[osg-users] ImageStream current frame

2008-09-18 Thread Richard Baron Penman
hello,

I would like to display what percentage of a video has been played. I'm
using the ImageStream class and I thought getReferenceTime() or
getTimeMultiplier() might help me, but they always return 0.

Examining the header file I found this:
72 virtual double getLength() const { return 0.0; }
73
74 virtual void setReferenceTime(double) {}
75 virtual double getReferenceTime() const { return 0.0; }
76
77 virtual void setTimeMultiplier(double) {}
78 virtual double getTimeMultiplier() const { return 0.0; }

So it seems this functionality is not ready yet. Does anyone have an
alternative way to determine the current playing video frame?

regards,
Richard
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Re: [osg-users] ImageStream current frame

2008-09-22 Thread Richard Baron Penman
thanks for the clarification about ImageStream Robert.

If I understand right ImageStream buffers the frames in a PixelBufferObject
and switches the frames in the compileBuffer() function. So if I could get
feedback from this function then I could determine the frame count. Possibly
the _compiledList[contextID] variable might help with this.
Am I on the right track? Can you offer any advice?

Richard


Hi *Richard*,
>
> These methods are virtual methods, and ImageStream is a base class...
> that implementations subclass from, so the fact a header doesn't
> implement something doesn't say anything about the actual
> implementations that are meant to implement it.
>
> Secondly the getReferenceTime() and TimeMultiplier are an time offset
> and multiple, that is used by the ImageStream implementations to
> compute the current time, and not the current time of the movie.
>
> The actual time of the movie is something that would have to added to
> ImageStream and its implementations, it should be possible to do this,
> something like a getMovieTime().
>
> Robert.
>
> On Fri, Sep 19, 2008 at 6:52 AM, *Richard* Baron *Penman*
> http://groups.google.com/groups/unlock?_done=/group/osg-users/browse_thread/thread/bde4593fbcf2f787/c30a4b7745126399%3Flnk%3Dgst%26q%3Drichard%2Bpenman&msg=00cb577c06825440>
> @gmail.com> wrote:
> > hello,
>
> > I would like to display what percentage of a video has been played. I'm
> > using the ImageStream class and I thought getReferenceTime() or
> > getTimeMultiplier() might help me, but they always return 0.
>
> > Examining the header file I found this:
> > 72 virtual double getLength() const { return 0.0; }
> > 73
> > 74 virtual void setReferenceTime(double) {}
> > 75 virtual double getReferenceTime() const { return 0.0; }
> > 76
> > 77 virtual void setTimeMultiplier(double) {}
> > 78 virtual double getTimeMultiplier() const { return 0.0; }
>
> > So it seems this functionality is not ready yet. Does anyone have an
> > alternative way to determine the current playing video frame?
>
> > regards,
> > *Richard*
> > ___
> > osg-users mailing list
> > osg-us...<http://groups.google.com/groups/unlock?_done=/group/osg-users/browse_thread/thread/bde4593fbcf2f787/c30a4b7745126399%3Flnk%3Dgst%26q%3Drichard%2Bpenman&msg=00cb577c06825440>
> @lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph...<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org>
>
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Re: [osg-users] ImageStream current frame

2008-09-24 Thread Richard Baron Penman
I'm happy to extend ImageStream if my changes could be fed back.

"The changes will need to be to base class and the ImageStream
implementations."
Frame information would only be relevant to a stream so why would the base
Image class need to be changed?

Richard


> Hi Richard,
>
> Chasing after PixelBufferObject usage will just waste your time on
> something that really won't lead to much benefit.  What you are after
> is a value that the OSG doesn't at present provide, but the OSG is
> open source, so you can take the source extended it to do what you
> need to do and then get these changes make into the main trunk.   The
> changes will need to be to base class and the ImageStream
> implementations.
>
> Robert.
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[osg-users] extracting camera path from model

2008-09-25 Thread Richard Baron Penman
hello,

I have a model and camera animation path exported from 3ds max to osg
format.
In OpenSceneGraph I want to jump to any point along this animation, so I'm
trying to extract the AnimationPath ControlPoints.

Here is the relevant part of the osg file:

PositionAttitudeTransform {
DataVariance DYNAMIC
name "Camera01"
nodeMask 0xff
cullingActive TRUE
UpdateCallbacks {
  AnimationPathCallback {
DataVariance DYNAMIC
pivotPoint 0 0 0
timeOffset 0
timeMultiplier 1
AnimationPath {
  DataVariance DYNAMIC
  LoopMode LOOP
  ControlPoints {
0 235.432098388672 9.58514785766602 0 0.500558972358704
0.499440401792526 0.499440401792526 0.500559031963348 1.0011920929
0.99761581421 1.0023841858
...

So you can see the AnimationPath is stored within a callback within a
Transform. My problem is I haven't figured out how to extract this path.

There was a similar thread on this earlier (
http://groups.google.com/group/osg-users/browse_thread/thread/f89d14baf366385b/1c9e025662bf2544)
but the author was just after an initial position.
I looked at getUpdateCallback() but the interface of its return type
NodeCallback looks like a dead end.
Has anyone done this before?

regards,
Richard
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Re: [osg-users] extracting camera path from model

2008-09-25 Thread Richard Baron Penman
oh now I see it - thanks very much!


