[osg-users] Trying to build OSG terrain

2012-05-11 Thread Clay, Bruce
I have been trying to build a OSG terrain using the instructions for osgDem to 
create a BlueMarble.ive file.  I have received a variety of errors depending on 
the versions I use.  I was finally able to build osgDem using the VTB code from 
SVN but when I start the process I get a delayed error referring to 
osgTerrain::TerrainTile relating to a delayed wrapper or something similar.
 
First Question - is osgDem still the recommended tool to create terrin datasets 
for OSG?
 
Second Question - if it is the write tool - what versions of software have been 
tested with Windows 7?
 
Thanks for your help.
 
Bruce
 



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[osg-users] OSG - MFC - can't get key press

2011-04-04 Thread Clay, Bruce
I am working with a MFC based OSG application.  I can get the viewer up with a 
model displayed and I can move it around with the mouse.  I have added a 
variety of events including the StatsHandler.
 
I want to use keboard inputs as they are used in the osgViewer application but 
I can not get any of the OnKeyDown or OnChar callbacks to pass into osg key 
press function.
 
The spacebar and ESC keys close the window and those are the only keys that 
appear to do anything.
 
I used the osg MFC example as the base to my application on windows XP and on 
windows 7 with OSG version 2.8.3 .
 
Is there any way to get the other functions to work with an MFC-OSG application 
in particular 'f' for full size, 's' for statistics and spacebar to reset the  
model's position.
 
Thanks for your help
 
Bruce
 



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Re: [osg-users] find coordeinates in IVE

2010-07-06 Thread Clay, Bruce
 Robert: 

  Thanks for your reply. 
  
I downloaded some IVE files from a website that I am trying to use for a 
project teaching teens how to create video games using OSG.   I want to 
dynamically add objects along the path in the scene.  To do this I will have to 
specify the XYZ of the point to add the path.  My problem is that I don't know 
how to find the point short of using the debugger to get the camera location.  
That is a bit tricky to teach the kids at this point of their knowledge.  I 
would like to have a way for them to move around in the scene and decide where 
they want to add objects then edit a startup file and add the coordinates for 
each location. 
  
Bruce 

 

Hi Bruce, 
  
I'm not clear on what you really want, but one technique for 
identifying objects in the scene is to simply assign a name to them. 
To decide what parts of the scene respond to picking one would use a 
Node NodeMask in combination with a IntersectionVisitor TraversalMask. 
 To work out the coords you can use the bounding sphere/box of the 
node/drawable or the ComputeBoundsVisitor, or the intersection 
results... I can't say at all which one of these may or may not be 
appropriately as your question is far too open ended. 
  
Robert. 
  
On Tue, Jul 6, 2010 at 2:11 AM, Clay, Bruce bc...@ball.com wrote: 
 I have a few IVE files that I downloaded from the network.  I want to place 
 a variety of objects in the scene that I downloaded.  Is there any way to 
 get the coordinates of various locations? 
  
  
  
 I don't know if the objects I see in the scene are models that would respond 
 to a pick list or not.  In some cases though I want to place objects on the 
 terrain itself. 
  
  
  
 Bruce _
Sent via BlackBerry by ATT



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[osg-users] osgPlanet

2010-07-05 Thread Clay, Bruce
Is osgPlanet still an active project?  I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.

 

If not is there another option to dynamically add GDAL based data to an
osgViewer based application?

 

Bruce

 




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Re: [osg-users] osgPlanet

2010-07-05 Thread Clay, Bruce
Glen:

  Sorry I miss typed in my email.  It is osgEarth that I am trying to
build and version 1.3 was the latest I saw posted does not build with
OpenSceneGraph 2.8.3.  It is looking for a wldap32.lib which is been
obsoleted by Microsoft and I get several errors in BufferFilter.cpp
apparently related to Geos.  I am using version 1.3.0 of GEOS.

 

Bruce

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Monday, July 05, 2010 12:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPlanet

 

You can do that with osgEarth.

