Re: [osg-users] Networking with OSG + Bullet

2008-11-19 Thread Jeremy Moles
On Wed, 2008-11-19 at 10:55 +, Simon Hammett wrote:
 There are good articles @ valvesoftware about this:
 
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 http://developer.valvesoftware.com/wiki/Lag_Compensation

I love Valve. Both of these articles are great. :)

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Re: [osg-users] GTK guru's please help!

2008-11-19 Thread Jeremy Moles
On Wed, 2008-11-19 at 20:51 +, Robert Osfield wrote:
 Hi Guys,
 
 I'm now wrapping my first pass at browser support in the OSG by moving
 the LLMozLib/LibXUL implementation in the osgbrowser example off into
 a plugin.  The work moving the code was pretty straight forward as
 I've always had this change in mind, but now I've moved on to
 debugging the code... which is where some GTK assistance would be of
 great help.
 
 GTK is required under Linux when using libXUL/xul-runner as gecko is
 based on GTK under Linux, and even though we are using a embedded
 browser for renderer where GTK doesn't have an influence, libXUL still
 needs to be passed a GTK widget and the workaround using in
 UBrowser/LLMozLib was to create a widget pass this to libXUL and then
 never use if for actual application windowing.  This is pretty hacky
 but does work, or at least it did work when the code was in the
 osgbrowser application.  Exactly the same code, executed in exactly
 the same sequence is hanging on the first call to gtk.  The line of
 code that my app is hanging at is:
 
 gtk_disable_setlocale();
 
 This is the first call to GTK in the whole app, there aren't even any
 X11 calls made before this either - just in exactly the same way as
 done before when inside osgbrowser.  The only difference is that the
 plugin that contains this GTK init code is dynamically loaded at
 runtime.
 
 So... does this ring any bells for GTK users?  Is there some caveat
 that GTK can't be dynamically loaded as a plugin?
 
 The stack trace at the hang shows GTK stuck in a mutex lock.  The
 UBrowserManager::getNativeWindowHandle () code at the bottom of the
 below trace is my method that calls gtk_disable_setlocale();
 
 #0  0x2b83392f1af8 in __lll_mutex_lock_wait () from /lib/libpthread.so.0
 #1  0x2b83392edaf5 in _L_mutex_lock_252 () from /lib/libpthread.so.0
 #2  0x2b83392ed4e7 in pthread_mutex_lock () from /lib/libpthread.so.0
 #3  0x2b8337a4f15b in ?? () from /lib64/ld-linux-x86-64.so.2
 #4  0x2b8337a52864 in ?? () from /lib64/ld-linux-x86-64.so.2
 #5  0x2b8337a58a52 in ?? () from /lib64/ld-linux-x86-64.so.2
 #6  0x2ab3e7c8 in UBrowserManager::getNativeWindowHandle ()
 from /home/robert/OpenSceneGraph/lib/osgPlugins-2.7.6/osgdb_gecko.so
 
 The complete function where the hang occurs is provide below,
 including my notify statements that isolate how far the thread gets,
 the second notify statement - the AA is never executed.
 
 void* UBrowserManager::getNativeWindowHandle()
 {
 if (_nativeWindowHandle) return _nativeWindowHandle;
 
 osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle()
 Astd::endl;
 
 gtk_disable_setlocale();
 
 osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle()
 AAstd::endl;
 
 gtk_init(NULL, NULL);

I've always been under the impression that gtk_init() has to be called
first before any fuction that begins with gtk_*, have you tried moving
it as the first call instead of disable_setlocale?

What if you call gtk_init() in the main code before doing anything
that forces the loading of the plugin?

 osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle()
 Bstd::endl;
 
 GtkWidget *win = gtk_window_new(GTK_WINDOW_POPUP);
 // Why a layout widget?  A MozContainer would be ideal, but
 // it involves exposing Mozilla headers to mozlib-using apps.
 // A layout widget with a GtkWindow parent has the desired
 // properties of being plain GTK, having a window, and being
 // derived from a GtkContainer.
 GtkWidget *rtnw = gtk_layout_new(NULL, NULL);
 gtk_container_add(GTK_CONTAINER(win), rtnw);
 
 osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle()
 Cstd::endl;
 
 gtk_widget_realize(rtnw);
 GTK_WIDGET_UNSET_FLAGS(GTK_WIDGET(rtnw), GTK_NO_WINDOW);
 
 osg::notify(osg::NOTICE)UBrowserManager::getNativeWindowHandle()
 Dstd::endl;
 
 _nativeWindowHandle = rtnw;
 
 return _nativeWindowHandle;
 }
 
 Only other clues I can provide is that I'm calling GTK from a
 background thread that the plugin starts for the purpose of doing the
 browser rendering.  All GTK calls are made from this single thread.
 This code threaded approach worked perfectly when the code was inside
 osgbrowser, the code itself identical - I just copied it into the
 plugin.
 
 I'm stumped so would love some greater wisdom as my GTK experience
 goes about as far as this little osgbrowser folly :-)
 
 Robert.
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Re: [osg-users] osgbrowser linker error

2008-11-21 Thread Jeremy Moles
On Fri, 2008-11-21 at 16:06 +, Robert Osfield wrote:
 Hi JS,
 
 Sorry about this, it's simply that I missed adding a OSGWIDGET_EXPORT
 in front of the class declarations.  I've now added these could do an
 svn update.

I just did quick look at the osgWidget/Browser object you've added; if
you wanted, you could have:

Widget* createBrowserWidget()

...and have the method return a Widget properly sized and having it's
setImage()/setTexture() method called. That'd give you power to just
kinda plug it right into osgWidget anywhere, although if you have your
own event handler you'll need to set the Widget's eventMask to
EVENT_NONE so my code doesn't intercept yours. :)

 Robert.
 
 On Fri, Nov 21, 2008 at 3:49 PM, Jean-Sébastien Guay
 [EMAIL PROTECTED] wrote:
  Hi Robert,
 
  After an update this morning, I'm getting a linker error in the osgbrowser
  example:
 
  32osgbrowser.obj : error LNK2019: unresolved external symbol public:
  static class osg::ref_ptrclass osgWidget::BrowserManager  __cdecl
  osgWidget::BrowserManager::instance(void)
  ([EMAIL PROTECTED]@osgWidget@@[EMAIL PROTECTED]@osgWidget@@@osg@@XZ)
  referenced in function _main
 
  I wonder, I do not have any of the XUL libraries, so should that example
  even be included in that case? I imagine it won't do anything if it can't
  create an embedded browser...
 
  J-S
  --
  __
  Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] OSG with CEGUI

2007-11-28 Thread Jeremy Moles
I can't really comment much about CEGUI, but I do plan on releasing a
VERY alpha version osgHUD here in the next few days if you're interested
in trying it out. It doesn't have anywhere near the amount of
pre-created widgets as CEGUI, but it is written using native OSG--and
hopefully provides (or will one day provide :)) enough basic framework
for people to create fully-featured OpenGL UI kits...

At any rate, I'm sure CEGUI is a fine piece of software. :) As to how to
get it working properly with OSG, I'm not sure...

On Wed, 2007-11-28 at 19:39 +0100, Daniel Moos wrote:
 Hello Everybody
 
 Have anybody a working osgcegui sample?
 I found the example in the library and want to try it out. I have downloaded 
 the CEGUI-Sample-Files from the website from CEGUI.
 
 I can run the osgcegui with a scheme and a layout without error in osg and 
 cegui. But no window is shown...
 
 Anybody have a working configuration?
 
 Thanks for your answer...
 Daniel
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Re: [osg-users] Mutex and ReentrantMutex

2007-11-30 Thread Jeremy Moles

On Fri, 2007-11-30 at 13:45 -0600, Thrall, Bryan wrote:
 Paul Martz wrote on Friday, November 30, 2007 1:28 PM:
  1. I always understood reentrant to refer to code or an object that
  could be executed safely by multiple threads or processes. However,
  the ReentrantMutex would only be used for code that is safe for the
  _same_ thread or process to execute concurrently, thus my confusion.
  Is the name reentrant appropriate here?
 
 I believe the standard term is recursive.

I understand recursive to be a description applied to a function that
can safely call itself from within itself? (i.e., lots of XML-parsing
libraries abuse this hardcore...)

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Re: [osg-users] Sky Dome

2007-11-30 Thread Jeremy Moles
No... but it's not a bad idea for later, although skydome stuff is so
common I bet a separate NodeKit for full featured support is probably
best.

On Fri, 2007-11-30 at 16:12 +, Kim C Bale wrote:
 Is there an in-built sphere segment drawable that I could use to
 generate the geometry for a sky dome? 
 
 Just want to check it's not there before I code it.
 
 Cheers,
 
 Kim. 
 *
  To view the terms under which this email is distributed, please go to 
 http://www.hull.ac.uk/legal/email_disclaimer.html 
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[osg-users] osgHUD 0.1.0-alpha

2007-11-30 Thread Jeremy Moles
A few months ago I made a post describing a piece of software I was
working on. Unfortunately, I've been very busy since then (Bioshock,
Halo 3, Orange Box, work...) and haven't had much time to work on it.
However, the last few weeks I've been spending a bit of my free time
working on it again, starting from scratch, and have come to a point
where I'm ready to at least put it out there and see what people
think.

Thus far osgHUD is very primitive, and doesn't support nearly the
feature set it eventually will. The basics are there though, and the
main point of my posting it here is to get opinions on the progression
of the software and get some ideas/advice for what I can change.

You can find the SVN 0.1.0 tag here:

svn co http://osghud.googlecode.com/svn/tags/0.1.0 osgHUD

...I wouldn't recommend using trunk, as it is often broken. I only test
and develop on Linux using GCC  ICC, but nothing about the code is
Linux-centric. To build it, just do:

# cd build
# ccmake ..

3 small examples are provided: osghud{box, window, label}, which
demonstrate some of the basic functionality of the current state of
osgHUD. osghudwindow is heavily commented, and a great place to start
checking things out.

The following is a short list of what will be included in 0.2.0, which I
will hopefully be done with over the weekend:

- Table-like layouts (think HTML tables)
- The ability to hide/show Widgets.
- A DecoratedWindow subclass of osgHUD::Window, which will
  provide the standard titlebar, open/close/minimize, resize,
  etc. of a standard window.

Of course, there is MUCH more to do before osgHUD is ready for serious
submission into OSG, but this should give people a good idea of where I
plan on taking it in the next few days or so...

Please feel free to post feedback here or send me e-mail directly. Also
note that some of the current code is less concrete and more an
experiment in using C++ functionally (i.e., std::accumulate,
std::for_each, etc.) I can remove these instances if people find them
distasteful.

Also, there are two other projects I host on Google, osgCairo and
osgEgypt, which some people might find interesting (and which I've
talked about on these lists a few months back).

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Re: [osg-users] osgHUD 0.1.0-alpha

2007-11-30 Thread Jeremy Moles
I forgot to mention that--as you might expect--the proper functionality
of a HUD relies on the camera's orthographic projections matrix being
set correctly. All of the examples use 1280x1024, and you can use a
command like the following to get the desired result:

# OSG_WINDOW=0 0 1280 1024 ./examples/osghudbox/osghudbox

On Windows, er, um, you might need to recompile the examples w/ the
proper resolution. :)

On Fri, 2007-11-30 at 10:36 -0500, Jeremy Moles wrote:
 A few months ago I made a post describing a piece of software I was
 working on. Unfortunately, I've been very busy since then (Bioshock,
 Halo 3, Orange Box, work...) and haven't had much time to work on it.
 However, the last few weeks I've been spending a bit of my free time
 working on it again, starting from scratch, and have come to a point
 where I'm ready to at least put it out there and see what people
 think.
 
 Thus far osgHUD is very primitive, and doesn't support nearly the
 feature set it eventually will. The basics are there though, and the
 main point of my posting it here is to get opinions on the progression
 of the software and get some ideas/advice for what I can change.
 
 You can find the SVN 0.1.0 tag here:
 
   svn co http://osghud.googlecode.com/svn/tags/0.1.0 osgHUD
 
 ...I wouldn't recommend using trunk, as it is often broken. I only test
 and develop on Linux using GCC  ICC, but nothing about the code is
 Linux-centric. To build it, just do:
 
   # cd build
   # ccmake ..
 
 3 small examples are provided: osghud{box, window, label}, which
 demonstrate some of the basic functionality of the current state of
 osgHUD. osghudwindow is heavily commented, and a great place to start
 checking things out.
 
 The following is a short list of what will be included in 0.2.0, which I
 will hopefully be done with over the weekend:
 
   - Table-like layouts (think HTML tables)
   - The ability to hide/show Widgets.
   - A DecoratedWindow subclass of osgHUD::Window, which will
 provide the standard titlebar, open/close/minimize, resize,
 etc. of a standard window.
 
 Of course, there is MUCH more to do before osgHUD is ready for serious
 submission into OSG, but this should give people a good idea of where I
 plan on taking it in the next few days or so...
 
 Please feel free to post feedback here or send me e-mail directly. Also
 note that some of the current code is less concrete and more an
 experiment in using C++ functionally (i.e., std::accumulate,
 std::for_each, etc.) I can remove these instances if people find them
 distasteful.
 
 Also, there are two other projects I host on Google, osgCairo and
 osgEgypt, which some people might find interesting (and which I've
 talked about on these lists a few months back).
 
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Re: [osg-users] undefined symbol in osgdb_dae.so

2007-12-03 Thread Jeremy Moles

On Mon, 2007-12-03 at 10:10 -0900, Bob Huebert wrote:
 I'm continuing to see the undefined symbol problem...
 
 Regardless of which library I use (.a or .so), the build runs just fine 
 without issue.
 
 When using libcollada_dae.a:
 undefined symbol _ZN7pcrecpp3Arg12parse_stringEPKciPv
 
 When linking against libcollada_dae_shared.so:
 undefined symbol _Z16registerDomTypesv
 
 As an experiment, I linked against (.a  .so) of the libcollada_dom 
 library. Still get undefined symbol - both .a  .so report the pcrecpp 
 symbol as being undefined.
 
 My collada install is fresh from last week and built without any issues.
 
 Is there something else that I can try?

I bet adding -lpcrecpp will do the trick if you're wanting to use the .a
file. My first post didn't really go into detail about how to do this
properly, so let me try to be more specific:

1. Open: $SVNDIR/src/osgPlugins/dae/CMakeLists.txt
2. Go down to line 27 and add pcrecpp to TARGET_EXTERNAL_LIB.
3. Re-run your master cmake command, so that it reconfigures.
4. Build!

If that doesn't work, then it's probably something more dubious. In
fact, I'd be willing to be it IS something dubious, because I've never
know Collada to mess this up. It definitely uses libpcrecpp, but it's
own build system should have linked that in when building the archive.

 Thanks in advance
 
 -bob
 
 -- Forwarded message --
 Date: Fri, 30 Nov 2007 17:32:07 -0900 (AKST)
 From: Bob Huebert [EMAIL PROTECTED]
 Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 To: Roger James [EMAIL PROTECTED]
 Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] undefined symbol in osgdb_dae.so
 
 Thanks Roger. I'm rebuilding now.
 
 I'll report the results.
 
 -bob
 
 
 On Sat, 1 Dec 2007, Roger James wrote:
 
  Bob,
  I only tested on windows VC8.1. Looks like there is something missing on the
  build system on the Unix side. At a guess looking at the decorated name
  showing as undefined it is something in the xml parser. That probably means
  that you are linking against the static collada dae libs. It might be better
  to link against the dynamic collada libs so that the scope of external
  dependencies is limited.
  Roger
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Bob Huebert
  Sent: 30 November 2007 19:38
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] undefined symbol in osgdb_dae.so
 
  I've built and am eager to try the latest collada plugin posted by Roger
  James. Thank you for the contribution Roger!
 
  When attempting to load the skintest_1_ID.dae from collada.org's test data
  repository I get an undefined symbol as such:
 
  snip
  FindFileInPath() : USING
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so
  DynamicLibrary::getLibraryHandle(
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so) - dlopen():
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so: undefined
  symbol: _ZN7pcrecpp3Arg12parse_stringEPKciPv
  DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_dae.so
  Warning: Could not find plugin to read objects from file
  skintest_1_ID.dae.
  osgviewer: No data loaded
  snip
 
  Can someone sheds some light on what is going on and how I can correct it?
 
  I'm working a svn draft of the osg trunk from yesterday (added the dae
  plugin manually). My system is FC7 on a SUN dual AMD box with FX3000
  display hardware.
 
  Thanks!
 
  
  Bob Huebert email: [EMAIL PROTECTED]
  Visualization Systems Analyst   voice: (907) 450-8638
  Arctic Region Supercomputing Center   FAX: (907) 450-8601
  University of Alaska FairbanksWWW: http://www.arsc.edu/
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Re: [osg-users] undefined symbol in osgdb_dae.so

2007-12-03 Thread Jeremy Moles
Robert let me add:

src/osgPlugins/dae/README.txt

...a while back, which was my account of how I got the thing to work. :)
Back then, it worked slightly differently... I'll try and build Collada
myself on Fedora 8, 32bit, and let you know if I have any issues.

On Mon, 2007-12-03 at 11:49 -0900, Bob Huebert wrote:
 On Mon, 3 Dec 2007, Jeremy Moles wrote:
  On Mon, 2007-12-03 at 10:10 -0900, Bob Huebert wrote:
  I'm continuing to see the undefined symbol problem...
 
  Regardless of which library I use (.a or .so), the build runs just fine
  without issue.
 
  When using libcollada_dae.a:
  undefined symbol _ZN7pcrecpp3Arg12parse_stringEPKciPv
 
  When linking against libcollada_dae_shared.so:
  undefined symbol _Z16registerDomTypesv
 
  As an experiment, I linked against (.a  .so) of the libcollada_dom
  library. Still get undefined symbol - both .a  .so report the pcrecpp
  symbol as being undefined.
 
  My collada install is fresh from last week and built without any issues.
 
  Is there something else that I can try?
 
  I bet adding -lpcrecpp will do the trick if you're wanting to use the .a
  file. My first post didn't really go into detail about how to do this
  properly, so let me try to be more specific:
 
  1. Open: $SVNDIR/src/osgPlugins/dae/CMakeLists.txt
  2. Go down to line 27 and add pcrecpp to TARGET_EXTERNAL_LIB.
  3. Re-run your master cmake command, so that it reconfigures.
  4. Build!
 
  If that doesn't work, then it's probably something more dubious. In
  fact, I'd be willing to be it IS something dubious, because I've never
  know Collada to mess this up. It definitely uses libpcrecpp, but it's
  own build system should have linked that in when building the archive.
 
