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
Adding parent0x21cce20
itr='/share/users/elafave/SWR/lib/so'
FindFileInPath() : trying 
/share/users/elafave/SWR/lib/so/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/share/users/elafave/SWR/lib/so/linux/x86_64'
FindFileInPath() : trying 
/share/users/elafave/SWR/lib/so/linux/x86_64/osgPlugins-2.9.9/osgdb_openflight.so
 ...
itr='/usr/bin/gcc-4.1/lib'
FindFileInPath() : trying 
/usr/bin/gcc-4.1/lib/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/share/users/elafave/jdk1.6.0_22/bin'
FindFileInPath() : trying 
/share/users/elafave/jdk1.6.0_22/bin/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/X11R6/lib'
FindFileInPath() : trying /usr/X11R6/lib/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgPlugins-2.9.9/osgdb_openflight.so
 ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/share/users/elafave/SWR/lib/so'
FindFileInPath() : trying /share/users/elafave/SWR/lib/so/osgdb_openflight.so 
...
itr='/share/users/elafave/SWR/lib/so/linux/x86_64'
FindFileInPath() : trying 
/share/users/elafave/SWR/lib/so/linux/x86_64/osgdb_openflight.so ...
itr='/usr/bin/gcc-4.1/lib'
FindFileInPath() : trying /usr/bin/gcc-4.1/lib/osgdb_openflight.so ...
itr='/share/users/elafave/jdk1.6.0_22/bin'
FindFileInPath() : trying 
/share/users/elafave/jdk1.6.0_22/bin/osgdb_openflight.so ...
itr='/usr/X11R6/lib'
FindFileInPath() : trying /usr/X11R6/lib/osgdb_openflight.so ...
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgdb_openflight.so ...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgdb_openflight.so ...
Warning: dynamic library 'osgPlugins-2.9.9/osgdb_openflight.so' does not exist 
(or isn't readable):
osgPlugins-2.9.9/osgdb_openflight.so: cannot open shared object file: No such 
file or directory
DynamicLibrary::failed loading osgPlugins-2.9.9/osgdb_openflight.so



Previously when I would run my application after adding the OSG lib path to 
LD_LIBRARY_PATH my application would crash thanks 

Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

Paul Martz wrote:
 I believe you have a version problem on your hand. Do you have multiple 
 versions of OSG on your system? 


It is true that I've tried multiple versions of OSG. I began by building 2.8.3 
from source myself. After getting these errors I decided to try 2.9.9 which was 
built by a friend and seems to work for him.

I mistakenly posted the output from when I was using OSG 2.9.9 despite saying I 
was using OSG 2.8.3, sorry about that. I try to make sure to never mix OSG 
versions. When I decide to use 2.9.9 I make sure to move OSG 2.8.3 to another 
directory, update my CMake to link against 2.9.9, completely rebuild my 
baseline, and make sure LD_LIBRARY_PATH only points to the 2.9.9 lib directory.

To ensure that I'm not mixing versions I went through those steps to ensure I'm 
using 2.9.9. When I ran my application before adding the OSG 2.9.9 lib 
directory to LD_LIBRARY_PATH I got the following output...


Code:

Warning: Could not find plugin to read objects from file MyOpenFlightFile.flt.
RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x184d2f00x7fa8aa532a50
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x1a46680
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
ShaderComposer::ShaderComposer() 0x1a48210
CullSettings::readEnvironmentalVariables()
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
ShaderComposer::ShaderComposer() 0x1a4a1a0
Adding parent0x1831e20
Adding parent0x1831e20
Adding parent0x1831e20
_availableQueue.size()=2
GraphicsContext::registerGraphicsContext 0x1a9e500
ShaderComposer::ShaderComposer() 0x1a9d100
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
Adding parent0x1831e20
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgPlugins-2.9.9/osgdb_openflight.so
 ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.9.9/osgdb_openflight.so 
...
itr='/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9'
FindFileInPath() : trying 
/work/tools/OpenSceneGraph-2.9.9/lib64/osgPlugins-2.9.9/osgdb_openflight.so ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgdb_openflight.so ...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgdb_openflight.so ...
Warning: dynamic library 'osgPlugins-2.9.9/osgdb_openflight.so' does not exist 
(or isn't readable):
osgPlugins-2.9.9/osgdb_openflight.so: cannot open shared object file: No such 
file or directory
DynamicLibrary::failed loading osgPlugins-2.9.9/osgdb_openflight.so




Once I added the OSG 2.9.9 lib directory to LD_LIBRARY_PATH I got the following 
output when I ran my application...