 

http://osgearth.org

 


Glenn Waldron : Pelican Mapping : +1.703.652.4791



On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote:

Is osgPlanet still an active project?  I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.

 

If not is there another option to dynamically add GDAL based data to an
osgViewer based application?

 

Bruce

 

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Re: [osg-users] osgPlanet

2010-07-05 Thread Clay, Bruce
Mark:

  Thanks for your reply.  I have seen ossimPlanet and played with it a
bit but I have not been able to find any documentation / examples that
shows how to use its capabilities in my own OSG and possibly with a
Delta3D based applications.  It appears to have all of the pieces I need
but I have not found any example code to study.  I have only seen the
full applications.  I am doing a svn pull now to see if I overlooked
something in the install package I pulled down awhile back.

 

Bruce



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mark
Lucas
Sent: Monday, July 05, 2010 12:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPlanet

 

ossimPlanet is part of the OSSIM distro  http://www.ossim.org uses OSG
for viz, GDAL is a plugin to OSSIM.

 

 

On Jul 5, 2010, at 12:00 PM, Clay, Bruce wrote:





Is osgPlanet still an active project?  I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.

 

If not is there another option to dynamically add GDAL based data to an
osgViewer based application?

 

Bruce

 

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[osg-users] Find coorinates in ive

2010-07-05 Thread Clay, Bruce
I have a few IVE files that I downloaded from the network.  I want to
place a variety of objects in the scene that I downloaded.  Is there any
way to get the coordinates of various locations?

 

I don't know if the objects I see in the scene are models that would
respond to a pick list or not.  In some cases though I want to place
objects on the terrain itself.

 

Bruce

 




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[osg-users] High resolution terrain

2010-07-02 Thread Clay, Bruce
I have some 6 inch per pixel SID files and 10 meter per pixel elevation
files.  When I create an IVE terrain the resultant scene is very grainy.
I assume it is because of the 10 meter elevation data.  Is there any way
to get a full resolution texture output even though the elevation data
is 10 meter?

 

Is there for example a way to get the tools in interpolate the slope of
the elevation data at 6 inch intervals and maintain a high resolution
output?

 

 

I would like to create a 3D scene that could be used for driving.

 

Bruce

 




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Re: [osg-users] Virtual walk on my scene

2010-06-22 Thread Clay, Bruce
Elmar:
  You may want to take a look at Delta3D if you are just getting started
in OSG.  Delta3D is OSG based and has the support for what you described
in your initial post on this topic

Bruce

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Elmar
Alizade
Sent: Monday, June 21, 2010 2:05 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Virtual walk on my scene

Hi Trajce,
Where I can get samples about using osgGA::FirstPersonManipulator?

... 

Thank you!

Cheers,
Elmar

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29187#29187





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Re: [osg-users] What are the your favorite free 3d model sites?

2009-12-21 Thread Clay, Bruce
There is a long list of sites at http://www.lodbook.com/models/

 

Not all of the sites are still valid such as 3Dcafe which has been in
maintenance mode since August or Avalon that don't reply at all.  Some
of the links have free models and others cost a lot of money


A lot of the models are in MAX format but I did not find as OSG plugin
to read that format in the precompiled OSG nor in the src/osgPlugin
directory.  Is there a plugin that will read the max format of graphics
files?

 

Bruce




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[osg-users] Terrain generation question

2009-12-11 Thread Clay, Bruce
This is probably a dumb question but is there any rule of thumb or logic
to use when creating terrain databases of differing resolutions that
will reduce edge differences.

 

For example if I create a full world database from the Blue Marble
images and higher resolution local area database from NAIP 1 or 2 meter
images how should we decide the number of tile layers to limit the
transition effects?

 

Second question - has anyone used VirtualPlanetBuilder with 6in/pixel
rasters?  Will it work with a 1.8G SID file without choking?  I would
like to create a terrain dataset to support driving separate from the
flying dataset.