 Thanks for the tip on mod'ing for the pcrecpp inclusion.
 
 I did this and rebuilt (tried with both .a and .so libs).
 
 I no longer see the undef'd symbol for pcrecpp, but now get an undef'd 
 symbol for _Z16registerDomTypesv - for both types of build.
 
 As you've posited, there is something more dubious going on.
 
 -bob
 
 
  -- Forwarded message --
  Date: Fri, 30 Nov 2007 17:32:07 -0900 (AKST)
  From: Bob Huebert [EMAIL PROTECTED]
  Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  To: Roger James [EMAIL PROTECTED]
  Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] undefined symbol in osgdb_dae.so
 
  Thanks Roger. I'm rebuilding now.
 
  I'll report the results.
 
  -bob
 
 
  On Sat, 1 Dec 2007, Roger James wrote:
 
  Bob,
  I only tested on windows VC8.1. Looks like there is something missing on 
  the
  build system on the Unix side. At a guess looking at the decorated name
  showing as undefined it is something in the xml parser. That probably 
  means
  that you are linking against the static collada dae libs. It might be 
  better
  to link against the dynamic collada libs so that the scope of external
  dependencies is limited.
  Roger
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Bob Huebert
  Sent: 30 November 2007 19:38
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] undefined symbol in osgdb_dae.so
 
  I've built and am eager to try the latest collada plugin posted by Roger
  James. Thank you for the contribution Roger!
 
  When attempting to load the skintest_1_ID.dae from collada.org's test 
  data
  repository I get an undefined symbol as such:
 
  snip
  FindFileInPath() : USING
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so
  DynamicLibrary::getLibraryHandle(
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so) - dlopen():
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so: undefined
  symbol: _ZN7pcrecpp3Arg12parse_stringEPKciPv
  DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_dae.so
  Warning: Could not find plugin to read objects from file
  skintest_1_ID.dae.
  osgviewer: No data loaded
  snip
 
  Can someone sheds some light on what is going on and how I can correct 
  it?
 
  I'm working a svn draft of the osg trunk from yesterday (added the dae
  plugin manually). My system is FC7 on a SUN dual AMD box with FX3000
  display hardware.
 
  Thanks!
 
  
  Bob Huebert email: [EMAIL PROTECTED]
  Visualization Systems Analyst   voice: (907) 450-8638
  Arctic Region Supercomputing Center   FAX: (907) 450-8601
  University of Alaska FairbanksWWW: http://www.arsc.edu/
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Re: [osg-users] undefined symbol in osgdb_dae.so

2007-12-03 Thread Jeremy Moles
Okay, just so you know this isn't anything you're doing wrong. The build
is broken in some way. I'll fix and make a post here and to submissions.
I'm getting the exact same error as you.

On Mon, 2007-12-03 at 11:49 -0900, Bob Huebert wrote:
 On Mon, 3 Dec 2007, Jeremy Moles wrote:
  On Mon, 2007-12-03 at 10:10 -0900, Bob Huebert wrote:
  I'm continuing to see the undefined symbol problem...
 
  Regardless of which library I use (.a or .so), the build runs just fine
  without issue.
 
  When using libcollada_dae.a:
  undefined symbol _ZN7pcrecpp3Arg12parse_stringEPKciPv
 
  When linking against libcollada_dae_shared.so:
  undefined symbol _Z16registerDomTypesv
 
  As an experiment, I linked against (.a  .so) of the libcollada_dom
  library. Still get undefined symbol - both .a  .so report the pcrecpp
  symbol as being undefined.
 
  My collada install is fresh from last week and built without any issues.
 
  Is there something else that I can try?
 
  I bet adding -lpcrecpp will do the trick if you're wanting to use the .a
  file. My first post didn't really go into detail about how to do this
  properly, so let me try to be more specific:
 
  1. Open: $SVNDIR/src/osgPlugins/dae/CMakeLists.txt
  2. Go down to line 27 and add pcrecpp to TARGET_EXTERNAL_LIB.
  3. Re-run your master cmake command, so that it reconfigures.
  4. Build!
 
  If that doesn't work, then it's probably something more dubious. In
  fact, I'd be willing to be it IS something dubious, because I've never
  know Collada to mess this up. It definitely uses libpcrecpp, but it's
  own build system should have linked that in when building the archive.
 
 Thanks for the tip on mod'ing for the pcrecpp inclusion.
 
 I did this and rebuilt (tried with both .a and .so libs).
 
 I no longer see the undef'd symbol for pcrecpp, but now get an undef'd 
 symbol for _Z16registerDomTypesv - for both types of build.
 
 As you've posited, there is something more dubious going on.
 
 -bob
 
 
  -- Forwarded message --
  Date: Fri, 30 Nov 2007 17:32:07 -0900 (AKST)
  From: Bob Huebert [EMAIL PROTECTED]
  Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  To: Roger James [EMAIL PROTECTED]
  Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] undefined symbol in osgdb_dae.so
 
  Thanks Roger. I'm rebuilding now.
 
  I'll report the results.
 
  -bob
 
 
  On Sat, 1 Dec 2007, Roger James wrote:
 
  Bob,
  I only tested on windows VC8.1. Looks like there is something missing on 
  the
  build system on the Unix side. At a guess looking at the decorated name
  showing as undefined it is something in the xml parser. That probably 
  means
  that you are linking against the static collada dae libs. It might be 
  better
  to link against the dynamic collada libs so that the scope of external
  dependencies is limited.
  Roger
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Bob Huebert
  Sent: 30 November 2007 19:38
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] undefined symbol in osgdb_dae.so
 
  I've built and am eager to try the latest collada plugin posted by Roger
  James. Thank you for the contribution Roger!
 
  When attempting to load the skintest_1_ID.dae from collada.org's test 
  data
  repository I get an undefined symbol as such:
 
  snip
  FindFileInPath() : USING
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so
  DynamicLibrary::getLibraryHandle(
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so) - dlopen():
  /export/staffdata/osg/lib64/osgPlugins-2.2.0/osgdb_dae.so: undefined
  symbol: _ZN7pcrecpp3Arg12parse_stringEPKciPv
  DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_dae.so
  Warning: Could not find plugin to read objects from file
  skintest_1_ID.dae.
  osgviewer: No data loaded
  snip
 
  Can someone sheds some light on what is going on and how I can correct 
  it?
 
  I'm working a svn draft of the osg trunk from yesterday (added the dae
  plugin manually). My system is FC7 on a SUN dual AMD box with FX3000
  display hardware.
 
  Thanks!
 
  
  Bob Huebert email: [EMAIL PROTECTED]
  Visualization Systems Analyst   voice: (907) 450-8638
  Arctic Region Supercomputing Center   FAX: (907) 450-8601
  University of Alaska FairbanksWWW: http://www.arsc.edu/
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Re: [osg-users] how to manage different model types

2007-12-06 Thread Jeremy Moles
Probably the easiest (and perhaps only sensible) way is to use osgconv
to adjust the model transformations before loading them into your app,
and not to address the issue at all with any kind of code. Its really up
to the asset to encode this information consistently within itself...

osgconv -h

...will tell you almost everything  you ever wanted to know. :)

On Thu, 2007-12-06 at 17:13 +0100, Stephane DUGUET wrote:
 Hi all, 
 
  
 
 I have a general question about model orientation.
 
 If I get several models from several sources (flt, 3ds etc…). Their
 original orientation may be different depending on how they have been
 built. 
 
 Is there a way to convert them automatically to follow a terrain
 orientation for ex?
 
 For instance, I’m working today with a plane and a copter. 
 
 If I place these two models at origin one is pointing head to north
 and the second is pointing head to east. 
 
 Meaning that the views, position and transformations for plane and
 copter have to be different. Is it possible to make it generic (at
 least linked to a terrain)?
 
  
 
 Best regards,
 
 
 Stephane 
 
 
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Re: [osg-users] CMake error with Text3D

2007-12-10 Thread Jeremy Moles
Same here, I just figured it was a work in progress...

On Mon, 2007-12-10 at 12:24 -0600, Cole, Charles E. (LARC-B702)[GENEX
SYSTEMS] wrote:
 With latest SVN (rev. 7648), CMake gives an error about Text3D (cannot
 find source file ../include/osgText/Text3D).  I have Text3D.cpp, but
 there is no header file in the include directory.
 
 I'm thinking that this is just an oversight in the SVN add/submission
 (as I've done the same thing many times so I'm quite familiar).
 
 chuck
 
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-10 Thread Jeremy Moles
On Sat, 2007-12-08 at 14:07 +, Robert Osfield wrote:
 Hi All,
 
 After a two month break I'm now doing a purge of the submissions
 backlog.  I doubt I'll get all the way through before Monday, but on
 Monday I'll tag the first dev release since 2.2 stable was made.  This
 dev release will be 2.3.0 and be the first concrete step towards the
 final 2.4.  This leads me on to asking the question - what features
 should we aim to integrate with 2.4?
 
 My own short list for contenders for integration are:
 
   osgOQ - Occlusion Querry support
   osgCal - Cal3D integration

I noticed there was a lot of Cal3D discussion going on here so I'd
figure I'd chime in and say a few things.

I have write access to Cal3D SVN I obtained a year or so ago when Palle
Raabjerg and myself rewrote the Cal3D Blender exporter, which we built
by starting from the version in the Soya project; I've also fixed a few
small bugs here and there in Cal3D proper. I'm pretty familiar with
Cal3D in general, and with the various Cal3D OSG plugins that exist. As
a matter of fact, I'm the one who made the Cal3D videos on the website,
and I used OSG to do it. :)

http://home.gna.org/cal3d/

For a bit of info (and some personal opinion):

Firstly, there is the generally-referred-to osgCal (officially called
osgCal2), which was originally made by Ruben Lopez and has had many
additional edits since then. There is also a GPL version that is
incredibly more sophisticated which was created by the people at
Underware, but the license wouldn't not allow for wholesale inclusion
into OSG.

Vladimir Shabanov recently made some changes to osgCal2, and I believe
he and Ruben coordinated so that his changes were committed upstream.
However, as I mentioned back then and I believe Jan Ciger has alluded to
earlier in this thread: the code will need a lot of love before it's
ready for serious inclusion. For example, the last time I checked, the
shaders were somehow parsed by sed before actually being written into a
valid shader file, and there's simply no way I can see anyone in the
Windows or Mac world willing to accept such a restriction.

One thing that should be kept in mind when using Cal3D is that in it's
current state, Cal3D isn't a skeletal system alone--it's a skeletal
animation system+mesh format, and one cannot be divorced from the other.
Furthermore, there is a lot of data reproduction in Cal3D that already
exists in OSG, and no way to easily (or cleanly) make changes therein.

In the opinion of someone who is familiar with Cal3D, I'd say that we
wait a bit on inclusion of this until someone has the time to cleanup
the current plugin. Hardware skinning is a pretty common performance
boost these days, and whatever solution arises for OSG, I'd personally
look at support for this feature as the make-or-break aspect. We also
need exporters, and while I wrote a significant portion of the Cal3D
Blender exporter currently in SVN, I did it at a time where my knowledge
of both Cal3D, Blender, and graphics/3D development in general was very
poor, and thus cannot attest for it's reliability or cleanliness. :)

As far as ReplicantBody is concerned I'm unsure--I've never looked at
it.

To be completely honest, character animation is such a huge issue unto
itself that it probably deserves a lot of discussion and review before
any steps are taken--but that's just my opinoin. Every time I'm forced
to put any thought into the issue, I just get sleepy. What we __really__
need is an osgSkeleton NodeKit, which can then be exercised/demonstrated
in the Collada importer, but would be usable alone as well in true OSG
style:

osgSkeleton::Skeleton* skel  = new osgSkeleton::Skeleton();
osgSkeleton::Bone* root  = new osgSkeleton::Bone();
osgSkeleton::Bone* child = new osgSkeleton::Bone();

root-addChildBone(child);

skel-setRootBone(root);

I bet once a basic, simple system was released, people would go to town
making the necessary changes to bring it up to speed with other kits. It
wouldn't have to be perfect, but as long as it was adaptable and done in
true OSG fashion, people could subcass things in osgSkeleton for their
own uses or to inject their desired interpolation algorithms (which is a
big area of interest for animations buffs)...


P. S. When I finish a release-candidate version of osgHUD (or whatever
you want to change the name to), I'll be peddling that for inclusion as
well. :) I've made a number of changes in the last few days if anyone is
keeping up with SVN, and almost done with a decent implementation of a
table layout, very similar to how HTML tables are done... however, no
one posted any complaints to my first thread, so I'm just going to keep
proceeding as normal, though I did remove the silly functional code that
no one could have possibly understood but myself... it's a shame how
difficult it is to do use something as [conceptually] easy as
std::for_each()--it's a nightmare, when you can almost always 

Re: [osg-users] Setting window options

2007-12-10 Thread Jeremy Moles

On Mon, 2007-12-10 at 20:50 +, Robert Hansford wrote:
 Hi all,
 
 I'm writing a little application which renders images to texture and
 passes them out to a Matlab program.  So far it all works fine, but I
 was wondering if there is any way I can get rid of the window that
 appears when the application is running.  It doesn't display anything
 as the only camera in the scene graph is set up for RTT, so its just a
 bit untidy.  I'm running windows XP if that makes any difference. 
 
 Thanks

Surprisingly, something like this is more difficult to do on each OS
(and the case of Linux, WindowManager) than you might imagine! I'm
guessing OSG doesn't currently support this with it's 3 main
GraphicsWindow{Carbon,X11,Win32} classes, but I'm not 100% sure. The
latest SVN version of SDL has a function called SDL_HideWindow, which
purports to do what you want as well...

As a sort-of workaround you could add a small osgText::Text object that
shows some spinning Please Wait... text, along with setting the
OSG_WINDOW variable to your desired orthographic size. This way, it'll
look like you meant to open that window. Or you could put some fancy
stats in there and whatnot... :)

Not an acceptable solution in every case, but maybe a humorous one!

 Rob.
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-11 Thread Jeremy Moles

On Tue, 2007-12-11 at 09:18 +, Robert Osfield wrote:
 On Dec 10, 2007 8:27 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
  One thing that should be kept in mind when using Cal3D is that in it's
  current state, Cal3D isn't a skeletal system alone--it's a skeletal
  animation system+mesh format, and one cannot be divorced from the other.
  Furthermore, there is a lot of data reproduction in Cal3D that already
  exists in OSG, and no way to easily (or cleanly) make changes therein.
 
 How big is Cal3D?  I ask in terms how much effort would it be required
 to reimplement the unique parts not found in the core OSG?

It's hard to say--there's a lot of code in Cal3D supporting the mesh
format, XML loading, matrices, vectors, quaternions, etc. If I had to
estimate, I'd guess OSG already contains 20-25% of what Cal3D has to
implement itself to be graphics library/system agnostic, and another
20-25% or so is code relating to it's mesh format. So, you'd probably
have to re-implement half of it... :(

  In the opinion of someone who is familiar with Cal3D, I'd say that we
  wait a bit on inclusion of this until someone has the time to cleanup
  the current plugin. Hardware skinning is a pretty common performance
  boost these days, and whatever solution arises for OSG, I'd personally
  look at support for this feature as the make-or-break aspect.
 
 I thought there was already hardware skinning support in place.  So
 which versions which hardware skinning?

Not in Cal3D itself. The software doesn't make any attempt to bind
itself to any graphics API, so things like hardware skinning are left up
to the user (though they do include examples using the old
shader/assembly code or whatever it's called). Vladimir patched support
for GLSL skinning into osgCal2, but it's currently Linux only...

  To be completely honest, character animation is such a huge issue unto
  itself that it probably deserves a lot of discussion and review before
  any steps are taken--but that's just my opinoin.
 
 Indeed - a good topic to break out into a separate thread...
 
  P. S. When I finish a release-candidate version of osgHUD (or whatever
  you want to change the name to), I'll be peddling that for inclusion as
  well. :) I've made a number of changes in the last few days if anyone is
  keeping up with SVN, and almost done with a decent implementation of a
  table layout, very similar to how HTML tables are done... however, no
  one posted any complaints to my first thread, so I'm just going to keep
  proceeding as normal, though I did remove the silly functional code that
  no one could have possibly understood but myself... it's a shame how
  difficult it is to do use something as [conceptually] easy as
  std::for_each()--it's a nightmare, when you can almost always achieve
  the same thing cleaner and with less code using for(iter;iter;++)...
 
 If you can get osgHUD ready for integration then I'm very open to
 reviewing it with a view to inclusion in 2.4/2.6.  We do need to save
 people from the trials and tribulations of going with something like
 CEGUI.

2.6 is my goal...

 W.r.t awkwardness of some program concepts, C++ is the culprit here.
 My own feeling is that scripting languages shine for high level GUI
 work.  One could use a scripting language for both the control and the
 layout setup.  How to make this integration possible is another big
 topic...
 
 Robert.
 

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[osg-users] AnimTK

2007-12-11 Thread Jeremy Moles
With all the recent discussion over Cal3D I decided to take a few
minutes and look over some of the affiliated stuff at Gna.org and I
found a project called AnimTK. The memberlist includes Loic Dachary (who
also posts here from time to time and is/was pretty much the lead Cal3D
guy) and Cedric Pinson (who also posts here), so I'm curious what this
is and what it does, as it seemed to both use and be heavily influenced
by OSG (naturally).

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[osg-users] osgHUD 0.1.1 ALPHA

2007-12-13 Thread Jeremy Moles
Just wanted to give another heads up on the state of development and
perhaps solicit some more feedback (which has been very small so far,
seeing as there isn't much code yet--only about 2100 lines). There is an
SVN tag of 0.1.1, and a new tarball in the downloads section.

http://code.google.com/p/osghud/downloads/list

All the normal stuff applies (seriously alpha, blah, blah), but I'm
interested in getting opinions and perhaps having people catch any bad
design decisions I'm making before it's too late.

The biggest differences in this from the version from last week is a
great deal of code simplification and the addition of a small skeleton
for a table-like layout (osgHUD::Table).

In the next 0.1.2 testing release I'm aiming to add support for basic
texturing. However, it's an issue I need to approach carefully, because
it can really start to go wrong here. :)

Remember to set OSG_WINDOW before running the examples.

# OSG_WINDOW=0 0 1280 1024 osghudtable

...or else you'll need to modify the examples to use your fullscreen
resolution in the 2D ortho camera for picking, moving, etc. to work as
you might expect.

Don't let the simple examples fool you! :) They (ideally) demonstrate
the important stuff, even if they're horribly ugly at the moment.