> Hi Richard,

> You find the node with animation path callback on and then you use
> dynamic_cast<>:

>  osg::AnimationPathCallback* apc =
> dynamic_cast(node->getUpdateCallback());
> Robert.
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[osg-users] TrackballManipulator asymptote

2008-10-28 Thread Richard Baron Penman
hello,

when I use the TrackballManipulator to view my model I find that the
camera velocity slows to zero if I try to approach a certain point,
which I believe is the origin.
Do you know why this occurs and how it can be prevented?

Richard
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Re: [osg-users] TrackballManipulator asymptote

2008-10-30 Thread Richard Baron Penman
thanks again Robert - now I better understand how TrackballManipulator
works. I overloaded the calcMovement() function to move consistently and it
is working well.

Richard


Hi *Richard*,
>
> The trackball slows as you move into the origin as the rate of
> movement in is always a percentage of distance from the center to the
> eye point.  This is just the way it works, it's not some that can be
> "fixed" as it's doing exactly what it's meant to do.
>
> Now if you want some custom manipulator that kinda behaves like the
> TrackballManipulator then you'll need to subclass or just write your
> own from scratch.   One hack you could implement is the pushing
> forward of the center as you get near to it, rather than just keep
> reducing the distance between the eye and the center.
> Robert.
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[osg-users] multiple views on separate Qt widgets

2008-11-30 Thread Richard Baron Penman
hello,

I am trying to provide multiple views of an OpenSceneGraph scene within a Qt
window.
I can get this working for a single view, or multiple views in the same
widget like in the osgviewerQT composite example. But I'm struggling to get
multiple views on separate widgets working.

I know many variations of this question have been asked:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg08512.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg04883.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05487.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16623.html
etc

But I am still not clear how to render each view. The examples use
composite_viewer->frame() in the paint event but for me this only renders a
single view and leaves the rest blank.
Is there an alternative way to render multiple views at the same time?

Richard
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Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Richard Baron Penman
hi Robert,

I've tried both methods used in the example and got both working for a
single view, but not for multiple.
The problem seems to be with having separate timeout loops calling
composite_viewer->frame(). Is there an alternative way to render a view?

Richard


On Mon, Dec 1, 2008 at 10:00 PM, Robert Osfield <[EMAIL PROTECTED]>wrote:

> Hi Richard,
>
> You don't mention how you are actually implementing the link between
> OSG and QT, are you using GraphicsWindowEmbedded or using the window
> inheritance of osgViewer.  The GraphicsWindowEmbedded route is very
> restricted as it's simplicity hides all the
> makeCurrent/releaseContext/swapBuffer functionality that a fully
> threaded/multi-context viewer requires.
>
> Robert.
>
> On Mon, Dec 1, 2008 at 1:09 AM, Richard Baron Penman
> <[EMAIL PROTECTED] <[EMAIL PROTECTED]>> wrote:
> > hello,
> >
> > I am trying to provide multiple views of an OpenSceneGraph scene within a
> Qt
> > window.
> > I can get this working for a single view, or multiple views in the same
> > widget like in the osgviewerQT composite example. But I'm struggling to
> get
> > multiple views on separate widgets working.
> >
> > I know many variations of this question have been asked:
> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg08512.html
> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg04883.html
> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05487.html
> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16623.html
> > etc
> >
> > But I am still not clear how to render each view. The examples use
> > composite_viewer->frame() in the paint event but for me this only renders
> a
> > single view and leaves the rest blank.
> > Is there an alternative way to render multiple views at the same time?
> >
> > Richard
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> ___
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Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Richard Baron Penman
The examples I've seen put frame() in their paint event and don't render
without it there. Is there an example available that implements the
architecture you describe?

> Or use multiple viewers.
that would be the simplest way. Can viewers share the same node group
memory?

Richard


On Mon, Dec 1, 2008 at 10:23 PM, Robert Osfield <[EMAIL PROTECTED]>wrote:

> Hi Richard,
>
> The osgViewer:::CompositeViewer/Viewer architecture is designed to
> support one frame loop driving all the windows associated with that
> viewer, not multiple places trying to dispatch frame().   So you use a
> single timer.  Or use multiple viewers.
>
> Robert.
>
> On Mon, Dec 1, 2008 at 11:16 AM, Richard Baron Penman
> <[EMAIL PROTECTED] <[EMAIL PROTECTED]>> wrote:
> > hi Robert,
> >
> > I've tried both methods used in the example and got both working for a
> > single view, but not for multiple.
> > The problem seems to be with having separate timeout loops calling
> > composite_viewer->frame(). Is there an alternative way to render a view?
> >
> > Richard
> >
> >
> > On Mon, Dec 1, 2008 at 10:00 PM, Robert Osfield <
> [EMAIL PROTECTED]>
> > wrote:
> >>
> >> Hi Richard,
> >>
> >> You don't mention how you are actually implementing the link between
> >> OSG and QT, are you using GraphicsWindowEmbedded or using the window
> >> inheritance of osgViewer.  The GraphicsWindowEmbedded route is very
> >> restricted as it's simplicity hides all the
> >> makeCurrent/releaseContext/swapBuffer functionality that a fully
> >> threaded/multi-context viewer requires.
> >>
> >> Robert.
> >>
> >> On Mon, Dec 1, 2008 at 1:09 AM, Richard Baron Penman
> >> <[EMAIL PROTECTED] <[EMAIL PROTECTED]>> wrote:
> >> > hello,
> >> >
> >> > I am trying to provide multiple views of an OpenSceneGraph scene
> within
> >> > a Qt
> >> > window.
> >> > I can get this working for a single view, or multiple views in the
> same
> >> > widget like in the osgviewerQT composite example. But I'm struggling
> to
> >> > get
> >> > multiple views on separate widgets working.
> >> >
> >> > I know many variations of this question have been asked:
> >> >
> >> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg08512.html
> >> >
> >> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg04883.html
> >> >
> >> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05487.html
> >> >
> >> >
> http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16623.html
> >> > etc
> >> >
> >> > But I am still not clear how to render each view. The examples use
> >> > composite_viewer->frame() in the paint event but for me this only
> >> > renders a
> >> > single view and leaves the rest blank.
> >> > Is there an alternative way to render multiple views at the same time?
> >> >
> >> > Richard
> >> >
> >> > ___
> >> > osg-users mailing list
> >> > osg-users@lists.openscenegraph.org
> >> >
> >> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >> >
> >> >
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> ___
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Re: [osg-users] osgviewerQT example

2008-12-07 Thread Richard Baron Penman
I have that example working with Debian in VirtualBox.


On Fri, Dec 5, 2008 at 7:56 PM, Serge Lages <[EMAIL PROTECTED]> wrote:

> Thank you very much for these information Don, so it seems that our crash
> is really related to VMWare, I think we'll need to install a proper Linux...
> :)
>
>
> On Fri, Dec 5, 2008 at 12:21 AM, Don Leich <[EMAIL PROTECTED]> wrote:
>
>> The osgviewerQT example with the --QOSGWidget option has exposed some
>> problems at the juction of OSG and the windowing system.  I was aware of a
>> problem running this on Mac OS X for a couple of weeks, but didn't pay much
>> attention to it.  I spent some time testing on a variey of Linux systems and
>> found a problem there too.  Please note I'm running OSG version 2.6.0.
>>
>> On Mac OS X osgviewerQT crashes after getting a BadWindow error from
>> XGetWindowAttributes when called by osgViewer::GraphicsWindowX11::setWindow.
>> The window attributes are garbage values.
>>
>> More curious, I tested two nearly identical systems and the example run OK
>> on one and crashed on the other.
>>
>>
>>  $ osgviewerQT cow.osg --QOSGWidget --CompositeViewer
>>
>> --- OK on system 1 ---
>>
>> Fedora w/2.6.9-5.ELsmp kernel
>> OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2
>> OpenGL version string: 2.1.1 NVIDIA 100.14.19
>>
>> --- Crashes on system 2 ---
>>
>> Fedora w/2.6.9-5.ELsmp kernel
>> OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2
>> OpenGL version string: 2.0.0 NVIDIA 76.76
>>
>>
>> Program received signal SIGABRT, Aborted.
>> 0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2
>> (gdb) where
>> #0  0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2
>> #1  0x00a6d955 in raise () from /lib/tls/libc.so.6
>> #2  0x00a6f319 in abort () from /lib/tls/libc.so.6
>> #3  0x0054d557 in __cxa_call_unexpected () from /usr/lib/libstdc++.so.5
>> #4  0x0054d5a4 in std::terminate () from /usr/lib/libstdc++.so.5
>> #5  0x0054d716 in __cxa_throw () from /usr/lib/libstdc++.so.5
>> #6  0x00503e33 in std::__throw_logic_error () from /usr/lib/libstdc++.so.5
>> #7  0x00540fc2 in std::string::_M_replace_safe () from
>> /usr/lib/libstdc++.so.5
>> #8  0x0053d894 in std::basic_string,
>> std::allocator >::basic_string () from
>> #/usr/lib/libstdc++.so.5
>> #9  0x00fdf661 in osg::getGLVersionNumber () at
>> /usr/osg/OpenSceneGraph-2.6.0/src/osg/GLExtensions.cpp:47
>> #10 0x010adf34 in osg::State::initializeExtensionProcs (this=0x9196ce8) at
>> #/usr/osg/OpenSceneGraph-2.6.0/src/osg/State.cpp:757
>> #11 0x00961c1f in osgUtil::SceneView::draw (this=0x919d898) at
>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgUtil/SceneView.cpp:988
>> #12 0x0063dd6a in osgViewer::Renderer::cull_draw (this=0x919d6d8) at
>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:535
>> #13 0x0063e83f in osgViewer::Renderer::operator() (this=0x919d6d8,
>> context=0x90e79f8) at
>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:636
>> #14 0x01028521 in osg::GraphicsContext::runOperations (this=0x90e79f8) at
>> #/usr/osg/OpenSceneGraph-2.6.0/src/osg/GraphicsContext.cpp:688
>> #15 0x00685289 in osgViewer::ViewerBase::renderingTraversals
>> (this=0x90e6b88) at
>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/ViewerBase.cpp:694
>> #16 0x00684a80 in osgViewer::ViewerBase::frame (this=0x90e6b88,
>> simulationTime=1.7976931348623157e+308) at
>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/ViewerBase.cpp:592
>> #17 0x0805b4c7 in CompositeViewerQOSG::paintEvent (this=0x90e6b88,
>> event=0xbff758c0) at
>> #/usr/osg/OpenSceneGraph-2.6.0/examples/osgviewerQT/QOSGWidget.cpp:296
>> #18 0x0350c0bc in QWidget::event () from /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #19 0x034778f9 in QApplication::internalNotify () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #20 0x03477a8a in QApplication::notify () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #21 0x03445f4c in QWidget::repaint () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #22 0x03507e0b in QWidget::repaint () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #23 0x0380ac13 in QWidget::qt_invoke () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #24 0x034d6450 in QObject::activate_signal () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #25 0x034d6b2a in QObject::activate_signal () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #26 0x0380929d in QTimer::timeout () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #27 0x034f615c in QTimer::event () from /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #28 0x034778f9 in QApplication::internalNotify () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #29 0x03477a8a in QApplication::notify () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #30 0x0346bc6e in QEventLoop::activateTimers () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #31 0x03427c2e in QEventLoop::processEvents () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #32 0x0348cf25 in QEventLoop::enterLoop () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #33 0x0348ce7e in QEventLoop::exec () from
>> /usr/lib/qt-3.3/lib/libqt-mt.so.3
>> #34 0x03476afb in QApplic