 

Bruce




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Re: [osg-users] [VPB] VPB FindOSG.cmake

2009-12-10 Thread Clay, Bruce
Similar issue - CMAKE in Windows gives ERROR: Version 2.9.5 or higher
of OpenSceneGraph is required. Version CreateProcessError: The system
cannot find the file specified.

If I change FIND_PACKAGE(OSG 2.9.5) to FIND_PACKAGE(2.8.2) and click on
configure I get the same error message except version 2.8.2 is reported.

I know very little about CMake but it looks like I have all of the paths
set right pointing to my 2.8.2 version of OSG

Any thoughts?

Bruce


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Sukender
Sent: Thursday, December 10, 2009 11:30 AM
To: osg-users
Subject: [osg-users] [VPB] VPB  FindOSG.cmake

Hi Robert  all,

On my (Windows) machine, trying to run CMake on VPB (latest trunk) fails
when trying to locate OSG, because of EXEC_PROGRAM().
I tried adding ${OSG_BUILD_DIR} as working directory but it fails too.
I tried then to replace EXEC_PROGRAM() with EXECUTE_PROCESS(): it still
fails but at least I don't have tons of error messages.
Already encountered something like this (did not manage to find an
answer in archives)? Is there a way to fix that? Any idea?
Thanks.


FYI, in my lightweight engine, I've adopted another kind of solution:
when I configure the project, it creates a CMakeMarker.txt with some
values in it. This file is installed alongside headers. The
corresponding finder then locates the file at the same time it locates
headers and the parses it to get values reflecting the configuration. I
think it's less error prone than launching an executable, but drawbacks
are:
- It's tied to CMake (even if it's clear text and can be read elsewhere)
- If you change the data in the file, then you must change finders, and
ensure finders can handle older versions.
The system is not very complete yet, and may be extended to store name,
values pairs for instance.
Do you think this may be useful for OSG?


Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
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[osg-users] VirtualPanetBuilder does not build

2009-12-10 Thread Clay, Bruce
VirtualPanetBuilder does not build with OSG 2.8.2.  I pulled the SVN
version VirtualPanetBuilder.  There are several references to
DatabaseRevision and that does not seem to be in OSG 2.8.2.

 

I tried VtBuilder and that crashes half way through the terrain build
process.

 

osgDem is doesn't seem to be in the source code tree.

 

Is there a different application that I can use to create an OSG
compatible terrain dataset?  

 

 

Bruce




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Re: [osg-users] VirtualPanetBuilder does not build

2009-12-10 Thread Clay, Bruce
Chris:
  Thanks for the reply.  It made a big difference in the build process.
All of the apps generated without a problem.  Now all I have to do is
learn houw to use them.

Thanks again.

Bruce


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Thursday, December 10, 2009 4:32 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VirtualPanetBuilder does not build

On 12/10/2009 2:24 PM, Clay, Bruce wrote:
 VirtualPanetBuilder does not build with OSG 2.8.2.  I pulled the SVN
 version VirtualPanetBuilder.  There are several references to
 DatabaseRevision and that does not seem to be in OSG 2.8.2.

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

  You'll need VPB release 0.9.10 to compile against 2.8.x. I believe
some folks here have
compiled it successfully in the last couple weeks.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist.
- Xen
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[osg-users] 3D model database

2009-09-11 Thread Clay, Bruce
This question may be a bit off track for OSG but it is something that I
think can be used by OSG developers.

 

I have collected many 3D models through the years and I am at a point
where I have lost track of everything I have so I am building a database
of the models.  Since the models are mostly models that I have pulled
from various sources on the web this database will apply to many OSG
developers.