Code:

RegisterWindowingSystemInterfaceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x1a283700x7fddc763aa50
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
Adding parent0x1a0ce20
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x1c217f0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
Adding parent0x1a0ce20
ShaderComposer::ShaderComposer() 0x1c23380
CullSettings::readEnvironmentalVariables()
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
ShaderComposer::ShaderComposer() 0x1c25310
Adding parent0x1a0ce20
Adding parent0x1a0ce20
Adding parent0x1a0ce20
_availableQueue.size()=2
GraphicsContext::registerGraphicsContext 0x1c79670
ShaderComposer::ShaderComposer() 0x1c78270
GraphicsContext::createNewContextID() creating 

Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

robertosfield wrote:
 
 I believe few users have as many problems with getting models to load
 under unix as you have...  I suspect you are trying to make things
 more complicated than they really should be, seemingly trying you best
 to break the OSG, rather than just let it gone with what it's designed
 to do.
 


Well that came across a little harsh. I have no doubt that my troubles stem 
from me doing something incorrectly due to my ignorance (extremely little 
experience with OSG). So we both agree the problem is my fault, hopefully 
together we can find the cause?

I didn't think my setup was overly complicated and I thought I was staying out 
of OSG's way. These are the steps I went through to get where I am now...

1.) Downloaded the OSG 2.8.3 source code.
2.) Used the CMake GUI to generate a make file for OSG.
3.) Ran make to build the OSG libraries and executables.
4.) Copied the OSG libraries, headers, and executables into a pretty standard 
ThirdParty directory in my project (that directory's structure was described in 
my first post).
5.) In my projects CMake I specify where that OSG ThirdParty directory is and I 
specify that my project depends on OSG (the CMake statements that do this were 
also in my first post).
6.) Used CMake to generate a make file for my project.
7.) Built my project without error using make.
8.) Ran my application and OSG said it couldn't find the FLT plugin.
9.) Tried adding OSG's lib directory to LD_LIBRARY_PATH but that just caused my 
application to crash.

I view those steps as being pretty standard and simplistic but clearly I'm 
doing something wrong. hopefully something sticks out as being obviously 
incorrect.


robertosfield wrote:
 
 We can only guess what this might be as you explanation of
 what you have done doesn't provide enough useful information.
 


I tried my best to explain everything I thought was relevant. Perhaps I am 
omitting something because I don't believe it to be useful. If you could tell 
me what type of information would make it easier for you to figure out where 
I'm going wrong then I'd be more than happy to give you that information. I'm 
more than happy to go into extreme detail...I'd even provide you with a 
simplified version of my codebase if that would help.


robertosfield wrote:
 
 If Paul is correct and you are getting a crash because you've linked
 your application to OSG-2.8.3 and then at runtime forcing the loading
 of the osgPlugins-2.9.9/osdb_openflight.so
 


I was very hopeful that was the case but it just doesn't seem to be. I just 
built my application against OSG 2.9.9 and my LD_LIBRARY_PATH pointed to OSG 
2.9.9's lib directory and I still crash. It appears as though this is not the 
cause of my problem.


robertosfield wrote:
 
 All you should have to do is set the LD_LIBRARY_PATH to path to the
 libraries, and let the OSG at runtime append the osgPlugins-version so
 that it can find the appropriate plugin.
 


That is what I think I'm doing. I'm setting LD_LIBRARY_PATH to point to 
/work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib/

Of course inside OpenSceneGraph-2.9.9/lib there is an osgPlugins-2.9.9 
directory which contains the OpenFlight plugin. I can only assume that OSG is 
looking in that directory.


robertosfield wrote:
 
 Now if you aren't finding
 the plugins if you use this approach then it suggests that you have
 placed the osgPlugins-version directory into the library directory as
 it should be.
 


OSG only says it can't find the plugin when I do NOT set LD_LIBRARY_PATH. When 
I do set LD_LIBRARY_PATH my application simply crashes, OSG doesn't tell me if 
it found the plugin or not. Again my osgPlugins directory is in 
/work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib/osgPlugins-2.9.9
 and I'm setting LD_LIBRARY_PATH to be 
/work/MyApplication/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.9.9/lib


robertosfield wrote:
 
 Now the OSG does have a proper install script and if
 you use it will place all the libraries and plugins in all the correct
 directories, perhaps you've bypassed this completely and are copying
 stuff around by hand and screwing things up.  As I said we can only
 guess.
 


It is my understanding that make install copies the OSG files from the build 
into system level directories (perhaps it can be configured to copy those files 
anywhere). I have not run make install, only make.

