Re: [osg-users] Warning messages VS2012...

2013-06-01 Thread Martin Naylor
Hi Robert,
I will give it a go, the warning message fix submitted and supresses the
messages ok and receive none now.

Thanks all.

Martin




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 30 May 2013 18:44
To: OpenSceneGraph Users
Subject: Re: [osg-users] Warning messages VS2012...

Hi Martin,

The warning docs discuss multiple inheritance, but the osgDB::fstream class
just inherits directly from std::fstream so on first doesn't look that
relevant.

I've looked at the implementation of fstream here on Linux and the only
issue I've seen that might be a problem is that open() method isn't virtual
so overriding it locally in osgDB::fstream will only work when calling
osgDB::fstream directly, and not through a pointer to the std::fstream.  I
would have thought this type of issue would generate a different warning
through.

The only reason for the existance of the osgDB::fstream is that it runs
OSGDB_CONVERT_UTF8_FILENAME() on the filename.

Perhaps one could remove osgDB::fstream and provided a convience function
such as:

 osgDB::open(std::fstream fs, const char* filename,std::ios_base::openmode
mode)  {
   fs-open(OSGDB_CONVERT_UTF8_FILENAME(filename), mode);  }

This would require going through the OSG examples that utilize the fstream,
replacing the fs.open(..) with an osgDB::open(fs,..) but this wouldn't be
too much work and would avoid the need for subclassing fstream which doesn't
sit that well with me as it's just done to hide the UTF8 filename
conversion.  I'm not the original author of this code though, perhaps
Michael Platings can dive in to explain the reasoning.

Robert.
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[osg-users] Warning messages VS2012...

2013-05-30 Thread Martin Naylor
Hi all,

I am receiving a huge quantity of warnings when compiling OSG and VPB, they
are both the same thing.

Warning   27   warning C4250: 'osgDB::fstream' :
inherits
'std::basic_istream_Elem,_Traits::std::basic_istream_Elem,_Traits::_Add_
vtordisp1' via dominance
H:\Coding\OSG\OpenSceneGraph\include\osgDB\fstream 41   1
vpb

 

The message is a warning and I cannot see any problem with it apart from its
annoying!

Here is the article on the warning:
http://msdn.microsoft.com/en-us/library/6b3sy7ae(v=vs.80).aspx

 

Could this be fixed in code or do we need to add a pragma to supress the
warning, I cannot seem to find any explicity defined pragma's in the code
for windows?

 

Thanks

 

Martin

 

 

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Re: [osg-users] VPB build error

2013-05-29 Thread Martin Naylor
Hi Robert,
I have submitted, sorry I sent it to the old address openscenegraph.net
still lurking in my address book!
http://forum.openscenegraph.org/viewtopic.php?t=8806 is the original
message.

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 28 May 2013 09:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB build error

Hi Martin,

On 28 May 2013 00:44, Martin Naylor martinnay...@virginmedia.com wrote:
 I found the post and submitted a fix.

 It just need a minor tweak to include quotation marks to fix the 
 semicolon that appeared in the linker options.

Could you the modified file to osg-submissions.

Thanks,
Robert.
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[osg-users] VPB build error

2013-05-27 Thread Martin Naylor
Hi All,

I am receiving a build error with VPB under VS2012 using Windows 8(32bit
build of OSG).

 

Error  49   error LNK2005: public: void __thiscall
std::basic_ofstreamchar,struct std::char_traitschar ::`vbase
destructor'(void)
(??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined
in SpatialProperties.obj
H:\Coding\OSG\VirtualPlanetBuilder\src\vpb\osgDB.lib(osg97-osgDB.dll)
vpb

Error  50   error LNK1169: one or more multiply defined symbols
foundH:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll
vpb

 

Not sure why though!

 

Thanks

 

Martin Naylor

 

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Re: [osg-users] VPB build error

2013-05-27 Thread Martin Naylor
Hi Sebastian,

I found the post and submitted a fix.

It just need a minor tweak to include quotation marks to fix the semicolon
that appeared in the linker options.

 

Thanks.

 

Martin

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian
Messerschmidt
Sent: 27 May 2013 09:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB build error

 

Hi Martin, 
please search the forum and the mailing list.

This is a bug in Visual Studio. 
To get VPB linked (and possibly other tools) add  /FORCE:Multiple to your
linker options. 

@all:
Should this go to the FAQ/HowTo section on the website?

@Robert:
This seems to be an error in VS linker. I think there was proposed patch
(something about implementing the destructor IIRC). 
It would be nice if we could provide a workaround, as it affects basically
every VS2010/12 application linking with osg based libraries.

Hi All,

I am receiving a build error with VPB under VS2012 using Windows 8(32bit
build of OSG).

 

Error  49   error LNK2005: public: void __thiscall
std::basic_ofstreamchar,struct std::char_traitschar ::`vbase
destructor'(void)
(??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined
in SpatialProperties.obj
H:\Coding\OSG\VirtualPlanetBuilder\src\vpb\osgDB.lib(osg97-osgDB.dll)
vpb

Error  50   error LNK1169: one or more multiply defined symbols
foundH:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll
vpb

 

Not sure why though!

 

Thanks

 

Martin Naylor

 






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Re: [osg-users] problem compiling SVN

2013-05-14 Thread Martin Naylor
Hi Robert,

The latest SVN compiles fine now.

 

Thanks

 

Martin

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 13 May 2013 14:13
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem compiling SVN

 

Hi Martin,

Thanks for reporting the problem.  It looks like a missing export, I've just
added this could you do an svn update and rebuild?

Thanks,
Robert.

 

On 13 May 2013 14:04, Martin Naylor martinnay...@virginmedia.com
mailto:martinnay...@virginmedia.com  wrote:

Hi Robert/all,

I am receiving some errors in compiling the latest SVN due to some recent
changes..

Sure its the windows export issue, not sure where to place them!

 

Cheers

 

Martin

 

 

Error  1  error LNK2019: unresolved external symbol public:
class osg::Texture * __thiscall
osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class
osg::Vec3f )const 
(?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur
e@osg@@AAVVec3f@5@@Z) referenced in function protected: void __thiscall
osgViewer::CompositeViewer::generateSlavePointerData(class osg::Camera
*,class osgGA::GUIEventAdapter )
(?generateSlavePointerData@CompositeViewer@osgViewer@@IAEXPAVCamera@osg@@AAV
GUIEventAdapter@osgGA@@@Z)
H:\Coding\OSG\OpenSceneGraph\src\osgViewer\CompositeViewer.obj
osgViewer

 

Error  2  error LNK2001: unresolved external symbol public:
class osg::Texture * __thiscall
osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class
osg::Vec3f )const 
(?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur
e@osg@@AAVVec3f@5@@Z)
H:\Coding\OSG\OpenSceneGraph\src\osgViewer\Viewer.obj  osgViewer


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[osg-users] problem compiling SVN

2013-05-13 Thread Martin Naylor
Hi Robert/all,

I am receiving some errors in compiling the latest SVN due to some recent
changes..

Sure its the windows export issue, not sure where to place them!

 

Cheers

 

Martin

 

 

Error  1  error LNK2019: unresolved external symbol public:
class osg::Texture * __thiscall
osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class
osg::Vec3f )const 
(?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur
e@osg@@AAVVec3f@5@@Z) referenced in function protected: void __thiscall
osgViewer::CompositeViewer::generateSlavePointerData(class osg::Camera
*,class osgGA::GUIEventAdapter )
(?generateSlavePointerData@CompositeViewer@osgViewer@@IAEXPAVCamera@osg@@AAV
GUIEventAdapter@osgGA@@@Z)
H:\Coding\OSG\OpenSceneGraph\src\osgViewer\CompositeViewer.obj
osgViewer

 

Error  2  error LNK2001: unresolved external symbol public:
class osg::Texture * __thiscall
osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class
osg::Vec3f )const 
(?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur
e@osg@@AAVVec3f@5@@Z)
H:\Coding\OSG\OpenSceneGraph\src\osgViewer\Viewer.obj  osgViewer

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Re: [osg-users] [forum] viewer goes to default blue color after model load

2013-02-11 Thread Martin Naylor
Hi Paul,
If it is possible can you save the scene to an OSG file when the problem is
seen, reload it using osgviewer(or your application) and see if the data is
valid or loaded into OSG even though you have a blue screen. Assuming of
course the blue screen is your normal default background colour.
Might help narrow it down a little...

Regards

Martin 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Herbert
Sent: 04 February 2013 15:33
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [forum] viewer goes to default blue color after model
load

Hi,

I realize this questions is vague, so my apologies, but I'm hoping that some
people here might have some guesses as to what is happening because I am
very stuck.  

I have a program that is a static camera view inside a room model.  Inside
this room other models (.OSG files) are loaded, moved, and unloaded.  There
is some more to it than that but that is the gist.  This code has been
working for some years now on 32-bit XP, but we recently put the program on
a PC with Windows 7 64-bit and an Nvidia NVS 300 video card with updated
drivers (310.90).  The current OSG version being used is 2.8.3.

Most of the time the program functions as expected, but once or twice in a
day when the user loads a model the Viewer goes completely blank, back to
the default color.  No models show.  We can go through the process of
loading and unloading models and the program goes through the steps without
trouble, but the Viewer stays blue.  If I turn on the StatsHandler when this
happens it shows the Cull Time spiking majorly and the Frame Rate drops
substantially, but no crashes occur.  Everything else seems functionally
normal.  This can happen after loading just a couple models, or it can
happen after many hours of loading and unloading models.  The only common
link seems to be that it occurs when we load a model.  The model being
loaded doesn't seem to matter either...it can happen on any of them.

Does anyone have any ideas or guesses about what might be happening?  

Thank you!

Cheers,
Paul

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52365#52365





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Re: [osg-users] Problems building OSC plugin on VS2008

2013-01-06 Thread Martin Naylor
Hi Chris,

I have seen something similar:

Here is a post I put into submissions a while back that may help or be
related...

 

Hi,

Yes I can confirm I get the error in VS2008.

I think it's all down to the standard of C++.

It works fine with VS2010 and up which why most people may have not noticed
the error.

To me it looks like the standard of C++, .data must be implemented in a
later version.

VS2008 must support C++98 and VS2010 C++03/0x and VS2012 C+11, so the
deduction is, .data is implemented in a later version of C++(0x/011).

You  may be better of with:

_document = _dae-openFromMemory(fileURI, buffer.front()); But It don't know
much about dae.

Does OSG stick to a C++ standard such as C++98, or am i talking gibberish!



 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: 05 January 2013 20:48
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problems building OSC plugin on VS2008

 

Actually it fails on VS2010 on a clean SVN pull as well:

 

This is the version it is building:

 

#define OPENSCENEGRAPH_MAJOR_VERSION3

#define OPENSCENEGRAPH_MINOR_VERSION1

#define OPENSCENEGRAPH_PATCH_VERSION4

#define OPENSCENEGRAPH_SOVERSION94

 

Anyone have any ideas? I could just refrain from building this plugin, but I
like to provide the most complete builds I can.

 

 

On Sat, Jan 5, 2013 at 12:35 PM, Chris Hanson xe...@alphapixel.com wrote:

Anyone else encountering this? I have no clue, we're just trying to
batch-build.

 

 
 
d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\os
c\OscOutboundPacketStream.h(101) : error C2535: 'osc::OutboundPacketStream
osc::OutboundPacketStream::operator (osc::int32)' : member function
already defined or declared
...
d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\os
c\OscOutboundPacketStream.h(97) : see declaration of
'osc::OutboundPacketStream::operator '
 
.\daeReader.cpp(298) : error C2039: 'data' : is not a member of
'std::vector_Ty'
... with
... [
... _Ty=char
... ]




 

-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/

Training . Consulting . Contracting

3D . Scene Graphs (Open Scene Graph/OSG) . OpenGL 2 . OpenGL 3 . OpenGL 4 .
GLSL . OpenGL ES 1 . OpenGL ES 2 . OpenCL

Digital Imaging . GIS . GPS . Telemetry . Cryptography . Digital Audio .
LIDAR . Kinect . Embedded . Mobile . iPhone/iPad/iOS . Android

@alphapixel https://twitter.com/alphapixel  facebook.com/alphapixel (775)
623-PIXL [7495]





 

-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/

Training . Consulting . Contracting

3D . Scene Graphs (Open Scene Graph/OSG) . OpenGL 2 . OpenGL 3 . OpenGL 4 .
GLSL . OpenGL ES 1 . OpenGL ES 2 . OpenCL

Digital Imaging . GIS . GPS . Telemetry . Cryptography . Digital Audio .
LIDAR . Kinect . Embedded . Mobile . iPhone/iPad/iOS . Android

@alphapixel https://twitter.com/alphapixel  facebook.com/alphapixel (775)
623-PIXL [7495]

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[osg-users] Windows 8 x64

2012-11-13 Thread Martin Naylor
Hi all,
Just to say I have tested OSG(SVN) under Windows 8 Pro(x64) and haven't
noticed any problems.
It's still technically Windows 7 apart from the 'Start' button going and is
now the metro interface and you are no longer able to find anything, until
you get used to it. It seems to work fine!

Regards

Martin 

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Re: [osg-users] compiler error (osgmultiplemovies)

2012-11-06 Thread Martin Naylor
Hi Robert,

It didn't work, but adding another cast did

 

 unsigned int num_files_per_row =
std::max(osg::round(sqrt(static_castfloat(std::min(max_videos,
static_castunsigned int(files.size()),(static_castfloat (1.0)));

 

Seems to make it compile...

I will shove it through to submissions...

 

Cheers

 

Martin

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 05 November 2012 09:37
To: OpenSceneGraph Users
Subject: Re: [osg-users] compiler error (osgmultiplemovies)

 

HI Sebastian and Martin,

I have added a static cast, could you do an svn update and let me know if
this fixes the build.

Thanks,
Robert.

On 3 November 2012 12:13, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:

Hello Martin,

 unsigned int num_files_per_row =
std::max(osg::round(sqrt(std::min(max_videos, static_castunsigned
int(files.size(), 1.0);
is the line I have. Try to static cast the result of osg::round to unsigned
int. Same goes for the sqrt, which expects float or double.

The VC2010 is a bit more picky than the older versions.

 

Hello,
I am receiving an error when compiling latest SVN in osgmultiplemovies which
is as follows:


Error   1   error C2668: 'sqrt' : ambiguous call to overloaded function
D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp
p   654 1   example_osgmultiplemovies

Error   2   error C2780: 'const _Ty std::max(const _Ty ,const _Ty
,_Pr)' : expects 3 arguments - 2 provided
D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp
p   654 1   example_osgmultiplemovies

No idea why, this is with VS2010.

Regards

Martin


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[osg-users] compiler error (osgmultiplemovies)

2012-11-03 Thread Martin Naylor
Hello,
I am receiving an error when compiling latest SVN in osgmultiplemovies which
is as follows:


Error   1   error C2668: 'sqrt' : ambiguous call to overloaded function
D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp
p   654 1   example_osgmultiplemovies

Error   2   error C2780: 'const _Ty std::max(const _Ty ,const _Ty
,_Pr)' : expects 3 arguments - 2 provided
D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp
p   654 1   example_osgmultiplemovies

No idea why, this is with VS2010.

Regards

Martin


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Re: [osg-users] [Off Topic] General OpenGL / DirectX/3D troubleshooting strategy for virtual machines

2012-06-28 Thread Martin Naylor
Hi,

OSG is OpenGL only so it won't work with DirectX particularly on an VMware
machine unless it support OpenGL, virtual box DOES support OpenGL that
allows you to bang the hardware direct if you want to change!