 

I have been thinking about the things that we as simulation / game / 3D
visualization developers would care about when we are planning a new
project.  I have come up with the following list of attributes

 

Model Name

Model filename

Model creator

Model creation date

Model source (where can/was the model downloaded from, i.e. Avalon,
3dcafe etc)

Model Scale

Model use limitations

Thumbnail / icon picture filename

Larger picture filename

Time period / era that the model belongs to (dinosaur -- prehistoric) 

Year real world item was created (ie the year a particular car was made)

External model fidelity (This might be somewhat subjective but could be
a number from 1 to 10 that indicates how close in appearance the model
is to the real world item)

Internal Model fidelity (this would only apply to models that can be
viewed from the inside

Rating (possibly similar to the movie rating system)

Model format (OBJ, MAX, 3DS, etc)

Number of textures

Number of polygons

 

 

Some of these attributes can be defined programmatically and others will
require human assessment.

 

I have been able to find the number of vertices using OSG but I have not
found out how to count the polygons.  Which number would be a truer or
better number to store in the database to reflect the load the model
will have on the simulation.

 

I can get a list of the parts that make up a model which would be useful
for animations but that is so variable that I don't see a good way to
store that information in a database other than as a potentially very
long string.

 

 

Are there any other things we can use OSG to extract from the individual
models that should be included (scale, smoothness etc)?

 

Are there any other fields in general that should be included to make
this database useful to the OSG community?

 

If there is an interest in such a database the list can be posted on the
OSG site for the community to use and update after the initial creation.

 

Bruce

 

 




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Re: [osg-users] 3D model database

2009-09-11 Thread Clay, Bruce
Jason:

  Thanks for the reply.  I have looked around through Google searches on
3D model database and similar strings.  I have found new models to
download and add to the collection this way but I have not found
anything more than just the name of files.

 

I will add bounding box to the list as you suggested.

 

When you say coordinate system, do you mean just the four fields
specifying the fields you indicated or a more generic reference to a
well known description?

 

Now that you mention COLLADA we will probably also need some indication
of the origin and attitude offsets.   I have pulled models from Google's
3D Warehouse that I have to apply both location and attitude offsets to
get them to display correctly with other models.

 

I will have to dig into how the OSG nodes store the drawable
information.  In my current application I could only find the vertices.

 

If you are interested I will send you a copy when I can build in these
fields.  It will likely take several iterations to get it where we want
it to be useful to the community.

 

Thanks again

 

Bruce

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Friday, September 11, 2009 11:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model database

 

Clay, Bruce wrote: 

 

Some of these attributes can be defined programmatically and others will
require human assessment.

 

I have been able to find the number of vertices using OSG but I have not
found out how to count the polygons.  Which number would be a truer or
better number to store in the database to reflect the load the model
will have on the simulation.


I'm not sure which would be better, but you might want to consider
number of triangles as well, as that's what will eventually be drawn
(polygons is somewhat nonspecific).

You should be able to get these numbers by iterating over the primitive
sets in each drawable.  You'll have to count differently depending on
primitive type and primitive set type, but it's not that difficult
(there may already be a visitor in OSG that does this, I'm not sure).





I can get a list of the parts that make up a model which would be useful
for animations but that is so variable that I don't see a good way to
store that information in a database other than as a potentially very
long string.


Yeah, that's a tough one to characterize.  It really depends more on the
target application than what's in the model itself.

  



Are there any other things we can use OSG to extract from the individual
models that should be included (scale, smoothness etc)?


Overall size would be a good one.  You could combine this with the
model's scale so you present overall size in meters and then list the
units and/or scale factor to indicate what units the model uses.  This
is kind of how COLLADA's asset tag does it.

Also, the coordinate system would be useful to know.  COLLADA restricts
it to telling you which axis is up, which is enough in most cases, but a
complete description would probably be appropriate here (Z up, X right,
Y forward; Y up, X right, Z backward; etc).





If there is an interest in such a database the list can be posted on the
OSG site for the community to use and update after the initial creation.


Sounds like a good idea to me.  Just curious, have you looked around to
see if anyone else has created something like this?

--J






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Re: [osg-users] 3D model database

2009-09-11 Thread Clay, Bruce
J-S

Thanks for the information.

  I will do the Luke Skywalker thing and Use the Source or was that force oh 
well.