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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-13 Thread Jeremy Moles
By the way: this also includes comments like, OMG THIS SUCKS LOL, if
you're that kind of person... :)

Not just positive feedback, so to speak.

On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote:
 Just wanted to give another heads up on the state of development and
 perhaps solicit some more feedback (which has been very small so far,
 seeing as there isn't much code yet--only about 2100 lines). There is an
 SVN tag of 0.1.1, and a new tarball in the downloads section.
 
 http://code.google.com/p/osghud/downloads/list
 
 All the normal stuff applies (seriously alpha, blah, blah), but I'm
 interested in getting opinions and perhaps having people catch any bad
 design decisions I'm making before it's too late.
 
 The biggest differences in this from the version from last week is a
 great deal of code simplification and the addition of a small skeleton
 for a table-like layout (osgHUD::Table).
 
 In the next 0.1.2 testing release I'm aiming to add support for basic
 texturing. However, it's an issue I need to approach carefully, because
 it can really start to go wrong here. :)
 
 Remember to set OSG_WINDOW before running the examples.
 
   # OSG_WINDOW=0 0 1280 1024 osghudtable
 
 ...or else you'll need to modify the examples to use your fullscreen
 resolution in the 2D ortho camera for picking, moving, etc. to work as
 you might expect.
 
 Don't let the simple examples fool you! :) They (ideally) demonstrate
 the important stuff, even if they're horribly ugly at the moment.
 
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-14 Thread Jeremy Moles
First of all, thanks a ton for the feedback! :)

Keep reading below...

On Fri, 2007-12-14 at 10:32 +, David Spilling wrote:
 Jeremy,
 
 I am very keen on experimenting with your HUD. However, as a
 Windows/VisC++ 7.1 user, I have a lot of difficulty with the code. I'm
 not a cross-platform expert, so I have difficulty in knowing how to
 simultaneously specify a windows and linux acceptable build. I can
 submit my stuff to you, but don't know how useful it will be. I did
 the following: 
 
 Minor points:
 1) Constructions like not and and or aren't recognised by
 MS .NET 7.1 out of the box; I had to replace them all with !,  etc

This is pretty frustrating, because I'm about 99% sure these are
acceptable C++ keywords. They look about a thousand times better in the
code, but if Windows won't support them I'll drop their usage.

I build with both GCC and ICC (Intel's compiler), all warnings turned
on, and neither of them have ever complained about this...

 2) uint isn't recognised either; I replaced it with unsigned int 

Whoops, I knew this but it looks like I left out 2 instances. :(

 3) std::sort wants #include algorithm

Fixed.

 4) I need to link to osgText, osgDB and osgGA to build; these aren't
 in any of the project files

Fixed.

 5) osgHUD::UIObjectParentosgHUD::Widget::getByName is reported as
 being recursive, similar with osgHUD::Widget::getWindowManager 

Hmm, weird. I've introduced an alternative implementation. It's
necessary to have const and non const version of these functions though,
and I really don't want to have the exact same code copy/pasted.

 Major points:
 
 I added the usual windows exports header file, something like this:
 
 #ifndef WIN32_LEAN_AND_MEAN
 #define WIN32_LEAN_AND_MEAN  
 #endif
 #include windows.h
 
 #ifdef osgHUD_EXPORTS
 #define HUD_API __declspec(dllexport)
 #else
 #define HUD_API __declspec(dllimport)
 #endif
 
 and then declare every DLL exported class, and things like
 createOrthoCamera(), with HUD_API.
 
 This all then works OK, and all the exes run just fine. 

Fixed (but using OSG_EXPORT instead). The WIN32_LEAN_AND_MEAN thing may
appear somewhere else in OSG, I'm not sure...

 I haven't managed to review the code yet. We have an in-house HUD
 system which I would like to lever on to yours for future use; this
 may throw up some design issues when I do it (although it won't be for
 a while)... 
 
 Hope that helps,

Yes, very much. :) Can you try the new version I've put up with your
changes (0.1.2) and let me know if it compiles on Windows okay without
you having to modify too much? If I missed anything, let me know...

 David
 
 
 
 
 
 
 
 On 13/12/2007, Jeremy Moles [EMAIL PROTECTED] wrote:
 By the way: this also includes comments like, OMG THIS SUCKS
 LOL, if 
 you're that kind of person... :)
 
 Not just positive feedback, so to speak.
 
 On Thu, 2007-12-13 at 12:19 -0500, Jeremy Moles wrote:
  Just wanted to give another heads up on the state of
 development and 
  perhaps solicit some more feedback (which has been very
 small so far,
  seeing as there isn't much code yet--only about 2100 lines).
 There is an
  SVN tag of 0.1.1, and a new tarball in the downloads
 section. 
 
  http://code.google.com/p/osghud/downloads/list
 
  All the normal stuff applies (seriously alpha, blah, blah),
 but I'm
  interested in getting opinions and perhaps having people
 catch any bad 
  design decisions I'm making before it's too late.
 
  The biggest differences in this from the version from last
 week is a
  great deal of code simplification and the addition of a
 small skeleton 
  for a table-like layout (osgHUD::Table).
 
  In the next 0.1.2 testing release I'm aiming to add support
 for basic
  texturing. However, it's an issue I need to approach
 carefully, because 
  it can really start to go wrong here. :)
 
  Remember to set OSG_WINDOW before running the examples.
 
# OSG_WINDOW=0 0 1280 1024 osghudtable
 
  ...or else you'll need to modify the examples to use your
 fullscreen 
  resolution in the 2D ortho camera for picking, moving, etc.
 to work as
  you might expect.
 
  Don't let the simple examples fool you! :) They (ideally)
 demonstrate
  the important stuff, even if they're horribly ugly at the
 moment. 
 
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jeremy Moles
I would just like to jump in here and say I'm also having font problems
w/ SVN as of either yesterday or the day before. My problems aren't like
the ones Paul is seeing, but they're definitely new differences that
weren't there Tuesday...

Attached is a picture of the osghudlabel example from osgHUD. In the
past, the text rendered has been nice and reasonably compact, but now
there is almost an entire row of blank space between real row of text.
This is the case for both my own fonts and the Times font provided w/
OSG.

HOWEVER, this could just be my imagination, but was the font clarity
improved with the recent changes to osgText? Even the spacing is wonky,
I can swear they actually look a little crisper... not subpixel-aligned
(as that would take a minimum of 3 passes so I hear), but still good. :)

On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
 Current SVN head seems to have extra-large screen oriented fonts. See
 the attached screen shots. This is on Windows VS8; don't know about
 other platforms? I get the same for screen oriented fonts in the
 osgtext example.
  
 While my failing eyesight certainly appreciates the increased font
 size, I can't help but think this is a bug. :-)
  
 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466
  
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jeremy Moles
Image attached.

On Fri, 2007-12-14 at 12:53 -0500, Jeremy Moles wrote:
 I would just like to jump in here and say I'm also having font problems
 w/ SVN as of either yesterday or the day before. My problems aren't like
 the ones Paul is seeing, but they're definitely new differences that
 weren't there Tuesday...
 
 Attached is a picture of the osghudlabel example from osgHUD. In the
 past, the text rendered has been nice and reasonably compact, but now
 there is almost an entire row of blank space between real row of text.
 This is the case for both my own fonts and the Times font provided w/
 OSG.
 
 HOWEVER, this could just be my imagination, but was the font clarity
 improved with the recent changes to osgText? Even the spacing is wonky,
 I can swear they actually look a little crisper... not subpixel-aligned
 (as that would take a minimum of 3 passes so I hear), but still good. :)
 
 On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
  Current SVN head seems to have extra-large screen oriented fonts. See
  the attached screen shots. This is on Windows VS8; don't know about
  other platforms? I get the same for screen oriented fonts in the
  osgtext example.
   
  While my failing eyesight certainly appreciates the increased font
  size, I can't help but think this is a bug. :-)
   
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466
   
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Re: [osg-users] Big fonts in current SVN

2007-12-14 Thread Jeremy Moles

On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
 Hi Jeremy,
 
 The alignment problem is a known problem that David (the author of the
 recent changes to osgText) knows about and will be looking into.
 
 The texture based fonts themselves haven't actually changed apart from
 the internals being reworked in terms of the new TexBase class, the
 actual rendering process should be the same.

Alas, my once-believedly infallible eyes fail me. :)

Maybe they were confused by the extra space...

 Robert.
 
 On Dec 14, 2007 5:53 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
  I would just like to jump in here and say I'm also having font problems
  w/ SVN as of either yesterday or the day before. My problems aren't like
  the ones Paul is seeing, but they're definitely new differences that
  weren't there Tuesday...
 
  Attached is a picture of the osghudlabel example from osgHUD. In the
  past, the text rendered has been nice and reasonably compact, but now
  there is almost an entire row of blank space between real row of text.
  This is the case for both my own fonts and the Times font provided w/
  OSG.
 
  HOWEVER, this could just be my imagination, but was the font clarity
  improved with the recent changes to osgText? Even the spacing is wonky,
  I can swear they actually look a little crisper... not subpixel-aligned
  (as that would take a minimum of 3 passes so I hear), but still good. :)
 
 
  On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
   Current SVN head seems to have extra-large screen oriented fonts. See
   the attached screen shots. This is on Windows VS8; don't know about
   other platforms? I get the same for screen oriented fonts in the
   osgtext example.
  
   While my failing eyesight certainly appreciates the increased font
   size, I can't help but think this is a bug. :-)
  
   Paul Martz
   Skew Matrix Software LLC
   http://www.skew-matrix.com
   303 859 9466
  
 
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Re: [osg-users] Big fonts in current SVN

2007-12-18 Thread Jeremy Moles

On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
 Hi Jeremy,
 
 The alignment problem is a known problem that David (the author of the
 recent changes to osgText) knows about and will be looking into.

Should this be fixed in 2.3? If so, I'm still seeing it in SVN. Just
wondering if it's me, or still an unresolved issue...

 The texture based fonts themselves haven't actually changed apart from
 the internals being reworked in terms of the new TexBase class, the
 actual rendering process should be the same.
 
 Robert.
 
 On Dec 14, 2007 5:53 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
  I would just like to jump in here and say I'm also having font problems
  w/ SVN as of either yesterday or the day before. My problems aren't like
  the ones Paul is seeing, but they're definitely new differences that
  weren't there Tuesday...
 
  Attached is a picture of the osghudlabel example from osgHUD. In the
  past, the text rendered has been nice and reasonably compact, but now
  there is almost an entire row of blank space between real row of text.
  This is the case for both my own fonts and the Times font provided w/
  OSG.
 
  HOWEVER, this could just be my imagination, but was the font clarity
  improved with the recent changes to osgText? Even the spacing is wonky,
  I can swear they actually look a little crisper... not subpixel-aligned
  (as that would take a minimum of 3 passes so I hear), but still good. :)
 
 
  On Thu, 2007-12-13 at 13:11 -0700, Paul Martz wrote:
   Current SVN head seems to have extra-large screen oriented fonts. See
   the attached screen shots. This is on Windows VS8; don't know about
   other platforms? I get the same for screen oriented fonts in the
   osgtext example.
  
   While my failing eyesight certainly appreciates the increased font
   size, I can't help but think this is a bug. :-)
  
   Paul Martz
   Skew Matrix Software LLC
   http://www.skew-matrix.com
   303 859 9466
  
 
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Re: [osg-users] Looking towards 2.4, and what might go into it.

2007-12-19 Thread Jeremy Moles

On Wed, 2007-12-19 at 22:13 +0100, Jan Ciger wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Jeremy Moles wrote:
  On Tue, 2007-12-18 at 20:35 +, Robert Osfield wrote:
  On Dec 18, 2007 7:47 PM, Jan Ciger [EMAIL PROTECTED] wrote:
  I guess RandR it is then, because some people voiced the support for
  changing the resolution on the fly. RandR is the only reasonable way how
  to do this on Unix at the moment. The older X extensions change
  resolution, but do not resize the root window, leaving you with a
  panning virtual desktop.
  Any volunteers, pretty please ;-)
  
  Ask you and shall receive! :) Hell, less than 24 hours is a pretty
  decent turnaround time...
  
  Forwarding my patches to Submissions.
 
 Wow, that's called - Lead with the code :))

 BTW, I have noticed a comment in your diff whether or not the original
 resolution should be automatically restored. I would vote for yes,
 because otherwise I would have to query the original screen settings,
 store them somewhere and then pass them back to your code to restore the
 screen on exit. That sounds as bit dumb thing to do, because your code
 has all the information already.
 
 Furthermore, it enables the possibility of screwed up screen if the
 applications throws an exception that is not caught or some library just
 calls exit() (yes, some libs do that) and my cleanup code is not
 reached. I would have to wrap everything into a class with a catch-all
 exception handler around the code and deal with all this there. Quite a
 complication for a small program.

 How does this work for Windows? Are the settings restored automatically?
  One way or another, it would be good to be consistent across platforms.

Yeah, I'm in total agreement here. It would be very easy to restore the
settings in the destructor if other platforms do that kind of thing...

 Regards,
 
 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.7 (GNU/Linux)
 Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
 
 iD8DBQFHaYl9n11XseNj94gRAs9YAKDuoxpUOxxfu0UugqJq/Jzut8ss+gCcCxwU
 ZouHebbc3rqkGY19k3LkLWc=
 =xCNR
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-27 Thread Jeremy Moles
Sorry for the long delay, didn't have a chance to check e-mail over the
holidays.

On Fri, 2007-12-21 at 09:49 -0500, Lucas Goss wrote:
 OK, one thing I'm not too sure about is the reliance on the mouse as
 the pointer input device. What if someone only has a touch screen? Or
 what if they only have a joystick? Maybe it can all be overridden or
 maybe input can be remapped currently?

In truth it doesn't, since the ViewerEventHandler is separate from the
WindowManager. However, the methods in osgHUD::WindowHandler use the
word mouse, which is clearly a misnomer, as it would be better
described using the term pointer. I'll probably change this right now.

 Seems like there needs to be some input mapping support, maybe in OSG?
 A way to map input to actions would be really nice. I guess if it can
 be overridden it's alright, but it would be nicer to have this already
 done in the core.
 
 Also are there plans for animation support such as fading in/out,
 screen wipe, etc? It's not important to have right away but the
 current design should support this sometime in the future without
 heavy modification to the design. I'm still getting familiar with how
 it's all working...

Not in the core library itself, although I'd like to provide examples
showing how to attach animation callbacks and achieve fancy effects. :)

 Lucas
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Re: [osg-users] Building a GUI in osg

2007-12-27 Thread Jeremy Moles
No one has mentioned it yet, but I'm working on a project called osgHUD
which hopefully will solve this problem and be integrated in OSG in some
form before 2.6. It's only in the very alpha stages, but if you're
already using your own homebrew solution, you may be able to adapt
osgHUD and contribute the changes back to me. :)

http://osghud.googlecode.com

I'd really recommend using SVN for now if you want to experiment, as the
tarballs quickly fall behind in these early stages.

On Fri, 2007-12-21 at 05:32 -0500, Sashidhar Guntury wrote:
 Hi
   I am building an application which needs to have a small
 menu where people can click around, and do all that sort of stuff. Is
 there any library or class which gives this functionality by default.
 I have started making a few generic buttons using HUD and giving them
 the capability of handling picks, but then if there is some library
 for the aforementioned reason, it would save a lot of time. 
 
  thanks!
 
 Bye
 Sashidhar 
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Re: [osg-users] osgHUD 0.1.1 ALPHA

2007-12-27 Thread Jeremy Moles

On Thu, 2007-12-27 at 09:43 -0500, Jeremy Moles wrote:
 Sorry for the long delay, didn't have a chance to check e-mail over the
 holidays.
 
 On Fri, 2007-12-21 at 09:49 -0500, Lucas Goss wrote:
  OK, one thing I'm not too sure about is the reliance on the mouse as
  the pointer input device. What if someone only has a touch screen? Or
  what if they only have a joystick? Maybe it can all be overridden or
  maybe input can be remapped currently?
 
 In truth it doesn't, since the ViewerEventHandler is separate from the
 WindowManager. However, the methods in osgHUD::WindowHandler use the
 word mouse, which is clearly a misnomer, as it would be better
 described using the term pointer. I'll probably change this right now.

I've renamed ViewerEventHandler to MouseEventHandler, but I'll need to
make a base EventHandler class eventually so that future
JoystickEventHandler, KeyboardEventHandler, etc. classes can all pull
from a common set of public methods.

This is something that will go in a future version. :)

  Seems like there needs to be some input mapping support, maybe in OSG?
  A way to map input to actions would be really nice. I guess if it can
  be overridden it's alright, but it would be nicer to have this already
  done in the core.
  
  Also are there plans for animation support such as fading in/out,
  screen wipe, etc? It's not important to have right away but the
  current design should support this sometime in the future without
  heavy modification to the design. I'm still getting familiar with how
  it's all working...
 
 Not in the core library itself, although I'd like to provide examples
 showing how to attach animation callbacks and achieve fancy effects. :)
 
  Lucas
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Re: [osg-users] geometry shader support submitted.

2008-01-08 Thread Jeremy Moles
On Tue, 2008-01-08 at 14:03 +, Robert Osfield wrote:
 Hi All,
 
 The new geometry shader support is now checked into OSG SVN.  I'll tag
 a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up.
 
 Many thanks to Mike for his efforts over the Christmas/New year break ;-)

Naturally, the video card in my laptop (which added about $1k to the
price) doesn't support Geometry Shaders.

*sigh*

 Robert.
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Re: [osg-users] osgHUD 0.1.3 ALPHA

2008-01-11 Thread Jeremy Moles
I forgot to mention that it's not immediately obvious what to do with
the osghudframe example.

The Window is a resizable window and can be resized using the corners
or borders. That example also adds a StateSetManipulator, so that you
can see the osgHUD::Frame in wireframe mode.

On Fri, 2008-01-11 at 17:02 -0500, Jeremy Moles wrote:
 Just wanted to give another heads up and let you all know I'm still
 alive and working as often as I can on getting osgHUD respectable. My
 real job has nothing to do with graphics programming, so unfortunately
 it all has to be done on my own time. :)
 
 A lot of good changes getting me closer to a BETA release, and you can
 see the CHANGELOG here:
 
 http://osghud.googlecode.com/svn/tags/0.1.3/CHANGELOG
 
 The osghudlabel examples looks for fonts/monospace.ttf, which is open
 source and has been uploaded here:
 
 http://the-bob.org/~jlmoles/monospace.ttf
 
 As usual, let me know what you think. All criticism is welcome!
 