I'm hoping to keep OSG on a level that is local to my project (as opposed to a 
system level). I'd like to take my project's source code and third party 
dependencies and check them into SVN. Then a developer can checkout that 
repository to a local directory and build it without having to make any system 
level changes...everything is kept local to that checkout folder.

I have to assume that OSG can function if it isn't placed wherever make 
install places it but since I'm copying stuff around by hand I'll run make 
install and try to make sure that I'm 

Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

robertosfield wrote:
 Now the OSG does have a proper install script and if
 you use it will place all the libraries and plugins in all the correct
 directories


I still haven't solved this problem but I am perhaps a step closer so in the 
interest of keeping this thread up to date I'll fill you in.

I've switched back to OSG 2.8.3 and as robertosfield suggested I used the 
install script to have OSG automatically put the headers/binaries into the 
directory my application expects them to be (instead of doing this by hand). 
Perhaps there are countless differences between what I was doing by hand and 
what the install script did but the biggest difference I noticed was that the 
script created a lib64 folder instead of the lib directory that I was 
creating by hand.

After running the install script I rebuilt my application. I began by running 
my application without setting LD_LIBRARY_PATH. Surprisingly this results in a 
segmentation fault (previously OSG would just say it couldn't find the plugin) 
and the output that is generated seems to indicate that OSG was at least able 
to find the OpenFlight plugin...


Code:

itr='/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3'
FindFileInPath() : trying 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgPlugins-2.8.3/osgdb_openflight.so
 ...
itr='/usr/lib/'
FindFileInPath() : trying /usr/lib/osgPlugins-2.8.3/osgdb_openflight.so ...
itr='/usr/lib64/'
FindFileInPath() : trying /usr/lib64/osgPlugins-2.8.3/osgdb_openflight.so ...
itr='/usr/local/lib/'
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.8.3/osgdb_openflight.so 
...
itr='/usr/local/lib64/'
FindFileInPath() : trying /usr/local/lib64/osgPlugins-2.8.3/osgdb_openflight.so 
...
itr='/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3'
FindFileInPath() : trying 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgdb_openflight.so
 ...
FindFileInPath() : USING 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/osgPlugins-2.8.3/osgdb_openflight.so
Segmentation fault




Given that OSG was able to find the plugin without me having to set 
LD_LIBRARY_PATH, I fully expected the same behavior if I did set 
LD_LIBRARY_PATH. So just to be thorough I set LD_LIBRARY_PATH to be 
/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64 and when 
I ran my application I got the exact same behavior as I did when 
LD_LIBRARY_PATH wasn't set.

So now it appears as though I do not have to set LD_LIBRARY_PATH but I still 
have to figure out why OSG crashes once it says it is using the plugin. Of 
course it is completely possible that the cause of this crash is my application 
and not OSG...I will have to verify that next.

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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave

Paul Martz wrote:
 You should be able to see in your Notify output, it's clear that OSG isn't 
 including your OSG bin directory in its search path. If I recall from your 
 OP, 
 that path is something like:
 ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/bin
 
 If this directory is not in your PATH, then it's odd that *any* OSG 
 executables 
 even run, such as osgversion. You should add it, of course, as you would add 
 any 
 package's binary directory to your PATH. (This is *nix 101, and not specific 
 to 
 OSG.)


You are correct OSG's bin directory is not on my PATH but that was by intention 
(perhaps incorrectly so).

On the Windows side I make sure my application knows where the OSG bin is 
because thats where the OSG dll files are. However, on the Linux side I believe 
the OSG bin directory only contains executables and therefore I didn't think my 
application would care about the bin. Just to be sure though I added the OSG 
bin to my PATH and my application still crashes with a segmentation fault just 
as it did in my last post.

Interestingly enough if use the following commands


Code:

export 
LD_LIBRARY_PATH=/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/
./osgviewer /some/path/MyOpenFlightFile.flt




then I'm able to use OSG to successfully render MyOpenFlight file. Yet I get a 
segmentation fault when my application links to the OSG libraries and tries to 
programmatically load that same OpenFlight file.

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Re: [osg-users] [osgPlugins] Can't get OSG to load an OpenFlight file.

2011-03-29 Thread Ed LaFave
Paul Martz and robertosfield, thanks for your help.

In addition to OSG my application has another third party dependency, for the 
sake of anonymity lets just call it PAIN_IN_THE_REAR. As the name implies 
PAIN_IN_THE_REAR is absolutely awful and has been a reliable source of head 
aches for several years now.

