[osg-users] osgviewer framerate bug?

2008-10-22 Thread ariasgore
Hello,
I am not registered for the osg submission list, so I hopefully post it here.

We have tested the osgViewer built from 2.6.1 (prior versions have the same 
bug), while looking at the cow with osgViewer and enabling the framerate with 
additional information (pressing double s) the framerate begin to drop after 10 
 seconds or so constantly from 60 fps down to I dont know.
Disabling this view brings the frames back. Looking at the framerate only 
(pressing s once) after the statistic window create another problem, the 
framerate jumps from 60 to 6 here.

Can anyone reproduce the framerate drop with statistic view (double s)

osg is 2.6.1
System: Windows XP Prof Sp2

Thanks
Sam
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[osg-users] Removing colors and lighing from model?

2008-08-04 Thread Ariasgore
I have troubles to remove every color and every lighting from a loaded 
model, basically I want to  to draw a model completly white without any 
shading my code snippet is:


// state is a pointer to the group where the model will be added
state-setMode( GL_LIGHTING, osg::StateAttribute::OFF | 
StateAttribute::PROTECTED );

state-removeAttribute(StateAttribute::POLYGONMODE);
state-removeAttribute(StateAttribute::MATERIAL);
osg::Material* mat =  new osg::Material();
mat-setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,0.0,0.0,1.0));
state-setAttributeAndModes(mat, osg::StateAttribute::ON | 
StateAttribute::PROTECTED);


Basically I set the material as protected which should work but it doesnt 
for the models like axis.osg, or cessna.osg. Other model files from a model 
database are rendered white but these ones keep their color and their 
lighting.

Is there a way to fix that without visiting each node of the loaded models?

Thanks 


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[osg-users] Own Trackball Manipulator gets resetet

2008-08-01 Thread Ariasgore

Hello,
I create my own TrackballManipulator and set its Distance testwise  to 10, 
then I set the Trackball to my current viewer and run a while(!done()) { 
frame();} loop by myself.


But my Trackball has never the values I gave it. For instance is the 
distance of 10 resetet to something like 2.5 when i write

_viewer.setCameraManipulator(_trackball.get());

Why does that happen?

Thanks 


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[osg-users] Taking an image (screenshot)...

2008-07-27 Thread Ariasgore

Hello,
basically I have already found a solution to take a simple screenshot from 
the output buffer, like

image-readPixels(0,0,1280,1024, GL_RGB,GL_UNSIGNED_BYTE);

The problem is, that I don't want to capture the actual screen, I have two 
different view modes one is presented to the user with a viewer and contains 
a lot of debug output, which is text, additional geometry and the rendered 
object itself. The image, I require to save should only contain the rendered 
object but no debug output.
It is the same position and same perspektive. Switching between debug for 
user and no debug for saving would cause some really annoying flickering and 
it is actually not necessary to output the no-debug rendering to the view, 
it should be only saved (which also would speed up the process, I believe)


Another solution would be a split screen with debug and no debug view, but I 
think this is not necessary nor usefull, because the no-debug output does 
not contain any valuable information to look at.


Thanks






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[osg-users] Boundingsphere precision question

2008-07-27 Thread Ariasgore

Hello,

I am trying to rescale models to a boundingsphere of the radius 0.5, so that 
the model is not bigger than 1. in any dimension.
But while rescaling I found some strange detail and I don't know how to 
treat with that.

Here is a screenshot of the NPS Tank from the tutorials
http://img180.imageshack.us/img180/2011/tankspherefi9.gif
the same applies to the cessna.osg and so on.

The bounding sphere is much bigger than the model itself and I require 
precise boundary values. Is this something that lies within the model or is 
this an offset applied to the boundingsphere? However I would like to have a 
precise boundingsohere.


Thanks 


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Re: [osg-users] Boundingsphere precision question

2008-07-27 Thread Ariasgore

Hello,

The bounding spheres in OSG are used as loose bounds to be able to quickly 
do frustum culling. If you need tight bounds you should be able to use the 
getBoundingBox() method on the Geode's of interest. This method returns a 
bounding box that should tightly fit around the geometry data (I haven't 
checked this, merely assuming it is a tight fit based on the geometry's 
vertices).


I created a NodeVisitor and traversed the loaded node, the boundingbox I 
received from the Geode is indeed smaller, but it confused me a little bit, 
since it looks like the attached picture - 
http://img225.imageshack.us/img225/3594/tankspherexgk9.gif
So obviously there are several geode in the model, but is there a quick way 
to get the overall geode? I tried to traverse all geodes and saving the 
geode with the biggest boundingbox radius, but then I get the center of the 
last goede's center, which is seldomly the center of the model.