Re: [osg-users] osgviewerQT example

2008-12-08 Thread Richard Baron Penman
yes I can confirm that flag works for me.
I am using the older 1.6 version and haven't tested version 2, which came
out last month. FYI I've found virtualizing Linux with VirtualBox more
responsive than VMWare.

Richard


On Mon, Dec 8, 2008 at 8:05 PM, Serge Lages <[EMAIL PROTECTED]> wrote:

> Hi Richard, just to be sure, it works with the --QOSGWidget option ?
>
>
> On Mon, Dec 8, 2008 at 1:23 AM, Richard Baron Penman <
> [EMAIL PROTECTED] <[EMAIL PROTECTED]>> wrote:
>
>> I have that example working with Debian in VirtualBox.
>>
>>
>>
>> On Fri, Dec 5, 2008 at 7:56 PM, Serge Lages <[EMAIL PROTECTED]>wrote:
>>
>>> Thank you very much for these information Don, so it seems that our crash
>>> is really related to VMWare, I think we'll need to install a proper Linux...
>>> :)
>>>
>>>
>>> On Fri, Dec 5, 2008 at 12:21 AM, Don Leich <[EMAIL PROTECTED]> wrote:
>>>
>>>> The osgviewerQT example with the --QOSGWidget option has exposed some
>>>> problems at the juction of OSG and the windowing system.  I was aware of a
>>>> problem running this on Mac OS X for a couple of weeks, but didn't pay much
>>>> attention to it.  I spent some time testing on a variey of Linux systems 
>>>> and
>>>> found a problem there too.  Please note I'm running OSG version 2.6.0.
>>>>
>>>> On Mac OS X osgviewerQT crashes after getting a BadWindow error from
>>>> XGetWindowAttributes when called by 
>>>> osgViewer::GraphicsWindowX11::setWindow.
>>>> The window attributes are garbage values.
>>>>
>>>> More curious, I tested two nearly identical systems and the example run
>>>> OK on one and crashed on the other.
>>>>
>>>>
>>>>  $ osgviewerQT cow.osg --QOSGWidget --CompositeViewer
>>>>
>>>> --- OK on system 1 ---
>>>>
>>>> Fedora w/2.6.9-5.ELsmp kernel
>>>> OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2
>>>> OpenGL version string: 2.1.1 NVIDIA 100.14.19
>>>>
>>>> --- Crashes on system 2 ---
>>>>
>>>> Fedora w/2.6.9-5.ELsmp kernel
>>>> OpenGL renderer string: Quadro FX 3450/4000 SDI/PCI/SSE2
>>>> OpenGL version string: 2.0.0 NVIDIA 76.76
>>>>
>>>>
>>>> Program received signal SIGABRT, Aborted.
>>>> 0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2
>>>> (gdb) where
>>>> #0  0x004417a2 in _dl_sysinfo_int80 () from /lib/ld-linux.so.2
>>>> #1  0x00a6d955 in raise () from /lib/tls/libc.so.6
>>>> #2  0x00a6f319 in abort () from /lib/tls/libc.so.6
>>>> #3  0x0054d557 in __cxa_call_unexpected () from /usr/lib/libstdc++.so.5
>>>> #4  0x0054d5a4 in std::terminate () from /usr/lib/libstdc++.so.5
>>>> #5  0x0054d716 in __cxa_throw () from /usr/lib/libstdc++.so.5
>>>> #6  0x00503e33 in std::__throw_logic_error () from
>>>> /usr/lib/libstdc++.so.5
>>>> #7  0x00540fc2 in std::string::_M_replace_safe () from
>>>> /usr/lib/libstdc++.so.5
>>>> #8  0x0053d894 in std::basic_string,
>>>> std::allocator >::basic_string () from
>>>> #/usr/lib/libstdc++.so.5
>>>> #9  0x00fdf661 in osg::getGLVersionNumber () at
>>>> /usr/osg/OpenSceneGraph-2.6.0/src/osg/GLExtensions.cpp:47
>>>> #10 0x010adf34 in osg::State::initializeExtensionProcs (this=0x9196ce8)
>>>> at
>>>> #/usr/osg/OpenSceneGraph-2.6.0/src/osg/State.cpp:757
>>>> #11 0x00961c1f in osgUtil::SceneView::draw (this=0x919d898) at
>>>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgUtil/SceneView.cpp:988
>>>> #12 0x0063dd6a in osgViewer::Renderer::cull_draw (this=0x919d6d8) at
>>>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:535
>>>> #13 0x0063e83f in osgViewer::Renderer::operator() (this=0x919d6d8,
>>>> context=0x90e79f8) at
>>>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/Renderer.cpp:636
>>>> #14 0x01028521 in osg::GraphicsContext::runOperations (this=0x90e79f8)
>>>> at
>>>> #/usr/osg/OpenSceneGraph-2.6.0/src/osg/GraphicsContext.cpp:688
>>>> #15 0x00685289 in osgViewer::ViewerBase::renderingTraversals
>>>> (this=0x90e6b88) at
>>>> #/usr/osg/OpenSceneGraph-2.6.0/src/osgViewer/ViewerBase.cpp:694
>>>> #16 0x00684a80 in osgViewer::ViewerBase::frame (this=0x90e6b88,
>>>> simulationTime=1.7976931348623157e+308) at
>>>&g