I don't believe VMware supports direct OpenGL but may support DirectX, but
of course OpenGL wont work

Try Virtual box?Unless I am missing the point?

 

Kind Regards

 

Martin

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Richardson
Sent: 28 June 2012 00:43
To: 'OpenSceneGraph Users'
Subject: [osg-users] [Off Topic] General OpenGL / DirectX/3D troubleshooting
strategy for virtual machines

 

Hello,

 

Apologies for the general off topic question but this is the only Linux 3-D
list I lurk on.

 

Configuration is a Windows XP box with 3 virtual Machines [1 Windows XP VM,
2 Linux VM's]. Google Earth works on the VM using OpenGL but I need it to
work using DirectX/3D. DirectX is installed but the VM reports that it
cannot be found. VMware Vsphere is most likely the VM generator. The goal is
for the VM to get access to the graphics card on the bare metal.

 

Any thoughts? Troubleshooting strategies?

 

John F. Richardson

 

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Re: [osg-users] 139.com Spam

2012-06-26 Thread Martin Naylor
Hi all,
The only other way I can see of tracking it is to write some sort of script
that sends a message to every list member including a unique address in the
body/subject for each member, then the author who sent it will see which
mail address is causing the spam as it will generate an email when you hit
the right address?

Palavabut I am sure under Linux it must be easy!

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 26 June 2012 14:41
To: OpenSceneGraph Users
Subject: Re: [osg-users] 139.com Spam

Hi Jan,

On 26 June 2012 14:06, Jan Ciger jan.ci...@gmail.com wrote:
 Please, clear these from the list, the bounces will only keep spamming 
 the list.

The posts aren't coming through the list, I think they are being sent
directly.  The are anyone subscribed from a 139.com domain so my initial
expectation that someone subscribed from that domain is causing problems, so
I can only guess is that perhaps someone has redirected posts to a 139.com
account.  Perhaps it's something that is going via the forum in some way.  I
really don't know the cause though.  There is nothing I can do about the
issue are it isn't a mailman issue so it's something that users will just
have to flag locally as spam.

Robert.
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Re: [osg-users] 139.com Spam

2012-06-09 Thread Martin Naylor
Hi all,

When I stated I haven't received one I hadn't sent any email to the list for
a couple of weeks.

LOL, so I cursed myself and had one in my mailbox.

It looks like its picking the sender and sending them a confirmation message
or something, not entirely sure...

The strange thing is I didn't send any message to them direct, but it's
found me as the sender (or on behalf of...) and sent it to me direct. 

So Its not coming from the list directly.

I am almost tempted to say it a forward, but if it was it would not be me
who received the email, it would be the mailbox that forwarded it, unless
its actually a relay but then it would bounce back to the list?

 

Heres a little snippet from google translate, what that green mailbox
environment J!

 

13488874...@139.com activate and read the letter situation

 

Dear Martin Naylor,:

When you send a message, the following email address has not been activated.


We have sent SMS notification 

Ta activation mail, check your mail.

As of when you receive this message, you send the following email to
activate and read the letter, as follows

:E-mail message subject to activate and read the letter
situation13488874...@139.com

Re: the osg-users], 139.com Spam [not active]China Mobile 139 mailboxes

June 9, 2012

Tips:You send does not activate the 139 mailbox users, mail, 7 days will be
deleted by the system, please tell a friend timely activated to receive
e-mail.

Build a green mailbox environment, please refrain from sending likely to
cause harassment mail.

 

Hope it helps!

 

Regards

 

Martin

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Re: [osg-users] 139.com Spam

2012-06-08 Thread Martin Naylor
Hi all,

Interestingly I don't have any, junk mail or anywhere?

I guess this could be filtered out before it reaches me by my ISP(virgin
media).

 

Good luck.

 

Martin

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: 08 June 2012 09:51
To: OpenSceneGraph Users
Subject: Re: [osg-users] 139.com Spam

 

Hi Robert,

 

I've already wrote a mail to t...@139.com but I don't think they will reply
quickly enough, as 139.com in fact belongs to a huge state-owned company
(China Mobile) who always ignores others' feelings ;-(

 

Is it possible that this address is registered to the forum and the mail is
forwarded from there?

 

Wang Rui

 

2012/6/8 Robert Osfield robert.osfi...@gmail.com

Hi Rui,


On 8 June 2012 05:03, Wang Rui wangra...@gmail.com wrote:
 I also received the email and fortunately I can speak Chinese. The mail is
 sent from the 139.com administer and it said that a registered user with
the
 address 13488874...@139.com here is not active, but we still sent mail to
 him (I think this is because the mail list server automatically send every
 mail to him), so the 139.com server automatically replied with the notice.

 A best way to solve it is to remove the inactive user from our mail list.
 Robert if you couldn't find him, I'll try to contact with their manager to
 explain the situation.

There isn't anyone subscribed to osg-users and osg-submissions with a
139.com domain, let alone this specific address.

Could it be another address that is subscribed is forwarding to the
13488874...@139.com address?

Thanks for looking into it,
Robert.

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Re: [osg-users] [osgCompute] END_BRACKET

2012-05-02 Thread Martin Naylor
Hi,
There was a fix for this applied to Virtual Planer Builder just yesterday.
I am assuming of course you are building osgcompute against VPB.

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Conan Doyle
Sent: 25 April 2012 13:04
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgCompute] END_BRACKET

Hi,

Trying to build osgCompute... It has built fine every time I have tried, except 
for now on my new machine My brain just isn't working right now so this is 
probably an easy fix, but I cant' see it... The error I am getting is: 

In function ‘bool writeResources(osgDB::OutputStream, const 
osgCuda::Computation)’:
path/to/SOURCES/osgCompute/src/osgCudaSerializer/Computation.cpp:31: error: 
‘BEGIN_BRACKET’ is not a member of ‘osgDB’
path/to/SOURCES/osgCompute/src/osgCudaSerializer/Computation.cpp:52: error: 
‘END_BRACKET’ is not a member of ‘osgDB’



Thank you!

Cheers,
Conan

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Re: [osg-users] Building Virtual Planet Builder (0.9.12) on multiple computers

2012-05-02 Thread Martin Naylor
Hi,
I know it sounds daft! 
But you have tried a clean of the build from VS2010, also make sure you
delete the cache from the CMake menu before rerunning cmake.
I would checkout a fresh copy and see if that builds as well against your
libs etc...
If that still fails then a repair on VS2010, I have had to this once on
mine. VS 2008 is still good though, which I tend to still use.
Quickly glancing through the log it says it cannot open a cmd prompt? I
suspect its a hardcoded path or something in the project file/s.
Hope it helps a little.

Cheers

Martin


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Re: [osg-users] VPB build errors

2012-05-01 Thread Martin Naylor
Hi Chris,

I can confirm this as well...

Looking through the logs, I guess the submission was made but the osgdb file
was not submitted to SVN or included in the submission...

 

Regards

 

Martin

 

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: 01 May 2012 03:42
To: OpenSceneGraph Users
Subject: [osg-users] VPB build errors

 

These are the errors that Virtual Planet Builder now generates when compiled
against OSG 3.1.3 (on Windows):

... 2  BuildOptionsIO.cpp
... 2BuildOptionsIO.cpp(494): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2BuildOptionsIO.cpp(494): error C2065: 'BEGIN_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(501): error C2039: 'END_BRACKET' : is not a member
of 'osgDB'
... 2BuildOptionsIO.cpp(501): error C2065: 'END_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(509): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2BuildOptionsIO.cpp(509): error C2065: 'BEGIN_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(515): error C2039: 'END_BRACKET' : is not a member
of 'osgDB'
... 2BuildOptionsIO.cpp(515): error C2065: 'END_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(525): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2BuildOptionsIO.cpp(525): error C2065: 'BEGIN_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(531): error C2039: 'END_BRACKET' : is not a member
of 'osgDB'
... 2BuildOptionsIO.cpp(531): error C2065: 'END_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(538): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2BuildOptionsIO.cpp(538): error C2065: 'BEGIN_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(544): error C2039: 'END_BRACKET' : is not a member
of 'osgDB'
... 2BuildOptionsIO.cpp(544): error C2065: 'END_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(557): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2BuildOptionsIO.cpp(557): error C2065: 'BEGIN_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(563): error C2039: 'END_BRACKET' : is not a member
of 'osgDB'
... 2BuildOptionsIO.cpp(563): error C2065: 'END_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(572): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2BuildOptionsIO.cpp(572): error C2065: 'BEGIN_BRACKET' : undeclared
identifier
... 2BuildOptionsIO.cpp(580): error C2039: 'END_BRACKET' : is not a member
of 'osgDB'
... 2BuildOptionsIO.cpp(580): error C2065: 'END_BRACKET' : undeclared
identifier
 
 
Is this a known problem?

 

-- 

Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/

Training . Consulting . Contracting

3D . Scene Graphs (Open Scene Graph/OSG) . OpenGL 2 . OpenGL 3 . OpenGL 4 .
GLSL . OpenGL ES 1 . OpenGL ES 2 . OpenCL

Digital Imaging . GIS . GPS . Telemetry . Cryptography . Digital Audio .
LIDAR . Kinect . Embedded . Mobile . iPhone/iPad/iOS . Android

 

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Re: [osg-users] Highland fling!

2012-04-28 Thread Martin Naylor
Aye Robert, Good luck .

I would collapse on the first hill J

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 28 April 2012 05:18
To: OpenSceneGraph Users
Subject: [osg-users] Highland fling!

 

Hi all,

Warning - non techy email!

I have an early start this morning as I'm off to run in the Highland Fling
53mile ultra marathon. 

Route goes from outskirts of Glasgow then up along the bonnie banks of Loch
Lomond, and finishing up in highland village of Tantrum. A beautiful route
which I hope to complete in less than twelve hours, but who knows what today
has in store for me - I have run this far before!

One crazy day waits :-)
Robert.

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[osg-users] Raspberry pi

2012-04-28 Thread Martin Naylor
Hi all,
No not the type you eat :)

http://www.raspberrypi.org/

I was just wondering if anyone has one of these yet and has had a go at
getting OSG to run on it.
It quite trim with only 256mb of ram, but I guess it must be similar to
IPhone etc...
It will support OpenGL ES 2.0, I do have one on order but they are like
'hens teeth' at the moment.
There are variants of Linux available for it already.


Here is the spec:
SoC Broadcom BCM2835 (CPU, GPU, DSP, and SDRAM) 
CPU: 700 MHz ARM1176JZF-S core (ARM11 family) 
GPU: Broadcom VideoCore IV, OpenGL ES 2.0, 1080p30 h.264/MPEG-4 AVC
high-profile decoder 
Memory (SDRAM): 256 Megabytes (MiB) 
Video outputs: Composite RCA, HDMI 
Audio outputs: 3.5 mm jack, HDMI 
Onboard storage: SD, MMC, SDIO card slot 
10/100 Ethernet RJ45 onboard network 
Storage via SD/ MMC/ SDIO card slot.


Cheers

Martin

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Re: [osg-users] Why no games with OSG?

2012-04-24 Thread Martin Naylor
Nice, lunar lander and thrust, :-), ok I am showing my age!
I assume that will be available on Iphone/Android?

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh
Sent: 24 April 2012 18:25
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Why no games with OSG?

Well, my game is called Retrobooster, but it isn't finished yet.  It's at
www.reallyslick.com and it's all for fun; absolutely not for simulation,
training, or education of any kind.  Yuck!  OSG has been a good tool for
this so far, but I have little experience with game engines such as Ogre.  I
can't imagine using plain DirectX or OpenGL.
If you want to have any kind of complexity in the rendering, you really need
higher-level tools than that.

And I recall seeing screenshots for Pirates of the XXI Century, but I don't
know if that game was ever finished.  Anyone know what happened to it?
- Terry
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-12 Thread Martin Naylor
Hi Robert,
That works great now, thanks...

Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 12 April 2012 11:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] Building new website, assistance appreciated!

Hi Martin and Vaclav,

On 11 April 2012 21:11, Martin Naylor martinnay...@virginmedia.com wrote:
 Came straight through for me..
 Although I put my username as my surname and cannot change it :)

I have logged in as administrator and changed your names and user names they
are now

name  username
Martin Naylor  martinnaylor
Vaclav Bilek   vaclavbilek

Hopefully I've got it right, could you try and login to see if it works OK?

Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-11 Thread Martin Naylor
Hello,
Came straight through for me..
Although I put my username as my surname and cannot change it :)

Cheers

Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 11 April 2012 20:41
To: OpenSceneGraph Users
Subject: Re: [osg-users] Building new website, assistance appreciated!

Hi Paul and Jason,

If you haven't received the registration email by tomorrow I should be able
to enable registration myself or simply add you.  However, if you are having
problems now then there is good chance a chunk of the rest of the community
will have problems too so it'd be good to get to the bottom of it.

Robert.
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Re: [osg-users] s there some documentation on what gets dumped out if you set OSG_NOTIFY_LEVEL to various things?

2012-04-11 Thread Martin Naylor
Hi,
There is no documentation on what is exactly is dumped out of the different
notify levels.
Running 'grep 'DEBUG_MESSAGE' src/ -R' (cygwin on windows) lists the below,
which I assume is the message you are seeing.


src/osgViewer/Renderer.cpp://#define DEBUG_MESSAGE OSG_NOTICE
src/osgViewer/Renderer.cpp:#define DEBUG_MESSAGE OSG_DEBUG
src/osgViewer/Renderer.cpp:DEBUG_MESSAGERender::Render()
thisstd::endl;
src/osgViewer/Renderer.cpp:
DEBUG_MESSAGE_availableQueue.size()=_availableQueue._queue.size()std
::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGERender::~Render()
thisstd::endl;
src/osgViewer/Renderer.cpp:
DEBUG_MESSAGERenderer::compile()std::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEcull()std::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEcull() got SceneView
sceneViewstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGECollecting rendering
statsstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEend cull()
thisstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEdraw() thisstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEdraw() got SceneView
sceneViewstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEend draw()
thisstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEcull_draw()
thisstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGECollecting rendering
statsstd::endl;
src/osgViewer/Renderer.cpp:DEBUG_MESSAGEend cull_draw()
thisstd::endl;


Regards

Martin.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Zachary
Hilbun
Sent: 11 April 2012 21:58
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] s there some documentation on what gets dumped out
if you set OSG_NOTIFY_LEVEL to various things?

Hi,

Would still like to know the answer to this question.

Thank you!

Cheers,
Zachary

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Re: [osg-users] s there some documentation on what gets dumped out if you set OSG_NOTIFY_LEVEL to various things?

2012-04-11 Thread Martin Naylor
Hi Paul,
Ok the message Zachary was seeing was due to the extra lines in renderer.cpp
which have replaced the OSG_NOTIFY with DEBUG_MESSAGE.
Thats assuming the latest SVN is used here.
Not sure why the DEBUG_MESSAGE is being used, I can only guess that this a
transitional phase whilst implementations are being tested in SVN.
Anyone know?

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: 11 April 2012 22:28
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] s there some documentation on what gets dumped out
if you set OSG_NOTIFY_LEVEL to various things?

I believe Chris has already answered your question. The source code shows
what is displayed at various verbosity levels. IMO, the important
information is the list of OpenGL extensions, and a dump of the loaded
shader code. These are displayed with OSG_NOTIFY_LEVEL set to INFO.