Thanks 


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Re: [osg-users] Boundingsphere precision question

2008-07-27 Thread Ariasgore

Hello,

You can combine bounding boxes into a single larger one, using
BoundingBox::expandBy(BoundingBox) in your node visitor. That should
give you the overal bbox for all the Geode's in the graph.
A radius doesn't make much sense for a bounding box.


I am getting closer and I spent all the time by checking where my last 
problem is.
The boundingbox in red is drawn correctly, with its center at 0,0,0, so is 
the cow, but unfortunately the nose is too far to the right.

The same happens with the tank.
The second attached pic shows where the center of the cow lies. The axis are 
added to the picture, cows_center has the x axis facing the viewer and y 
axis poining to the right.


The cessna model works perfectly but many others don't. Is this a 
transformation problem? Does the model itself has a transformation, which 
translates the model away from the idealized boundingbox position? I am 
looking at the cow.osg file and cannot spot a translation.


Thanks for the help 
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Re: [osg-users] Boundingsphere precision question

2008-07-27 Thread Ariasgore

Hello,
When you collecting/drawing your bounding volume Are you taking into 
account

the bounding boxes are localized with respect to the geometry they contain

And NOT to the origin or any transforms

I am not quite sure, is this required? I am iterating a node and expand an 
empty boundingbox by all found boxes. If I get a bbox of a geode its 
xmin,ymin,zmin and their max are placed correct - relative to some local 
transformation, with the tank example the turret bbox should increase the 
overall bounding box by its own position, isn't it the desired behaviour? 
But anyway, the cow has only one geode and a group so the bbox of the cow 
should be the same as the origin of the model, if I am not, how can I cope 
with that?


Thanks


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[osg-users] ref_ptr, ptr and leaking question (quite simple)

2008-07-26 Thread Ariasgore

Hello,
I have some novoice question about the use of pointers as short-time 
reference. As in the tutorial book described all objects deriving from 
osg::Referenced should be used with ref_ptr for proper use.
But even in the book and in some tutorials there are many uses of the plain 
c++ pointer without the reference use of ref_ptr.
There is where I have one question, if I develop in VisualStudio for 
instance and write some code like:


osg::Geode * g = new osg::Geode;
...
viewer.setSceneData(g);

Doesn't I have a ref count of 2 for g? Whild would result in a leak since I 
never delete the g pointer manually?


If this above is true and the programm is running as a childprocess of my 
IDE (since I have debugging and stacktracing and so on), don't I create some 
leaking beyond the lifetime of the programm? I am not quite sure if the 
memory is cleaned after finishing the programm or the whole IDE.


Thanks
Sam 


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[osg-users] setViewMatrixAsLookAt where is center?

2008-07-26 Thread Ariasgore

Hello,
I was trying to use the setViewMatrixAsLookAt matrix like I would use 
gluLookAt (since they are similar), my intention is to create a rotation 
around a point. So first I selected the eye position which should be 
(0,-25,25)  and wanted to point the camera towards (0,0,0) where my object 
is placed, so basically the code looks like this:


viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0,-25,25), 
osg::Vec3(0,0,0), osg::Vec3(0,1,0) );


but rendering this scene creates some confusing perspective, the position of 
the camera seems right but even if I am looking at (0,0,0) the object I am 
looking at is at the top of the screen and not centered, as I supposed.
While placing the object at scene's origin, shouldn't this setup center this 
object since I am looking at (0,0,0) ?


Greetings


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[osg-users] Recognizing currently seen polygons / vertices?

2008-07-26 Thread Ariasgore

Hello,

I am trying to render a scene and then recognize all currently seen polygons 
(or even vertices) of a loaded model. I require not only the node precision 
but polygons or better vertices.
Basically I believe (but do not know) that I need to get hold of the 
z-buffer after a successfull depth test for a frame and extract the vertices 
out of it but I don't know how.


thanks 


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[osg-users] NPS_Tutorials.zip ?

2008-07-25 Thread Ariasgore

Hi,
does anybody know where I can get the NPS Tutorials zip with all modells 
referenced in the osg tutorials? It's pretty hard to do them without the 
proper files and it seems that they are unavailable at the moment.


The old page here - 
http://www.openscenegraph.org/documentation/NPSTutorials/ has only a dead 
link to that zip.


Greetings 


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Re: [osg-users] NPS_Tutorials.zip ?

2008-07-25 Thread Ariasgore

Many thanks for the file!

But is this his official package? There seems to be still files missing like 
HUDBack2.tga


Thanks

--
From: Ümit Uzun [EMAIL PROTECTED]
Sent: Friday, July 25, 2008 4:27 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] NPS_Tutorials.zip ?


