[osg-users] Fwd: setting a polygon height

2013-02-25 Thread Mohammed Rashad

Any update on this? 

- Forwarded Message -
From: Mohammed Rashad mohammed.ras...@research.iiit.ac.in
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, February 13, 2013 12:13:24 PM
Subject: [osg-users] setting a polygon height

How to set the height of a polygon in OSG 3.0?

I have created some polygon which are 2D. I want to assing random heights for 
the polygon. How this can be done?
osg::Geometry* polyGeom = new osg::Geometry();
and i then feed the vertices like:
osg::Vec3 myCoords[] =
{
osg::Vec3(-1.0464, 1.0f, -0.193626),
osg::Vec3(-1.0258, 1.0f, -0.26778),
osg::Vec3(-0.807461, 1.0f, -0.181267),
osg::Vec3(-0.766264, 1.0f, -0.0576758),
osg::Vec3(-0.980488, 1.0f, -0.094753)
};

Is there anything like ExtrudeGeometry in OSG?
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Re: [osg-users] Fwd: setting a polygon height

2013-02-25 Thread Mohammed Rashad
Hi Robert,

Is it possible to have a 2D square looks like a cube?
for example I have 2D polygon if I could add a height parameter so that its 
look like a cube but faces are polygons. I dont know what are the exact terms 
to use to get good response.
hope this image url helps http://i.stack.imgur.com/OnRz3.png


- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, February 25, 2013 9:26:16 PM
Subject: Re: [osg-users] Fwd: setting a polygon height

Hi Mohammed,

I'm guessing most of the community like me are rather perplexed by
what specifically you are expecting/looking for.  The heights of a
polygon are simply it's z dimenion when you have a coordinate system
with Z up like the OSG defaults.  So setting it randomly would just
entail setting the z value, but as your code show you already setting
the xyz values then one would have to guess that this isn't what you
mean at all.  This leaves us rather stuck trying to guess what you
actually mean.  Mentioning extrusion doesn't help either as this
rather tangential topic, or perhaps in your current view it's not.
Alas we can't jump in your head and know what you are meaning.

The only thing I can say with certainly is to say that the OSG doesn't
have an extrusion tool.  The OSG is primarily a scene graph, not a
scene building tool.

Robert.

On 25 February 2013 15:37, Mohammed Rashad
mohammed.ras...@research.iiit.ac.in wrote:

 Any update on this?

 - Forwarded Message -
 From: Mohammed Rashad mohammed.ras...@research.iiit.ac.in
 To: osg-users@lists.openscenegraph.org
 Sent: Wednesday, February 13, 2013 12:13:24 PM
 Subject: [osg-users] setting a polygon height

 How to set the height of a polygon in OSG 3.0?

 I have created some polygon which are 2D. I want to assing random heights for 
 the polygon. How this can be done?
 osg::Geometry* polyGeom = new osg::Geometry();
 and i then feed the vertices like:
 osg::Vec3 myCoords[] =
 {
 osg::Vec3(-1.0464, 1.0f, -0.193626),
 osg::Vec3(-1.0258, 1.0f, -0.26778),
 osg::Vec3(-0.807461, 1.0f, -0.181267),
 osg::Vec3(-0.766264, 1.0f, -0.0576758),
 osg::Vec3(-0.980488, 1.0f, -0.094753)
 };

 Is there anything like ExtrudeGeometry in OSG?
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[osg-users] setting a polygon height

2013-02-12 Thread Mohammed Rashad
How to set the height of a polygon in OSG 3.0?

I have created some polygon which are 2D. I want to assing random heights for 
the polygon. How this can be done?
osg::Geometry* polyGeom = new osg::Geometry();
and i then feed the vertices like:
osg::Vec3 myCoords[] =
{
osg::Vec3(-1.0464, 1.0f, -0.193626),
osg::Vec3(-1.0258, 1.0f, -0.26778),
osg::Vec3(-0.807461, 1.0f, -0.181267),
osg::Vec3(-0.766264, 1.0f, -0.0576758),
osg::Vec3(-0.980488, 1.0f, -0.094753)
};

Is there anything like ExtrudeGeometry in OSG?
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[osg-users] moving from openscenegraph 2.8.x to 3.0

2012-03-14 Thread Mohammed Rashad
All,
I found some problems moving ossimplanet from osg 2.8.5 to osg 3.0
Here are those
1. no osgGA/MatrixManipulator
to where its moved?