[osg-users] ShadowMap is wiping out ambient light

2008-12-10 Thread Richard Baron Penman
hello,

when I add a shadow map to my scene it wipes out the ambient lighting.
Searching the archives I noticed a thread from May with the same problem:
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-May/011559.html

But the discussion in that thread ended without resolution. Has there been
progress on this issue? Or is there a neat work around?

v2.6.1
Richard
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[osg-users] Model progress after loaded

2009-02-08 Thread Richard Baron Penman
hello,

I am using the model loading progress example provided by Marco Jez at
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress
It is a neat effect but I have found there is a delay after the model is
loaded before it is shown in an OSG view. I expect this is because after the
model is loaded it still takes some time to render.
Is there a way to determine when a model is viewable by the user?

thanks,
Richard
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Re: [osg-users] multiple views on separate Qt widgets

2009-02-26 Thread Richard Baron Penman
whoops, got the versions wrong - I upgraded from 2.6 to 2.8.

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Re: [osg-users] multiple views on separate Qt widgets

2009-03-01 Thread Richard Baron Penman
Sure, here is a screenshot with 2.6 where the composite views are contained 
within the window.
Richard

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Re: [osg-users] multiple views on separate Qt widgets

2009-03-02 Thread Richard Baron Penman
hi,

the 2.6 screenshot shows the expected functionality (the right panel is a
top down view).
The problem is in 2.8 my composite views are rendered on the desktop instead
of within the window. Can you think of a reason for this?
I suspected the problem is how I create the view in the SceneOSG::addView()
function.

Richard


On Mon, Mar 2, 2009 at 8:41 PM, Robert Osfield wrote:

> HI Richard,
>
> The right window looks odd, is this correct?  Is this way one should
> expect if everything is working or is this an example of the problem?
>
> Robert.
>
> On Sun, Mar 1, 2009 at 11:54 PM, Richard Baron Penman 
> wrote:
> > Sure, here is a screenshot with 2.6 where the composite views are
> contained within the window.
> > Richard
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=7715#7715
> >
> >
> >
> >
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Re: [osg-users] Intergration with OSG

2009-03-23 Thread Richard Baron Penman
Have a look at the osgviewer* examples, which show how to embed OSG in
different windowing frameworks.
Richard

On Wed, Mar 18, 2009 at 3:15 AM, Lingyun Yu  wrote:

> Hi all,
>
> Does anybody know if I can render one part of window in OSG, and use
> another framework to render the rest?
>
> Thanks.
>
> --
> Cheers,
> Yun
>
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Re: [osg-users] Absolutely dark scene

2009-03-23 Thread Richard Baron Penman
I was wondering about that - thanks for the tip,
Richard


On Wed, Mar 18, 2009 at 3:04 AM, Fernan  wrote:

> Hi Robert,
>
> Thank you for your help.
> I've achieved my purpose.
>
> Following your instructions I realized that my problems were two:
>
> 1) On the one hand, the scene by default sets the AmbientIntensity as
> follows:
>
>osg::LightModel* lightmodel = new osg::LightModel;
>lightmodel->setAmbientIntensity(osg::Vec4(0.1f,0.1f,0.1f,1.0f));
>_globalStateSet->setAttributeAndModes(lightmodel,
> osg::StateAttribute::ON);
>
> And due this the scene was always a little light.
> Then I set this value to zero in my application after create the scene:
>
>osg::LightModel* lightmodel = new osg::LightModel;
>lightmodel->setAmbientIntensity(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
>_globalStateSet->setAttributeAndModes(lightmodel,
> osg::StateAttribute::ON);
>
> And I got all the elements of the scene appear dark unless sea.
>
> 2) On the other, I realized that I was applying to the sea surface an
> OSG::Material with Emission value set to nonzero. Once I set the zero value
> to this parameter, all to be completely dark in my scene.
>
> --
>
> I leave here my solution in order to it can help someone with same problem.
>
> Thanks a lot again for your help.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=8627#8627
>
>
>
>
>
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Re: [osg-users] Announcing VR-Vantage - an OSG-based 3D Toolkit

2009-04-01 Thread Richard Baron Penman
Whose idea was it to announce this on April Fools Day?!