Bruce

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Friday, September 11, 2009 12:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model database

Hi Jason, Bruce,

 You should be able to get these numbers by iterating over the primitive 
 sets in each drawable.  You'll have to count differently depending on 
 primitive type and primitive set type, but it's not that difficult 
 (there may already be a visitor in OSG that does this, I'm not sure).

Yep, PrimitiveFunctor. Search the OSG source code for uses, it's used in 
a few places including the LineSegmentIntersector / IntersectionVisitor 
when it tries to intersect to a triangle mesh.

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] version cross reference table

2009-09-08 Thread Clay, Bruce
Thanks Jason, I'll dig down that path

 

Bruce

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Tuesday, September 08, 2009 5:02 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] version cross reference table

 

Clay, Bruce wrote: 

Is there a cross reference table anywhere that identifies the changes
from one version of OSG to the next?

 

I am trying to update some OSG based applications I wrote 2 or 3 years
ago and am running into problems finding the new classes to do the old
function.

 

For example, I used RenderSurface to find the screen size and I believe
to toggle to and from full screen mode.  What is the current recommend
method to work with the screen size since RenderSurface is no longer
available?



Welcome back, Bruce  :-)


Short answer:

osg::GraphicsContext::WindowingSystemInterface *wsi;
int width, height;

wsi = osg::GraphicsContext::getWindowingSystemInterface();
wsi-getScreenResolution(width, height);


The window size and decorations settings (as well as many other
parameters) are handled through the Traits structure in
osg::GraphicsContext.   Note that the osg::GraphicsContext API is
implemented by several classes in the osgViewer/api directory
(GraphicsWindowX11, for example).


Long answer:

The newer classes to look at are osg::Camera, osg::GraphicsContext,
osg::View, and all the classes in osgViewer.  The functionality you're
missing is probably in one of those.  osgUtil::SceneView is still in use
as well, but it's now considered an internal implementation detail.

--J




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[osg-users] version cross reference table

2009-09-08 Thread Clay, Bruce
Is there a cross reference table anywhere that identifies the changes
from one version of OSG to the next?

 

I am trying to update some OSG based applications I wrote 2 or 3 years
ago and am running into problems finding the new classes to do the old
function.

 

For example, I used RenderSurface to find the screen size and I believe
to toggle to and from full screen mode.  What is the current recommend
method to work with the screen size since RenderSurface is no longer
available?

 

Bruce

 




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[osg-users] aspect ratio question

2009-09-01 Thread Clay, Bruce
I started working with the OSG MFC sample on a Vista windows box.  When
I load a model into the window and rotate it, I notice that the aspect
ratio of the model changes.  When the model is vertical in the window it
appears shorter and fatter than expected yet closer to the expected
dimensions.  When I rotate the model to be horizontal it is stretched
out way too much.  Changing the shape of the window does not appear to
change the aspect ratio of the model.

 

Any thoughts as to what could cause the change in dimensions as we
rotate a model?

 

Bruce

 




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Re: [osg-users] osgGlut does not build

2009-05-29 Thread Clay, Bruce
Thanks Robert.  I updated my source tree and found the program you mentioned.

For some odd reason I am getting links error from gz and ive plug-ins for 
various methods that are in the zlib123 libraries.  I have tried both 
zlibstat.lib and zlibwapi.lib and get the same errors both ways.  If I open the 
libraries in the debugger I can see the strings (i.e inflate, inflateEnd 
inflateinit2 etc).  I have checked the path to the libraries several times and 
I am not getting a library not found error.

Is there a different ZLIB library that I should be using?

Bruce


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, May 29, 2009 3:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgGlut does not build

Hi Bruce,

OpenSceneGraph now has a osgviewerGLUT example.  The ancient osgGLUT
library really isn't worth looking at as it dates back to a time
before time forgot.

Robert.

On Thu, May 28, 2009 at 6:51 PM, Clay, Bruce bc...@ball.com wrote:
 I can not get the osgGlut viewer to build either.  The error list is
 attached below.  I am using Visual Studio 2005 and compiling against OSG
 2.8.1, OpenThreads and Producer both pulled with svn today.