OSG doesn't use a logging system (such as Poco) that allows you to set
varying verbosity levels per module; the verbosity level applies to all of
OSG. During development, I often write messages to DEBUG_FP, but I usually
use a common tag at the start of the message so I can pipe it to grep to
filter out the cruft I don't want to see.
-Paul


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Re: [osg-users] Geometry not rendered on ATI using GL3 shaders

2012-04-08 Thread Martin Naylor
Hi Roland,
Have you tried the latest SVN, there was a fix applied just yesterday for
atomiccounter?

Cheers
Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roland Hill
Sent: 08 April 2012 12:51
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Geometry not rendered on ATI using GL3 shaders

Hi David,

I am using the Catalyst 12.1 driver which I think is the latest available.

I've managed to track the error down to the following two lines in
Program.cpp (both throw OpenGL errors).

Line 798_extensions-glGetActiveUniformsiv( _glProgramHandle,
uniformIndex.size(),(uniformIndex[0]),
L_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX,
(bufferIndex[0]) );

and

Line 818_extensions-glGetProgramiv(_glProgramHandle,
GL_ACTIVE_ATOMIC_COUNTER_BUFFERS,
 
reinterpret_castGLint*(activeAtomicCounterBuffers));

As far as I can figure out, the problem is the two enums, which are only
valid for OpenGL 4.2+. My video card reports:

OpenGL version string: 4.2.11399 Compatibility Profile Context OpenGL
shading language version string: 4.20

so it should be handle these calls. The NVidia card (where osgsimplegl3
works) is a much older OpenGL 3.2 compatible card.

Any further ideas are most welcome!

Thanks,

Roland

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Re: [osg-users] osg::Referenced::unref() thread safety

2012-04-06 Thread Martin Naylor
Hi,

I have just received a crash in the example osgtexture2d.

This sounds like the problem you are talking about, as it doesn't happen
100% of the time sort of 1-4/10 times everytime its lanched or sometimes
within a few seconds of opening, other times a few minutes..

Here is a stack trace which does lead back to osgtext.

 

void Text::drawTextWithBackdrop(osg::State state, const osg::Vec4
colorMultiplier) const

{

unsigned int contextID = state.getContextID();

 

for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();

titr!=_textureGlyphQuadMap.end();

++titr)

{

 

It crashes incrementing the pointer at this point above:

Variables:

-   titr  ({_ptr=0x3ebbd70831e853be },{_glyphs=[564211582](...,...)
_coords=[-26984783](...) _transformedCoords={...} ...})
std::_Treestd::_Tmap_traitsosg::ref_ptrosgText::GlyphTexture,osgText::Te
xt::GlyphQuads,std::lessosg::ref_ptrosgText::GlyphTexture
,std::allocatorstd::pairosg::ref_ptrosgText::GlyphTexture const
,osgText::Text::GlyphQuads ,0 ::iterator

-   ptr   ({_ptr=0x3ebbd70831e853be },{_glyphs=[564211582](...,...)
_coords=[-26984783](...) _transformedCoords={...} ...})
std::pairosg::ref_ptrosgText::GlyphTexture const
,osgText::Text::GlyphQuads

-   first {_ptr=0x3ebbd70831e853be }const
osg::ref_ptrosgText::GlyphTexture

-   _ptr  0x3ebbd70831e853be {_margin=??? _marginRatio=???
_usedY=??? ...}  osgText::GlyphTexture *

+   osg::Texture2D{_image={...} _textureWidth=???
_textureHeight=??? ...}  osg::Texture2D

_margin CXX0030: Error: expression cannot be evaluated  

_marginRatio  CXX0030: Error: expression cannot be evaluated


_usedY  CXX0030: Error: expression cannot be evaluated  

_partUsedX  CXX0030: Error: expression cannot be evaluated  

_partUsedY  CXX0030: Error: expression cannot be evaluated  

_glyphs [...]()
std::vectorosg::ref_ptrosgText::Glyph,std::allocatorosg::ref_ptrosgText
::Glyph  

+   _glyphsToSubload  {_array=[...]() }
osg::buffered_objectstd::vectorosgText::Glyph const
*,std::allocatorosgText::Glyph const *  

+   _mutex  {_prvData=??? _mutexType=??? }
OpenThreads::Mutex

-   second  {_glyphs=[564211582](...,...)
_coords=[-26984783](...) _transformedCoords={...} ...}
osgText::Text::GlyphQuads

+   _glyphs [564211582](...,...)std::vectorosgText::Glyph
*,std::allocatorosgText::Glyph * 

+   _coords [-26984783](...)
std::vectorosg::Vec2f,std::allocatorosg::Vec2f 

+   _transformedCoords  {_array=[-90833](...) }
osg::buffered_objectstd::vectorosg::Vec3f,std::allocatorosg::Vec3f  

+   _texcoords  [1638783872]({_v=0x3ed7ae123196a920
},{_v=0x3ed7ae123196a928 },{_v=0x3ed7ae123196a930 },{_v=0x3ed7ae123196a938
},{_v=0x3ed7ae123196a940 },{_v=0x3ed7ae123196a948 },{_v=0x3ed7ae123196a950
},{_v=0x3ed7ae123196a958 },{_v=0x3ed7ae123196a960 },{_v=0x3ed7ae123196a968
},{_v=0x3ed7ae123196a970 },{_v=0x3ed7ae123196a978 },{_v=0x3ed7ae123196a980
},{_v=0x3ed7ae123196a988 },{_v=0x3ed7ae123196a990 },{_v=0x3ed7a ,...)
std::vectorosg::Vec2f,std::allocatorosg::Vec2f 

+   _lineNumbers  [2091425331](...,...)   std::vectorunsigned
int,std::allocatorunsigned int 

+   _transformedBackdropCoords0x0289dc48
{_array=[1181049552]([...](),[...](),[...](),[...](),[...](),[...](),[...]()
,[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[..
.](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...]()
,[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[..
.](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](
osg::buffered_objectstd::vectorosg::Vec3f,std::allocatorosg::Vec3f  
[8]

+   _colorCoords  [-954718799](...)
std::vectorosg::Vec4f,std::allocatorosg::Vec4f 

+   this  0x028679e0 {_textureGlyphQuadMap=[1](...,...)
_enableDepthWrites=true _backdropType=NONE ...} const osgText::Text * const

+   state
{_quadIndicesGLushort=[654](0,1,3,1,2,3,4,5,7,5,6,7,8,9,11,9,10,11,12,13,15,
13,14,15,16,17,19,17,18,19,20,21,23,21,22,23,24,25,27,25,26,27,28,29,31,29,3
0,31,32,33,35,33,34,35,36,37,39,37,38,39,40,41,43,41,42,43,44,45,47,45,46,47
,48,49,51,49,50,51,52,53,55,53,54,55,56,57,59,57,58,59,60,61,63,61,62,63,64,
65,67,65,66,67,68,69,71,69,70,71,72,73,75,73,74,75,76,77,79,77,78,79,80,81,8
3,81,82,83,84,85,.   osg::State 

+   colorMultiplier   {_v=0x07b3e6c0 }  const osg::Vec4f


contextID   0 unsigned int

 

Stack:

msvcp90d.dll!std::_Debug_message(const wchar_t *
message=0x07feeb2b8650, const wchar_t * file=0x07feeb2b6660,
unsigned int line=384)  Line 24 C++

 
osg92-osgTextd.dll!std::_Treestd::_Tmap_traitsosg::ref_ptrosgText::GlyphT

Re: [osg-users] glGetActiveUniformsiv error

2012-04-05 Thread Martin Naylor
Hi Michael,
Have look at Ulrich's post:
I will submit the fix for it...
Just out of curiosity what is your graphics card and driver, 480gtx driver
296.10?

Cheers

Martin

On 5/04/12 6:05 , Martin Naylor wrote:
 if (_extensions-isShaderAtomicCounterSupported())
 {
 std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 );
 std::vectorGLuint uniformIndex;
 for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), 
 end = atomicCounterMap.end();
  it != end; ++it)
 {
 uniformIndex.push_back(it-first);
 }

Coming to think of it, I believe the whole block should check if
atomicCounterMap is not empty.  It does not need to be called if
GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used.

code
if (_extensions-isShaderAtomicCounterSupported() 
!atomicCounterMap.empty()) {
std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 );
std::vectorGLuint uniformIndex;
/code

Cheers,
/Ulrich



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael A.
Eriksen
Sent: 29 March 2012 18:54
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] glGetActiveUniformsiv error

With the latest update I get an error in 

void Program::PerContextProgram::linkProgram(osg::State state)

There error is in 

  _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(),
(uniformIndex[0]),
GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX,
(bufferIndex[0]) );

The size of uniformIndex is 0!!

Try and run osgsimplegl3!!

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-05 Thread Martin Naylor
Hi all,
Just shoved the change through submissions...

Thanks again both for the persistence on this one...

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
Hertlein
Sent: 05 April 2012 11:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with svn (atomic counter?)

Hi David,

On 5/04/12 18:18 , David Callu wrote:
 Thanks for the fix,
 Can you post it on osg-submission list ?

Sure, I can do that, but maybe somebody who can actually reproduce the
problem is more suited?

Otherwise I would just submit this:

 code
 if (!atomicCounterMap.empty() 
_extensions-isShaderAtomicCounterSupported()) {
std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 );
std::vectorGLuint uniformIndex;
 /code

Cheers,
/ulrich
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Re: [osg-users] glGetActiveUniformsiv error

2012-04-05 Thread Martin Naylor
Hi Michael,
Yes mine is in SLI mode, all be it 480gtx's...
Torben was yours SLI mode?, think you said you only had one card?

Cheers

Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael A.
Eriksen
Sent: 05 April 2012 14:54
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] glGetActiveUniformsiv error

Hi Martin,

I have the latest nVidia drivers and two GTX 580 in SLI mode.

Cheers,

Michael

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
Hi Torben,
it looks like it is something in the shaders part or driver related.
I cannot test remotely at present, due to shaders not working via RDP.
The shader one's I tested osgforest  crashed with the same error last night.
It crashes in the vector header file template for VS2008, I hate that
template stuff! :)
Maybe your mobile drivers won't support the newer shader stuff(opengl 4.2?),
hence why you don't see the error there.
I will role my Osg back to before all these changes after trying the below
to see if I still get the error, roll back my drivers etc and let you know
how I get on...
Although rolling back drivers may just mask the error as it won't have
support for gl4.2(guessing here), I am not up to speed the newer GL
changes..
Let you know later...

Cheers

Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: 04 April 2012 06:45
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] problem with svn (atomic counter?)

Hi Martin,

interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10
Driver: OSG in 32 bit and in 64 bit has the error)

My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161

Please verify that your error occurs in all aplications using (and therefor
compiling) shaders. If you runf your apps from console and
OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down
the app is the shader compilation.

I copied my compiled OSG onto my laptop with older Nvidia mobile graphics,
there it runs fine. I thought my primary build machine ist screwed up and
decided to reinstall the machine from scratch (not done yet). But now I read
your error which seems to be exactly my own one, so it may by a true error.

Any thoughts?

Best regards,
Torben

... 

Thank you!

Cheers,
Torben

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Re: [osg-users] [solved] All shader examples/code are crashing

2012-04-04 Thread Martin Naylor
Hi Torben,
I just reviewed the thread and it sounds like we are in the same boat :p
It appears to be the exact error I am receiving...

Cheers

Martin



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: 02 April 2012 06:35
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [solved] All shader examples/code are crashing

Hi,

I've now access again to my office PC. OSG runs fine on that machine, it
seems my build environment ist totally screwed up ( waah I 'love' windows
reinstalls...)

Sorry for the noise!

Cheers,
Torben

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
Hi,
Ok I have done the following:
Rolled back OSG to 13049: Worked Great with all shaders.
Rolled forward to 13050: Crash Occurs, so its looking like those
changes/driver/GL4.2 that is causing the crash, not mine or Torben's system.
I don't want to rebuild mine either ;)
I see no Nvdia dll in the call stack, not sure if I should, so am thinking
an OSG problem(please take with a pinch of salt).
So I have had a go at debugging, its beyond me but a couple of questions to
help me in my pursuit.
The call before the crash in the vector stl lib is:

if (_extensions-isShaderAtomicCounterSupported())
{
std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 );
std::vectorGLuint uniformIndex;
for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end =
atomicCounterMap.end();
 it != end; ++it)
{
uniformIndex.push_back(it-first);
}

_extensions-glGetActiveUniformsiv( _glProgramHandle,
uniformIndex.size(),
(uniformIndex[0]),
GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX,
(bufferIndex[0]) );


The above is doing a for loop and pushing the first item back, whilst
debugging the 'end' has a bad_ptr, is this correct?
Also why ++it and not it++ ?
It's something in the above code(or related changes) which is causing the
crash as if I try a simpleton fix  by changing 'if
(_extensions-isShaderAtomicCounterSupported())' to be a if not statement it
works fine.
Any pointers (no pun intended) would be much appreciated.

Thanks


Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: 04 April 2012 12:47
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] problem with svn (atomic counter?)

Hi Martin,

yes, my error also claims to happen in the vector header, but the question
is what causes it, the code inthat file is used for longer times.

regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I
still have a chance to avoid a complete reinstall of my machine :)

I'm looking forward to your results! Unfortunately I'll be on the road for
the next 10 days (starting tomorrow) and have only my notebook with me. For
that days I cannot run test on my machine but I'm still available for
discussion!

Thank you!

Cheers,
Torben

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
Hi,
Below is the osg output:
I have also run the atomic counter demo on geeks3d with success, so its
nothing obvious on the driver side that might only occur on a 480 gtx.


OpenGL extension 'GL_ARB_get_program_binary' is supported.
OpenGL extension 'GL_ARB_gpu_shader_fp64' is supported.
OpenGL extension 'GL_ARB_shader_atomic_counters' is supported.
glVersion=4.1980926514, isGlslSupported=YES,
glslLanguageVersion=4.19809
26514

Compiling VERTEX source:
1: varying vec2 texcoord;
2:
3: void main(void)
4: {
5: vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;
6: gl_Position = gl_ModelViewProjectionMatrix *
vec4(position,1.0);
7: gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
8: texcoord = gl_MultiTexCoord0.st;
9: }


Compiling FRAGMENT source:
1: uniform sampler2D baseTexture;
2: varying vec2 texcoord;
3:
4: void main(void)
5: {
6: gl_FragColor = texture2D( baseTexture, texcoord);
7: }

Linking osg::Program  id=3 contextID=0
Uniform baseTexture loc=0 size=1 type=sampler2D
GraphicsContext::setWindowingSystemInterface() 
07FEE5B7AB18

DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
DatabasePager::RequestQueue::~RequestQueue() Destructing queue.
Closing DynamicLibrary osgPlugins-3.1.2/osgdb_rgbd.dll


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: 04 April 2012 12:47
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] problem with svn (atomic counter?)

Hi Martin,

yes, my error also claims to happen in the vector header, but the question
is what causes it, the code inthat file is used for longer times.

regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I
still have a chance to avoid a complete reinstall of my machine :)

I'm looking forward to your results! Unfortunately I'll be on the road for
the next 10 days (starting tomorrow) and have only my notebook with me. For
that days I cannot run test on my machine but I'm still available for
discussion!

Thank you!

Cheers,
Torben

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Re: [osg-users] problem with svn (atomic counter?)