>From reading the limited information available on their website I think this
framework would offer some useful features for my project. Does anyone have
experience or an opinion about this technology/company?

cheers,
Richard



On Wed, Apr 1, 2009 at 1:24 PM, Len Granowetter  wrote:

> Fellow members of the OpenSceneGraph community,
>
> VT MAK (aka MAK Technologies) is proud to announce the launch today of
> VR-Vantage (http:\\www.VR-Vantage.com) - a new 3D application development
> environment based on OpenSceneGraph!
>
> MAK has been involved in visual simulation for over 16 years now, and over
> the years, we've talked to a lot of people who have expressed frustration
> about the state of the 3D visualization market: Commercial image generators
> (IGs) always have great features out of the box, but they are usually closed
> systems - often tied to a vendor’s content-generation toolchain, and often
> without a toolkit API for user customization or extension.  On the other end
> of the spectrum are scene graph toolkits like OSG - which offer unlimited
> flexibility, but require lots of application development and content
> integration work just to get to the point where you can really start adding
> your project-specific capabilities.  What's really been missing is a product
> that provides full-featured out-of-the-box applications, *and* the ability
> to extend, customize or embed any of that application-level functionality
> into custom applications.  Missing...until now!
>
> What we are offering with VR-Vantage is the ability to turbo-charge your
> OSG-based development project.  A typical OSG user (particularly in the
> visual simulation domain) spends lots of money incorporating content, and
> lots of software development time implementing or integrating
> application-level functionality, such as:
> • Game-like or virtual-globe-like navigation interfaces
> • Human character animation
> • Real-time trees and vegetation
> • Graphical User Interface
> • A sky/lighting/environment model
> • An "entity management" layer
> • Full-featured DIS/HLA support
> • Top-quality 3D vehicle and cultural feature models
> • Run-time configuration system
> • Informational overlays about simulated objects
> • Fully-integrated Distributed Rendering for multi-channel displays
> • Streaming terrain elevation and imagery from web-mapping services
> • Heads-up-displays or interactive cockpit displays
>
> With VR-Vantage, we've built all of this content and capability into an
> inexpensive off-the-shelf product.  We've licensed all the necessary
> 3rd-party technology, and spent the past two years integrating and
> developing a powerful application-level OSG-based toolkit - so that you
> don't have to do it yourself!  The VR-Vantage applications, which include
> the MAK Stealth viewer, and a new desktop IG called Vantage IG, already
> incorporate all of the following as standard features: IDV's SpeedTree
> vegetation, BDI's DI-Guy human characters, DiSTI's GL Studio cockpit
> displays, SunDog Software's SilverLining clouds and environment, Pelican
> Mapping's osgEarth streaming elevation and imagery, a customizable Qt-based
> GUI, native HLA/DIS support based on MAK's own VR-Link toolkit,
> multi-channel distributed rendering, and a library of high-quality 3D models
> from companies like Simthetiq and RealDB. And no 3rd-party run-time licenses
> are required to use any of these capabilities!
>
> But you still retain the same level of extensibility you’d have with
> OpenSceneGraph.  VR-Vantage offers a higher-level API above the scene graph,
> to provide as much power as possible.  But you always have direct access to
> the OSG layer as well, so that you can easily incorporate existing OSG
> nodekits and file loaders, and can continue working with the API you're
> comfortable with.  Plus, you’ll have MAK to support you, so you can stay
> focused on your project-specific tasks.
>
> Start with the VR-Vantage Toolkit, and you can immediately begin working on
> your application-specific functionality, giving you a leg up on your
> competition, and allowing you to execute your projects with much lower risk.
>
> VR-Vantage was previewed at I/ITSEC 2008, and version 1.0 shipped today,
> March 31, 2009.  For more information about VR-Vantage, please see http:\\
> www.VR-Vantage.com, or visit http:\\www.mak.com.
>
> VT MAK, (formerly known as MAK Technologies), a company of VT Systems,
> develops software to link, simulate and visualize the virtual world.  We are
> best known for our DIS/HLA networking toolkits (VR-Link and the MAK RTI),
> for our computer-generated-forces simulation toolkit (VR-Forces), and for
> our 3D visualization product (MAK Stealth).
>
>   -Len
> --
> Len Granowetter
> VT MAK
> work: (617) 876-8085 Ext. 121
> cell: (617) 256-4368
> email: lengr...@mak.com
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Re: [osg-users] DoomLike manipulator

2009-04-20 Thread Richard Baron Penman
hi,

I'm interested in using this manipulator. Have any updates been posted or
should I use the originally posted one?