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[osg-users] osgHUD 0.1.3 ALPHA

2008-01-11 Thread Jeremy Moles
Just wanted to give another heads up and let you all know I'm still
alive and working as often as I can on getting osgHUD respectable. My
real job has nothing to do with graphics programming, so unfortunately
it all has to be done on my own time. :)

A lot of good changes getting me closer to a BETA release, and you can
see the CHANGELOG here:

http://osghud.googlecode.com/svn/tags/0.1.3/CHANGELOG

The osghudlabel examples looks for fonts/monospace.ttf, which is open
source and has been uploaded here:

http://the-bob.org/~jlmoles/monospace.ttf

As usual, let me know what you think. All criticism is welcome!

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Re: [osg-users] osgHUD compilation on Windows

2008-01-15 Thread Jeremy Moles

On Tue, 2008-01-15 at 16:32 -0500, Jean-Sebastien Guay wrote:
 Hello Jeremy,
 
 I know it's been a while since the call was put out to start testing osgHUD, 
 but
 I've only recently been able to get around to it (eventual company needs also
 motivated this of course!).

Woot! :)

 From SVN updated today, here are the changed files to get it to compile
 correctly on Windows.
 
 First of all, some changes were needed to the CMakeLists.txt.
 - Need to link to the OpenThreads library.
 - Need to link to opengl32.lib or else the OpenGL symbols are not found.
 - Need a define of OSG_LIBRARY so that the OSG_EXPORT stuff works. This needs
   to be defined *only* for the lib (osgHUD), not the examples, which is why I
   put it after the ADD_SUBDIRECTORY commands.
 - Also, I added a second INSTALL line which will copy the DLL into the bin
   directory, only for Windows.
 - I decided to group all the Win32 stuff together at the end of the file,
   since the define needs to be at the end, and for the rest it doesn't matter
   where it is in the file.
 
 In the includes, I only had to remove OSG_EXPORT from one class. It seems it
 causes problems for template classes. I don't know the details, only that 
 there
 was a linker error with OSG_EXPORT and removing it fixed it. I also checked 
 the
 OSG for this, for example TemplateArray, and there's no OSG_EXPORT there
 either, so I guess it's OK. Perhaps someone else can fill us in on the 
 details.
 
 In src, I just fixed a couple warnings (using an int as a bool, and using
 multiple '==' comparisons stringed together). You could choose not to merge
 those, but I always prefer to fix warnings when possible, even when it's one
 compiler's misguided warnings. Less visual noise in compiles that way.

Is there any way you could send me the output of svn diff so I can see
what was necessary? And fear not, I don't see this as my project, so
everything that fixes something will be merged. :) My only hope is that
with enough eyeballs looking at it, we'll be able to get it in OSG
proper before May.

 Now, these changes get it to compile and link with 0 errors and 0 warnings for
 me. As a general comment, it might be nice to adopt the OSG convention of
 adding 'd' to libs, DLLs and executables when compiled in debug mode. Though
 this requires a bit more CMake skills than I think I have, I'll try to submit
 something for that soon.
 
 
 The next step is actually running it... First of all, is there somewhere I can
 download the images you use for your examples? And second of all, I'm getting
 an std::bad_alloc when I run anything other than osghudversion, so I'll try to
 dig into that a bit more tomorrow.

Hmmm, I've got a few e-mails from people using Windows with success, but
I didn't get too many details. If you can figure it out let me know, and
I'll change it right away.

BTW: SVN changes 3 or 4 times a day lately. :) So, you might get a
seriously wonky checkout if you're watching SVN, but I guess that's how
things go.

For example, if you checkout SVN now you're almost certain to be
amazingly confused at my attempts to introduce clipping for
WindowInWidget so we can have a proper scrollable window.

 BTW, osghudversion prints
 
   OpenSceneGraph HUD Library 

The code for this was taken from the pertinent parts of osgversion, but
perhaps I took some strange liberties. The source is only about 4 lines
of code, so it would probably be easy to find out. :) On my mahcine it
prints:

OpenSceneGraph HUD Library 0.1.4 (pre-alpha)

 is that normal?
 
 Anyways, from your videos and the discussion here this really seems like 
 osgHUD
 is on the path to becoming a really useful nodekit. I hope I can help in some
 small way. Good work.
 
 J-S
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Re: [osg-users] osgText Blending

2008-01-16 Thread Jeremy Moles
It's the osghudlabel example currently in osgHUD.

http://osghud.googlecode.com

I'm putting in some changes now from Jean-Sebastian Guay that make it
compile a bit cleaner on Windows. I believe you're using Windows if I'm
not mistaken, so these changes to osgHUD will certainly help 'ya
there. :)

On Wed, 2008-01-16 at 08:33 -0500, Lucas Goss wrote:
  Did anyone have any ideas on this? Is there any additional information I
  can provide that may be helpful?
 
   Hello all! Working on creating a fancy osgHUD::Label example, and I had
   a question about using alpha blending with osgText::Text.
 
 Is the code anywhere I can look at? Is this in svn? Wish someone else
 had an idea as I'm still learning OSG, but I'll fiddle around with it
 if you can post the code or put it in svn.
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Re: [osg-users] osgHUD compilation on Windows

2008-01-16 Thread Jeremy Moles
Okay, changes are all merged! Thanks a ton! There's really nothing more
rewarding to a fledgling developer than having proof that other people
are looking at your code. :)

On Wed, 2008-01-16 at 08:44 -0500, Jean-Sebastien Guay wrote:
 Hello Jeremy,
 
   Is there any way you could send me the output of svn diff so I can see
   what was necessary?
 
  Sure, I'll do that when I get back to my desk tomorrow morning.
 
 Here it is. I haven't yet started working on the std::bad_alloc I'm getting,
 will get back to you on that later.

I run all the examples in valgrind pretty religiously and if I ever see
anything weird I'll usually fix it right away. So far there aren't any
warnings or anything in osgHUD itself, although the NVidia driver has a
few issues as do some of the xlibs Fedora provides.

At any rate, a few years or so back, I started learning graphics/game
programming with DirectX, thinking it was the only viable API for the
job (foolish!). I remember having issues back then relating to something
with the use of STL in a DLL--perhaps this is related to that? It's also
possible that I'm not using some necessary CMake magic, so the library
isn't being compiled correctly...

 J-S
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Re: [osg-users] osgHUD compilation on Windows

2008-01-16 Thread Jeremy Moles

On Wed, 2008-01-16 at 09:05 -0500, Jean-Sebastien Guay wrote:
 Hi again,
 
   OpenSceneGraph HUD Library 0.1.4 (pre-alpha)
 
  OK, I'll check that out tomorrow.
 
 This seems to be caused by the stringstream not holding on to the result of 
 its
 str() method. The version was fine in osgHUDGetVersion(), but once it 
 returned,
 the memory was a jumble of illegible characters. I solved it by making a 
 static
 std::string (instead of a static std::stringstream) and returning that. I also
 added code so the version string is generated only once, like in OSG, but if
 you had good reasons to not do that, it's not significant anyways (for a
 function that will likely only be called once in the life of a program).
 
 It now prints the same thing for me as it does for you. Diff attached.
 
 Still trying to figure out what's happening for the other problem. BTW, what
 about the images? I asked if it was possible for you to make them available 
 (as
 an osgHUD-Data package or a directory in your SVN or whatever)...

Once I get serious textured examples I'll certainly put them in SVN.
Right now they're just randome images off my machine, and it would be
safe to replace them with anything out of the osgdata SVN project
itself. In fact, I think I'll do that right now. :)

 J-S
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Re: [osg-users] osgHUD compilation on Windows

2008-01-16 Thread Jeremy Moles

On Wed, 2008-01-16 at 12:25 -0500, Jean-Sebastien Guay wrote:
 Hi Jeremy,
 
  At any
  rate, I'll either apply your patch or rethink my method of iteration
  after lunch and get that fixed up.
 
 No problem.
 
  PREEMPTIVE STRIKE! Huzzah!
 
 Hehehe :-)
 
  osghudframe.png:
  osghudtable.png:
 
 These two are the only ones I'm not sure about. See screenshots. These are the
 initial positions. For osghudtable, there's a small gap between the boxes on
 the second row and those on the first, which isn't there in your shot. For
 osghudframe, I'm just not sure it's positioned properly initially. I can move
 it around, rotate it, scale it, but I'm just wondering about the initial
 position.

When I apply your patch for iteration I get the same results you are.
So, this is certainly the cause of the problem, but the iteration
out-of-bounds is also a problem. :)

I'll fix this in the next few minutes and send you another e-mail so I
don't SPAM osg-users TOO much...

 The rest look good! Identical to your shots. Thanks, saved me a bit of work
 making them :-)
 
  doesn't blend
  properly, but I'm sure that's something I'm doing wrong (another post
  about it here from 2 days ago).
 
 I'll see if I can help with that later.
 
 J-S
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[osg-users] Test (ignore this)

2008-01-17 Thread Jeremy Moles
This is a test to see if the lists are down; a post I made earlier today
never made it through.

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Re: [osg-users] stereo projector support in OpenSceneGraph

2008-01-17 Thread Jeremy Moles
On a separate but related note: I've got some 3D classed from the
Beowulf movie. :)

Can I make the cow pop out at me somehow?

On Thu, 2008-01-17 at 09:20 +, Robert Osfield wrote:
 Hi Yanling,
 
 The OSG supports various stereo modes, there is a page stereo on the
 openscenegraph.org wiki with details.
 
 For yourself you'll want to set up the graphics card with either with
 two screens and two graphics graphics windows, or two screens using
 TwinView so that the two screens are driven by one graphics window,
 the later will provide the best perfomance.  The osgViewer library
 will automatically detect the set up and set up up a window across all
 the screens you have, and if you enable HORIZONTAL_SPLIT stereo mode
 then it'll set up the stereo across either both windows or just the
 single one.  I have used both set ups before with the OSG so is well
 trodden ground.  Try:
 
osgviewer cow.osg --stereo HORIZONTAL_SPLIT
 
 Robert.
 
 On Jan 17, 2008 1:51 AM, Yanling Liu [EMAIL PROTECTED] wrote:
  Hi, our lab get a new stereo projector connects to two video outputs on one
  Quadro FX 5500. Does OpenSceneGraph support such stereo display? I used to
  do stereo display using two machine and now I have no idea how to do it
  using one single video card. Any information will be appreciated.
 
  Yanling
 
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Re: [osg-users] stereo projector support in OpenSceneGraph

2008-01-17 Thread Jeremy Moles
On Thu, 2008-01-17 at 16:47 -0500, Jeremy Moles wrote:
 On a separate but related note: I've got some 3D classed from the
 Beowulf movie. :)

 Can I make the cow pop out at me somehow?

Bah, never mind--Wikipedia says Beowulf used a unique kind of stereo
that only works on a special screen. :)

 On Thu, 2008-01-17 at 09:20 +, Robert Osfield wrote:
  Hi Yanling,
  
  The OSG supports various stereo modes, there is a page stereo on the
  openscenegraph.org wiki with details.
  
  For yourself you'll want to set up the graphics card with either with
  two screens and two graphics graphics windows, or two screens using
  TwinView so that the two screens are driven by one graphics window,
  the later will provide the best perfomance.  The osgViewer library
  will automatically detect the set up and set up up a window across all
  the screens you have, and if you enable HORIZONTAL_SPLIT stereo mode
  then it'll set up the stereo across either both windows or just the
  single one.  I have used both set ups before with the OSG so is well
  trodden ground.  Try:
  
 osgviewer cow.osg --stereo HORIZONTAL_SPLIT
  
  Robert.
  
  On Jan 17, 2008 1:51 AM, Yanling Liu [EMAIL PROTECTED] wrote:
   Hi, our lab get a new stereo projector connects to two video outputs on 
   one
   Quadro FX 5500. Does OpenSceneGraph support such stereo display? I used to
   do stereo display using two machine and now I have no idea how to do it
   using one single video card. Any information will be appreciated.
  
   Yanling
  
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Re: [osg-users] osgHUD / osgText / RFC

2008-01-18 Thread Jeremy Moles

On Fri, 2008-01-18 at 08:58 +, Robert Osfield wrote:
 Hi Jeremy,
 
 osgText doesn't really know anything about pixels, it just works in
 its own local coordinate frame rendering text as textured quad in a 3D
 space - its very much like all OSG geometry in this respect.
 
 What you are after is a mode in osgText that is purely for screen
 aligned text and can make decisions based on this, I can't say how
 complicated this might get though.

Good info, thanks. :) I've opted to use a flag:

WM_PIXEL_ALIGN

...during creation of the osgHUD::WindowManager, which is a hint to all
child Windows that they should align all geometry to pixels. So far so
good, and the clarity is fine.

 As for your blending issue, sort order and blending modes are what you
 can use to control.  I'm afriad I've been too busy to be able to go
 investigate, its quick replies only right now.

No worries... I've got plenty else to do and can always come back to it
later. :) I'm sure it's something easy I'm doing wrong...

 Robert.
 
 On Jan 17, 2008 3:44 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
  (This is a separate issue from my blending question which I posted
  earlier this week)
 
  In osgHUD, it is very convenient for me for various reasons to set the
  osgText alignment mode to:
 
  osgText::Text::CENTER_CENTER
 
  ...which allows me to put a bit of text in the center of a quad and
  delegate the responsibility of positioning to my osgHUD::Widget API.
  This is all fine and well, and works exactly as advertised.
 
  However, with regards to quality, there is no guarantee (at least that I
  can see) that osgText won't set the position internally of the text to
  values that do not map 1:1 to pixels on the screen--that is to say, the
  position isn't necessarily pixel aligned. I looked at the code for
  osgText::computePositions() a bit, but figured I'd ask here first in
  case I'm missing something obvious.
 
  My question then is: is there a way to coerce osgText to use
  CENTER_CENTER alignment but enforce that the text itself is never
  positioned (at least as far as the X and Y planes are concerned) with a
  value that isn't pixel aligned?
 
  Attached are two screenshots of the osghudmenu example I'm working on
  (which is in SVN if anyone would like to see it!) at the moment. The
  first screenshot uses CENTER_CENTER and the second uses LEFT_BOTTOM. Of
  course, when I use LEFT_BOTTOM I have to position the text manually
  myself (which isn't hard, but certainly creates more code). In both
  cases I enforce that the X and Y values to pass to -setPosition() are
  floor()'d, but that doesn't mean that osgText itself won't add 0.5f or
  so to the position, especially in CENTER_CENTER mode. To the discerning
  eye, you'll see a MAJOR difference...
 
  Hope I'm making sense. :)
 
  P. S. Anyone who has any advice on my question from earlier this week
  gets a cookie or something. :)
 
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Re: [osg-users] osgHUD / osgText / RFC

2008-01-18 Thread Jeremy Moles
On Fri, 2008-01-18 at 08:58 +, Robert Osfield wrote:
 Hi Jeremy,
 
 osgText doesn't really know anything about pixels, it just works in
 its own local coordinate frame rendering text as textured quad in a 3D
 space - its very much like all OSG geometry in this respect.
 
 What you are after is a mode in osgText that is purely for screen
 aligned text and can make decisions based on this, I can't say how
 complicated this might get though.
 
 As for your blending issue, sort order and blending modes are what you
 can use to control.  I'm afriad I've been too busy to be able to go
 investigate, its quick replies only right now.

Well, I figured this out.

I was setting:

setMode(GL_BLEND, osg::StateAttribute::ON)
setRenderingHint(osg::StateSet::TRANSPARENT_BIN)

...on the Geode (the Window) in which the Labels (Geometry) were being
placed. However, if I set these values on the Labels themselves rather
than their parent leaf node, it blends properly.

Does that make it more obvious what was wrong?

 Robert.
 
 On Jan 17, 2008 3:44 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
  (This is a separate issue from my blending question which I posted
  earlier this week)
 
  In osgHUD, it is very convenient for me for various reasons to set the
  osgText alignment mode to:
 
  osgText::Text::CENTER_CENTER
 
  ...which allows me to put a bit of text in the center of a quad and
  delegate the responsibility of positioning to my osgHUD::Widget API.
  This is all fine and well, and works exactly as advertised.
 
  However, with regards to quality, there is no guarantee (at least that I
  can see) that osgText won't set the position internally of the text to
  values that do not map 1:1 to pixels on the screen--that is to say, the
  position isn't necessarily pixel aligned. I looked at the code for
  osgText::computePositions() a bit, but figured I'd ask here first in
  case I'm missing something obvious.
 
  My question then is: is there a way to coerce osgText to use
  CENTER_CENTER alignment but enforce that the text itself is never
  positioned (at least as far as the X and Y planes are concerned) with a
  value that isn't pixel aligned?
 
  Attached are two screenshots of the osghudmenu example I'm working on
  (which is in SVN if anyone would like to see it!) at the moment. The
  first screenshot uses CENTER_CENTER and the second uses LEFT_BOTTOM. Of
  course, when I use LEFT_BOTTOM I have to position the text manually
  myself (which isn't hard, but certainly creates more code). In both
  cases I enforce that the X and Y values to pass to -setPosition() are
  floor()'d, but that doesn't mean that osgText itself won't add 0.5f or
  so to the position, especially in CENTER_CENTER mode. To the discerning
  eye, you'll see a MAJOR difference...
 
  Hope I'm making sense. :)
 
  P. S. Anyone who has any advice on my question from earlier this week
  gets a cookie or something. :)
 
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[osg-users] osgHUD 0.1.4 (testing)

2008-01-18 Thread Jeremy Moles
Well, it's Friday again. Lots of changes since 0.1.3 last Friday, and
here's the CHANGELOG:

http://osghud.googlecode.com/svn/tags/0.1.4/CHANGELOG

You can find the Project Page here (with some videos, downloads, and the
monospace.ttf font I use in a few examples):

http://osghud.googlecode.com

I'd say I'm pretty much on track for getting this ready for real
submission in the next month or three. The most interesting thing in
this testing release is the osghudmenu example, which really
demonstrates how easy it can be to set that kind of thing up...

Lots of feedback this last week, and I really appreciate it! Keep it
up! :)

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Re: [osg-users] Implementing a 3D GUI

2008-01-22 Thread Jeremy Moles
On Tue, 2008-01-22 at 12:00 -0500, Brian wrote:
 Hi,
 
 I am in the process of trying to create an interactive Macromedia Flash 
 drawable.  I am now at the point where the Flash movie is rendering, but it 
 has no available mouse input.  My problem is how to determine what the 
 coordinates of my mouse cursor are (in 2D space) when the mouse is over the 
 drawable.  Preferably, I'd like to know the 2D coordinate of the mouse 
 position in terms of (0..1, 0..1).  The drawable itself is in 3D space.
 