2012-04-04 Thread Martin Naylor
Hi all,
Thanks Ulrich that both options supplied seemed to work ok, but the latter
does seem more appropriate.
I cant see the values from glGetActiveUniformsiv, so not even sure if it is
returning any values, don't believe it is.
There is a check earlier in the code for GL_UNSIGNED_INT_ATOMIC_COUNTER, but
I have just checked and it gets skipped over when stepping through with
debugger, which leaves atomiccountermap not set.
If I understood correctly!

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
Hertlein
Sent: 04 April 2012 23:43
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with svn (atomic counter?)

Hi guys,

On 5/04/12 6:05 , Martin Naylor wrote:
 if (_extensions-isShaderAtomicCounterSupported())
 {
 std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 );
 std::vectorGLuint uniformIndex;
 for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), 
 end = atomicCounterMap.end();
  it != end; ++it)
 {
 uniformIndex.push_back(it-first);
 }

Coming to think of it, I believe the whole block should check if
atomicCounterMap is not empty.  It does not need to be called if
GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used.

code
if (_extensions-isShaderAtomicCounterSupported() 
!atomicCounterMap.empty()) {
std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 );
std::vectorGLuint uniformIndex;
/code

Cheers,
/ulrich
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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Martin Naylor
Hi David,

All sorted thanks, stupid VS2008.

Deleted my build and rechecked out from SVN/Cmake and it works great

I will get on with some more tests...

 

Cheers

 

Martin

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu
Sent: 03 April 2012 01:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with svn (atomic counter?)

 

Hi Martin

I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 
32 bit
and osggeometryshader work fine.

As I am a little bit paranoiac with the crappy VS developpement tools : 

Have you restart Windows and/or VS after NVidia driver update ?
Have you rebuild OSG since your last SVN update or just do a 'build' ?
Are you sure to use good osg dll ?

 

HTH

David Callu

2012/4/2 Martin Naylor martinnay...@virginmedia.com

Hello all,
I have been just doing some testing of OSG (latest from the SVN).
Whilst executing osggeomertyshaders I am getting a crash:

CALL STACK:

   msvcp90d.dll!std::_Debug_message(const wchar_t *
message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0,
unsigned int line=779)  Line 24 C++
   osg92-osgd.dll!std::vectorint,std::allocatorint
::operator[](unsigned __int64 _Pos=0)  Line 780C++

osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State 
state={...})  Line 784 + 0xf bytes  C++
   osg92-osgd.dll!osg::Program::compileGLObjects(osg::State 
state={...})  Line 233  C++
   osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State 
state={...})  Line 1335 C++
   osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet 
stateset={...})  Line 114   C++


LOCALS:

+   end (3452816845,Bad Ptr)
std::_Treestd::_Tmap_traitsunsigned
int,std::basic_stringchar,std::char_traitschar,std::allocatorchar
,std::lessunsigned int,std::allocatorstd::pairunsigned int const
,std::basic_stringchar,std::char_traitschar,std::allocatorchar   ,0
::iterator
+   it  (3452816845,Bad Ptr)
std::_Treestd::_Tmap_traitsunsigned
int,std::basic_stringchar,std::char_traitschar,std::allocatorchar
,std::lessunsigned int,std::allocatorstd::pairunsigned int const
,std::basic_stringchar,std::char_traitschar,std::allocatorchar   ,0
::iterator
   bufferIndex [0]()   std::vectorint,std::allocatorint

   bufferIndexToUniformIndices [14757395258967641292]()
std::mapint,std::vectorint,std::allocatorint
,std::lessint,std::allocatorstd::pairint const
,std::vectorint,std::allocatorint
   activeAtomicCounterBuffers  3435973836unsigned int
   uniformIndex[0]()   std::vectorunsigned
int,std::allocatorunsigned int 
+   this0x02838be0 {_program=0x027f8540
_extensions={...} _glProgramHandle=4 ...}
osg::Program::PerContextProgram * const

Sorry for the garbage! I am using Windows VS 2008 as my compliler :)
Unfortunately I have updated my Nvidia drivers to the latest a few days ago
so I am unsure if it's a driver or the later openGL4.2 stuff that has been
introduced in OSG just recently having review the logs of program.cpp ?

Regards

Martin Naylor



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Re: [osg-users] problem with svn (atomic counter?)

2012-04-03 Thread Martin Naylor
Hi David,

Sorry my last email was a quick test via remote desktop, doh.

It still unfortuantly crashses, osgforest also crashes as well I will have a 
play with things, its probably something I have introduced onto my system..

My specs are much the same as yours except, I compile the x64 version, Nvidia 
480gtx x2

 

Regards

 

Martin

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu
Sent: 03 April 2012 01:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with svn (atomic counter?)

 

Hi Martin

I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 
32 bit
and osggeometryshader work fine.

As I am a little bit paranoiac with the crappy VS developpement tools : 

Have you restart Windows and/or VS after NVidia driver update ?
Have you rebuild OSG since your last SVN update or just do a 'build' ?
Are you sure to use good osg dll ?

 

HTH

David Callu

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[osg-users] problem with svn (atomic counter?)

2012-04-02 Thread Martin Naylor
Hello all,
I have been just doing some testing of OSG (latest from the SVN).
Whilst executing osggeomertyshaders I am getting a crash:

CALL STACK:

msvcp90d.dll!std::_Debug_message(const wchar_t *
message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0,
unsigned int line=779)  Line 24 C++
osg92-osgd.dll!std::vectorint,std::allocatorint
::operator[](unsigned __int64 _Pos=0)  Line 780C++

osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State 
state={...})  Line 784 + 0xf bytes  C++
osg92-osgd.dll!osg::Program::compileGLObjects(osg::State 
state={...})  Line 233  C++
osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State 
state={...})  Line 1335 C++
osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet 
stateset={...})  Line 114   C++


LOCALS:

+   end (3452816845,Bad Ptr)
std::_Treestd::_Tmap_traitsunsigned
int,std::basic_stringchar,std::char_traitschar,std::allocatorchar
,std::lessunsigned int,std::allocatorstd::pairunsigned int const
,std::basic_stringchar,std::char_traitschar,std::allocatorchar   ,0
::iterator
+   it  (3452816845,Bad Ptr)
std::_Treestd::_Tmap_traitsunsigned
int,std::basic_stringchar,std::char_traitschar,std::allocatorchar
,std::lessunsigned int,std::allocatorstd::pairunsigned int const
,std::basic_stringchar,std::char_traitschar,std::allocatorchar   ,0
::iterator
bufferIndex [0]()   std::vectorint,std::allocatorint

bufferIndexToUniformIndices [14757395258967641292]()
std::mapint,std::vectorint,std::allocatorint
,std::lessint,std::allocatorstd::pairint const
,std::vectorint,std::allocatorint
activeAtomicCounterBuffers  3435973836  unsigned int
uniformIndex[0]()   std::vectorunsigned
int,std::allocatorunsigned int 
+   this0x02838be0 {_program=0x027f8540
_extensions={...} _glProgramHandle=4 ...}
osg::Program::PerContextProgram * const

Sorry for the garbage! I am using Windows VS 2008 as my compliler :)
Unfortunately I have updated my Nvidia drivers to the latest a few days ago
so I am unsure if it's a driver or the later openGL4.2 stuff that has been
introduced in OSG just recently having review the logs of program.cpp ?

Regards

Martin Naylor



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Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-02 Thread Martin Naylor
Hi Wang,

Great I just ordered it and delivered to my tablet :)

 

Cheers

 

Martin

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Re: [osg-users] Help compiling example program

2012-03-04 Thread Martin Naylor
Hi James,
Yes sorry that is a link for building OSG itself.
Although for Windows it tells you to add the paths to your environment...
I think it does for Linux as well.
Think Robert may have hit the nail on the head with libopenscenergaph-dev,
that would make sense why you cannot find any headers or includes...

Cheers

Martin.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James
Morgan
Sent: 02 March 2012 20:46
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Help compiling example program

Hi,

Sorry guys, I know you're probably explaining things perfectly clearly and
it's just me. But this is all jargon to me.

Martin Naylor: That link is a guide to building what under Unices? OSG, or
applications that use it? I installed using apt; this means I can skip the
part about dependencies right? This link doesn't say what each of these
steps is doing and why one would need it. I'm sure it's obvious you most of
you, but my mind wasn't wired for this kind of stuff. Also, this guide is
about make, not g++.

I ran


Code:
# dpkg -L openscenegraph



and my output was a bunch of stuff in the /usr/bin/ directory, a bunch of
stuff in the /usr/share/man/man1 directory, and some stuff in the
/usr/share/openscenegraph/ directory. Doing


Code:
ls /usr/lib | grep osg



or


Code:
ls /usr/lib64 | grep osg



or


Code:
ls /usr/include/ | grep osg



yields nothing. Again, I installed OSG from using apt-get. Please help. I
don't know exactly what I'm asking for because I don't know exacctly what I
need at this point. Thanks for your patience.

Thank you!

Cheers,
James

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Re: [osg-users] Help compiling example program

2012-03-02 Thread Martin Naylor


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan
Sent: 02 March 2012 11:56
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help compiling example program

Hi,


Code:
# g++ BasicGeometry.cpp




Code:
BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or 
directory
BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or 
directory
BasicGeometry.cpp: In function ‘int main()’:
BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
BasicGeometry.cpp:13: error: ‘osg’ has not been declared

. . .



I figure I need to set up some environment variable, but I can find nothing on 
the documentation page about how to do this. Help please, thanks.

Cheers,
James

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Re: [osg-users] Help compiling example program

2012-03-02 Thread Martin Naylor
Hi James,
Looks like it's an easy one to answer, so I will give it a go:
It looks like the path to OSG is not set correctly or it doesn’t know where to 
find your include/lib files.
The paths to OSG will need to added to your development environment, not sure 
what you are using.


Regards

Martin



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan
Sent: 02 March 2012 11:56
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help compiling example program

Hi,


Code:
# g++ BasicGeometry.cpp




Code:
BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or 
directory
BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or 
directory
BasicGeometry.cpp: In function ‘int main()’:
BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
BasicGeometry.cpp:13: error: ‘osg’ has not been declared

. . .



I figure I need to set up some environment variable, but I can find nothing on 
the documentation page about how to do this. Help please, thanks.

Cheers,
James

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Re: [osg-users] Help compiling example program

2012-03-02 Thread Martin Naylor
Hi James,
Sorry just noticed you are using g++ as your compiler.

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Make

Is that what you need?

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan
Sent: 02 March 2012 11:56
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help compiling example program

Hi,


Code:
# g++ BasicGeometry.cpp




Code:
BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory
BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory
BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory
BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory
BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory
BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory
BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory
BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or 
directory
BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or 
directory
BasicGeometry.cpp: In function ‘int main()’:
BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared
BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’
BasicGeometry.cpp:13: error: ‘osg’ has not been declared

. . .



I figure I need to set up some environment variable, but I can find nothing on 
the documentation page about how to do this. Help please, thanks.

Cheers,
James

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http://forum.openscenegraph.org/viewtopic.php?p=45982#45982





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Re: [osg-users] VS2010 64bit compile problem

2012-01-04 Thread Martin Naylor
Hi Peter,

That quite a common issue, Mourad is probably correct, windows.h being
included after gl.h...instead of before.

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Bako
Sent: 04 January 2012 10:07
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VS2010 64bit compile problem

Yes, sorry, I'm using VS2010 on Windows 7 64bit
Peter

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Re: [osg-users] 3.0.1 stutters on SwapBuffers

2011-09-30 Thread Martin Naylor
Hi,
What happens if you change the threading mode?
I am just wondering if its related to the GPU stats issue and stuttering,
changing the threading mode seems to clear it.
Have a search in the forums, for the subject 'stats issue with SVN'?

Regards

Martin Naylor

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Amstutz
Sent: 29 September 2011 21:06
To: OpenSceneGraph Users
Subject: [osg-users] 3.0.1 stutters on SwapBuffers

Hello all,

I have a performance regression with 3.0.1.  My application works fine
with 2.8.3, but with 3.0.1 I am getting very severe framerate stutter. 
This seems to be linked to specific positions/orientations of the
camera, when in a dead zone the framerate drops below 1 FPS, but
slight adjustments in rotation, or moving forward or back causes
framerate to jump back up to the expected performance.  This does not
seem to be linked to specific elements in the scene, and happens
consistently across different scenes.  The hang up seems to be in the
call to SwapBuffers().  This occurs on both debug and release builds. 
I've used gDEBugger to try and diagnose the difference between rendering
a slow frame and a fast frame, but in comparing the OpenGL function
call logs, I haven't been able to discover any obvious differences
expect for the matrices used (glLoadMatrixd).

I'm using Visual Studio 2009 on Windows 7 x64 (however OSG and my app
are compiled for x86) and with a Radeon HD 3400.

Does anyone have any idea what could be going on?

-- 
Peter Amstutz
Senior Software Engineer
Technology Solutions Experts
Natick, MA
02131

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Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

2011-09-08 Thread Martin Naylor
Hi,
I believe it may be possible with vpb.
But you may want to take a look at osgearth, it has some features you need
such fade in between layers.
My knowledge on the two is minimal, but it may help?
Regards
Martin Naylor 


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess
Sent: 04 September 2011 01:46
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Hi,

I am not sure if this is even possible, but I would like to use 5 or 6
different maps taken at varying altitudes but of the same region and create
one model/map. 

As a user zooms in on the model/map the texture would update.  

For example:  Say I had a map of North America, then a more detailed map of
the United States, and finally another detailed map of just a state in the
US.  As the user zooms in they would see North America, then the United
States, and finally a detailed state map.

From the little bit of experimenting I have done, I have thrown all the
geotiffs in one folder (from all 3 different maps) and built a model.  What
I am seeing is parts of the map are at the original scale (North America),
then the regions of North America that have more detailed tiles available
from the sub maps are simply overwritten with the more detailed tiles.  So
its like 3 different map formats all on one map and looks like some kind of
Frankenstein monster.

What I would like is for all of the North America map  to display, then as
the user zooms in, if a more detailed view/map is available, it should
update accordingly, showing the detailed portions only if the user is at the
necessary scale/zoom level.

I hope this makes sense, I feel I explained it horribly.  Is this even
possible using VPB/osgdem?  Are there any other tools that may work better?


Thank you!

Cheers,
Chris

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[osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
Morning all,
I have been doing some testing and have updated a fresh copy from SVN of
openscenegraph-data and the latest SVN.
After running examples.bat I get a blank screen on a lot of the examples...
If I run osgviewer cow.osg it works, but cow.osgt does not, it looks like
its WIP but just to let you know or I am not understanding the new format
osgt.
Is there a new plugin for this, maybe my OSG is not using it?



Cheers

Martin

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Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
Hi Robert,
Yeah its 3.1.0
Let me take a look at a few bits and check my paths etc...

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 27 June 2011 11:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with openscenegraph-data?

Hi Martin,

On Mon, Jun 27, 2011 at 11:00 AM, Martin Naylor
martinnay...@virginmedia.com wrote:
 I have been doing some testing and have updated a fresh copy from SVN of
 openscenegraph-data and the latest SVN.
 After running examples.bat I get a blank screen on a lot of the
examples...
 If I run osgviewer cow.osg it works, but cow.osgt does not, it looks like
 its WIP but just to let you know or I am not understanding the new format
 osgt.
 Is there a new plugin for this, maybe my OSG is not using it?

The .osgt is the new native ascii file fomat that deprecates .osg.  Both the
old
format and new .osgt, .osgb and .osgx formats are all supported from
the same osg plugin,
but the serializers are now located in src/osgWrappers/serializers and
srcWraperss/deprecated_dot_osg plugins
that are loading by the osg plugin as required.