Richard



2009/3/24 Simon Loic 

> In fact I didn't have enough time to finish this week-end. So It will be
> postponed to next week.
>
>
> On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic  wrote:
>
>> All right, I'll certainly finish during the week-end and post it on
>> osg-users for testing.
>>
>>
>> 2009/3/20 Robert Osfield 
>>
>>> Hi Loic,
>>>
>>> Great little discussion :-)
>>>
>>>  2009/3/19 Simon Loic 
>>>
 Maybe when I will have finished to implement the GROUNDED/HORIZONTAL
 mode you can give it a try and decide which  name best fits. In my concern 
 I
 clearly incline towars grounded as the implementation I was about to 
 propose
 allows step over small obstacles like stairs.

 If you have remarks on the implementation so far, go ahead...

 to sukender :
 I didn't exacly get your remarks while I'm sure they are founded. Anyway
 I think that when I wil have finished to code both mode, things will become
 clearer for me and for you.

 Get you informed as soon as the manipulator is ready.

>>>
>>> When you ready just post the changes to either osg-submissions if it's
>>> ready to merge, or to osg-users if you feel it still needs more discussion.
>>>
>>> Cheers,
>>> Robert,
>>>
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Loïc Simon
>>
>
>
>
> --
> Loïc Simon
>
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[osg-users] CAD style rotation

2009-04-21 Thread Richard Baron Penman
hello,

I am after an osgManipulator with CAD style rotation.
In a typical CAD program the rotation keeps the roll fixed and orbits around
the centre of the screen.
In contrast the TrackballManipulator allows the roll to change and rotates
around the origin.

Has anyone come across code that implements this type of rotation?

thanks,
Richard
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Re: [osg-users] CAD style rotation

2009-04-22 Thread Richard Baron Penman
thanks very much - that's just what I was after.
Richard


On Wed, Apr 22, 2009 at 6:37 PM, Mojtaba Fathi  wrote:

>
> Hi
> I have a developed a manipulator like the one you want. It has some extra
> code specialized for my needs. Let me clean extra codes and send it to you.
> Maybe it can help.
> Regards, Moji the Great
>
> --- On *Wed, 4/22/09, Richard Baron Penman 
> 
> >* wrote:
>
>
> From: Richard Baron Penman 
> >
> Subject: [osg-users] CAD style rotation
> To: "OpenSceneGraph Users" 
> Date: Wednesday, April 22, 2009, 11:14 AM
>
>
> hello,
>
> I am after an osgManipulator with CAD style rotation.
> In a typical CAD program the rotation keeps the roll fixed and orbits
> around the centre of the screen.
> In contrast the TrackballManipulator allows the roll to change and rotates
> around the origin.
>
> Has anyone come across code that implements this type of rotation?
>
> thanks,
> Richard
>
> -Inline Attachment Follows-
>
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Re: [osg-users] DoomLike manipulator

2009-04-22 Thread Richard Baron Penman
'collision handling' - oh wow!
I eagerly await.
Richard


On Wed, Apr 22, 2009 at 7:59 AM, Simon Loic  wrote:

> Hi,
> In fact I've struggled quite a while to handle collision in a way that
> apparently doesn't work, and finally I had to postpone coding on it for work
> reason.
> I'll try to post a version of this manipulator with simple collision tests
> soon , let's say by the week end.
>
>
>
> On Tue, Apr 21, 2009 at 3:51 AM, Richard Baron Penman <
> richardbp+...@gmail.com > wrote:
>
>> hi,
>>
>> I'm interested in using this manipulator. Have any updates been posted or
>> should I use the originally posted one?
>>
>> Richard
>>
>>
>>
>> 2009/3/24 Simon Loic 
>>
>> In fact I didn't have enough time to finish this week-end. So It will be
>>> postponed to next week.
>>>
>>>
>>> On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic wrote:
>>>
>>>> All right, I'll certainly finish during the week-end and post it on
>>>> osg-users for testing.
>>>>
>>>>
>>>> 2009/3/20 Robert Osfield 
>>>>
>>>>> Hi Loic,
>>>>>
>>>>> Great little discussion :-)
>>>>>
>>>>>  2009/3/19 Simon Loic 
>>>>>
>>>>>> Maybe when I will have finished to implement the GROUNDED/HORIZONTAL
>>>>>> mode you can give it a try and decide which  name best fits. In my 
>>>>>> concern I
>>>>>> clearly incline towars grounded as the implementation I was about to 
>>>>>> propose
>>>>>> allows step over small obstacles like stairs.
>>>>>>
>>>>>> If you have remarks on the implementation so far, go ahead...
>>>>>>
>>>>>> to sukender :
>>>>>> I didn't exacly get your remarks while I'm sure they are founded.
>>>>>> Anyway I think that when I wil have finished to code both mode, things 
>>>>>> will
>>>>>> become clearer for me and for you.
>>>>>>
>>>>>> Get you informed as soon as the manipulator is ready.
>>>>>>
>>>>>
>>>>> When you ready just post the changes to either osg-submissions if it's
>>>>> ready to merge, or to osg-users if you feel it still needs more 
>>>>> discussion.
>>>>>
>>>>> Cheers,
>>>>> Robert,
>>>>>
>>>>> ___
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>>>>> osg-users@lists.openscenegraph.org
>>>>>
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Loïc Simon
>>>>
>>>
>>>
>>>
>>> --
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>>>
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Re: [osg-users] CAD style rotation

2009-04-26 Thread Richard Baron Penman
>
> 3 - I haven't implemented the setByMatrix function, because I don't need
> it. But this should be done.
> Regards, Moji the Great


 Has this been implemented yet?