 Several of the errors in this list come from STL





 Any thoughts?



 Bruce







 Error 1  error C2039: 'getPrims' : is not a member of
 'osgUtil::RenderStage'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    626

 Error 2  error C2039: 'getPrims' : is not a member of
 'osgUtil::RenderStage'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    647

 Error 3  error C2039: 'setTextureModeToInherit' : is not a
 member of 'osg::StateSet'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1122

 Error 4  error C2679: binary '' : no operator found which
 takes a right-hand operand of type 'osg::LineSegment::vec_type' (or there is
 no acceptable conversion)
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1271

 Error 5  error C2679: binary '' : no operator found which
 takes a right-hand operand of type 'osg::Vec3' (or there is no acceptable
 conversion)



 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1294

 Error 6  error C2679: binary '' : no operator found which
 takes a right-hand operand of type 'osg::Vec3' (or there is no acceptable
 conversion)   f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp
 1301

 Error 7  error C2248:
 'osg::AnimationPath::ControlPoint::_position' : cannot access protected
 member declared in class 'osg::AnimationPath::ControlPoint'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1370

 Error 8  error C2679: binary '' : no operator found which
 takes a right-hand operand of type 'const osg::Vec3d' (or there is no
 acceptable conversion)
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1370

 Error 9  error C2248:
 'osg::AnimationPath::ControlPoint::_rotation' : cannot access protected
 member declared in class 'osg::AnimationPath::ControlPoint'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1370

 Error 10 error C3083: 'PrimtiveValueMap': the symbol to the left
 of a '::' must be a type
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1769

 Error 11 error C2039: 'iterator' : is not a member of
 'osgUtil::Statistics'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1769

 Error 12 error C2133: 'pItr' : unknown size
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1769

 Error 13 error C2512: 'std::iterator' : no appropriate default
 constructor available
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1769

 Error 14 error C2582: 'operator =' function is unavailable in
 'std::iterator'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1770

 Error 15 error C2678: binary '!=' : no operator found which
 takes a left-hand operand of type 'std::iterator' (or there is no acceptable
 conversion)   f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp
 1771

 Error 16 error C2675: unary '++' : 'std::iterator' does not
 define this operator or a conversion to a type acceptable to the predefined
 operator f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp
 1772

 Error 17 error C2819: type 'std::iterator' does not have an
 overloaded member 'operator -'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1774

 Error 18 error C2039: 'second' : is not a member of
 'std::iterator'
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1774

 Error 19 error C2228: left of '.first' must have
 class/struct/union
 f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp    1774

 Error 20 error C2819: type 'std::iterator' does not have an
 overloaded member 'operator -'
 f

[osg-users] MFC or Win32 based viewer

2009-05-28 Thread Clay, Bruce
I have tried all of the ones except for osgWin32Demo (the link is
nonresponsive) in the windowing Toolkit section and can not get them to
compile with the current version of OSG for various reasons.  One uses a
CameraManipulator which doe4s not seem to be in the current build.
Another is looking for getOrCreateDatabasePager in registry.

 

 

Does anyone have basic viewer code that works with a MFC or Win32
framework? 

 

Bruce

 

 

 




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[osg-users] osgGlut does not build

2009-05-28 Thread Clay, Bruce
I can not get the osgGlut viewer to build either.  The error list is
attached below.  I am using Visual Studio 2005 and compiling against OSG
2.8.1, OpenThreads and Producer both pulled with svn today.

 

Several of the errors in this list come from STL

 

 

Any thoughts?