Normally I would begin debugging any mysterious crash with an eye towards 
PAIN_IN_THE_REAR. However, in this case I gave PAIN_IN_THE_REAR a free pass 
because I had only setup the dependency on PAIN_IN_THE_REAR...I hadn't yet 
written any code that actually used PAIN_IN_THE_REAR. Well it turns out that 
just removing the dependency on PAIN_IN_THE_REAR fixed all of the problems I 
thought I was having with OSG.

Unfortunately, I will need OSG and PAIN_IN_THE_REAR to play nice together so I 
will have to continue debugging this. Obviously I'm expecting my problem to be 
caused solely by PAIN_IN_THE_REAR but if my debugging turns up anything that 
might be relevant to the OSG community then I'll be sure to follow up with a 
post explaining what I learned.[/img]

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[osg-users] DatabaseCacheReadCallback trouble, crashes when maxNumFilesToCache is too large

2012-02-03 Thread Ed LaFave
Hi,

I've got a pretty large terrain database in the OpenFlight format. I've written 
an algorithm that samples the elevation at various/lots of points throughout 
the entire database. To accomplish this I'm wrapping a LineSegmentIntersector  
inside an IntersectionVisitor.

This first iteration of the algorithm took forever seemingly because each 
height query would page in one of the OpenFlight tiles, perform the height 
query, and discard that data. So the next height query would have to page in 
the same data again. To address this issue I started giving the 
IntersectionVisitor a reference to my DatabaseCacheReadCallback.

This second iteration of my algorithm sped up performance dramatically. 
However, if I set the maximum number of files to cache to too high a number it 
will crash OSG. Presumably, because I'm running out of memory before the cache 
is full.

Any suggestions on how to handle this? It would be nice if I could set a memory 
size on the cache file as opposed to the number of files. It would be nice if I 
could somehow tell OSG to gracefully handle this error. I'm sure the API 
address this issue and I'm just missing it, any suggestions?

Here is a code sample of what I'm doing...


Code:

osg::Vec3d lineStart(xyPoint.x(), xyPoint.y(), -100);
osg::Vec3d lineEnd(xyPoint.x(), xyPoint.y(), 100);

osg::ref_ptrosgUtil::LineSegmentIntersector lineSegmentIntersector =
new osgUtil::LineSegmentIntersector(lineStart, lineEnd);
osg::ref_ptrosgUtil::IntersectionVisitor intersectionVisitor = new 
osgUtil::IntersectionVisitor(lineSegmentIntersector, 
mDatabaseCacheReadCallback);
mRootNode-accept(*(intersectionVisitor.get()));

osgUtil::LineSegmentIntersector::Intersections intersections = 
lineSegmentIntersector-getIntersections();
if(intersections.size()  0)
{
const osg::Vec3d intersectionPoint = 
intersections.begin()-getLocalIntersectPoint();
}




Thank you!

Cheers,
Ed[/code]

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[osg-users] animate 3d model by changing sub-nodes positions

2014-07-11 Thread Ed Stivi
Hi all,
I'm trying to animate a 3d model without predefined animations

to be specific, I downloaded a 3d model (called Female from bonyface) and 
converted it to FBX

I'm getting from an external source some face dots location.
I'd like to move the female model's corresponding dots accordingly.

using a 3d model editor software, I can see the names of the female's dots 
names (which can be moved when created pre-defined animations).

using NodeVisitor I retrieved a list of nodes with the same names.
however, they appear to be MatrixTransform

I have no idea how to change the positions of them.
Can you please assist? give a direction and possibly even some example code?

Thank you very much!
EsMo

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Re: [osg-users] animate 3d model by changing sub-nodes positions

2014-07-11 Thread Ed Stivi
Hi,
Thanks!
I actually figured it out eventually when I waited my post in the forum to get 
approved.
But I encountered more problems which are now described in a different post.

manipulate a 3d face model through code (not pre-defined animation)
http://forum.openscenegraph.org/viewtopic.php?t=14049

Mods: This thread can be closed. thanks

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Re: [osg-users] ref_ptr issue

2014-07-11 Thread Ed Stivi
Hi,
I think I also encountered this or a similar problem after the main program was 
trying to exit
eventually I ended up with a shutdown method containing the following


Code:

if(!viewer-done())
{
viewer-setDone(true);
}

// avoid circular references
viewer-getCamera()-setFinalDrawCallback(NULL);
if (!offScreen) {
osgViewer::View::EventHandlers eventHandlers = 
viewer-getEventHandlers();
eventHandlers.clear();
}

osgViewer::ViewerBase::Windows wins;
viewer-getWindows(wins);
for(int i=wins.size()-1; i=0; i--)
{
wins.at(i)-close();
}




Not sure it's the right way but some/all of it may solve out the error
try using it in renderManager's destructor
Good luck

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