Now if the .osgt format is not loading for you then I'd suspect that
you haven't built and installed the latest dev, svn/trunk or
OSG-3.0-rc* properly.

What version do you get when your run:

 osgversion

You should get 3.1.0 is you are using svn/trunk and OSG-3.0.0 for any
of the rc's or the OSG-3.0 branch.

Robert.
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Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
Hi Robert,
Yeah the same results, attached is the converted osg file just in case you
spot some oddities..
Certainly a small file, let me know if you need any debug output or anything
you want me to try.
Not sure if it will convert ok being on remotedesktop...


Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 27 June 2011 12:12
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with openscenegraph-data?

Hi Martin,

On Mon, Jun 27, 2011 at 12:03 PM, Martin Naylor
martinnay...@virginmedia.com wrote:
 I have had a look around and can come up with no problems.
 Not sure where to look at the moment, running  via remote desktop at
present
 so ignore the GL errors...it did happen when running on my desktop
yesterday
 so I am ruling RDP out for the moment as osgviewer cow.osg works via
RDP...

 Attached is the logfile from the debug not sure if it will help.
 I noticed it when I wiped my openscenegraph-data and checked it out
again...

The debug output looks OK, it does look that the
osgdb_serializer_osg.dll is found
should it should be able to load the data.  The only slighty odd thing
is that the
osgdb_serializer_ prefix is only used right at the end, it should
really be checked
right at the start rather than searching for osg.dll.  I'll look into
this but I don't think
this is the cause of the issues on your system.

Could you try an:

   osgconv cow.osgt test.osg

To see what result you get.  Try the test.osg with osgviewer.

Robert.
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test.osg
Description: Binary data
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Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
HI Robert,
That works fine!
Is it the files that are naff that are downloaded from Openscenegraph-data,
or need updating?

Cheers

Martin




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 27 June 2011 12:23
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with openscenegraph-data?

Hi Martin,

The test.osg you have is missing all the contents of the scene graph
save for the root group.  I would suspect that loading of the
serializers is amiss somewhere.

The curious thing is that other windows users have been use the new
serializers for a while now without any problems.

As another test could you try:

  osgconv cow.osg test.osgt
  osgviewer test.osgt

Robert.

On Mon, Jun 27, 2011 at 12:19 PM, Martin Naylor
martinnay...@virginmedia.com wrote:
 Hi Robert,
 Yeah the same results, attached is the converted osg file just in case you
 spot some oddities..
 Certainly a small file, let me know if you need any debug output or
anything
 you want me to try.
 Not sure if it will convert ok being on remotedesktop...


 Cheers

 Martin.


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: 27 June 2011 12:12
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] problem with openscenegraph-data?

 Hi Martin,

 On Mon, Jun 27, 2011 at 12:03 PM, Martin Naylor
 martinnay...@virginmedia.com wrote:
 I have had a look around and can come up with no problems.
 Not sure where to look at the moment, running  via remote desktop at
 present
 so ignore the GL errors...it did happen when running on my desktop
 yesterday
 so I am ruling RDP out for the moment as osgviewer cow.osg works via
 RDP...

 Attached is the logfile from the debug not sure if it will help.
 I noticed it when I wiped my openscenegraph-data and checked it out
 again...

 The debug output looks OK, it does look that the
 osgdb_serializer_osg.dll is found
 should it should be able to load the data.  The only slighty odd thing
 is that the
 osgdb_serializer_ prefix is only used right at the end, it should
 really be checked
 right at the start rather than searching for osg.dll.  I'll look into
 this but I don't think
 this is the cause of the issues on your system.

 Could you try an:

   osgconv cow.osgt test.osg

 To see what result you get.  Try the test.osg with osgviewer.

 Robert.
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Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
Hi Robert,
Using .osg works fine, but .osgt is still coming up blank...
Converted cessnafire to osgt and it works ok..

Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 27 June 2011 12:43
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with openscenegraph-data?

Hi Martin,

I've had another thought, the old .osg plugin explictly preloads the
core osg class wrappers to retain backwards compatibility with how
they worked bofore, while the new serailizers load an the serializer
dll's on demand.  It could be this secondary dll loading that is at
fault.

Could you try:

  osgviewer cessnafire.osg

As this should get the plugin to load the osgParticle NodeKit and
associate deprecated  osgParticle wrappers.

Robert.
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Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
Hi Robert,
I just sent you the cow.osgt I was using, but its stuck in the list manager
approval...
Also I have downloaded and replaced the dataset with the same results.
Anything else you want me to try just shout...

Cheers

Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 27 June 2011 13:14
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with openscenegraph-data?

Hi Martin,

On Mon, Jun 27, 2011 at 12:56 PM, Martin Naylor
martinnay...@virginmedia.com wrote:
 Is it the files that are naff that are downloaded from
Openscenegraph-data,
 or need updating?

As far as I'm aware the .osgt files in OpenSceneGraph-Data are all
correct, I have now tagged
and posted the OpenSceneGraph-Data-3.0.0.

   http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets

Could you post your the cow.osgt so I can double check it's OK.

Robert.
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Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
Hi Robert,
I just did a diff on the files, it's the old chestnut of carriage returns at
the end of the files(unix style), when comparing against the one using
osgconv.
Believe you have a tool for updating the mass unix carriage returns...does
that make sense?


Cheers

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 27 June 2011 13:31
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with openscenegraph-data?

Hi Martin,

On Mon, Jun 27, 2011 at 1:18 PM, Martin Naylor
martinnay...@virginmedia.com wrote:
 Hi Robert,
 Here is the osgt cow...
 I will check out 3.0.0 dataset and give that a go..

I've just done a diff and uour cow.osgt is identical with the one
OpenSceneGaph-Data-3.0.0.

The problem at you end has to be an issue with loading the new and
utilzing the new serializers.  I'm afraid I don't
have any clue at all why they might be failing.

From your previous emails you reported sucsess, but you weren't
specific in which test this was.  So just for cariity what happens
when you do:

  osgconv cow.osg test.osgt
  osgviewer test.osgt

If this works could you compare the cow.osgt in OpenSceneGraph-Data
and the test.osgt.

Robert.


Robert.
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Re: [osg-users] problem with openscenegraph-data?

2011-06-27 Thread Martin Naylor
Hi All,
Cheers all for looking into it, glad it was not my system...
Let me know if I can be of anymore assistance on the matter.
The good news is I have not found anything else that is causing me issues
under VS2008x64 and Windows 7 x64, with Nvidia 480gtx and latest drivers.
Robert -Enjoy the holiday and icing, I suspect you have had enough of Ice in
Scotland ;)
 
Cheers

Martin 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 27 June 2011 15:10
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with openscenegraph-data?

Hi J-S,

Thanks for looking into this issue.  I will need to dig into the code
itself to have a go at understanding it so can't yet provide any
suggestions, the difference in behaviour between Windows and Unices
seems to be the key, so I'd suspect there is something probably
happening when reading from the stream that one system end of
tokens/lines are picked up and the other system these aren't.

Unfortunately I have to head offline for half an hour as I have
children to look after and they are icing a birthday that needs some
adult assistance, ahhh the joys of juggling work and family :-)

Robert.

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Re: [osg-users] stats issue with svn

2011-05-06 Thread Martin Naylor
Hi Tom,
I have no idea I am afraid, I have seen the jumping as you describe.
One thing to try is when its jumping or the framerate is choppy, press m and
change the threading mode, does the choppiness go away?
It could be the stats are showing correct and there is something tying up
the GPU when first launched, its out my league though :)
My system is quite quick so it's hard to tell if it's actually tying up the
GPU or just a stats computation issue.

Regards

Martin Naylor




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce
Sent: 05 May 2011 17:40
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] stats issue with svn

Martin, J-S,

Do you happen to know if this issue occurs only when the stats are enabled,
or if it also occurs in the viewer without the stats displayed?  I ask
because I've never actually used the stats functionality, but sometimes when
we launch our application, the graphics appear lower quality (as in
occasional jumpiness) but other times this problem is gone or at least
barely noticeable.  I'm just curious if this might be the same issue.

Cheers,
Tom

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Re: [osg-users] stats issue with svn

2011-05-04 Thread Martin Naylor
Hi J-S,
LOL, debug threading , me :)
Just out of curiosity is yours an NVidia system, mine is SLI configurations
(2cards) (GTX480)?

Cheers

Martin



I've been seeing this for a while now. I don't know what causes it. It's 
also very inconsistent. Sometimes you'll start osgviewer and it's fine 
already, sometimes it will be in this weird state. Sometimes 'm' a few 
times will bring it back to normal, sometimes not. (anyways that's my 
experience)

If you have a lot of experience in debugging threading issues, you might 
be able to have a look, as it's probably caused by timing between 
threads or something like that.

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.dyndns-web.com/
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[osg-users] stats issue with svn

2011-05-02 Thread Martin Naylor
Hi all,
Not sure if its just me:
But on Windows7 64bit,VS 2008 build, latest SVN,  when I run osgviewer
cow.osg and enable stats using the s key, my draw rate shows up as
15-16(draw thread per a context).
Cycling through threading modes using the 'm' key gets rid of the draw rate
problem and it drops to a mere 0.10.
Anyone else?

Thanks
Martin Naylor

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Re: [osg-users] Line-laser based, 3D point cloud capture from camera

2011-02-10 Thread Martin Naylor
Morning J

What were the results like?

I tried with a red laser, need to get a green one and try that, supposed to
be much better results with a green one.

 

Cheers

 

Martin.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eduardo
Poyart
Sent: 10 February 2011 06:13
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Line-laser based, 3D point cloud capture from
camera

 

http://www.david-laserscanner.com/

 

Due to that post, I bought a line laser and tried out the software! :)

 

Cheers

Eduardo

 







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Re: [osg-users] pUserData crash when run .exe in debug or release version

2011-02-10 Thread Martin Naylor
Hi Nan,
I don't believe its a bug in OSG itself, it's the stupid Microsoft debug
libraries.
I suspect you are linking against the third party libraries built for
VS2005, hence its works ok in debug mode.
It's certainly worth applying SP1 for VS2008, but you also must make sure
you linking against the third party libraries built with the version of VS
you 
are using.
You could download the libs for vs2008 and use those and see if it
builds/runs ok in debug mode?

Let us know how it goes.

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nan WANG
Sent: 09 February 2011 19:51
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] pUserData crash when run .exe in debug or release
version

Hi, everyone:

When I compile osg2cpp.cpp (from example folder) in VS2005 sp1, both debug
and relase version are correct. No problem of running them.

But when I tried with VS2008, both debug and release version stopped by an
error:  Expression: _CrtIsValidHeapPointer(pUserData)

Looks like:

[Image: http://i53.tinypic.com/2yz0kl3.jpg ]

BTW: in VS2008, in release version,  running .exe file without VisualStudio
IDE is okbut still some errors.

What is the problem? Who to fix this bug? Install SP1 for VS2008?

Thank you!

Cheers,
Nan

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Re: [osg-users] Keyboard move camera position

2011-02-09 Thread Martin Naylor
Hi,
You shouldn't have to copy the includes over to your folder.
I am guessing your are using visual studio under Windows, you will need to
add the include and library paths for OSG and setup the environment
variables
http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi
sualStudio

I would start by setting your environment up properly, have a look at Paul
Martz's free book http://stores.lulu.com/pmartz or you can order a hardcopy,
or Wang Ru's new OSG book is more up to date and in align with OSG3.0
release(when version 3.0 is released).

Get all the examples working as these will be the source of how it all
works.
Its a steep learning curve at first, in fact I am sure you will always be
learning :)

The error message is telling you it cannot convert the parameter 1(?) I am
taking a stab in the dark that you are not including an include somewhere or
the environment is not setup correctly/an old version of OSG?

Also some info probably is required: Platform, compiler, version of
OSG...guess its the SVN?

Do a checkout of the examples if you have not already and compile them all.

Hope it helps, once you get it all setup properly it should be a lot
happier.

Regards

Martin.









-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nan WANG
Sent: 08 February 2011 11:38
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Keyboard move camera position

hello
As i am newbie in OSG. ...could you tell me how to use
FirstPersonManipulator in my scene?

I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project
folder, then add it in my project. then add '#include
osgGA/FirstPersonManipulator' above main() functionthen
viewer.setCameraManipulator(new osgGA::FirstPersonManipulator());


then error like: 
error C2664: 'osgViewer::View::setCameraManipulator' : cannot convert
parameter 1 from 'osgGA::FirstPersonManipulator *' to
'osgGA::MatrixManipulator *'

do you know why?

Thank you!

Cheers,
Nan

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Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-18 Thread Martin Naylor
Hi,
Not sure if this or its been superseded, you might want to take a look at
OSGTDS.
http://andesengineering.com/Projects/TDS/

This is for deforming terrain for the placement of objects.
I have never used it, but it might be worth a shot?

Cheers

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian
Buchner
Sent: 17 January 2011 09:58
To: OpenSceneGraph Users
Subject: [osg-users] Skybox (horizon and ground) in GLSL?

Hi,

I managed to load some 20 buildings from a freely available GIS
database from the city of Winston-Salem and I render them with OSG.
Buildings floating in space look kind of funny though and I need a
ground, a horizon and some sky. I do not want to use a flat ground
geometry or sky dome - that's too old-fashioned.

I was thinking to use a screen aligned quad (coordinates forced to
screen dimensions in a vertex shader) and a pixel shader to set ground
and sky zbuffer values and to render the ground and sky color. The
ground zbuffer values for sure depend on the camera height over
ground. And how the horizon is oriented would depend on the camera
orientation (view matrix)

Unfortunately having little prior experience with GLSL, I think I
might need some input from the community how to pull this off.

Christian
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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2011-01-11 Thread Martin Naylor
Hi Wang,
I got mine from Amazon UK yesterday :)

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: 11 January 2011 12:21
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0
Beginner's Guide

Hi Torben,

Thanks for the support. Believe it or not, I myself haven't received
the book because of the distance between China and the U.K. :-)

Cheers,

Wang Rui

2011/1/11 Torben Dannhauer tor...@dannhauer.info:
 Hi Wang,

 I recieved your book yesterday from Amazon. I had only time to for a brief
scan, but it looks very good. I understood after reading only 10 minutes how
I could write my own plugin, that was amazing!

 Thanks for that great work, It will fill lots of my OSG knowledge gaps :)

 Best regards,
 Torben

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[osg-users] OT 3d scanner

2010-12-31 Thread Martin Naylor
Hi all,

Just thought I would post this link to a homemade 3d scanner.
All you need is webcam and a line laser, one of those levels from your local
hardware store.
I used my BQ line laser, which is a bit thick and stippled but managed to
get it working.
It works best with a fine green laser.
http://www.david-laserscanner.com/

Happy new year.

Martin Naylor.


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Re: [osg-users] [vpb] Terrain creation procedure in vpb

2010-12-30 Thread Martin Naylor
HI Vijeesh,
Not sure about that one, I have always generated a full earth.
If you do an osgdem --help you will see some options -gb and -ge could be
the ones you need?
If the initial image resoulution is low then I suspect that is the problem.
Although it could be worth making sure you run gdal_translate on the image
and gdaladdo, see if that helps?
Also the amount of levels will determine the amount of LOD to generate, have
a look at the -l option.

Let us know how it goes, I am still learning osgdem!