 

Bruce

 

 

 

Error 1  error C2039: 'getPrims' : is not a member of
'osgUtil::RenderStage'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp626   

Error 2  error C2039: 'getPrims' : is not a member of
'osgUtil::RenderStage'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp647   

Error 3  error C2039: 'setTextureModeToInherit' : is not a
member of 'osg::StateSet'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1122 

Error 4  error C2679: binary '' : no operator found which
takes a right-hand operand of type 'osg::LineSegment::vec_type' (or
there is no acceptable conversion)
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1271 

Error 5  error C2679: binary '' : no operator found which
takes a right-hand operand of type 'osg::Vec3' (or there is no
acceptable conversion)   

 

f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1294 

Error 6  error C2679: binary '' : no operator found which
takes a right-hand operand of type 'osg::Vec3' (or there is no
acceptable conversion)
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1301 

Error 7  error C2248:
'osg::AnimationPath::ControlPoint::_position' : cannot access protected
member declared in class 'osg::AnimationPath::ControlPoint'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1370 

Error 8  error C2679: binary '' : no operator found which
takes a right-hand operand of type 'const osg::Vec3d' (or there is no
acceptable conversion)
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1370 

Error 9  error C2248:
'osg::AnimationPath::ControlPoint::_rotation' : cannot access protected
member declared in class 'osg::AnimationPath::ControlPoint'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1370 

Error 10 error C3083: 'PrimtiveValueMap': the symbol to the
left of a '::' must be a type
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1769 

Error 11 error C2039: 'iterator' : is not a member of
'osgUtil::Statistics'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1769 

Error 12 error C2133: 'pItr' : unknown size
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1769 

Error 13 error C2512: 'std::iterator' : no appropriate
default constructor available
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1769 

Error 14 error C2582: 'operator =' function is unavailable
in 'std::iterator'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1770 

Error 15 error C2678: binary '!=' : no operator found which
takes a left-hand operand of type 'std::iterator' (or there is no
acceptable conversion)
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1771 

Error 16 error C2675: unary '++' : 'std::iterator' does not
define this operator or a conversion to a type acceptable to the
predefined operator
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1772 

Error 17 error C2819: type 'std::iterator' does not have an
overloaded member 'operator -'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1774 

Error 18 error C2039: 'second' : is not a member of
'std::iterator' f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp
1774 

Error 19 error C2228: left of '.first' must have
class/struct/union
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1774 

Error 20 error C2819: type 'std::iterator' does not have an
overloaded member 'operator -'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1775 

Error 21 error C2039: 'second' : is not a member of
'std::iterator' f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp
1775 

Error 22 error C2228: left of '.second' must have
class/struct/union  f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp
1775 

Error 23 error C2819: type 'std::iterator' does not have an
overloaded member 'operator -'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1776 

Error 24 error C2039: 'first' : is not a member of
'std::iterator'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1776 

Error 25 error C2582: 'operator =' function is unavailable
in 'std::iterator'
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp1784 

Error 26 error C2678: binary '!=' : no operator found which
takes a left-hand operand of type 'std::iterator' (or there is no
acceptable conversion)
f:\Projects\LIDAR\osgGLUT\src\osgGLUT\Viewer.cpp 

[osg-users] Server down?

2009-04-03 Thread Clay, Bruce
Is the OSG server down or bad on my end?

 

Bruce

 




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Re: [osg-users] Server down?

2009-04-03 Thread Clay, Bruce
Thanks, no I did not see the notice.  I guess I better start reading
more of the messages.  I get mail from so many reflectors that I tend to
skim the titles at times.

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tomlinson, Gordon
Sent: Friday, April 03, 2009 3:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Server down?

 

Did you not see the notice on this list early that the Server would be
down today ?

 

Yes the server is down for a few hours for some maintenance

 

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

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Clay,
Bruce
Sent: Friday, April 03, 2009 3:34 PM
To: OpenSceneGraph Users
Subject: [osg-users] Server down?

Is the OSG server down or bad on my end?

 

Bruce

 

 
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Re: [osg-users] OFT: Interesting commentary of the future of OpenGL

2009-02-24 Thread Clay, Bruce
Paul:

  I agree with most of what you said on your blog and I would have
posted a message there instead of to the whole OSG body except I know
some of the hardware vendors hang out here and may not see your blog.