2 .error: ‘compileGLObjects’ is not a member of ‘osgDB::DatabasePager’
Where the compileGLObjects function gone? Is it renamed or removed
what code can do the equivalent job


3.  class osgDB::DatabasePager’ has no member named
‘requiresCompileGLObjects’


4. error: ‘compileAllGLObjects’ is not a member of ‘osgDB::DatabasePager’



Is this topic discussed already?

-- 
Regards,
   Rashad
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[osg-users] minimal build

2012-03-02 Thread Mohammed Rashad
How to get openscenegraph minimal build? Can I get source code which only
render only a specific format say .osg files
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[osg-users] merging ive files

2012-03-02 Thread Mohammed Rashad
I used osggis_build to generate a ive file of 3d buildings
How to merge them ?osgviewer loads it automatically using this command
osgviewer out/buildings/out.ive

but thru code its not possible

see below

osg::ref_ptrosg::Node loadedModel =
osgDB::readNodeFile(out/buildings/out.ive);
viewer.setSceneData( loadedModel.get() );
viewer.realize();


is working

but

osg::Group* root = new osg::Group;
root-addChild( osgDB::readNodeFile(out/buildings/out.ive) );
viewer.setSceneData( root );
viewer.realize();

is not working...

Can anyone explain why?
do I need to merge all *.ive files in buildings dir

buildings dir contains these files

gL0_X0_Y0.ive
gL0_X0_Y1.ive
gL0_X0_Y2.ive
gL0_X0_Y3.ive
gL0_X1_Y0.ive
gL0_X1_Y1.ive
gL0_X1_Y2.ive
gL0_X1_Y3.ive
gL0_X2_Y0.ive
gL0_X2_Y1.ive
gL0_X2_Y2.ive
gL0_X2_Y3.ive
gL0_X2_Y4.ive
gL0_X2_Y6.ive
gL0_X3_Y0.ive
gL0_X3_Y1.ive
gL0_X3_Y2.ive
gL0_X3_Y3.ive
gL0_X3_Y4.ive
gL0_X3_Y5.ive
gL0_X3_Y6.ive
gL0_X4_Y0.ive
gL0_X4_Y1.ive
gL0_X4_Y2.ive
gL0_X4_Y3.ive
gL0_X4_Y4.ive
gL0_X4_Y5.ive
gL0_X4_Y6.ive
gL0_X5_Y0.ive
gL0_X5_Y1.ive
gL0_X5_Y2.ive
gL0_X5_Y3.ive
gL0_X5_Y4.ive
gL0_X5_Y5.ive
gL0_X5_Y6.ive
gL0_X6_Y0.ive
gL0_X6_Y1.ive
gL0_X6_Y2.ive
gL0_X6_Y4.ive
gL0_X6_Y5.ive
gL0_X6_Y6.ive
out.ive

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Re: [osg-users] osgviewer error on closing

2012-03-01 Thread Mohammed Rashad
thanks robert. i will update os patches next time
i am loading .ive file used by osgOcean

On Thu, Mar 1, 2012 at 2:22 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Rashad,

 On 29 February 2012 08:53, Mohammed Rashad mohammedrasha...@gmail.com
 wrote:
  when I am closing osgviewer I am getting this error
 
  Inconsistency detected by ld.so: dl-close.c: 743: _dl_close: Assertion
  `map-l_init_called' failed!
 
  i am using ubuntu 11.10 build of osg

 I used to see the problem rather often when I upgraded to Kubuntu
 11.10, and on investigation found that the OSG wasn't alone in this
 issue, but also never came across a specific cause or solution.  It
 looked to be associated with unloaded some but not all of the plugins,
 all of the plugins are loaded and unloaded in exactly the same way
 though.

 Curiously I haven't seen this errors recently, and have just tried to
 reproduce it now and can't so perhaps keeping update to date with
 patches from the Ubuntu repository has solved this problem.   What
 models are you loading to get the error you are seeing?  Are you fully
 up to date with patches of the OS?