Cheers

Martin.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vijeesh
Theningaledathil
Sent: 30 December 2010 04:43
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Terrain creation procedure in vpb

Hi Martin
Thanks a lot. That image was georeferenced. So when i removed -xx and --yy
as you told, I got the terrain. But my next question is my imagery file is
only covering a small area and the elevation data is 3 arc sec srtm  hgt
file for 1degx1deg . So I'm getting the terrain with imagery on some portion
and the rest is white. How to limit the terrain so it covers only the area
referenced in the image file. Also the quality of the texture is very poor
compared to the original tiff file. Is it because of the image resolution is
low?. 


Thank you!

Cheers,
Vijeesh

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Re: [osg-users] [vpb] Terrain creation procedure in vpb

2010-12-29 Thread Martin Naylor
Hi,
Not sure I can answer all the questions:
But they should be geo referenced(srtm data), you can probably omit the xx
and yy parameters. Believe they just specifiy the coordinates for manual
placement (if the file is not georeferenced).

Just try osgem -d nameofheightfieldfile -t nameoftexture -o terrain.ive

Providing the texture is georeferenced you should be ok.
Dont forget to add the --geocentric when using osgdem, providing you want a
round earth if not leave it out for flat terrain.
You can use gdalinfo to find the format the tiff files are in, I use FWTools
for windows.

Hope it helps a little.


Martin.





-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vijeesh
Theningaledathil
Sent: 25 December 2010 09:46
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Terrain creation procedure in vpb

Hi,
I'm new to vpb/osg. I have a tiff file which is only 5x5km. Also I dowloaded
the srtm hgt data from dds.cr.usgs.gov. I want to create a terrain out of
these two files. I tried osgdem with --xx 10 --yy 10 as specified in vpb
tutorial. Terrain is created but when it is loaded, Only a small portion at
one corner of the terrain is having the elevation data and rest are all
flat. What could be the reason. Also I would like to know what exactly --xx
--yy argument specifies. I'm a new bie in the terrain modelling. Also I want
to know how to check whether the tiff file is actually georeferenced or not.
Please help me

... 


Thank you!

Cheers,
Vijeesh

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Re: [osg-users] invalid operation (osgearth and viewer)

2010-12-23 Thread Martin Naylor
Hi Robert,
I will have a look at that one and give it a go.

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 22 December 2010 19:55
To: OpenSceneGraph Users
Subject: Re: [osg-users] invalid operation (osgearth and viewer)

Hi Martin,

From extension it looks like texture compression is supported so in
theory should work fine.

I don't know if it's related at all, but there is a submission on
osg-users that added buffer object pointer clamping to 4 byte
boundaries to address a crash with Intel hardware/drivers.  The
submission was in form that was suitable for merging, but it might be
worth you looking at to see if it affects things at your end.

Beyond that, I'd guess it's a driver bug, so would recommend have a
look at any updating drivers if that is possible.

Robert.

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-22 Thread Martin Naylor
Yes great news!!!

Just ordered mine on Amazon UK, hopefully stocks will hit the UK soon.

 

Cheers

 

Martin.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: 22 December 2010 13:34
To: OpenSceneGraph Users
Subject: Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0
Beginner's Guide

 

Good news !!

 

Just bought it! It will be of a great help to our trainees and to me as well
:)

Keep up the good work !

 

Mourad




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[osg-users] invalid operation (osgearth and viewer)

2010-12-22 Thread Martin Naylor
Hi all,
I have a HP 6730b (with the dreaded Intel 4 express graphics chipset, latest
driver, believe it supports GL2)
Guessing this is a driver bug, I am getting the following error when running
osgviewer srtm.earth:
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)

Digging deeper into the OSG debug output:
VERTEX Shader osgearth_vert_setupTexturing infolog:
No errors.
Linking osg::Program  id=1 contextID=0
Program  link succeded, infolog:
No errors.
Uniform osgearth_LightingEnabled loc=0 size=1 type=bool
Uniform osgearth_ImageLayerEnabled loc=65536 size=2 type=bool
Uniform osgearth_ImageLayerRange loc=131072 size=4 type=float
Uniform osgearth_ImageLayerAttenuation loc=196608 size=1
type=float
Uniform tex1 loc=262144 size=1 type=sampler2D
Uniform osgearth_ImageLayerOpacity loc=327680 size=2 type=float
Attrib gl_Vertex loc=0 size=1
Attrib gl_Normal loc=17 size=1
Attrib gl_MultiTexCoord0 loc=21 size=1
Attrib gl_MultiTexCoord1 loc=22 size=1

OpenGL extension 'GL_EXT_secondary_color' is supported.
OpenGL extension 'GL_EXT_fog_coord' is supported.
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)

Also a bit further down the log:

draw() got SceneView 00D369F8
OpenGL extension '' is not supported.
Setting up osg::Camera::FRAME_BUFFER
draw() 00D362B8
draw() got SceneView 00D3C7F0

Created new 0FE1B330 TextureObject, _numOfTextureObjects 9
Snipped

Created new 0FE1B330 TextureObject, _numOfTextureObjects 26
end draw() 00D363D0
OpenGL extension '' is not supported.
Setting up osg::Camera::FRAME_BUFFER

It does appear as an earth but with no textures, height data is applied to
the earth and shows ok, just no textures.
Anyone know why, it works ok on my Nvidia 480 desktop, guess this could be
an OSGEarth issue or the chipset driver is just naff?

Cheers

Martin Naylor


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Re: [osg-users] invalid operation (osgearth and viewer)

2010-12-22 Thread Martin Naylor
Hi Glen,

The file is a bit big to send on the list, it now crashes when I exit using
osgearth_viewer instead of osgviewer, which appears to be openthread
related., it doesn't crash everytime either.

Shall I send the file direct to yourself?

Browsing the log I noticed the texture extensions below as suggested by
Robert 

I should also add I am running both the svn versions of OSG and OSGEarth on
Windows 7 pro (32bit on laptop) using VS2008, i am also seeing the malformed
polygons when running osgviewer cow.osg as was mentioned previously by
somebody else using Intel drivers.

 

 

 

HANDLE_NON_HTTP: _pager-size()= 6 to delete = 0

DatabasePager::RequestQueue::takeFirst() Found DatabaseRequest size()=5

HANDLE_NON_HTTP: Passing http requests over 1_0_1.2.osgearth_osgterrain_tile

OpenGL extension 'GL_ARB_multitexture' is supported.

OpenGL extension 'GL_EXT_texture_filter_anisotropic' is supported.

OpenGL extension 'GL_ARB_texture_compression' is supported.

OpenGL extension 'GL_EXT_texture_compression_s3tc' is supported.

OpenGL extension 'GL_EXT_texture_compression_rgtc' is not supported.

OpenGL extension 'GL_IMG_texture_compression_pvrtc' is not supported.

OpenGL extension 'GL_IBM_texture_mirrored_repeat' is supported.

OpenGL extension 'GL_EXT_texture_edge_clamp' is supported.

OpenGL extension 'GL_ARB_texture_border_clamp' is supported.

OpenGL extension 'GL_SGIS_generate_mipmap' is supported.

OpenGL extension 'GL_ARB_texture_multisample' is not supported.

OpenGL extension 'GL_ARB_shadow' is supported.

OpenGL extension 'GL_ARB_shadow_ambient' is not supported.

OpenGL extension 'GL_APPLE_client_storage' is not supported.

OpenGL extension 'GL_ARB_texture_non_power_of_two' is supported.

OpenGL extension 'GL_EXT_texture_integer' is not supported.

Created new 0B618EE8 TextureObject, _numOfTextureObjects 1

 

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Re: [osg-users] [build] Getting error C2988: unrecognizable template declaration/definition while compiling osgdb_vrml

2010-12-16 Thread Martin Naylor
Hi,
Its sound like a bug in the compiler,
http://support.microsoft.com/kb/240866.
See if the workaround will fix it?

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Holger
Krumm
Sent: 16 December 2010 07:41
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] Getting error C2988: unrecognizable template
declaration/definition while compiling osgdb_vrml

Hi everybody!

I try to compile the osgdb_vrml reader plugin. As of now I have managed to
compile a openvrml.lib from the current version OpenVRML 0.18.5 (not via
subversion but downloaded the source directly from website).
When I try to compile I get a error C2988: unrecognizable template
declaration/definition in openvrml\local\float.h. It seems to have
something to do with the definition of OPENVRML_LOCAL beyond.


Code:

 template typename Float
OPENVRML_LOCAL inline Float fabs(const Float f)
{
return f  0.0 ? -f : f;
}




Did anyone ran into same troubles like me?

Any pointer is appreciated, unfortunately my C++ knowledge is limited
(little bit rusty, you know :) )


Thanks!

Cheers,
Holger

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Re: [osg-users] problem with manipulators

2010-12-08 Thread Martin Naylor
Hi all
I suspect there are reasons behind another other oddity I have discovered. 
When viewing a terrain(generated as Geocentric) with osgviewer if you move
completely through the terrain and then zoom roughly back to the start
position. Rotating the earth will spin off axes.
I am suspecting the two problems are tied together somehow and now my
suspicion has moved to osgCamera.
Complete stab in the dark, but is this to with accuracy of recomputing the
Cameraview and not the manipulators as first suspected, just tried it with
the cow as well and the same result.
Have tried debugging but my OSG skills are minimal and it sends my head
spinning :)!

Regards

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 04 December 2010 10:20
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with manipulators

Hi Martin,

I have just tried what you suggested using:

osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive

And by pressing '2' and space bar the world does turn up side down.  I
believe this is a regression that probably occurred when I merged the
submission that refactored the manipulators to make them more
flexible.

I would guess the behavior probably stems from the flight manipulator
trying to determine the coordinate frame and then aligning it's home
position to it.

Robert.



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Re: [osg-users] problem with manipulators

2010-12-04 Thread Martin Naylor
Cheers Robert, would  that also the explain behaviour if you rotate when in
orbit mode, when orbiting I am also seeing it flip as well.
I guess this due to a recalc of home position/coordinate frame as well?

Martin.




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 04 December 2010 10:20
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with manipulators

Hi Martin,

I have just tried what you suggested using:

osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive

And by pressing '2' and space bar the world does turn up side down.  I
believe this is a regression that probably occurred when I merged the
submission that refactored the manipulators to make them more
flexible.

I would guess the behavior probably stems from the flight manipulator
trying to determine the coordinate frame and then aligning it's home
position to it.

Robert.



On Fri, Dec 3, 2010 at 10:04 PM, Martin Naylor
martinnay...@virginmedia.com wrote:
 Hi all,
 Are the default manipulators playing up? (it's probably me :)
 But when I run osgviewer somegeocentricearth.ive I get strange behaviour
 with the manipulators.
 All is well until I hit the space bar, then changing the manipulators by
 pressing 1 2, the earth will flip 180 degrees.
 Then rotating also it flips around, orbit mode this seems to happen more.

 Is it the data? I have just created a test model using SRTM data and blue
 marble imagery, can anyone else see this?
 I am running Windows.. running osgviewer cow.osg I cannot seem to produce
 the same results.

 Regards

 Martin.


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Re: [osg-users] osgdem/vpb OS Open Data and geocentric

2010-12-03 Thread Martin Naylor
Hi Shayne,
Thanks for the reply.
I have tried all sorts to try and make this geocentric, but alas it seems to
fail.
My data is in .asc format for the terrain and is called the panorama from
OS(https://www.ordnancesurvey.co.uk/opendatadownload/products.html)
Also the .ntf files my gdal fails with unrecognised format(FW Tools under
windows).

OSGDEM fails with the following message after using gdalwarp as suggested:
Skipping source contertedtiffasc_warped\/tr26.asc-warp.tif as its extents
don't
overlap destination extents

The formats are :
Data type: Vector (Contours), Grid (DTM)
Supply format: DXF [Contours],ASCII grid [DTM],NTF [DTM]

I just used the ACII files, I am guessing the NTF files would be better but
my FW Tools won't recognise them, any ideas?

Regards

Martin.





-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: 10 November 2010 22:47
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgdem/vpb OS Open Data and geocentric

Try the following gdal command on your data (infile) that is not
geo-referenced...

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear infile outfile

and feed the resulting outfile into osgdem...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Naylor
Sent: Wednesday, November 10, 2010 11:58 AM
To: 'OpenSceneGraph Users'
Subject: [osg-users] osgdem/vpb OS Open Data and geocentric

Hi all,
I have downloaded the free Ordinance Survey data and have managed to convert
the height data and raster data using gdal_translate.
Everything works brilliant when the option --geocentric is omitted.
Once --geocentric is included osgdem finished within about 20 seconds my
planet now looks like a sphere with bobbles attached, almost like a leather
football.
I am sure it's something to with the data and the format it is in, here is
gdalinfo of my converted data (excluding colour data).
Does anyone know how I should convert it over so I can get a whole earth, I
am guessing it's something to do with the format although osgdem reprojects
the data when --geocentric is included?
Using the latest SVN as of last Friday. The OS data is the best FREE data I
have come across so far, although I am sure there must be higher resolution
height data.


d:\OS OPENDATA\build\ras250_gb_convertedgdalinfo HP.tif-geo.tif
Driver: GTiff/GeoTIFF
Files: HP.tif-geo.tif
Size is 4000, 4000
Coordinate System is `'
Origin = (40.000,130.000)
Pixel Size = (25.000,-25.000)
Metadata:
  TIFFTAG_IMAGEDESCRIPTION=1:250 000 TILE HP.TIF
  TIFFTAG_DATETIME=2010:05:04 10:31:47
  TIFFTAG_COPYRIGHT=ORDNANCE SURVEY CROWN COPYRIGHT 2010
  TIFFTAG_XRESOLUTION=254
  TIFFTAG_YRESOLUTION=254
  TIFFTAG_RESOLUTIONUNIT=2 (pixels/inch) Image Structure Metadata:
  COMPRESSION=LZW
  INTERLEAVE=BAND
Corner Coordinates:
Upper Left  (  40.000, 130.000)
Lower Left  (  40.000, 120.000)
Upper Right (  50.000, 130.000)
Lower Right (  50.000, 120.000)
Center  (  45.000, 125.000)
Band 1 Block=256x256 Type=Byte, ColorInterp=Palette
  Color Table (RGB with 256 entries)

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[osg-users] problem with manipulators

2010-12-03 Thread Martin Naylor
Hi all,
Are the default manipulators playing up? (it's probably me :)
But when I run osgviewer somegeocentricearth.ive I get strange behaviour
with the manipulators.
All is well until I hit the space bar, then changing the manipulators by
pressing 1 2, the earth will flip 180 degrees.
Then rotating also it flips around, orbit mode this seems to happen more.

Is it the data? I have just created a test model using SRTM data and blue
marble imagery, can anyone else see this?
I am running Windows.. running osgviewer cow.osg I cannot seem to produce
the same results.

Regards

Martin.


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[osg-users] testing osgtexture1d..

2010-12-02 Thread Martin Naylor
Hi,
I am not 100% sure what this example does and how it should perform!
I am noticing a lot of flickering of the 1d texture applied?
Will send some screen shots if no else can reproduce?

Regards

Martin Naylor.


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Re: [osg-users] testing osgtexture1d..

2010-12-02 Thread Martin Naylor
Hi Ulrich,
Cheers that makes sense...

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
Hertlein
Sent: 02 December 2010 10:17
To: OpenSceneGraph Users
Subject: Re: [osg-users] testing osgtexture1d..

On 2/12/10 21:03 , Martin Naylor wrote:
 I am not 100% sure what this example does and how it should perform!
 I am noticing a lot of flickering of the 1d texture applied?
 Will send some screen shots if no else can reproduce?