 

It area I strongly disagree with is the automatic updates.  That is one
feature that has caused much trauma in the past.  Microsoft has a very
bad habit of pushing out patches that break applications.  While we can
uninstall the patch in some cases we can not in others.  And even when
we can uninstall the patch, Microsoft wants to help us out and reinstall
it.

 

Hardware drivers tend to have a more severe impact on the operation of
the overall system.  I have heard many times on this forum through the
years that the best option to fix a problem (especially with ATI cards)
is to revert back to the previous version until the latest driver is
patched.

 

I really hope that hardware vendors do not adopt the automatic update
mode of operation because I fear it will lead to system instability.  If
every hardware vendor was to do that we would not know what driver
update caused what.

 

Microsoft is right at the top of the list for poor system configuration
control.  When they pushed Vista out through all of the PC vendors they
made the Microsoft Finger Print scanner, my HP flatbed scanner and my
Brother Laser Writer obsolete.  They did this because they do not have a
proper view of backward compatibility.  When I found out the laser
writer and scanner were not supported I chalked it up to it's the other
guys problem but when there own finger print scanner was deemed longer
supported I had to say that is Microsoft for you.

 

If it was not for the fact that my job is writing software in a PC /
Windows environment I would not have it at home either.

 

Bruce

 

 

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 24, 2009 12:31 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OFT: Interesting commentary of the future of
OpenGL

 

Hm. Perhaps this is an appropriate time for me to unveil my discussion
forum, in which I have a blog stating my own opinions of OpenGL versus
D3D:

http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2

 

Paul Martz

Skew Matrix Software LLC

http://www.skew-matrix.com http://www.skew-matrix.com/ 

+1 303 859 9466

 




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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 devrelease tagged.

2008-03-14 Thread Clay, Bruce
Robert:
  Since parts of OSG uses GDAL and GDAL is about ready to issue a stable
release, would it be a good idea to time the OSG release shortly after
GDAL release?

Bruce


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 12:54 PM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6
devrelease tagged.

Hi All,

Details on the new release (rather short on detail, you'll need to
look at the ChangeLog which is pretty full if you want all the
details):

http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperRelea
ses

* OpenSceneGraph-2.3.5, released on 14th March 2008. Changes
include : New osgthirdpersonview example that demonstrate use of
CompositeViewer? to create a 3rd person view on the main windows view,
and a new osgmultitexturecontrol example that demonstrate how to
implement smooth blending between different layers in a whole earth
paged database using multi-texturing. Various bug, cross platform
build, typo fixes and minor feature enhancements.

source package : OpenSceneGraph-2.3.5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph
-2.3.5
OpenSceneGraph

I've also tagged the VirtualPlanetBuidlder 0.9.6 release:

  http://www.openscenegraph.org/projects/VirtualPlanetBuilder

--

Both these projects are nearing the point that I could probably do
OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both
are pretty near feature complete enough to go with a stable release,
so its really about making sure they are robust enough and compile
properly across platforms.   If these dev releases look reasonable
then we could possible go for a stable release of both projects in the
next week or two.

Thoughts on stable releases?

Robert.
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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6devrelease tagged.

2008-03-14 Thread Clay, Bruce
GDAL version 1.5.1 testing is underway.  RC3 was just cut so I would
assume it will release soon.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 2:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-2.3.5 and
VirtualPlanetBuilder-0.9.6devrelease tagged.

On Fri, Mar 14, 2008 at 5:14 PM, Clay, Bruce [EMAIL PROTECTED] wrote:
 Robert:
   Since parts of OSG uses GDAL and GDAL is about ready to issue a
stable
  release, would it be a good idea to time the OSG release shortly
after
  GDAL release?

I don't have a problem with going first, it'd make sense to double
check that the up comming GDAL release will work with whatever we push
out.  Testing against GDAL SVN will be a useful test as would upping
version number in the search for this GDAL within the OSG's
CmakeModle/FindGDAL.cmake file.

Do you know what the version number of GDAL will be, and the possible
time frame for its realease?

Robert.
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