 I know that the IntersectVistor allows me to do certain things, but I have 
 never really used it before.  I've taken a look at the osgPick example and 
 see that I can get the local and world coordinates of an intersection, but I 
 am unclear as to whether there are any helper OSG classes/functions that will 
 allow me to map that intersection point to the correct 2D coordinate to pass 
 to the Flash player.  Also, is it possible to restrict the intersection tests 
  for my Flash drawables only?

osgGA::GUIEventAdapter::{getX, getY} is what I believe you want here,
but you'll need to know how to tie it all in together with your app,
which is a somewhat non-trivial thing (imo).

Of course, I'd encourage you to just use osgHUD--since it never hurts to
have more eyeballs looking at my code--but it may not be ready for your
use yet. :) However, nothing about what you've described here wouldn't
fit into osgHUD currently, though you'd need to inhert from
osgHUD::Window or osgHUD::Widget somehow. I'd be willing to help with
this if your code is public...

Also, osgHUD handles the picking exclusivity issues by requiring the
user provide a unique NodeMask when creating an osgHUD::WindowManager
object. I asked a few months back and was told this was the best way, so
I'd say the same would apply here as well.

(If you want to see how osgHUD does all this, check out SVN and look at
the osgHUD/ViewerEventHandlers file)

 Thanks,
 Brian
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Re: [osg-users] osgHUD 0.1.4 (testing)

2008-01-24 Thread Jeremy Moles
Sorry I couldn't respond earlier. I can only send e-mail from work, and
was out of the office yesterday.

On Wed, 2008-01-23 at 11:31 -0500, Lucas Goss wrote:
 The newest revision (68) has a compile error (added to issues):
 http://code.google.com/p/osghud/issues/detail?id=3

Thanks, fixed.

 Do you prefer issues posted here or there (or both)?

Here, please. :)

 Also I've compiled some of the osghud stuff on Mac in XCode (made my
 own XCode project as I'm not very familiar with CMake), and it seems
 to compile fine.
 
 And one more thing... are you going to change the name to osgWidget
 like Robert suggested? I agree with him in thinking that osgWidget is
 a better name for the project.

I'll name it whatever people think is best for inclusion into OSG.
However, if Robert really wants it named something else, it would be
optimal to know now so I can go ahead and change it before doing so is a
day-long task unto itself. :)

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Re: [osg-users] osgHUD 0.1.4 (testing)

2008-01-24 Thread Jeremy Moles

On Thu, 2008-01-24 at 14:59 +, Robert Osfield wrote:
  I'll name it whatever people think is best for inclusion into OSG.
  However, if Robert really wants it named something else, it would be
  optimal to know now so I can go ahead and change it before doing so is a
  day-long task unto itself. :)
 
 As mentioned before, osgWidget is the name I feel is most appropriate.
  When osgHUD makes its way into core OSG it'll be renamed to osgWidget
 so if you make this change beforehand then it'll save me a job which I
 always appreciate ;-)

Okay, it's done. :)

http://osgwidget.googlecode.com

I'm working on an example now using another NodeKit I created a while
back (but one I haven't made a fuss about until I can pair it with
osgWidget to demonstrate it's awesomeness) called osgCairo. I should
have screenshots later showing osgWidget using vector graphics for
buttons, scaled to whatever resolution suits your fancy with no loss in
clarity.

At any rate, I still hope to have this ready by April or May. Since my
real life job has ZERO to do with graphics, I can only really work on it
at home and at night... otherwise, it'd be ready a lot sooner. :)

 Robert.
 

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Re: [osg-users] Implementing a 3D GUI

2008-01-24 Thread Jeremy Moles

On Tue, 2008-01-22 at 12:00 -0500, Brian wrote:
 Hi,
 
 I am in the process of trying to create an interactive Macromedia Flash 
 drawable.  I am now at the point where the Flash movie is rendering, but it 
 has no available mouse input.  My problem is how to determine what the 
 coordinates of my mouse cursor are (in 2D space) when the mouse is over the 
 drawable.  Preferably, I'd like to know the 2D coordinate of the mouse 
 position in terms of (0..1, 0..1).  The drawable itself is in 3D space.

Is this code Open Source? I'd love to help test it out a bit, and
perhaps apply anything I learn therein to osgWidget...

 I know that the IntersectVistor allows me to do certain things, but I have 
 never really used it before.  I've taken a look at the osgPick example and 
 see that I can get the local and world coordinates of an intersection, but I 
 am unclear as to whether there are any helper OSG classes/functions that will 
 allow me to map that intersection point to the correct 2D coordinate to pass 
 to the Flash player.  Also, is it possible to restrict the intersection tests 
  for my Flash drawables only?
 
 Thanks,
 Brian
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[osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jeremy Moles
Jeremy here. I haven't posted or even received posts in about 10 months,
so I've been out of touch. For those of you who don't know, I was (at
one point) a moderately active participant in the OSG
development/submission process.

About a year ago I mentioned that I was diagnosed with Leukemia (which
sucks because it's not something you ever expect at 28) and that I
wouldn't have much time for coding. For the most part, that was--and
remains--true, and as my condition has gotten worse my ability to
function from day to day has definitely diminished.

HOWEVER...

I will be undergoing a bone marrow transplant here in the next 3 weeks,
which will require I basically go into seclusion for 6 months to a year.
I'll have LOTS and LOTS of time just sitting around, and I can't think
of anything more I'd rather do while recovering than keep my mind busy
getting back into hacking. :)

I know that osgWidget has been around for a while now, but I'm not
entirely sure people are actually using it yet. I'd like to try and come
back and start hacking at this again, so I'm what I'm looking for are
any comments people might have or complaints that may have surfaced
while I was away.

I have lots of good ideas, but I will basically be rewriting and
SUBSTANTIALLY simplifying osgWidget to be a bare minimum and flexible
NodeKit for doing the basic UI stuff (supporting 3D). Then, I'll add
another layer on top (which will not be in C++, but instead in Lua) that
will do most of what osgWidget currently does, since no one really wants
to write UI code in C++ anymore. It's really, really dated and Lua is so
small, sandboxed, and efficient there's truly no excuse not to use
it. :)

Anyway, I'm glad to have some of my motivation back. :) With the
transplant happening soon and a fairly decent chance of it being
successful, there is much to be optimistic about!

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Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jeremy Moles
On Thu, 2009-10-22 at 15:10 -0400, Jean-Sébastien Guay wrote:
 Hi Jeremy,
 
 Great to see you back here!
 
  I will be undergoing a bone marrow transplant here in the next 3 weeks,
 
 That's great news! I really hope it goes well for you and that you 
 recover quickly.
 
  I know that osgWidget has been around for a while now, but I'm not
  entirely sure people are actually using it yet. 
 
 Yes, some of us are using it. There are occasional questions on the 
 list/forum, and I know I (for one) have submitted a few fixes for small 
 bugs.
 
  I'd like to try and come
  back and start hacking at this again, so I'm what I'm looking for are
  any comments people might have or complaints that may have surfaced
  while I was away.
 
 Well, I have a few comments, and I'll probably have a few more later if 
 I can get some more work into one of my pet projects that uses it. :-)
 
 For now, the major comment I have is: why oh why are the argument names 
 omitted from the method declarations in the headers? If all you have to 
 work with is the headers, figuring out what you should pass as arguments 
 to a function like
 
 bool  setImage (osg::Image *, bool=false, bool=false)
 
 can be hard. What are those two bools? Plus, they appear that way in the 
 doxygen documentation too... See
 
 http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01066.html
 
 I know it'll be a painful task to go and put the argument names back, 
 but I think it has to be done...
 
 Other than that, it works well. If I remember well, I found the 
 interface for creating a window from a theme a bit weird, but I don't 
 remember exactly what I found weird, so I'll have to get back to you on 
 that.
 
  I have lots of good ideas, but I will basically be rewriting and
  SUBSTANTIALLY simplifying osgWidget to be a bare minimum and flexible
  NodeKit for doing the basic UI stuff (supporting 3D). Then, I'll add
  another layer on top (which will not be in C++, but instead in Lua) that
  will do most of what osgWidget currently does, since no one really wants
  to write UI code in C++ anymore. It's really, really dated and Lua is so
  small, sandboxed, and efficient there's truly no excuse not to use
  it. :)
 
 I would recommend, instead of removing the C++ code, why not just wrap 
 it (basically exposing it to Lua) instead? Then you have the best of 
 both worlds. People who want to do GUI in C++ (and there are some cases 
 where it's desirable) can still do so.
 
 One of the hardest things when designing an API is that you need to keep 
 in mind that people will want to use it in different ways. So even if in 
 your projects you would much rather use Lua exclusively for your GUI 
 code, other people will want to use it from C++ since they're used to 
 using OSG that way, and your API needs to cater to both.

I totally understand where you're coming from here--and indeed, there
would have to be SOME low-level interface in C++ to build off of--but
the bottom line is, you simply can't (or rather, I can't) build
sophisticated, intelligent, and easy-to-use containers and GUI logic in
C++ without it becoming unimaginably huge and unwieldy. :(

I'll definitely keep what you said in mind though. Perhaps prototyping
it in Lua first will make it a lot easier to go back in C++ and do it
right...

 Note that I've diplomatically avoided saying what language I'd prefer to 
 code my own GUIs in. Honestly, if I can build the Lua support easily on 
 all platforms, I don't really care, but others will feel differently.
 
  Anyway, I'm glad to have some of my motivation back. :) With the
  transplant happening soon and a fairly decent chance of it being
  successful, there is much to be optimistic about!
 
 Excellent! Good to hear from you, and I'm glad you've got a better 
 outlook on life now!
 
 J-S

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Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-10-24 Thread Jeremy Moles
On Sat, 2009-10-24 at 20:59 +, stefan nortd wrote:
 Hi,
 
 I am working on a widget system and have problems with how osgText:Text
  is layered. My text always ends up above the geometry. 
 
 I have a root node that has depth testing disabled. Under it is a hierachy 
 of rectangle-like panels. Some of them have text labels. All my geometry 
 layers as expected but the text always stays in front of everything else.
 
 Text with text layers correctly too.
 
 Any ideas why this happens?

osgWidget failed to be sufficient?

I can help you with this, of course (since I solved it in osgWidget),
but I'd be interested in knowing what it's missing that you wanted to
write you own. :)

 Cheers,
 stefan
 
 
 stefan hechenberger
 
 http://linear.nortd.com
 
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[osg-users] osgPango Updated

2009-10-24 Thread Jeremy Moles
Hey guys. :) I've spent the last two days getting osgPango back up to
speed with the changes in OSG that have happened since I was gone (not
much, but there we some bugs).

Check out:

http://osgpango.googlecode.com

...for 2 minor screenshots. As mentioned in previous e-mails, the
benefit of osgPango is that it's absolutely the best font support (right
now) you can get in OSG. :)

PROS:
- Lots of cool effects!
- No quad chopping/overlapping
- Very crisp quality
- Font property changing mid-character (color, size, face, etc.)
- Custom rendering using Cairo (osgCairo)
- Extensible design for your own custom text Drawables.
- Soon-to-be shader rendering support for effects.
- Cool examples (one with osgAnimation)

CONS:
- Uses Pango, which is great software but not trivial to build
  on Windows (it IS trivial to build in Linux). I have Windows
  binaries (32bit, built using MSVC9) for those who want them.

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Re: [osg-users] osgPango Updated

2009-10-24 Thread Jeremy Moles
On Sat, 2009-10-24 at 18:08 -0400, Jeremy Moles wrote:
 Hey guys. :) I've spent the last two days getting osgPango back up to
 speed with the changes in OSG that have happened since I was gone (not
 much, but there we some bugs).
 
 Check out:
 
   http://osgpango.googlecode.com
 
 ...for 2 minor screenshots. As mentioned in previous e-mails, the

...and a Flash video. :) WOW, that was easy to do! For anyone using
Linux:

1. Install Bugle
2. run:

BUGLE_CHAIN=video LD_PRELOAD=libbugle.so osgviewer

3. run:

ffmpeg -sameq -i bugle.avi OUTPUT.swf

4. Enjoy your Flash video of OSG stuff! Waaahla!

 benefit of osgPango is that it's absolutely the best font support (right
 now) you can get in OSG. :)
 
 PROS:
   - Lots of cool effects!
   - No quad chopping/overlapping
   - Very crisp quality
   - Font property changing mid-character (color, size, face, etc.)
   - Custom rendering using Cairo (osgCairo)
   - Extensible design for your own custom text Drawables.
   - Soon-to-be shader rendering support for effects.
   - Cool examples (one with osgAnimation)
 
 CONS:
   - Uses Pango, which is great software but not trivial to build
 on Windows (it IS trivial to build in Linux). I have Windows
 binaries (32bit, built using MSVC9) for those who want them.
 
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Re: [osg-users] osgWidget suggestions

2009-10-28 Thread Jeremy Moles
On Wed, 2009-10-28 at 06:17 +, Himar Carmona wrote:
 Hi Jeremy,
  
 some days ago you asked about some feedback for osgWidget. Since i
 read your message i have been looking at osgWidget and i have some
 suggestions, comments about how its works and possible future lines of
 work. And no, i'm not using it, osgWidget came to late to me, so i
 leave it out (at the moment). I use osg for a project that's growing
 up, now i'm looking harder to it and osgWidget will be something I
 will use.
  
 First, i must say its a good job. As far as i have seen it looks
 promising. But, have you some documentation regarding its design and
 or future plans? So i don't spend hours thinking something you have
 already thought about! :) The first question i could ask is (read
 beyond the obvious): What is the very concrete objective of
 osgWidget? I'm not fooling here. I mean, its objective is to be a thin
 layer of abstraction to allows some basic ui programmability with osg
 or it is to be a complete ui framework for user interfaces on OSG? 

The first version I intended to be a full-blown UI NodeKit; far too
ambitious. :)

The second version will be a sensible, strong lightweight wrapper around
the basics so that I can make something else to actually handle the
complex bits of code (windowing, advanced grouping, etc),

For example, a widget right now is hard-coded as 2D quad; this is
pretty terrible design, but makes it easy to handle sizing issues. In
the new version, widgets are just an abstract interface, and the library
uses the bounding box to position them instead. Of course, this means
that each widget must override a virtual resize method, but it allows
for widgets of arbitrary geometric size and dimension.

 Are you still open to suggestions? 
  
PD: Your optimism is commandable! Good for you. I wish you the
 best! Keep going! 
  
 Best regards,
 Himar.
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Re: [osg-users] osgCairo: draw curves on top of image

2009-11-05 Thread Jeremy Moles
Hey, I'm the author of osgCairo (are you using osgPango too :)) and I
just got them both to compile and work nicely on Windows. Let me get
home from work and I'll check these out and have you an svn update in
not time...

On Thu, 2009-11-05 at 19:44 +0100, Riccardo Corsi wrote:
 Hi all,
 
 I'm trying to use the nice osgCairo library to draw some curves on top
 of an image.
 I wasn't able to to that, because after loading an osgCairo::image
 with data coming from an osg::Image, whatever path I stroke or fill on
 it, it's used as a mask, instead of draw on top of it ( see attached
 image, screenshot of a modified osgCairoViewer)
 Is there a way to achieve what I'm looking for?
 
 I've also found a possible issue/bug under Windows: the image colors
 don't match between osg and cairo.
 You may notice it slightly in the screenshot of osgcairoViewer
 provided here by Jean-Sebastien (almost white, it's difficult to
 notice) 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-November/018634.html
 I made it more evident with another image in the attached screenshot.
 For the image to look fine I had to swap some colors, like RGBA -
 BGRA, despites of what the cairo settings state in the viewer example
 (CAIRO_FORMAT_ARGB32).
 
 If you give me some pointers, I can try to take a look into the code
 and see if I can fix it.
 
 Thank you,
 Ricky
 
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Re: [osg-users] osgWidget - menu and select from list

2009-11-10 Thread Jeremy Moles
On Tue, 2009-11-10 at 12:43 +0200, J.P. Delport wrote:
 Hi all,
 
 I'd like to make a very simple GUI inside my OSG app [1]. All I need is 
 a menu (osgwidgetmenu example is OK) and once a menu item is selected I 
 need to create a list of choices. The choices are all strings, but can 
 be too many to fit onto the screen. So, I need some kind of list box 
 that can scroll. Is this possible with osgWidget? Any other easy 
 alternatives?

This should be fairly easy to do; I will modify the menu example and try
to show you how it's done.

 thanks
 jp
 
 [1] Assume the app is full-screen with default platform osg created 
 windows, i.e. no Qt/Wx/...
 
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Re: [osg-users] How to get error from readImageFile?

2009-11-14 Thread Jeremy Moles
On Sat, 2009-11-14 at 14:00 +, Arve Knudsen wrote:
 I am experiencing that osgDB::readImageFile is unable to load PNGs. Is there 
 any way I can query the error cause?

Inside the osgdb_png loader code (or ANY loader code, for that matter),
the ReaderWriter object returns a ReadResult object during it's loading
process. This ReadResult can actually be a number of different things
(including a descriptive std::string), but it is generally an enum
inside ReadResult itself, and not very helpful. :(

Send me your PNG and I'll figure it out.

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Re: [osg-users] How to get events from interactive images

2009-12-01 Thread Jeremy Moles
On Tue, 2009-12-01 at 17:37 +0100, Serge Lages wrote:
 Thanks Robert, I've totally missed the osgWidget part, it is clearly
 the place for such mechanism.
 
 The interactive image plugin we're developping is not a browser but is
 not so far from it, do you think it can be valuable to have an
 InteractiveImage base class for sharing features between browsers and
 other interactive images ?
 
 I have another question : to get events from our images, we've
 implemented from the osg::Image base class the update method. But
 what's the better way to call this update method ? Currently our
 quick and dirty method is to put a custom update callback to the
 geode or the geometry using the image which call explicitly the
 update. Is there any other way to have this update method called ?

I'd be very interested in your opinion on this as well, Robert. I often
find myself wishing that Image objects had an update() method as well,
but I don't know if I'm misusing OSG or it makes the most sense for you
to put logic in the parent Geode instead, like Sergey is doing.