Hi,

You can download it from
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/NPS_Tutorials_src.rar
Good luck, Bye..

Umit UZUN

2008/7/25 Ariasgore [EMAIL PROTECTED]:


Hi,
does anybody know where I can get the NPS Tutorials zip with all modells
referenced in the osg tutorials? It's pretty hard to do them without the
proper files and it seems that they are unavailable at the moment.

The old page here -
http://www.openscenegraph.org/documentation/NPSTutorials/ has only a dead
link to that zip.

Greetings
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[osg-users] Freetype Plugin not found

2008-07-24 Thread Ariasgore
I have already read about cmakes problem when it comes to freetype, but I 
checked my osgPlugins-2.4.0 folder, there is a osg_freetyped.dll in it. 
Whilte trying to load a file, I get the  Warning: Could not find plugin to 
read objects from file ...
I recompiled osg_freetyped.dll and also a freetype.dll from 2.3.7 source, 
put that into output directory.
Basically I can load png files, so the folders are found but not with 
freetype.
I set OSG_NOTIFY_LEVEL to DEBUG but unfortunately didnt get more error 
messages :/
My suspicition is that there is something wrong rather with 
osg_freetyped.dll than with freetype.dll itself because if osg cannot locate 
the osg_x.dll I get the warning from above, but if the plugin itself is 
missing - eg. libpngd.dll I get an additional windows error which is here 
not present.


Thanks 


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Re: [osg-users] Freetype Plugin not found

2008-07-24 Thread Ariasgore

I got the following output for the freetype dll, which is somehow confusing:

'05. Text.exe': Loaded 'osgPlugins-2.4.0\osgdb_freetyped.dll', Symbols 
loaded.
LDR: LdrpWalkImportDescriptor() failed to probe 
osgPlugins-2.4.0\osgdb_freetyped.dll for its manifest, ntstatus 0xc0150002

'05. Text.exe': Unloaded osgPlugins-2.4.0\osgdb_freetyped.dll'

Whats that? a dynamic linked library without an manifest? 


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Re: [osg-users] Freetype Plugin not found

2008-07-24 Thread Ariasgore

Hello,
I am always using VS 2008 (which is 9.0)
I have read about that problem, the manifest is included, everything is 
compiled on the same machine with the same VS Version.
BUT I found a weird solution to this on this page - 
http://forums.msdn.microsoft.com/en-US/vcgeneral/thread/3f2869ca-2c07-49a8-a443-52720b10ea09/
I set the manifest ID to 1 (was 2) after compiling the dll and that worked! 
I actually do not understand why and am exploring this situation.


--
From: Gordon Tomlinson [EMAIL PROTECTED]
Sent: Thursday, July 24, 2008 2:49 PM
To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Freetype Plugin not found


Also make sure in your projects that the manifests are being embedded the
doe need to be imbedded

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ariasgore
Sent: Thursday, July 24, 2008 8:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Freetype Plugin not found

I got the following output for the freetype dll, which is somehow 
confusing:


'05. Text.exe': Loaded 'osgPlugins-2.4.0\osgdb_freetyped.dll', Symbols
loaded.
LDR: LdrpWalkImportDescriptor() failed to probe
osgPlugins-2.4.0\osgdb_freetyped.dll for its manifest, ntstatus 0xc0150002
'05. Text.exe': Unloaded osgPlugins-2.4.0\osgdb_freetyped.dll'

Whats that? a dynamic linked library without an manifest?

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[osg-users] Did getDataFilePathList moved?

2008-07-22 Thread Ariasgore

Hello,
I am doing the tutorials on the osg page and I am stuck while using the 
osgDB::FilePathList. Did the methods
getDataFilePathList and setDataFileList move? I can only find a 
getDataFilePathList in the osg:DB::Registry, but using this as in the 
tutorial:

osgDB::FilePathList pathList = osgDB::Registry::getDataFilePathList();
Returns me an error-
Error	1	error C2668: 'osgDB::Registry::getDataFilePathList' : ambiguous call 
to overloaded function	in files.cpp	36



Using osgDB::getDataFilePathList() as mentioned here 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText 
leaves me with an
Error	1	error C2039: 'getDataFilePathList' : is not a member of 'osgDB'	in 
files.cpp	36


Thanks 


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[osg-users] Plugin Problem, osgDB doesn't find plugins

2008-07-18 Thread Ariasgore

Hello,

I am using VS2008 and OSG 2.5.2, compiled from source (included plugins) now 
I am trying to load a simple image with some code:

osgDB::readImageFile(test.jpg);
osgDB::readImageFile(test.png);
osgDB::readImageFile(test.tga);

None of those work, I always get the message Warning: Could not find plugin 
to read objects from file test.jpg.
I copied the whole osgPlugins-2.5.2  folder content to my bin output folder 
directly into it and into a subfolder for testing. No effect.
So I basically have the osgdb_jpegd.dll and have no idea if I am missing 
something.
I found no info about any further linking in my projects of those plugins 
since osgDB should do this automatically.