> But I was wondering if it would be better as an extention to
> TrackBallManipulator? The spherical mode is really just a set of constraints
> to the regular trackball which you might want to turn on and off. For a CAD
> app being able to lock and free individual rotation axes is certainly
> useful.
>
> Martin
>

Another difference is the TrackBallManipulator rotates around the origin
while SphericalManipulator should rotate around the centre of the screen.

Richard
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Re: [osg-users] OSG and QT example

2009-05-13 Thread Richard Baron Penman
hi David,

I'm also interested in your work. Like Simon I had problems with QOSGWidget
and was frustrated with the limitations of AdapterWidget.

Richard


On Mon, May 11, 2009 at 11:19 PM, Simon Loic  wrote:

> Hi David,
>
> Just to answer your point, I would be personally interested in such an
> integration.
> So far I'm using the AdapterWidget of the ViewerQt example but I'm not
> fully satisfied. Indeed it suffers a couple of problems as :
> - the lack of multiple thread support
> - a bad translation between QT keyboard events and OSG one.
>
> I had a quick look to the code you pointed and both seems to be handled in
> it (tell me if I'm wrong).
>
> As for the QOSGWidget, I tried to embed it in a QtDesigner based GUI and I
> must confess I couldn't make it. May be I dind't try hard enough. Yet if
> someone could provide such an example (ie without the trick to avoid the moc
> steps and so on), that would be hell of a tip.
>
> Thanks
>
>
>
>
> On Thu, May 7, 2009 at 8:43 PM, David Guthrie 
> wrote:
>
>> Hi,
>>
>> We wrote a QT/OSG integration that implements the windowing system
>> interface for qt.
>>
>> It's in the delta3d dtQt library.  It seems like the sort of thing that
>> should be part of OSG, we just haven't submitted it.  If there is interest,
>> we can look at what the code should look like and where it should go...
>>
>> Look at
>>
>> https://delta3d.svn.sourceforge.net/svnroot/delta3d/trunk/delta3d/inc/dtQt
>> https://delta3d.svn.sourceforge.net/svnroot/delta3d/trunk/delta3d/src/dtQt
>>
>> at the files
>>
>> osgadapterwidget.h
>> osggraphicswindowqt.h
>> qtguiwindowsystemwrapper.h
>>
>> osgadapterwidget.cpp
>> osggraphicswindowqt.cpp
>> qtguiwindowsystemwrapper.cpp
>>
>> Thank you!
>> David Guthrie
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=11639#11639
>>
>>
>>
>>
>>
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>
>
>
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Re: [osg-users] Hope this is the right way to post this (osgEphemeris problem with simple example)

2009-05-25 Thread Richard Baron Penman
hi Donald,

The osgEphemeris mailing list is here:
http://andesengineering.com/mailman/listinfo/osg-ephemeris

I take it you used my VC9 project file. What other changes did you have to
make to get it to compile?

I haven't tried loading osgEphemeris from an OSG file. Have you tried doing
it in code like this:

> _model = new osgEphemeris::EphemerisModel();
> _model->setLatitudeLongitudeAltitude(37, 144, 0); // set position for
> Melbourne

// moon seems buggy so just set sun
> _model->setMembers(osgEphemeris::EphemerisModel::SUN_LIGHT_SOURCE);
> _model->setSkyDomeCenter(osg::Vec3(boundary.left() + boundary.width()/2,
> boundary.top() + boundary.height()/2, 0));
> _model->setSkyDomeRadius(SKYBOX_DIM*MAX(boundary.width(),
> boundary.height()));

// autoDateTime seems broken so set manually
> _model->setDateTime(osgEphemeris::DateTime(date.year(), date.month(),
> date.day(), time.hour(), time.minute(), time.second()));
>

Richard



On Mon, May 25, 2009 at 11:25 PM,  wrote:

>
> hi Donald,
>
> could you ask through the mailing list so others can benefit?
>
> Richard
>
>
> On Sat, May 23, 2009 at 1:03 AM, 
> <*donald.dakin*>
> wrote:
>
> Hello There,
>
> I downloaded osgEphemeris-20090512054833 tarball and got it compiled in
> windows. I did have to play a bit to get the dll compiled but It did finally
> compile.
>
> I am however struggling with the simple example.
>
> When I try to load
>
> osgEphemerisModel::EphemerisModel {
> Latitude 38.4765
> Longitude -122.493
> SkyDomeRadius 10
> }
>
>
> in an .osg file I always get
>
> no data loaded..
>
> If you managed to get this working I would appreciate any help you might
> offer.
>
>
> Thanks in advance
>
> Don Dakin..
>
>
>
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>
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