 On Tue, Dec 1, 2009 at 4:56 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Serge,
 
 The basic event handling support in osg::Image is to enable
 browser
 style interactivity but is limited to only putting events into
 the
 osg::Image subclass - there is no support for getting events
 out.
 There is a limit to the type of events you could get out too -
 as
 osg::Image doesn't know anything about the potential
 sublcasses from
 osg::Image.  The InteractiveImageHandler is also in a similar
 position
 - it knows nothing about the osg::Image subclasses - just
 enough about
 osg::Image to pass events into it.
 
 To get events for the browser subclass from osg::Image one
 will need
 to know about that specific subclass i..e
 osgWidget::BrowserImage.
 This as yet isn't geared up for passing any events back or
 providing a
 callback mechanism for it, but this is for sure the place to
 put them.
  This way you could do a dynamic cast to BrowserImage and then
 add the
 extra handling your need.  To do this we'll need to extend
 BrowserImage but this would be perfectly in keeping,
 BrowserImage
 itself is still in it's infancy, a first pass at what will be
 required
 for more fully featured browsing.
 
 Robert.
 
 
 On Tue, Dec 1, 2009 at 3:38 PM, Serge Lages
 serge.la...@gmail.com wrote:
  Hi Robert and all,
 
  I have a question about plugins and how to handle a specific
 case. Let's say
  that I have a plugin which returns an interactive image
 (like the pdf or
  browser one), I associate the image to an interactive image
 handler to send
  it events. Up to here, everything works as expected, but
 now, I need my
  interactive image to send me information about the
 navigation. For example
  with the browser plugin, let's say I would like my
 interactive image to tell
  me when the user clicks on a link to be able to filter the
 websites where
  the user browses. How can I handle this case without
 including some code
  from the plugin ? In a more generic way, do you think it can
 be possible to
  have a generic path for the interactive images to send back
 events to the
  application ? The InteractiveImageHandler should be the
 place to put such a
  mechanism ?
 
  Thanks in advance for any help on this subject !
  Cheers,
 
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  http://www.tharsis-software.com
 
 
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Re: [osg-users] How to get events from interactive images

2009-12-01 Thread Jeremy Moles
On Tue, 2009-12-01 at 18:13 +0100, Serge Lages wrote:
 Hi Jeremy
 
 On Tue, Dec 1, 2009 at 6:06 PM, Jeremy Moles jer...@emperorlinux.com
 wrote:
 On Tue, 2009-12-01 at 17:37 +0100, Serge Lages wrote:
  Thanks Robert, I've totally missed the osgWidget part, it is
 clearly
  the place for such mechanism.
 
  The interactive image plugin we're developping is not a
 browser but is
  not so far from it, do you think it can be valuable to have
 an
  InteractiveImage base class for sharing features between
 browsers and
  other interactive images ?
 
  I have another question : to get events from our images,
 we've
  implemented from the osg::Image base class the update
 method. But
  what's the better way to call this update method ? Currently
 our
  quick and dirty method is to put a custom update callback
 to the
  geode or the geometry using the image which call explicitly
 the
  update. Is there any other way to have this update method
 called ?
 
 
 I'd be very interested in your opinion on this as well,
 Robert. I often
 find myself wishing that Image objects had an update() method
 as well,
 but I don't know if I'm misusing OSG or it makes the most
 sense for you
 to put logic in the parent Geode instead, like Sergey is
 doing.
 
 
 
 
 The update method already exists (Image file line 327) :
 virtual void update(NodeVisitor* /*nv*/) {} 
 
 But I think there is no visitors to call it (but I've probably missed
 something too).

It's called by ImageSequence, actually, and does kind of the same thing
you and I are talking about, I think. :)

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Re: [osg-users] changing a osgWidget::Box position

2009-12-18 Thread Jeremy Moles
On Fri, 2009-12-18 at 11:08 +, David Martín wrote:
 Hi,
 
 i´ve got an osgWidget::Box and some osgWidget::Label as it´s children
 
 i can set the initial box position with setPosition(x, y, z) with no 
 problems, but if i want to change the position later in time, the same method 
 does not work
 
 do i need to call some other method in order to move the box and all it´s 
 children to the new position??

Just be sure and call -update() after modifying the osgWidget::Window
(a MatrixTransform) object as much as you need.

 
 Thank you!
 
 Cheers,
 David
 
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[osg-users] Benchmarking Software (Linux)

2009-12-18 Thread Jeremy Moles
Is anyone aware of any nice OpenGL benchmarking software for Linux? Do I
need to write something like this? (LIKE I HAVE THE TIME!) :)

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Re: [osg-users] Multiple viewports in osgViewer

2010-07-23 Thread Jeremy Moles
On Fri, 2010-07-23 at 20:03 +0200, Stefanie Hoepner wrote:
 Hi,
 
 I am trying to figure out how I can get two viewports in one window to show 2 
 different osg scenes, videos in particular. I tried the CompositeViewer, but 
 it gives me two separate windows. I would like one window splitted in the 
 middle, the right side showing one video and the left side showing the other 
 video.
 
 So, my question is, can I either make the CompositeViewer show the 2 scenes 
 in one and the same window or can I set the Viewer to have two viewports? Or 
 do you have any other idea how to do this?
 
 Thank you very much for any hints!

Here's an example I have in osgCairo showing how to do what you want:

http://code.google.com/p/osgcairo/source/browse/trunk/examples/osgcairoviewer/osgcairoviewer.cpp

At the bottom, in main(). You can see how I create two osgViewer::View
objects, set their viewports, and then add them to the CompositeViewer.

 Stefanie
 
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[osg-users] osgWidget/osgQt

2010-07-29 Thread Jeremy Moles
As more work goes into osgQt towards OSG3 (and as we get closer to
having full, fist class 2D widgets), I think that osgWidget (in it's
current form) should be removed. It was designed with the very futile
goal of trying to be a 2D UI kit, when it should have been far smaller
and far more generic from the very beginning.

I have been working on--in-between paid OSG work and medical
maintenance--this newer version, but it is not ready for anyone to look
at.

And also: I was officially declared in remission about a month ago, so
my short (but interesting!) bout with blood cancer at 29 is over.
Yay. :)

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Re: [osg-users] osgWidget/osgQt

2010-07-29 Thread Jeremy Moles
On Thu, 2010-07-29 at 16:36 +0100, Robert Osfield wrote:
 Hi Jeremy,
 
 Great news to hear you've beaten your illness.

Yeah, it was an interesting year and a half for sure. Now I just need
some time for the new immune system to get strong and I'll be better
than ever. :)

 Interesting thoughts on osgWidget, not one I was expecting from you,
 but I can see the logic behind it.  osgQt does require Qt which isn't
 a small dependency so for a lightweight users interface osgWidget
 still has value.   Before we could fully replace osgWidget with osgQt

I definitely think it still has value; it just doesn't fill (what I
believe) is it's niche. (more below)

 we'd need to address performance and threading issues that Qt
 introduces.
 
 When you say osgWidget should have been far small and more generic
 could you explain what you have in mind for a what osgWidget should
 have been?

Sure. This is something I touched on briefly earlier this year as I was
recovering but still frequently in the hospital, so couldn't produce
much code.

What osgWidget tries to be right now is a lightweight 2D interface
library. Widgets are always quads, Windows are always Geodes, etc.

What osgWidget should be is an even lighter wrapper around any generic
Drawable. It should feed input events to these Drawables in an OSG-like
way (perhaps by accumulating input data from the mouse/keyboard and
stuffing it into a NodeVisitor). It should provide some very basic
positioning rules for Widgets using their bounding boxes, not their
dimensions in 2D space.

Once that is done, I can take the old osgWidget and turn it into
simply a 2D implementation of the real, more flexible new osgWidget.
Quads would be a 2D, 4-vertex specialization of Widgets... so forth and
so on.

I'll be simplifying things immensely by providing just the hooks, and by
NOT trying to cover every possible use someone might have. First of all,
people will reach for things like QT instinctively if they need a FULL
BLOW 2D interface in their app. Secondly, there are so many modern UI
classes that people expect in any reasonable UI toolkit that providing
even one opens the door to the question: hey, where are the rest? :)

 Robert.
 
 On Thu, Jul 29, 2010 at 3:27 PM, Jeremy Moles jer...@emperorlinux.com wrote:
  As more work goes into osgQt towards OSG3 (and as we get closer to
  having full, fist class 2D widgets), I think that osgWidget (in it's
  current form) should be removed. It was designed with the very futile
  goal of trying to be a 2D UI kit, when it should have been far smaller
  and far more generic from the very beginning.
 
  I have been working on--in-between paid OSG work and medical
  maintenance--this newer version, but it is not ready for anyone to look
  at.
 
  And also: I was officially declared in remission about a month ago, so
  my short (but interesting!) bout with blood cancer at 29 is over.
  Yay. :)
 
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Re: [osg-users] Rendering to texture 1 from texture 0 and switching the textures

2010-08-03 Thread Jeremy Moles
On Tue, 2010-08-03 at 12:30 +0200, Honnet Vincent wrote:
 Hi,
 
 I'm a new in using OpenSceneGraph, so if this problem was already 
 solved, please send me the link. But I didn't find anything that could 
 help me from the archive.
 
 My problem is the following:
 
 I would like to:
 1- initialize the texture 0
 2- modify the texture 1 by using the data from the texture 0
 3- render texture 1 through a shader
 4- put the texture 1 into the texture 0 (switching the buffers actually)
 5- return to step 2
 this is like updating a texture from its old state.
 
 I'm currently having a look to demo osgmultiplerendertargets but I'm 
 not used enough with osg to understand everything or/and to modify it so 
 that I get the process I need.

I can't be 100% sure, but this sounds like a job for osgPPU. :) If I'm
not mistaken, this is exactly the kind of thing it purports to do (and
more).

 Could someone help me ?
 Thanks in advance, regards,
 Vincent
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Re: [osg-users] Widget sustain chinese?

2010-08-09 Thread Jeremy Moles
On Mon, 2010-08-09 at 05:57 +, wangafg...@sohu.com wrote:
 I recomposition osgWidget::label   sustain  chinese
 
 class  Label1: public osgWidget::Widget
 
  
 
 Label1 (const std::string , const std::wstring );
 
 
 Label1::Label1(const std::string name, const std::wstring label):
 Widget (name, 0, 0),
 _text  (new osgText::Text()), 
 _textIndex (0) {
 _text-setAlignment(osgText::Text::LEFT_BOTTOM);
 _text-setDataVariance(osg::Object::DYNAMIC);
 
 if(label.size()) {
   _text-setText(label.c_str());
 
 _calculateSize(getTextSize());
 }
 setColor(0.0f, 0.0f, 0.0f, 0.0f);
 }
 
  
 
 osg::ref_ptrosgText::Text _text;
 
  
 
 osgText::Text sustain  chinese, but osgWidget::Label no other than
 chinese 
 
  
 
 Label (const std::string = , const std::string = );
 
  
 
 Label::Label(const std::string name, const std::string label):
 Widget (name, 0, 0),
 _text  (new osgText::Text()), 
 _textIndex (0) {
 _text-setAlignment(osgText::Text::LEFT_BOTTOM);
 _text-setDataVariance(osg::Object::DYNAMIC);
 
 if(label.size()) {
 _text-setText(label);
 
 _calculateSize(getTextSize());
 }
 setColor(0.0f, 0.0f, 0.0f, 0.0f);
 }
 
 can accession sustain  widget chinese???

Because of the language issues here, I'm afraid I don't fully understand
the question. However, osgWidget::Label uses an osgText::Text object
internally, so if it isn't supporting your language or encoding, perhaps
osgWidget isn't passing the string along encoded--though I do recall
testing that successfully.

Do you have anyone that can perhaps translate your question?

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[osg-users] [ANN] osgPango / osgCairo

2010-08-12 Thread Jeremy Moles
Hello everyone! I have recently received funding from what must--for
various reasons--remain an anonymous source, to further develop and
refine osgPango. I've made some updates to the site with new screenshots
and small descriptions, and I wanted to try and solicit some more
feedback since it's been a while since I've mentioned them here:

http://osgpango.googlecode.com

A lot has changed with osgPango (far more mature and flexible API, no
more fixed-function support, up to 8 combinable textures per font,
multi-pass rendering) and I'd be interested to see what people think.

In the very near future I will be providing the equivalent of the famous 
3rd Party archive for osgPango for Windows. In Linux, it is quite
trivial to compile both osgCairo and osgPango. In Windows, until I can
create the necessary dependency libs, it's best to use the GTK Win32
Developers Bundle:

http://www.gtk.org/download-windows.html

In fact, my current client is using osgPango exclusively in Windows,
so don't be too intimidated by the mention of GTK or anything like
that!

The current Text object (a derived class from osg::MatrixTransform)
isn't a drop-in replacement for osgText::Text, but learning how to use
it properly isn't hard. Plus, if you can position a MatrixTransform in
your scene, you can position osgPango::Text geometry in your scene. :)
Or you can create your own Text class and manipulate the Geometry
however you want...

I've also made some pretty significant changes to osgCairo that I'd like
Robert to take a look at. :) A while back he had some interest in Cairo
and didn't really like the idea of creating and maintaining our own C++
wrappers. Well, I've come around to that same manner of thinking, so
osgCairo is really little more than a stripped down wrapper over
osg::Image, a fancy ReadFile implementation, and a few commonly-used
utility functions. It's a tad more sophisticated than what is already in
OSG, but not by much. Perhaps we can revisit this interest that once 
was...

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Re: [osg-users] Displaying text as Bold, Italicized and underlined in osg

2010-08-30 Thread Jeremy Moles
On Mon, 2010-08-30 at 12:27 +0200, Mangesh Joshi wrote:
 Hi,
 
 Is there any way in osg to display the text in bold and italicized style and 
 underline or strikethrough the text?

You can mix these kinds of decorations in a single string in osgPango,
though I haven't added support for underline yet.

http://osgpango.googlecode.com

If you need to only use osgText, perhaps someone here will have some
advice.

 Thank you!
 
 Cheers,
 mangesh
 
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Re: [osg-users] osgWidget

2010-09-23 Thread Jeremy Moles
9On Thu, 2010-09-23 at 09:30 +0200, lucie lemonnier wrote:
 Hi,
 
 I use VRJuggler and OSG to create an application on a VR system and I want to 
 use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I 
 wanted to know if it is possible to use osgWidget with osgUtil::SceneView?
 
 Thank you!

osgWidget uses osgViewer::View::computeIntersections() to do picking. I
don't think it will be possible to use SceneView in it's place without
overcoming this dependency.

In fact, I had always lamented the WindowManager's need for a View
pointer, but I needed to use it for picking and so it developed thusly.

 Cheers,
 lucie
 
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Re: [osg-users] osgWidget

2010-09-23 Thread Jeremy Moles
On Thu, 2010-09-23 at 10:32 -0400, Jean-Sébastien Guay wrote:
 Hi Jeremy,
 
  In fact, I had always lamented the WindowManager's need for a View
  pointer, but I needed to use it for picking and so it developed thusly.
 
 I can look at replacing this dependency with manually running an 
 intersector from the camera. If this is the only need for a View, it 
 should be easy to overcome. I'll put this on my Todo list :-)

Yep, this is the only thing the View is used for...

 J-S

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Re: [osg-users] How Camera Manipulators Work

2010-10-05 Thread Jeremy Moles
On Tue, 2010-10-05 at 20:13 +0200, Matt Caron wrote:
 I'm trying to write my own camera manipulator and I'm having a difficult time 
 figuring out how the current camera manipulators work.
 
 I have read through source code for a number of the manipulator classes 
 including FlightManipulator, FirstPersonManipulator, StandardManipulator, and 
 CameraManipulator.
 
 I can't seem to track down the code that actually manipulates the camera.  I 
 see a bunch of instance variables being altered and GUIEventAdapters getting 
 passed off to other methods, but I just can't seem to get down far enough in 
 the code to see where the manipulation is occurring.
 
 I think I noticed a frame() method in one of the lower level classes - is 
 this where all the data is used to compute new camera position and location?  
 If so, how does that frame() method know to use the velocity, acceleration, 
 pitch, yaw, etc that is built into subclasses like FlightManipulator?
 
 Any clarification about how the camera manipulator class structure works 
 would be appreciated.
 
 Additionally, I am having difficulty understanding the use of quaternions in 
 relation to the OSG coordinate system.  If someone could point me towards 
 some descriptive reference material on working in the OSG coordinate system I 
 would appreciate it.
 
 Thanks.

If I'm not mistaken, you just need to define your own versions of the
pure virtuals in CameraManipulator(); particularly getInverseMatrix. And
remember, if you use a matrix created by Matrix::makeLookAt, that is
ALREADY inverted. :) (Cedric helped me with that...)

 Matt
 
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Re: [osg-users] osgWidget

2010-10-26 Thread Jeremy Moles
On Tue, 2010-10-26 at 16:20 +0200, lucie lemonnier wrote:
 Hi,
 
 Is it possible in osgWidget to get the coordinates of widget in meters or 
 centimeters instead of pixels?
 
 Thank you!

Not in it's current version. The first version of osgWidget was (is)
very 2D-centric, and wasn't developed around the idea of arbitrary
space. It is quite married to the idea of pixels. :)

 Cheers,
 lucie
 
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Re: [osg-users] OT: User GUI toolkit

2010-11-23 Thread Jeremy Moles
On Mon, 2010-11-22 at 18:31 +0100, Anders Backman wrote:
 Old as,... I don't know. But this question pops up now and then.

This will hopefully--eventually--be solved by osgWidget/osgWidget(2).
Unfortunately, right in the middle of my passionate development I had
some serious medical issues, and as I recover I spend the majority of my
free coding time doing various, small paid OSG projects.

I haven't forgot about this huge gap in OSG, and I really want to tackle
it as soon as I can. In the meantime, you could adapt current osgWidget,
or perhaps someone else will have advice.

At any rate, some of the components necessary to REALLY make an
incredible GUI toolkit (vector drawing and good text layout support,
osgCairo/osgPango) are really coming along. :)

 Assume you need a OpenGL based SDK, lean (in terms of dependencies)
 gui, for In-graphics GUI, multiplatform.
 With basic support for sliders, buttons, text, windows.
 
 
 What do people use?
 Is it QT for everything (with their OpenGL based widgets), is it FLTK?
 wxWidgets? Seems that most of the small, OpenGL based stuff are mostly
 stalled in development.
 Some are integrating Java (JOGL)...
 
 
 Really curious to see what people use, perhaps there are some new
 interesting stuff out there?
 
 -- 
 
 
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[osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Jeremy Moles
Hey guys, as a result of some very welcome and appreciated private
funding on osgPango, it now has the ability to create rasterized (into
the texture atlas) font bevel effects.

http://jeremymoles.com/bevel2d.png
http://jeremymoles.com/bevel3d.png

Features coming along great! Next stop is to squash the dependency
nightmare on windows by compiling everything statically using a custom
CMake build for EVERYTHING. Wish me luck...