The example is cycling between OBJECT_LINEAR and EYE_LINEAR texgen modes, so
you should
see the truck with one texture that's fixed to the object (OBJECT_LINEAR,
doesn't change
when rotating) and one where the texture changes when the object is rotated
(EYE_LINEAR).

Just tested on OS X and it looks fine.

/ulrich
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[osg-users] osgdem/vpb OS Open Data and geocentric

2010-11-10 Thread Martin Naylor
Hi all,
I have downloaded the free Ordinance Survey data and have managed to convert
the height data and raster data using gdal_translate.
Everything works brilliant when the option --geocentric is omitted.
Once --geocentric is included osgdem finished within about 20 seconds my
planet now looks like a sphere with bobbles attached, almost like a leather
football.
I am sure it's something to with the data and the format it is in, here is
gdalinfo of my converted data (excluding colour data).
Does anyone know how I should convert it over so I can get a whole earth, I
am guessing it's something to do with the format although osgdem reprojects
the data when --geocentric is included?
Using the latest SVN as of last Friday. The OS data is the best FREE data I
have come across so far, although I am sure there must be higher resolution
height data.


d:\OS OPENDATA\build\ras250_gb_convertedgdalinfo HP.tif-geo.tif
Driver: GTiff/GeoTIFF
Files: HP.tif-geo.tif
Size is 4000, 4000
Coordinate System is `'
Origin = (40.000,130.000)
Pixel Size = (25.000,-25.000)
Metadata:
  TIFFTAG_IMAGEDESCRIPTION=1:250 000 TILE HP.TIF
  TIFFTAG_DATETIME=2010:05:04 10:31:47
  TIFFTAG_COPYRIGHT=ORDNANCE SURVEY CROWN COPYRIGHT 2010
  TIFFTAG_XRESOLUTION=254
  TIFFTAG_YRESOLUTION=254
  TIFFTAG_RESOLUTIONUNIT=2 (pixels/inch)
Image Structure Metadata:
  COMPRESSION=LZW
  INTERLEAVE=BAND
Corner Coordinates:
Upper Left  (  40.000, 130.000)
Lower Left  (  40.000, 120.000)
Upper Right (  50.000, 130.000)
Lower Right (  50.000, 120.000)
Center  (  45.000, 125.000)
Band 1 Block=256x256 Type=Byte, ColorInterp=Palette
  Color Table (RGB with 256 entries)

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Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Martin Naylor
Hi JS,

I am receiving the following error in trying cmake.
CMake Error in src/osgOcean/CMakeLists.txt:
  Cannot find source file osgOcean_gaussian1.vert.  Tried extensions .c .C
  .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx
Gaussion2.vert is also missing from the svn?

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: 12 October 2010 15:33
To: OpenSceneGraph Users
Cc: Kim C Bale
Subject: [osg-users] osgOcean call for testing and future

Secondly, I have recently reintegrated some changes I'd made locally 
over a few months into osgOcean trunk, and was considering making a 
release soon in order to keep the project moving forward. If anyone is 
using osgOcean 1.0.1 and would like to help me out a bit, could you just 
download the SVN trunk and test it out in your apps? The URL is:

http://osgocean.googlecode.com/svn/trunk/



osgOcean_gaussian.vert
Description: Binary data
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Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Martin Naylor
Cheers Kim, I will give it another go later

 

Martin.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale
Sent: 14 October 2010 11:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean call for testing and future

 

Hi Martin,

 

Yeah this is my fault, I shouldn't have committed the file delete its part
of an update that will be coming today.

 

I'll fix this at lunchtime. 

 

K.

On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.com
wrote:

Hi JS,

I am receiving the following error in trying cmake.
CMake Error in src/osgOcean/CMakeLists.txt:
 Cannot find source file osgOcean_gaussian1.vert.  Tried extensions .c .C
 .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx
Gaussion2.vert is also missing from the svn?

Regards

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: 12 October 2010 15:33
To: OpenSceneGraph Users
Cc: Kim C Bale
Subject: [osg-users] osgOcean call for testing and future

Secondly, I have recently reintegrated some changes I'd made locally
over a few months into osgOcean trunk, and was considering making a
release soon in order to keep the project moving forward. If anyone is
using osgOcean 1.0.1 and would like to help me out a bit, could you just
download the SVN trunk and test it out in your apps? The URL is:

http://osgocean.googlecode.com/svn/trunk/


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Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Martin Naylor
HI Kim,

Yeah that done the trick, another quick question, where do I get islands.ive
from?

 

Cheers

 

Martin.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale
Sent: 14 October 2010 12:49
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean call for testing and future

 

This should be fixed now.

 

Note: the new CMake build uses a Python 2.7 script as a prebuild routine.  

 

Regards,

 

Kim.

On 14 October 2010 11:17, Martin Naylor martinnay...@virginmedia.com
wrote:

Cheers Kim, I will give it another go later

 

Martin.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale
Sent: 14 October 2010 11:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean call for testing and future

 

Hi Martin,

 

Yeah this is my fault, I shouldn't have committed the file delete its part
of an update that will be coming today.

 

I'll fix this at lunchtime. 

 

K.

On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.com
wrote:

Hi JS,

I am receiving the following error in trying cmake.
CMake Error in src/osgOcean/CMakeLists.txt:
 Cannot find source file osgOcean_gaussian1.vert.  Tried extensions .c .C
 .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx
Gaussion2.vert is also missing from the svn?

Regards

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: 12 October 2010 15:33
To: OpenSceneGraph Users
Cc: Kim C Bale
Subject: [osg-users] osgOcean call for testing and future

Secondly, I have recently reintegrated some changes I'd made locally
over a few months into osgOcean trunk, and was considering making a
release soon in order to keep the project moving forward. If anyone is
using osgOcean 1.0.1 and would like to help me out a bit, could you just
download the SVN trunk and test it out in your apps? The URL is:

http://osgocean.googlecode.com/svn/trunk/


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Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)

2010-09-28 Thread Martin Naylor
Hi,
It sounds like the Aero bug, disable Aero?
Believe Wojtek may have just submitted a fix for this to workaround the
driver bug, also the latest beta driver from NVidia fixes this for me, not
sure about a quadro card...
Might be worth trying the beta NVidia drivers?

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jago jagoc
Sent: 27 September 2010 14:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer
release, please test :-)

Hi,
 it compiles without any  problem (with examples enabled),
 when I start any examples that use full-screen display  the screen goes
black.

My configuration:

Windows Vista Business,64 bit (SP2)
Quadro FX 3600M ( v. 258.96 )
osg - Revision 11792


Cheers,
Jagovic
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Re: [osg-users] Please help, linking errors with OpenSceneGraph

2010-09-26 Thread Martin Naylor
Try clean all, and rebuild...?

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Renesis
Skidac
Sent: 26 September 2010 11:37
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Please help, linking errors with OpenSceneGraph

Thats what is bothering me.

I compiled OpenSceneGraph as release, I set my project to release, I'm using
release libraries and Code generation is set to (/MD) and I'm still getting
this error.

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Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-09-24 Thread Martin Naylor
Hi Magnus,
Not sure about the answer to your question.
But I believe this to be fixed in the latest NVidia Beta driver(well for my
single screen anyway).
I did look at the code and my brain went numb trying to find a fix.
Might be worth trying the latest beta drivers see if it still occurs?

Regards

Martin.





-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Magnus
Kessler
Sent: 24 September 2010 06:43
To: OpenSceneGraph Users
Subject: Re: [osg-users] Windows 7 Aero Color Scheme issue

On Thursday 08 July 2010, Martin Naylor wrote:
 Hi,
 Yeah its certainly Aero...
 I two have the same issue, disabling Aero sorts its out, but mine is on a
 single screen.
 Alt-Tab will make it work as well.
 Have a look here http://www.opengl.org/pipeline/article/vol003_7/
 
 Are we using GDI? I don't understand the viewer code, I might have
 another attempt later...
 http://bugreports.qt.nokia.com/browse/QTBUG-6988 might of interest.
 
 This what I posted a while back:
 I did mention this a while back about osgShadow.
 All my are examples do this now after installing a new Nvidia GTX 480
 card(from a gtx 9800), with the latest drivers from Nvidia.
 My guess you are running Windows Vista/7, try alt tab?
 For a permanent fix disable the pesky Aero desktop!
 I tried looking for a fix last night and its something to do with
 swapbuffers either being called or not, I cannot remember it was late and
 the viewer code was baffling me!
 Ok it might be
 
 Never found a fix, i have looked into the viewer code, but never got to
 the bottom of it.
 
 
 Martin.
 
 

I made an interesting observation recently. One and the same code 
(essentially osgviewer) showed the black screen when starting up in the 
automatically chosen DrawThreadPerContext threading mode, but worked fine 
when SingleThreaded was forced. What is different in the way the OpenGL 
context is created in these two cases?

Magnus
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Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)

2010-09-18 Thread Martin Naylor
Hi Fred,
The little testing I did the testing all seemed to be well with the latest 
drivers, but I would have not picked that one up, as I only ever use one screen.

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic 
Bouvier
Sent: 18 September 2010 09:03
To: OpenSceneGraph Users
Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, 
please test :-)

There is still a bad flicker when, in osgViewer, I drag with the mouse in one 
screen, stop the drag, and restart in the other screen.
No flicker as long as drags occur in the same screen.

-Fred

- Martin Naylor a écrit :

 Mmmm, I think I may have found the problem!
 Download  the latest 260.63 drivers(BETA) from Nvidia, and all is well
 on my
 system with aero enabled.
 No wonder I could never find what was going on ;)
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Jean-Sébastien Guay
 Sent: 16 September 2010 18:29
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer
 release, please test :-)
 
 Hi Torben, Dženan, Robert,
 
  please read this thread:
 http://forum.openscenegraph.org/viewtopic.php?t=6526highlight=
 
  more people including me have the black screen problem, it seems to
 be a
 driver issue.
 
 Indeed, and without any solution yet. It's not annoying enough to me 
 that I would go out of my way to find a solution, someone with the 
 inclination could work on finding a solution and I'd be happy though.
 I 
 just set OSG_WINDOW=x y w h or use --window x y w h.
 
 J-S
 -- 
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
 http://www.cm-labs.com/
  http://whitestar02.webhop.org/
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Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)

2010-09-17 Thread Martin Naylor
Mmmm, I think I may have found the problem!
Download  the latest 260.63 drivers(BETA) from Nvidia, and all is well on my
system with aero enabled.
No wonder I could never find what was going on ;)


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: 16 September 2010 18:29
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer
release, please test :-)

Hi Torben, Dženan, Robert,

 please read this thread:
http://forum.openscenegraph.org/viewtopic.php?t=6526highlight=

 more people including me have the black screen problem, it seems to be a
driver issue.

Indeed, and without any solution yet. It's not annoying enough to me 
that I would go out of my way to find a solution, someone with the 
inclination could work on finding a solution and I'd be happy though. I 
just set OSG_WINDOW=x y w h or use --window x y w h.

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Visual Studio 2010 and iostream

2010-08-09 Thread Martin Naylor
Hi Fred,
I just removed cmake 2.8 and installed cmake 2.8.2 and rechecked out OSG and I 
still have the same issue with exe and dll's not being moved or created in the 
OSG bin folder, it's a pain everytime you recompile anything as it's a manual 
copy job..

Just tried it on my 32bit machine and still the same results.
I am beginning to suspect it's something different in Windows 7, is anyone else 
compiling with Windows 7x64/32 and VS2010?


Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic 
Bouvier
Sent: 06 August 2010 17:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and iostream

This error is gone with CMake 2.8.2

-Fred

- Martin Naylor a écrit :

 Hi Fred,
 A that explains why I don’t see errors...
 I am still using vs2008 as VS2010 seems to leave the exe files in the
 bin and lib folders whenever I build and I had funny linker errors
 last time ( a few months back).
 
 I might have a go at building flightgear later, let you know how it
 goes or doesn’t!
 
 Regards
 
 Martin.
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Frederic Bouvier
 Sent: 06 August 2010 15:21
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
 Hi Martin,
 
 to be precise, I don't see any errors when building OSG. The problem
 arise when liking the application (here, it is FlightGear). I use 3rd
 party libs already used for the VS2008 build. VS2010 is used to build
 OSG and FlightGear.
 
 -Fred
 
 - Martin Naylor a écrit :
 
  Interesting, I have just managed to build it VS2010 with no problems
  using 2008 libaries.
  You could try using CMake to generate 2008 projects files and
 convert
  them to 2010 using VS2010, see if it makes a difference?
 
  Regards
 
  Martin.
 
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
  Frederic Bouvier
  Sent: 06 August 2010 13:44
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
  Hi Jason,
 
  - Jason Alexander a écrit :
 
   Recently Brad Christiansen uploaded some 3rd party binaries built
  with
   Visual Studio 2010.  (Thanks!)  He noted problems with iostream. 
 I
   still have iostream problems when linking in OSG into my
 application
   in specific places under Visual Studio 2010.  Does anyone
 understand
   what the issue is?
  
   Originally, I thought that the 3rd party libraries I was using
 were
   built with a previous version of VS and, thus, caused these
 linking
   issues when rolled into my application.  I would have thought that
   using 3rd party libraries totally built with vs2010 would have
   resolved this, but Brad even noted this problem when he originally
   posted the binaries.  Any insight would be appreciated!
 
  I also encountered these issues. I ended up adding /FORCE:MULTIPLE
 to
  my link arguments. There is a field for that in the link topic of
 the
  project properties.
 
  -Fred
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Re: [osg-users] Visual Studio 2010 and iostream

2010-08-09 Thread Martin Naylor
Mmmm, must be something particular I am doing or something with my setup of 
VS2010.
I am using the cmake-gui,I just enter the same path for 'where is the source 
code' and 'where to build the binaries', click configure or I have always done 
this on VS2008, but VS2010 has always created the binaries in 
OSG_ROOT/bin/debug and lib/debug and release folders.
Just to confirm are you doing the same or are using the cmake from a command 
line?
I have tried cmake 2.9.2, 2.8.2 still no success, it must be something with 
VS2010, I am using the Ultimate version.

Martin.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic 
Bouvier
Sent: 09 August 2010 17:31
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and iostream

Yes I do. Windows 7 64, VS2010, CMake 2.8.2

-Fred

- Martin Naylor martinnay...@virginmedia.com a écrit :

 Hi Fred,
 I just removed cmake 2.8 and installed cmake 2.8.2 and rechecked out
 OSG and I still have the same issue with exe and dll's not being moved
 or created in the OSG bin folder, it's a pain everytime you recompile
 anything as it's a manual copy job..
 
 Just tried it on my 32bit machine and still the same results.
 I am beginning to suspect it's something different in Windows 7, is
 anyone else compiling with Windows 7x64/32 and VS2010?
 
 
 Regards
 
 Martin.
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Frederic Bouvier
 Sent: 06 August 2010 17:16
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
 This error is gone with CMake 2.8.2
 
 -Fred
 
 - Martin Naylor a écrit :
 
  Hi Fred,
  A that explains why I don’t see errors...
  I am still using vs2008 as VS2010 seems to leave the exe files in
 the
  bin and lib folders whenever I build and I had funny linker errors
  last time ( a few months back).
 
  I might have a go at building flightgear later, let you know how it
  goes or doesn’t!
 
  Regards
 
  Martin.
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
  Frederic Bouvier
  Sent: 06 August 2010 15:21
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
  Hi Martin,
 
  to be precise, I don't see any errors when building OSG. The problem
  arise when liking the application (here, it is FlightGear). I use
 3rd
  party libs already used for the VS2008 build. VS2010 is used to
 build
  OSG and FlightGear.
 