What am I missing?

Thanks 


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Re: [osg-users] Plugin Problem, osgDB doesn't find plugins

2008-07-18 Thread Ariasgore

Hello,

I rebuild everything using the mentioned osghelp article, got 185 Warnings 
about missing pdb files, but no errors.
I added the environment paths, checked them (are they important while 
compiling osg from source???)


copied the plugin folder to my output folder, copied all dlls in to output 
and the same error occured.

Does the error look different if it cannot locate the file? It does I hope.

Than I did Gordon Tomlinsons way, copied everything from 3dPartys bin into 
output, copied everything from plugin folder into the output folder and all 
the same!

Same error.

This is not a linking error that must be fixed in the project, am i right? 
This is a missing dll as i suppose...


Thank you


-
From: Gordon Tomlinson [EMAIL PROTECTED]
Sent: Friday, July 18, 2008 6:09 PM
To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Plugin Problem, osgDB doesn't find plugins


Do you have the location of the missing Dll's in your path ? The location
needs to be...

Or place all the DLL's in the same directory as your applications exe..

See my posts on my forums about Dll search orders under windows
http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ariasgore
Sent: Friday, July 18, 2008 11:24 AM
To: OpenSceneGraph Users
Subject: [osg-users] Plugin Problem, osgDB doesn't find plugins

Hello,

I am using VS2008 and OSG 2.5.2, compiled from source (included plugins) 
now

I am trying to load a simple image with some code:
osgDB::readImageFile(test.jpg);
osgDB::readImageFile(test.png);
osgDB::readImageFile(test.tga);

None of those work, I always get the message Warning: Could not find 
plugin

to read objects from file test.jpg.
I copied the whole osgPlugins-2.5.2  folder content to my bin output 
folder

directly into it and into a subfolder for testing. No effect.
So I basically have the osgdb_jpegd.dll and have no idea if I am missing
something.
I found no info about any further linking in my projects of those plugins
since osgDB should do this automatically.

What am I missing?

Thanks

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Re: [osg-users] Plugin Problem, osgDB doesn't find plugins

2008-07-18 Thread Ariasgore

Hi,

the compiling part seems to be tricky for me, I tried to compile jpeg, got 
the zip but since there is no vs project in there, I tried that by hand (and 
reading the install doc) which was less than succesfull.


Pretty akward to get the 3rd party libs.

Greets

--
From: Jean-Sébastien Guay [EMAIL PROTECTED]
Sent: Friday, July 18, 2008 8:15 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Plugin Problem, osgDB doesn't find plugins


Hello Ariasgore,

This is not a linking error that must be fixed in the project, am i 
right? This is a missing dll as i suppose...


You didn't say if you compiled the 3rdParty dependencies yourself or not. 
If you didn't do that, then stop trying other things and do that. It will 
eliminate the most likely reason that the plugins don't load. Re-read my 
previous message.


The problem is that when dynamically loading a plugin, the error message 
is the same if the plugin is *not found* and if the plugin *could not be 
loaded*. I suspect that in your case, the latter is what's happening. And 
this could be caused by (among other things) the fact that the plugins' 
dependencies (libjpegD.lib in your case) were compiled with a different 
compiler than the plugins themselves.


Good luck,

J-S
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[osg-users] Building sln for VS 9 with CMAKE results in wrong Paths

2008-06-10 Thread Ariasgore

Hello,

I am trying to build OSG from source, so I followed the explanations 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio


Now I got the sln File, opened it, tried to build and ended with sth like 
150 LNK Errors.


I use the standard folder configuration, so that all lib files should be 
placed in lib.
Unfortunately each project links against dependencies in a similar way like 
this-


$(NOINHERIT) kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib 
ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib  ..\..\lib\osgGAd 
..\..\lib\osgUtild ..\..\lib\osgd ..\..\lib\OpenThreadsd glu32.lib 
opengl32.lib


And I get lots of Linker Errors, since I have no idea why cmake (or whoever) 
created a CDUP twice.
Rewriting everything from ..\..\lib\osg to osg (removing the ..\..) 
works but is there another way to do this not spending the whole afternoon 
rewriting those files? :)


Thanks
Samuel 


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