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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Jeremy Moles
On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote:
 Hi Jeremy,
 
 
 I thought it was about time I gave osgPango a go, so I checked out
 osgCairo and pango from your googlecode repos.
 
 
 However, I'm having a small issue with compiling osgCairo - which I
 believe is a dependency of osgPango.
 
 
 The build fails on Util.cpp, it says it can't find the identifier
 cairock_create_embossed_surface in Util.cpp line 62.

Whoops! Fixed. :)

 I'm building against the the cairo 1.10 source found
 here: http://www.gtk.org/download-windows.html on win32.

I also use the gtk development bundle (for now) on Windows. This should
be fine.

 Any hints?
 
 
 Cheers,
 
 
 Kim.
 
 
 
 On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com
 wrote:
 Hey guys, as a result of some very welcome and appreciated
 private
 funding on osgPango, it now has the ability to create
 rasterized (into
 the texture atlas) font bevel effects.
 
 http://jeremymoles.com/bevel2d.png
 http://jeremymoles.com/bevel3d.png
 
 Features coming along great! Next stop is to squash the
 dependency
 nightmare on windows by compiling everything statically using
 a custom
 CMake build for EVERYTHING. Wish me luck...
 
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 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Jeremy Moles
On Sat, 2010-11-27 at 21:33 +, Kim Bale wrote:
 Hello again,
 
 
 Yep that fixed osgCairo. 
 
 
 However, those changes have broken osgPango. :)
 
 
 You changed the interface for createEmbossedSurface in osgCairo,
 however you forgot to update the reference to it in osgPango.
 
 
 osgCairo::Util::CreateEmbossedSurface is called in Emboss.cpp line 34.
 It's missing the height, ambient, diffuse parameters that you just
 added in osgCairo. I'd add them myself and send it in but I'm unsure
 as to their purpose.

BAH! :) I have all this fixed at home on my machine with the NVidia
hardware, but I'm cold-committing these changes from WORK on my Intel.
As soon as I get home I'll work this all out and get back to you...

The documentation for emboss can be found in cairocks.h (it's an
svn:external in osgCairo in the ext/ directory), but it is somewhat
wanting. :) I have to get this all updated for my client anyways, so
just hang in there for a bit and I'll have it all sync'd up.

IT DOES WORK, though; we got screenshots to prove it.

 Cheers.
 
 
 Kim.
 
 On 27 November 2010 20:29, Jeremy Moles jer...@emperorlinux.com
 wrote:
 On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote:
  Hi Jeremy,
 
 
  I thought it was about time I gave osgPango a go, so I
 checked out
  osgCairo and pango from your googlecode repos.
 
 
  However, I'm having a small issue with compiling osgCairo -
 which I
  believe is a dependency of osgPango.
 
 
  The build fails on Util.cpp, it says it can't find the
 identifier
  cairock_create_embossed_surface in Util.cpp line 62.
 
 
 Whoops! Fixed. :)
 
  I'm building against the the cairo 1.10 source found
  here: http://www.gtk.org/download-windows.html on win32.
 
 
 I also use the gtk development bundle (for now) on Windows.
 This should
 be fine.
 
 
  Any hints?
 
 
  Cheers,
 
 
  Kim.
 
 
 
  On 27 November 2010 15:53, Jeremy Moles
 jer...@emperorlinux.com
  wrote:
  Hey guys, as a result of some very welcome and
 appreciated
  private
  funding on osgPango, it now has the ability to
 create
  rasterized (into
  the texture atlas) font bevel effects.
 
  http://jeremymoles.com/bevel2d.png
  http://jeremymoles.com/bevel3d.png
 
  Features coming along great! Next stop is to squash
 the
  dependency
  nightmare on windows by compiling everything
 statically using
  a custom
  CMake build for EVERYTHING. Wish me luck...
 
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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Jeremy Moles
On Sat, 2010-11-27 at 21:50 +, Kim Bale wrote:
 Haha don't worry, I have no doubt it works :)
 
 
 Anyway, there's no hurry I'm just tinkering away with a glass of
 wine. 

Hey, better than me. :) Recovering from blood cancer and GVHD and I
often find myself tinkering away with a glass of Knob Creek...

 I'll come back to this tomorrow.
 
 
 Regards,
 
 
 K.
 
 
 On 27 November 2010 21:39, Jeremy Moles jer...@emperorlinux.com
 wrote:
 On Sat, 2010-11-27 at 21:33 +, Kim Bale wrote:
  Hello again,
 
 
  Yep that fixed osgCairo.
 
 
  However, those changes have broken osgPango. :)
 
 
  You changed the interface for createEmbossedSurface in
 osgCairo,
  however you forgot to update the reference to it in
 osgPango.
 
 
  osgCairo::Util::CreateEmbossedSurface is called in
 Emboss.cpp line 34.
  It's missing the height, ambient, diffuse parameters that
 you just
  added in osgCairo. I'd add them myself and send it in but
 I'm unsure
  as to their purpose.
 
 
 BAH! :) I have all this fixed at home on my machine with the
 NVidia
 hardware, but I'm cold-committing these changes from WORK on
 my Intel.
 As soon as I get home I'll work this all out and get back to
 you...
 
 The documentation for emboss can be found in cairocks.h (it's
 an
 svn:external in osgCairo in the ext/ directory), but it is
 somewhat
 wanting. :) I have to get this all updated for my client
 anyways, so
 just hang in there for a bit and I'll have it all sync'd up.
 
 IT DOES WORK, though; we got screenshots to prove it.
 
 
  Cheers.
 
 
  Kim.
 
  On 27 November 2010 20:29, Jeremy Moles
 jer...@emperorlinux.com
  wrote:
  On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote:
   Hi Jeremy,
  
  
   I thought it was about time I gave osgPango a go,
 so I
  checked out
   osgCairo and pango from your googlecode repos.
  
  
   However, I'm having a small issue with compiling
 osgCairo -
  which I
   believe is a dependency of osgPango.
  
  
   The build fails on Util.cpp, it says it can't find
 the
  identifier
   cairock_create_embossed_surface in Util.cpp line
 62.
 
 
  Whoops! Fixed. :)
 
   I'm building against the the cairo 1.10 source
 found
   here: http://www.gtk.org/download-windows.html on
 win32.
 
 
  I also use the gtk development bundle (for now) on
 Windows.
  This should
  be fine.
 
 
   Any hints?
  
  
   Cheers,
  
  
   Kim.
  
  
  
   On 27 November 2010 15:53, Jeremy Moles
  jer...@emperorlinux.com
   wrote:
   Hey guys, as a result of some very welcome
 and
  appreciated
   private
   funding on osgPango, it now has the
 ability to
  create
   rasterized (into
   the texture atlas) font bevel effects.
  
   http://jeremymoles.com/bevel2d.png
   http://jeremymoles.com/bevel3d.png
  
   Features coming along great! Next stop is
 to squash
  the
   dependency
   nightmare on windows by compiling
 everything
  statically using
   a custom
   CMake build for EVERYTHING. Wish me
 luck...
  
  
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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-29 Thread Jeremy Moles
On Mon, 2010-11-29 at 10:42 +0100, Serge Lages wrote:
 Hi Jeremy,
 
 
 This effect seems great ! Thanks !
 
 
 About the dependencies on Windows, I found it not so hard, even pretty
 simple compared to other projects. Will you let the ability to link
 dynamicaly and make the static link an option ? Static linking can be
 even worse in some case.

Yeah, it'll be up to your osgPango CMake setup whether you want to use
the pkg-config path dynamically or the static deps. If it works. :)

 Cheers,
 
 On Sat, Nov 27, 2010 at 4:53 PM, Jeremy Moles
 jer...@emperorlinux.com wrote:
 Hey guys, as a result of some very welcome and appreciated
 private
 funding on osgPango, it now has the ability to create
 rasterized (into
 the texture atlas) font bevel effects.
 
 http://jeremymoles.com/bevel2d.png
 http://jeremymoles.com/bevel3d.png
 
 Features coming along great! Next stop is to squash the
 dependency
 nightmare on windows by compiling everything statically using
 a custom
 CMake build for EVERYTHING. Wish me luck...
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 -- 
 Serge Lages
 http://www.tharsis-software.com
 
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Re: [osg-users] osg widget window rotate

2011-01-20 Thread Jeremy Moles
On Thu, 2011-01-20 at 17:35 +0100, Gareth Penfold wrote:
 Hi,
 
 I have been trying to implement a compass widget which the user can 
 manipulate. I have been trying this with osg widget. 
 
 When using addRotate to my widget's window the widget is clipped to the area 
 it was previously in.
 
 How would i get around this problem?

By default, the clip area is the size of the window without rotation.
This is called VisibilityMode in osgWidget terms. Set this to
VM_ENTIRE and you'll be fine:

w-setVisibilityMode(osgWidget::Window::VM_ENTIRE)

 ... 
 
 Thank you!
 
 Cheers,
 Gareth
 
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Re: [osg-users] osgWidgets and double click

2011-02-09 Thread Jeremy Moles
On Tue, 2011-02-08 at 16:59 -0800, Eduardo Poyart wrote:
 Hello,
 
 
 It seems like osgWidgets doesn't support double-click.

Well, osgWidget doesn't support or not support it, it's really a feature
of the event handler you have set. The default one is in:

src/osgWidget/ViewerEventHandler.cpp

..and I certainly do see some code in there referring to DOUBLECLICK.
However, when I wrote that way back I can't say for sure I ever did a
doubleclick test.

I'll try and check it out later, if you don't get to it first.

 What would be a good way to implement it? Timing the clicks on my
 widget manager doesn't work, because I always miss the second click. I
 think that is because OSG's event handler is translating the second
 click into a double-click and osgWidgets never gets informed about the
 double-click.
 
 
 I'm willing to submit a patch for osgWidgets, but I would like some
 guidance on the right direction.
 
 
 Thanks
 Eduardo
 
 
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Re: [osg-users] osgWidgets and double click

2011-02-09 Thread Jeremy Moles
On Wed, 2011-02-09 at 09:42 -0500, Jeremy Moles wrote:
 On Tue, 2011-02-08 at 16:59 -0800, Eduardo Poyart wrote:
  Hello,
  
  
  It seems like osgWidgets doesn't support double-click.
 
 Well, osgWidget doesn't support or not support it, it's really a feature
 of the event handler you have set. The default one is in:
 
   src/osgWidget/ViewerEventHandler.cpp
 
 ..and I certainly do see some code in there referring to DOUBLECLICK.
 However, when I wrote that way back I can't say for sure I ever did a
 doubleclick test.
 
 I'll try and check it out later, if you don't get to it first.

Okay, I just took a look and the doubleClick handler just returns false.
It looks like I never got around to it. It won't be hard to add, maybe I
can do it later tonight hopefully.

  What would be a good way to implement it? Timing the clicks on my
  widget manager doesn't work, because I always miss the second click. I
  think that is because OSG's event handler is translating the second
  click into a double-click and osgWidgets never gets informed about the
  double-click.
  
  
  I'm willing to submit a patch for osgWidgets, but I would like some
  guidance on the right direction.
  
  
  Thanks
  Eduardo
  
  
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Re: [osg-users] WindowManager root

2011-02-11 Thread Jeremy Moles
On Fri, 2011-02-11 at 12:03 +0100, Gianni Ambrosio wrote:
 Hi All,
 is there a root node for all widgets inserted in a WindowManager?
 
 I mean, I use a root node for 3D objects in my viewer and I would like to 
 have the same feature for widgets. In fact in my scene manager I store a 
 Group node to which I add all other nodes without using a viewer pointer 
 again. I just add the group root node once to the viewer (on init) and the 3D 
 scene is updated automatically just adding a child to that group root node.
 
 I would like the same feature for widgets without having to add every new 
 widget to the window manager explicitly. Is that possible? I tried to find a 
 general widget in vain. The Box must specify the BoxType so it is not a nice 
 solution. The Window class is virtual and can not be used directly as a root 
 instance. Any idea?

This isn't possible in the current version of osgWidget. There is a
pretty significant distinction between Drawables and Nodes.

I'm curious why you want this? There might be a better way to get the
results you're seeking w/ existing codestuffs.

 Regards
 Gianni
 
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Re: [osg-users] WindowManager lifecycle

2011-02-11 Thread Jeremy Moles
On Fri, 2011-02-11 at 18:36 +0100, Gianni Ambrosio wrote:
 Just one more consideration.
 
 In other examples (i.e. osgwidgetlabel) the window manager is not added as 
 child of the camera but createParentOrthoCamera() is used insted. Looking at 
 that code the Window Manager is internally added to the returned camera.

It's add as a child to an orthographic camera, which is in turn added to
the viewer's default camera. That is pretty standard for 2D HUD. :)

 Gianni
 
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Re: [osg-users] osgWidget::Label::setLabel() does not update the size

2011-02-22 Thread Jeremy Moles
On Tue, 2011-02-22 at 16:19 +0100, Gianni Ambrosio wrote:
 Dear Jeremy Moles,
 is there a reason for not updating the size of the Label if smaller than 
 previous one?

In my own testing back when I wrote it I never had any problems, but
then again osgText has changed a lot since then. If you can provide me a
small app I can easily compile demonstrating the bug I'd be glad to have
a go at fixing it. :)

 Regards
 Gianni
 
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Re: [osg-users] Window Position of Widget

2011-03-11 Thread Jeremy Moles
On Fri, 2011-03-11 at 01:17 +0100, Andrew Kos wrote:
 I have a widget button--which is essentially a label--inside a widget box 
 which is placed somewhere within a viewer, say at 100x150. This button should 
 open up, right below it, a dropdown menu, which is another box. 
 
 The issue I'm having is that if I use getOrigin() or getPosition() for the 
 button, I get a value of 0,0 which is where it is placed relative to the 
 origin of the window it is in. This causes an issue because the window that 
 drops down below it needs the actual position of the button relative to the 
 entire screen.
 
 Is there some way I can get this absolute position of the button origin? Or 
 is there some other way I can get around this issue so I can get the dropdown 
 window to actually be below my button?

You probably want to use the Window's ::getOrigin plus the
Widget's ::getOrigin, plus any additional spacing you want. But from
what you're said so far, everything is behaving as it should. Origin
only differs from Position in that the Position returns the Z coordinate
as well...

 Thanks
 
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Re: [osg-users] osgWidget link error over VC90

2011-04-08 Thread Jeremy Moles
On Fri, 2011-04-08 at 14:00 +0200, Dani Cow wrote:
 Hi folks,
 
 I'm having some trouble linking the osganimationeasemotion example under 
 VC90. I get linking errors, all of them related to osgWidget. Any ideas?

What version of OSG? I'll check this out in trunk...

 Code:
 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) 
 protected: virtual struct osgWidget::Window::Sizes __thiscall 
 osgWidget::Table::_getHeightImplementation(void)const  
 (__imp_?_getHeightImplementation@Table@osgWidget@@MBE?AUSizes@Window@2@XZ)
 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) 
 protected: virtual struct osgWidget::Window::Sizes __thiscall 
 osgWidget::Table::_getWidthImplementation(void)const  
 (__imp_?_getWidthImplementation@Table@osgWidget@@MBE?AUSizes@Window@2@XZ)
 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) 
 protected: virtual void __thiscall 
 osgWidget::Table::_resizeImplementation(float,float) 
 (__imp_?_resizeImplementation@Table@osgWidget@@MAEXMM@Z)
 1main.obj : error LNK2001: unresolved external symbol __declspec(dllimport) 
 public: virtual bool __thiscall osgWidget::Table::addWidget(class 
 osgWidget::Widget *) (__imp_?addWidget@Table@osgWidget@@UAE_NPAVWidget@2@@Z)
 ...
 
 
 
 
 Thank you!
 
 Cheers,
 Daniel
 
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Re: [osg-users] osgWidget link error over VC90

2011-04-08 Thread Jeremy Moles
On Fri, 2011-04-08 at 17:40 +0200, Dani Cow wrote:
 Version 2.9.9.

Hmmm. I'm not familiar with the installer, is this on Windows? (Sorry, I
use SVN on both Windows and Linux, but if you're on linux you might be
talking about YUM or apt or something...)

 I used the installer.
 
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Re: [osg-users] SVN Trunk / TextNode

2011-04-21 Thread Jeremy Moles
On Thu, 2011-04-21 at 15:46 +0100, Robert Osfield wrote:
 Hi Jeremy,
 
 On Thu, Apr 21, 2011 at 3:28 PM, Jeremy Moles jer...@emperorlinux.com wrote:
  I noticed a file, TextNode.cpp, in the text3D example src directory. Is
  this a scratchpad-file for a future (possible) interface? I'm liking the
  extensibility of the design so far, it could work out really well...
 
 TextNode is an experimental approach to providing text functionality.
 The key aim of the class and supporting classes is making the process
 of creating and position text more flexible.  When I returned to
 completing the TextNode implementation it will replace the exisitng
 Text and Text3D classes, and should make it possible to introduce
 other backend implementations of text beyond the 2D quad and 3D
 geometry approaches, my hope was that your own work in text would fit
 into this approach as well.

That is exactly what I was thinking as well. The backend and layout
power could still be powered but a sophisticated layout engine like
Pango (or Harfbuzz), but could continue to use a standard and well-known
OSG interface.

I don't know if you have plans in the next week or so to make more
changes to TextNode.cpp, but if not, I may make a few adjustments to it
and submit a patch or two...

 Robert.
 


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Re: [osg-users] how to convert float to osgText::String

2011-04-28 Thread Jeremy Moles
On Thu, 2011-04-28 at 19:27 +0200, Nan WANG wrote:
 Hi,
 
 I have a simple question
 How to convert a float number to osgText::String in order to display with  
 osgText::Text::setText function?

Try ::createUTF8EncodedString(), or something like that.

 ... 
 
 Thank you!
 
 Cheers,
 Nan
 
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Re: [osg-users] [osgPlugins] osgAnimation Update

2011-04-29 Thread Jeremy Moles
On Thu, 2011-04-28 at 19:41 +0200, Garrett Cope wrote:
 More investigation, still not much clearer. I'm hoping with a more concrete 
 example someone can tell me what I'm missing...
 
 My main issue is how to change the coordinate system of a bone within the 
 skeleton hierarchy. This could be done previously by just modifying the 
 rotation of the bones bind matrix. Now that doesn't seem to work for me.
 