  -Fred
 
  - Martin Naylor a écrit :
 
   Interesting, I have just managed to build it VS2010 with no
 problems
   using 2008 libaries.
   You could try using CMake to generate 2008 projects files and
  convert
   them to 2010 using VS2010, see if it makes a difference?
  
   Regards
  
   Martin.
  
  
   -Original Message-
   From: osg-users-boun...@lists.openscenegraph.org
   [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
   Frederic Bouvier
   Sent: 06 August 2010 13:44
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Visual Studio 2010 and iostream
  
   Hi Jason,
  
   - Jason Alexander a écrit :
  
Recently Brad Christiansen uploaded some 3rd party binaries
 built
   with
Visual Studio 2010.  (Thanks!)  He noted problems with iostream.
  I
still have iostream problems when linking in OSG into my
  application
in specific places under Visual Studio 2010.  Does anyone
  understand
what the issue is?
   
Originally, I thought that the 3rd party libraries I was using
  were
built with a previous version of VS and, thus, caused these
  linking
issues when rolled into my application.  I would have thought
 that
using 3rd party libraries totally built with vs2010 would have
resolved this, but Brad even noted this problem when he
 originally
posted the binaries.  Any insight would be appreciated!
  
   I also encountered these issues. I ended up adding /FORCE:MULTIPLE
  to
   my link arguments. There is a field for that in the link topic of
  the
   project properties.
  
   -Fred
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
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Re: [osg-users] Visual Studio 2010 and iostream

2010-08-06 Thread Martin Naylor
Interesting, I have just managed to build it VS2010 with no problems using 2008 
libaries.
You could try using CMake to generate 2008 projects files and convert them to 
2010 using VS2010, see if it makes a difference?

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic 
Bouvier
Sent: 06 August 2010 13:44
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 and iostream

Hi Jason,

- Jason Alexander a écrit :

 Recently Brad Christiansen uploaded some 3rd party binaries built with
 Visual Studio 2010.  (Thanks!)  He noted problems with iostream.  I
 still have iostream problems when linking in OSG into my application
 in specific places under Visual Studio 2010.  Does anyone understand
 what the issue is?
 
 Originally, I thought that the 3rd party libraries I was using were
 built with a previous version of VS and, thus, caused these linking
 issues when rolled into my application.  I would have thought that
 using 3rd party libraries totally built with vs2010 would have
 resolved this, but Brad even noted this problem when he originally
 posted the binaries.  Any insight would be appreciated!

I also encountered these issues. I ended up adding /FORCE:MULTIPLE to my link 
arguments. There is a field for that in the link topic of the project 
properties.

-Fred
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Re: [osg-users] Visual Studio 2010 and iostream

2010-08-06 Thread Martin Naylor
Could it be that you need to update to the windows SDK either 6 or 7,
available for download from the Microsoft site?

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Alexander
Sent: 06 August 2010 13:33
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Visual Studio 2010 and iostream

Recently Brad Christiansen uploaded some 3rd party binaries built with
Visual Studio 2010.  (Thanks!)  He noted problems with iostream.  I still
have iostream problems when linking in OSG into my application in specific
places under Visual Studio 2010.  Does anyone understand what the issue is?

Originally, I thought that the 3rd party libraries I was using were built
with a previous version of VS and, thus, caused these linking issues when
rolled into my application.  I would have thought that using 3rd party
libraries totally built with vs2010 would have resolved this, but Brad even
noted this problem when he originally posted the binaries.  Any insight
would be appreciated!

Thank you!

Cheers,
Jason

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Re: [osg-users] Visual Studio 2010 and iostream

2010-08-06 Thread Martin Naylor
Hi Fred,
A that explains why I don’t see errors...
I am still using vs2008 as VS2010 seems to leave the exe files in the bin and 
lib folders whenever I build and I had funny linker errors last time ( a few 
months back).

I might have a go at building flightgear later, let you know how it goes or 
doesn’t!

Regards

Martin.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic 
Bouvier
Sent: 06 August 2010 15:21
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and iostream

Hi Martin,

to be precise, I don't see any errors when building OSG. The problem arise when 
liking the application (here, it is FlightGear). I use 3rd party libs already 
used for the VS2008 build. VS2010 is used to build OSG and FlightGear.

-Fred

- Martin Naylor a écrit :

 Interesting, I have just managed to build it VS2010 with no problems
 using 2008 libaries.
 You could try using CMake to generate 2008 projects files and convert
 them to 2010 using VS2010, see if it makes a difference?
 
 Regards
 
 Martin.
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Frederic Bouvier
 Sent: 06 August 2010 13:44
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
 Hi Jason,
 
 - Jason Alexander a écrit :
 
  Recently Brad Christiansen uploaded some 3rd party binaries built
 with
  Visual Studio 2010.  (Thanks!)  He noted problems with iostream.  I
  still have iostream problems when linking in OSG into my application
  in specific places under Visual Studio 2010.  Does anyone understand
  what the issue is?
 
  Originally, I thought that the 3rd party libraries I was using were
  built with a previous version of VS and, thus, caused these linking
  issues when rolled into my application.  I would have thought that
  using 3rd party libraries totally built with vs2010 would have
  resolved this, but Brad even noted this problem when he originally
  posted the binaries.  Any insight would be appreciated!
 
 I also encountered these issues. I ended up adding /FORCE:MULTIPLE to
 my link arguments. There is a field for that in the link topic of the
 project properties.
 
 -Fred
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Re: [osg-users] Select node on screen

2010-07-19 Thread Martin Naylor
Hi,
Take a look at the example osgPick, should be what you are after...

Martin Naylor.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tufan TaÅŸ
Sent: 15 July 2010 13:53
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Select node on screen

Hi,
I have nodes on screen and I want to select a node by clicking on it using
mouse. Do you know any samples about this subject?

... 

Thank you!

Cheers,
Tufan

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[osg-users] change of email on Submissions list

2010-07-19 Thread Martin Naylor
HI all,

I have tried to change my email address for the submissions list, it never
sends me an email for my password to change it.

 

Can anyone help?

I have managed to change osg-users, if this comes through!

 

Cheers

 

Martin Naylor.

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Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-07-08 Thread Martin Naylor
Hi,
Yeah its certainly Aero...
I two have the same issue, disabling Aero sorts its out, but mine is on a
single screen.
Alt-Tab will make it work as well.
Have a look here http://www.opengl.org/pipeline/article/vol003_7/

Are we using GDI? I don't understand the viewer code, I might have another
attempt later...
http://bugreports.qt.nokia.com/browse/QTBUG-6988 might of interest.

This what I posted a while back:
I did mention this a while back about osgShadow.
All my are examples do this now after installing a new Nvidia GTX 480
card(from a gtx 9800), with the latest drivers from Nvidia.
My guess you are running Windows Vista/7, try alt tab?
For a permanent fix disable the pesky Aero desktop!
I tried looking for a fix last night and its something to do with
swapbuffers either being called or not, I cannot remember it was late and
the viewer code was baffling me!
Ok it might be

Never found a fix, i have looked into the viewer code, but never got to the
bottom of it.


Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Beverage
Sent: 08 July 2010 14:47
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Windows 7 Aero Color Scheme issue

I have the same issue on Vista, but only on one of my monitors and
only if I run full screen.  Starting osgviewer with a --window
argument works fine.  My 1920x1080 monitor causes the issue in full
screen, I have another 1680x1050 monitor that works fine in full
screen.

Jason

On Thu, Jul 8, 2010 at 9:26 AM, Guy Volckaert guy.volcka...@meggitt.com
wrote:
 As maximuxy, I also don't have this problem with my own application (so
far).

 Cheers,
 Guy

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[osg-users] missing posts on the mailing lists.

2010-07-06 Thread Martin Naylor
Hi all,

I am either going crazy or more likely my outlook email is.

Is anyone else missing replies on posts?

 

An example:

Jose posted with the subject light through walls

I see J-S's reply but I don't see Nicks, the only reason why i noticed is
that Jose thanks Nick and J-S, but I don't see Nick's reply.

Mmmm I did see something in submissions in the other day from another poster
who is having similar problems.

 

Maybe it's just me!

 

Martin Naylor.

 

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Re: [osg-users] StateSet sharing for max performance

2010-07-04 Thread Martin Naylor
Hi Robert/all,
Sorry for the hijack
I appear to be missing posts on the mailing list?
Never got Roberts reply on this post, I have noticed this happening for a
few weeks with intermittent posts not coming through to the mailing list,
mostly Roberts replies but  I don’t think it's just Roberts.
Is there a problem, I have done the obvious like check junk-mail etc..

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Riccardo
Corsi
Sent: 04 July 2010 23:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] StateSet sharing for max performance

Hi Robert,

I actually tested the 2 solutions and I can confirm there's only a
negligible difference in the cull traversal time, drawing time is just
the same.
So far solution 2 fits much better with my application, so I can pay
the little overhead.
Thanks,
Ricky

On Thu, Jul 1, 2010 at 17:01, Robert Osfield robert.osfi...@gmail.com
wrote:
 Hi Ricky,

 The cull performance will be very slightly higher for method 2 as the
 cull traversal will have to push/pop more state, but the draw
 traversal will be identical between the two.  There will be so little
 difference in measurable performance I would suggest going for what
 makes most sense for your application.

 Of course one should test this... it'd be easy to benchmark the two
 configuration to make sure that there isn't a measurable difference.

 Robert.

 On Thu, Jul 1, 2010 at 3:57 PM, Riccardo Corsi
 riccardo.co...@kairos3d.it wrote:
 Hi All,

 in my scene I have many drawables that share the same settings/glsl
 program - the needed params to render the different drawables are
 already passed in as vertex attributes at geometry level.
 I'd like to know it there's any difference, with respect to
 performances, if I share the common StateSet either one of the
 following methods:

 1. share the common SS in a single geode

 geode1 - SS1
   |
   |
  |              |               |
 draw1      draw2        draw3


 geode1 - SS2
  |
  |
  |              |                |
 draw11      draw12      draw13



 2. share the same instance of the SS (let's call them SS1 and SS2) at
 drawable level:

 geode
  |

 |--

  |                       |                        |
  |                       |                        |
 draw1--SS1      draw2--SS1        draw3--SS1      draw11--SS2
 draw12--SS2        draw13--SS2


 The second method would be preferable to me, as every drawable
 represents an independent object, and I might need to change the way
 it's rendered at runtime (see hilight, etc...).
 I'd like to know if there are some performance penalties with respect
 to method 1.

 Thanks a lot.
 Ricky
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Re: [osg-users] osgGA::GUIEventHandler problem

2010-06-23 Thread Martin Naylor
Hi Ku,
Not sure about the below, but could it be that you are getting two clicks
because you are receiving one on the first click and one on release?
You may need to post some code of your event handler.

Hope it helps

Martin Naylor

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ku Krapox
Sent: 23 June 2010 11:10
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgGA::GUIEventHandler problem

Hi,

I keep having this strange behavior with my custom osgGA::GUIEventHandler
class : the handle() method is executed twice each time I click on the
handled object... I'm catching PUSH events only, and every single click on
my object results in two runs in the corresponding block of the handle()
method.

The first idea would be that my EventHandler is added twice on my object but
it is NOT the case. I'm setting it inside the constructor of another object,
which is instanciated only once in the whole app.

My handled object is inside an osg::Camera, could it be because of this?
Picking objects inside a camera is tricky, but I managed to do it. The only
problem is that they are picked twice... does a camera generate two PUSH
events when clicked?

So here I am...  Does anyone have a clue on what's wrong with my handler? Or
how I could debug it?

Thanks! :) 

Cheers,
Ku

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Re: [osg-users] Sudden runtime error

2010-06-23 Thread Martin Naylor
Hi,
I missed this thread, but I believe it could be something to do with VS and
the way it handles debugging of template libraries.
Could be completey wrong (more than likely) :)
You will probably find somewhere that your VS project was mixing template
libraries (debug and release), just a guess though.

Regards
Martin.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce
Sent: 23 June 2010 20:15
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Sudden runtime error

Hi Gordon,

Thanks for the suggestions.  I am working in release, and I don't have any
of the debug libs on my machine.  I re-extracted all osg files just in case
something got corrupted.  I cleaned and rebuilt the application.  Didn't
help.

However, I started a new Visual Studio project, copied all the settings over
exactly, and now it works fine.  This makes me pretty confident that the
issue is not to do with OSG but rather with Vis Studio, but I'm completely
at a loss as to what the problem actually is - nothing short of creating a
fresh project fixed the issue.

Just for the sake of completeness I want to share what I discovered about
where in the code I could cause/not cause the crash:

Having 5 or fewer osg::Vec3d or Vec3f (up to 5 of each) class members was
safe - no crash.  A sixth of each, however, lead to the program crashing
when trying to create a Group.  I put a Node directly in front, the node was
created successfully, it was still crashing on Group.

Again, I don't think the issue is with OSG - and I don't think I got libs
mixed up, since I don't really have any stale libs on the machine.  Have
other Vis Studio users experienced anything like this?  I suppose I just
have to keep in mind that when weird stuff happens I can try creating a
fresh project but that seems like a weak solution.



Cheers,
Tom

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Re: [osg-users] [build] Successful build using VS2010?

2010-06-12 Thread Martin Naylor
Hi,
I have managed to build under VS 2010 although I have gone back to VS2008 as
it's a pain.
Have found that VS2010 creates release/debug folder for all its libs and
does not copy them to their /bin or /lib folders.
Some people have reported success using the latest cmake build(SVN) and that
fixes it, but I tried it a while back with no success.
If I remember correctly its something to do with way VS2010 now handles its
build folders, but I could not find how to fix it with CMake.
It could be a bug in VS2010, but I am suspecting the cmake build files for
OSG or the actual CMake app itself and the way it generates 2010 build
files, a hard coded parent path maybe, although not able to put my finger on
it.
One way to get it to build under vs2010 is to build vs2008 files and convert
the solution using the wizard in vs2010 as a temporary measure.
Hope it helps on the conquest to fixing it.

Regards
Martin.




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick
Schultz
Sent: 11 June 2010 19:34
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] Successful build using VS2010?

Has anybody been able to successfully build the latest dev-head in VS2010?  

I kept getting several fatal LINK errors saying it cannot open input files 

ex:

LINK : fatal error LNK1181: cannot open input file
'..\..\lib\Release\osgGA.lib'

I'm assuming it's a path error made somewhere in the build scripts.  I
posted about this a couple of months ago and I couldn't find a fix.  

I tried searching the forums about this topic but couldn't find anything,
are we just out of luck trying to use VS2010 for now?

Thanks,

Nick

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Re: [osg-users] physics and terrain

2010-06-08 Thread Martin Naylor
Hi Mathias,
Cheers for the info, I will take a look at osgBullet.

Thanks
Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mathias
Buhr
Sent: 08 June 2010 16:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] physics and terrain

  Hi Martin,

I don't have an exact answer to your question but I've successfully 
integrated Bullet and OSG (currently only rigid bodies). Basically you 
just need two separate threads/worlds: rendering and physics simulation. 
An osg::NodeCallback retrieves the current MotionState from Bullet per 
frame and writes it to the osg::PositionAttitudeTransform of the 
graphical representation of that object. The tricky part is probably the 
calculation of appropriate collsion-shapes for given meshes.
Bullet provides a Demo application, where you can drive and use a 
ForkLift. It should give you a good starting point.

Cheers
Mathias Buhr



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