 A specific example using osganimationskinning::
 
 This example currently rotates about the local z-axis of each joint. Let's 
 say that I now want to rotate the first joint about the vertical axis 
 instead. This could be accomplished by changing the axis of the rotate 
 transform for the bone as follows:
 
 
 Code:
 pRight0Update-getStackedTransforms().push_back(new 
 osgAnimation::StackedRotateAxisElement(rotate, osg::Vec3(0,1,0), 0));
 
 
 
 but how would I do this by changing coordinate system of the bone such that 
 the existing rotation would now rotate about the vertical axis? 
 
 I did this previously by adjusting the rotation of the bind matrix, but 
 adding any rotation to the bind matrix in this case seems to just distort the 
 mesh.
 
 I'm sure I'm missing something key...
 
 Thanks in advance for any thoughts

I'm really surprised Cedric hasn't answered this yet--he really is the
only person who could conceivably help.

Maybe he's just really, really busy. :(

 --jamie[/code]
 
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Re: [osg-users] osg Widget image transparent

2011-05-24 Thread Jeremy Moles
On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote:
 Hi,
 is there a way to put a semitransparent image in a widget?
 
 I build my widget as:
 
 
 Code:
  
   widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
   widget-setColor(1.0,1.0,1.0,1.0);
   widget-setImage(imageSrc);
   widget-setSize(notifySize);
   widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
   widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
   widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
   widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
   widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER);
   widget-setAlignVertical(osgWidget::Widget::VA_CENTER);
   widget-setLayer(osgWidget::Widget::LAYER_TOP );

You're doing everything right except one small thing, which I will be
changing in future versions of osgWidget. The transparency is working,
but the background widget of the Window you put your Widget in is
probably full white. So:

Window-getBackground()-setColor(0, 0, 0, 0);

...and you should be good. :)

 imageSrc is a PNG transparent file, but I can't see the trasparence.
 
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Re: [osg-users] osg Widget image transparent

2011-05-24 Thread Jeremy Moles
On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote:
 Hi,
 is there a way to put a semitransparent image in a widget?
 
 I build my widget as:
 
 
 Code:
  
   widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
   widget-setColor(1.0,1.0,1.0,1.0);
   widget-setImage(imageSrc);
   widget-setSize(notifySize);
   widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT);
   widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT);
   widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT);
   widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT);
   widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER);
   widget-setAlignVertical(osgWidget::Widget::VA_CENTER);
   widget-setLayer(osgWidget::Widget::LAYER_TOP );

I should also mention that if you call:

 -setImage(imageSrc, true)

...you will not need to manually call setTexCoord().

 imageSrc is a PNG transparent file, but I can't see the trasparence.
 
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Re: [osg-users] osgtext::text 2lines?

2011-05-25 Thread Jeremy Moles
On Wed, 2011-05-25 at 12:25 +0200, Christoph Gill wrote:
 Hi,
 i want to add a second line to a osgtext::text and tried it with \n, br and 
 [br] but nothing will work. So I'm looking for a funktion to do this.
 I Add a std::string as Text to my Text an would like to place the linebreak 
 in it.
 
 Thanks for your help

I'm 100% sure this works. There's something else going on with your
code. Can you paste a small example?

 Cheers,
 Christoph
 
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Jeremy Moles
On Fri, 2011-05-27 at 10:41 -0400, Eric Sokolowsky wrote:
 Robert Osfield wrote:
  Hi All,
 
  I'm just doing a code review from before and after the r12294 rev and
  it looks like the move of the code from a method being called in the
  graphics thread GraphicsWindowX11::swapBufferImplentation() to on
  being called from the main thread GraphcisWindowX11::checkEvents()
  without the display being changed from the one used for the graphics
  thread to the one used for events.  If I am correct then it should be
  a simple fix of just replacing the _display variable usage to the
  local display variable.
 
  I will test in the svn/trunk configuration and then with my suggested
  change.  Will update you all soon on how I get on.
 


Just to chime in, I'm also experiencing this problem.

Fedora 14-64, NVidia 270 driver.

 I think this is getting close to the problem. I have further narrowed 
 the problem to the last section of differences in GraphicsWindowX11.cpp  
 between r12293 and r12294 (I applied all the other parts of the 
 difference and there is no problem). If I comment out the second while( 
 XPending(_display) ) loop (see around line 1467) there is no crash. Is 
 the _display variable changed in the first loop?
 
 I also tried putting a sleep(1) call just above line 1467 the first time 
 the function is run and now I can not get it to crash, further 
 suggesting a race condition that the loop is triggering.

 Eric
 
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Re: [osg-users] [osgPango] Alpha when rendering letters

2011-05-27 Thread Jeremy Moles
Can you send me an example showing this? I can probably fix the problem
right up when I see the code.

However, unless you've got some FFP blending setup elsewhere in your
scene, I'm having a hard time imagining what could be wrong...

On Fri, 2011-05-27 at 23:46 +0400, Sergey Kurdakov wrote:
 Hi,
 
 I use osgPango to render text ( latest version from svn ).
 
 
 from what I got from code,  first glyphs are rendered to layers, then
 default shader puts 
 everything into frontbuffer  ( default is frag1 shader - which I
 use ).
 
 
 However - due to use of alpha in shader the text looks somewhat not
 very crisp
 ( some parts of letters appear as if they have some alpha ( I render
  above alpha texture but with osgPango node 
 with blend option switched off  - but still shader takes it into
 account)
 
 
 from shader generator  baseFragmentHeader(unsigned int num)
 
 
 there is a statement
 
 
 return vec4(c.rgb * t.a, t.a);
 
 
 so - naturally alpha is present in output pixel.
 
 
 Replacing the string
 
 
 to
 
 
 return vec4(c.rgb, t.a);
 
 
 does not change  much.
 
 
 but
 
 
 return vec4(c.rgb , 1.0 );
 
 
 renders everything outside letters  with black ( so instead of text -
 filled rectangles ).
 
 
 now, maybe I miss something simple
 but how to filter
 alpha so that
 I have less fuzzy letters and also do not produce non needed
 artifacts.
 
 
 
 
 Regards
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Re: [osg-users] ostText::Text3D Alignment (Possible Confusion)

2011-06-02 Thread Jeremy Moles
On Thu, 2011-06-02 at 21:22 +0100, Robert Osfield wrote:
 Hi Jeremy,
 
 This looks like a bug to me.  It's too late in the day for me to look
 at right now, but it does rather look like osgText::Text3D is not
 behaviing quite how I'd expect.

I'll send some code to use to help test this out tomorrow. Basically, an
example you can run:

./test --alignment LEFT_TOP --axisAlignment XZ_PLANE

...to quickly test the transformation code. As I continue work on
TextNode, I'm trying to make sure every existing API call (at least, the
ones that CAN be) behave as closely in the new world as the old. :)

 Robert.
 
 On Thu, Jun 2, 2011 at 6:13 PM, Jeremy Moles jer...@emperorlinux.com wrote:
  Hey guys (particularly Robert, or anyone using Text3D heavily).
 
  When using Text3D::setAlignment(), any alignment NOT using the BASE_LINE
  will be positioned IN FRONT of the requested position. Please see the
  left-top.png attachment.
 
  However, all alignments that DO use BASE_LINE will be positioned BEHIND
  the requested position. See attached left-base-line.png.
 
  Is this intended/expected/worked-around in current applications?
 
  I'd like to consolidate this behavior is possible in my own development,
  and I'd be interested in some quick opinions before proceeding.
 
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Re: [osg-users] giving thickness/color to line segments

2011-06-15 Thread Jeremy Moles
On Wed, 2011-06-15 at 19:06 +0200, basil huffman wrote:
 I am looking to figure out how to give thickness to line segments. I am 
 creating them as follows
 
 Code:
 
 osg::ref_ptrosg::Geometry geom = new osg::Geometry;
 osg::ref_ptrosg::DrawArrays drawArrayLines = new  
 osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP);
   
   osg::ref_ptrosg::Vec3Array vertexData = new osg::Vec3Array;
 
   geom-addPrimitiveSet(drawArrayLines);
   geom-setVertexArray(vertexData);

//loop through points
vertexData-push_back(osg::Vec3d(point.X,point.Y,point.Z));
//
drawArrayLines-setFirst(0);
   drawArrayLines-setCount(vertexData-size());   
   
   // Add the Geometry (Drawable) to a Geode and return the Geode.
   osg::ref_ptrosg::Geode geode = new osg::Geode;
   geode-addDrawable( geom.get() );

 
 
 
 How can I give these line segments thickness and color?  Also, is this the 
 best way to plot line segments?

You want to use osg/LineWidth for this if you're using the FFP. It's
quite easy to use:

osg::LineWidth* lineWidth = new osg::LineWidth();

lineWidth-setWidth(2.0f);

...getOrCreateStateSet()-setAttributeAndModes(lineWidth,
osg::StateAttribute::ON);

If you're using a programmable pipeline, I'm not entirely sure this
works. Haven't tested it (yet).

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[osg-users] Jabber and/or OpenSceneGraph IRC

2011-06-15 Thread Jeremy Moles
Hey, I just wanted to remind all of you lovely individuals that we have
an IRC channel on Freenode. I know a lot of professional coders simply
don't have the time or inclination for this kind of thing, but nothing
would make me happier than to have real-time access to other people who
use OSG day-in-and-day-out...

Think of the things we could learn! :)

What if we started our own Jabber network? I just got done doing a large
XMPP project here at work and am now intimately familiar with the
protocol/admin/etc. of Jabber networks...

Would this be a resource people could be interested in?

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Re: [osg-users] Please test svn/trunk in prep for OSG-3.0 branch tomorrow!

2011-06-16 Thread Jeremy Moles
On Thu, 2011-06-16 at 17:38 +0100, Robert Osfield wrote:
 Hi All,
 
 Through this week I've been tidying up the codebase and address a few
 outstanding bugs, and getting mostly up to date with submissions, and
 am now pretty comfortable about going for the 3.0 branch tomorrow.
 Are the community as comfortable about this as I?   One one way to
 find out and that's to go test svn/trunk, so...
 
 Pretty, pretty please could as many of you as possible start testing
 out svn/trunk?  Send in your feedback positive or negative.
 
 This evening I might make one last dev release, and if things go OK
 with testing out in the community create the OSG-3.0 branch.  Once the
 3.0 branch is made I'll immeditately tag the first rc1, and then
 through the weekend and first half of next week we can hammer the poor
 source to nail those last release niggles.  My aim will be to get
 3.0.0 out towards the end of next week.

Working great for me so far! (I update trunk every morning, usually...)

I've attached a file you may be interested in looking at. They're just
warnings, but you may be interested nontheless.

 Thanks in advance for your help,
 Robert.
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src/osg/ShapeDrawable.cpp:1409:11: warning: variable ‘nzBase’ set but not used 
[-Wunused-but-set-variable]
src/osg/ShapeDrawable.cpp:1410:11: warning: variable ‘nRatioBase’ set but not 
used [-Wunused-but-set-variable]
src/osgUtil/DelaunayTriangulator.cpp:569:27: warning: variable ‘ptest’ set but 
not used [-Wunused-but-set-variable]
src/osgUtil/DelaunayTriangulator.cpp:979:45: warning: variable ‘curp’ set but 
not used [-Wunused-but-set-variable]
src/osgUtil/RenderStage.cpp:631:18: warning: variable ‘stencilAttached’ set but 
not used [-Wunused-but-set-variable]
src/osgDB/ExternalFileWriter.cpp:241:31: warning: unused variable ‘SHADER_EXT’ 
[-Wunused-variable]
src/osgGA/NodeTrackerManipulator.cpp:257:21: warning: variable ‘lookVector’ set 
but not used [-Wunused-but-set-variable]
src/osgGA/NodeTrackerManipulator.cpp:259:21: warning: variable ‘upVector’ set 
but not used [-Wunused-but-set-variable]
src/osgGA/TerrainManipulator.cpp:217:11: warning: variable ‘lookVector’ set but 
not used [-Wunused-but-set-variable]
src/osgGA/TerrainManipulator.cpp:219:11: warning: variable ‘upVector’ set but 
not used [-Wunused-but-set-variable]
src/osgText/FadeText.cpp:74:20: warning: variable ‘edge23’ set but not used 
[-Wunused-but-set-variable]
src/osgText/FadeText.cpp:75:20: warning: variable ‘edge30’ set but not used 
[-Wunused-but-set-variable]
src/osgText/Text.cpp:747:10: warning: variable ‘is_valid_size’ set but not used 
[-Wunused-but-set-variable]
src/osgViewer/View.cpp:737:15: warning: variable ‘cursor’ set but not used 
[-Wunused-but-set-variable]
src/osgViewer/View.cpp:1130:19: warning: variable ‘cursor’ set but not used 
[-Wunused-but-set-variable]
src/osgViewer/View.cpp:1118:15: warning: variable ‘dx’ set but not used 
[-Wunused-but-set-variable]
src/osgViewer/GraphicsWindowX11.cpp:1141:10: warning: variable 
‘destroyWindowRequested’ set but not used [-Wunused-but-set-variable]
src/osgParticle/FluidProgram.cpp:38:23: warning: variable ‘velBefore’ set but 
not used [-Wunused-but-set-variable]
src/osgVolume/FixedFunctionTechnique.cpp:124:30: warning: variable ‘tf’ set but 
not used [-Wunused-but-set-variable]
src/osgShadow/ParallelSplitShadowMap.cpp:593:22: warning: variable ‘bb’ set but 
not used [-Wunused-but-set-variable]
src/osgTerrain/GeometryTechnique.cpp:777:12: warning: variable ‘i_sampleFactor’ 
set but not used [-Wunused-but-set-variable]
src/osgWrappers/deprecated-dotosg/osg/Texture.cpp: In function ‘const char* 
Texture_getInternalFormatModeStr(osg::Texture::InternalFormatMode)’:
src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration 
value ‘USE_PVRTC_2BPP_COMPRESSION’ not handled in switch [-Wswitch]
src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration 
value ‘USE_PVRTC_4BPP_COMPRESSION’ not handled in switch [-Wswitch]
src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration 
value ‘USE_ETC_COMPRESSION’ not handled in switch [-Wswitch]
src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration 
value ‘USE_S3TC_DXT1c_COMPRESSION’ not handled in switch [-Wswitch]
src/osgWrappers/deprecated-dotosg/osg/Texture.cpp:380:11: warning: enumeration 
value ‘USE_S3TC_DXT1a_COMPRESSION’ not handled in switch [-Wswitch]
src/osgPlugins/ive/ShapeAttributeList.cpp:31:48: warning: variable ‘it’ set but 
not used [-Wunused-but-set-variable]
src/osgPlugins/cfg/ConfigParser.cpp:2247:13: warning: variable ‘result’ set but 
not used [-Wunused-but-set-variable]
src/osgPlugins/dds/ReaderWriterDDS.cpp:314:10: warning: variable ‘is3dImage’ 
set but not used [-Wunused-but-set-variable]

Re: [osg-users] Please test svn/trunk in prep for OSG-3.0 branch tomorrow!

2011-06-16 Thread Jeremy Moles
On Thu, 2011-06-16 at 19:01 +0100, Robert Osfield wrote:
 Hi Jeremy,
 
 On Thu, Jun 16, 2011 at 6:19 PM, Jeremy Moles jer...@emperorlinux.com wrote:
  Working great for me so far! (I update trunk every morning, usually...)
 
 I've been changes in through the day so good to svn update a little
 more often now
 we are approach the branch.
 
  I've attached a file you may be interested in looking at. They're just
  warnings, but you may be interested nontheless.
 
 I'm working on some other warnings right now, feel free to address the
 ones you've
 found if you have time :-)

Absolutely; though, rather than submit each modified file, will you take
an svn diff in this case? :)

 Robert.
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[osg-users] Basic Lighting Shaders

2011-06-23 Thread Jeremy Moles
I'm looking to collect some sample code from OSG users (if this code is
shareable) for some basic lighting examples done purely in GLSL. If
anyone is willing to share this (I can certainly adapt it, so there's no
need to modify it), I'd be grateful.

What I'm looking for mainly is how lighting code from source like the
Orange Book are different/adapted to OSG. I've begun to compile OSG
without support for the FFP, and I'm trying to work up a basic default
set of shaders to emulate the FFP functionality.

I'm very close, but I'm having trouble figuring out how exactly to
caclulate the eye coordinate in my vertex shader when using osgViewer.
Right now I'm using:

eyePos = vec3(osg_ModelViewMatrix * gl_Vertex);

...but this starts to fall out of whack as I use the standard
TracballManipulator. It works, of course, when in the home() position
(and with a new ViewMatrix for the default camera with Y-up).

Thanks!

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Re: [osg-users] improperly culled osgText

2011-06-24 Thread Jeremy Moles
On Fri, 2011-06-24 at 13:57 +0100, Robert Osfield wrote:
 HI Terry,
 
 On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote:
  Thanks for the reply.  Turning off small feature culling does indeed
  fix my problem, but it's not ideal.
 
 It's not ideal at all, I'd call it hack ;-)
 
 I guess another hack would be to switch off culling off for the first frame
 and then re-enable.
 
I'm not sure I understand all the
  details of what you're saying, but let me take a crack at it.  With
  the current code you can a) turn off small feature culling, which will
  get you a bounding box of size 0 on the first frame and a
  reconstructed bounding box of the proper size on later frames, or b)
  leave small feature culling on, which causes your text to never be
  displayed.
 
  If there must be an incorrect bounding box on the first frame, maybe
  it should be just large enough to escape being culled as a small
  feature.  Then small feature culling could be left on without any
  trouble.  Of course, if there is any way to build a bounding box of
  roughly the right shape and size with information about the text to be
  drawn, that would probably be better.  It sounds to me like things
  happen in the wrong order in OSG to make this practical or even
  possible.
 
 You are reading things correctly, as things stand the view dependent
 settings in osgText cause problems with sizing and computing bounding
 volumes for the first frame.  Having a view dependent text in two different
 views will also cause similar issues with the bounding volume.
 
 I don't think there is any easy solutions without rejigging a number of design
 elements.  For instance if I was write osgText::Text now I wouldn't put any
 of the view dependent support into it.  Instead this should be provied by
 osg::AutoTransform, osg::Billboad or similar node level support.  This will
 solve part of the problems, but there still is the issue with view dependent
 subgraphs and their bounding volumes which would need some resolution
 at the node level, unfortunately I don't know just what right now.

TextNode will make this much easier, I think.

Coming Soon (tm)!

 Robert.
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