 Robert.
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[osg-users] flooding water

2012-03-01 Thread Mohammed Rashad
How to render a tide or tsunami flood using openscenegraph for urban area
is there anything already done for it?
I am even ready to develop one thing on top of OSG if someone shed some
light
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Re: [osg-users] flooding water

2012-03-01 Thread Mohammed Rashad
thanks chris for swift response

On Thu, Mar 1, 2012 at 11:16 PM, Chris Hanson xe...@alphapixel.com wrote:

 On Thu, Mar 1, 2012 at 10:21 AM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 How to render a tide or tsunami flood using openscenegraph for urban area
 is there anything already done for it?
 I am even ready to develop one thing on top of OSG if someone shed some
 light


   OSGOcean can render water, but I don't think it will compute the flood
 inundation and computational fluid dynamics.

   I seem to recall there are some GIS tools out there for computing
 flooding, and you could perhaps take the output data of those and visualize
 it in OSG.

I searched and couldnt find any GIS tool in opensource
for visualising some urban area with some buildings and flood/Tsunami keep
on coming slowly on a keypress. By hacking osgOcean and osgRiver can I do
it and submit to OSG as a nodekit :-)



 --
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 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 •
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   Rashad
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Re: [osg-users] flooding water

2012-03-01 Thread Mohammed Rashad
thanks a lot chris. will look into it and get back to osg list

On Fri, Mar 2, 2012 at 12:40 AM, Chris Hanson xe...@alphapixel.com wrote:

 http://en.wikipedia.org/wiki/ANUGA_Hydro

 http://www.mssanz.org.au/modsim05/papers/nielsen.pdf

 From the paper The animation tool developed for AnuGA is based
 on OpenSceneGraph, an Open Source Software (OSS) component allowing high
 level interaction with sophisticated graphics primitives.

 --
 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] flooding water

2012-03-01 Thread Mohammed Rashad
chris,
I want something similar to osgRiver. I compiled osgRiver and it run
sucessfully. But I am unable to install anuga. I want a simple thing. I
only want some small modifications to osgRiver. Below are my doubts

1. osgRiver has an island file called river.3ds. how its made? 3dmax?
2. I can load an 3d model of urban area built using osggis there are roads
in it . I want to show the flowing on water from one point of city to
another. then I need to calculate which all buildings are in water.
3. how to make water flow only through roads or some open areas? .Even
though my title is flooding i want to show flow of water or tsunami on
urban areas.
4. how to build 3d models for the osg?
osgRiver show water flowing only through certain path. how is it done? see
results on this poster http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf

5. what will be the amount of area getting destroyed.(second project)
6. visualize the distorted buildings(third project)

I would like to do it as a student project using OSG if not existing. so I
need to do some coding for the project or customization of some existing
tools maybe osgRiver

On Fri, Mar 2, 2012 at 12:40 AM, Chris Hanson xe...@alphapixel.com wrote:

 http://en.wikipedia.org/wiki/ANUGA_Hydro

 http://www.mssanz.org.au/modsim05/papers/nielsen.pdf

 From the paper The animation tool developed for AnuGA is based
 on OpenSceneGraph, an Open Source Software (OSS) component allowing high
 level interaction with sophisticated graphics primitives.

 --
 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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[osg-users] osgviewer error on closing

2012-02-29 Thread Mohammed Rashad
when I am closing osgviewer I am getting this error

Inconsistency detected by ld.so: dl-close.c: 743: _dl_close: Assertion
`map-l_init_called' failed!

i am using ubuntu 11.10 build of osg

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[osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
if (ea.getKey() == '+')
{

_oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
1.0);
osg::notify(osg::NOTICE)  Ocean surface is now at z = 
 _oceanScene-getOceanSurfaceHeight()  std::endl;
return true;
}
if (ea.getKey() == '-')
{

_oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
1.0);
osg::notify(osg::NOTICE)  Ocean surface is now at z = 
 _oceanScene-getOceanSurfaceHeight()  std::endl;
return true;
}
  }
If I press + water level is increased and for -  water level is
decreased
the above code I had written is just setting ocean surface height. now I
need to know which function is called after setting height
using
_oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
1.0);
what the osgOCean does to render the ocean with increased or decreased
water level

i tried gdb but cant trace what is happening..
I think some event is triggered after setting OceanSurfaceHeight but dont
know where or how

I hope the developers of osgOcean are viewing this mail and they will
answer my question.

Any pointers are greatly appreciated.

Thanks in advance

-- 
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   Rashad
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Re: [osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
thanks Kim.

OK. after translate will it update window automatically
what I want is partly done with osgOcean

after increasing height I need to find the area that is under water. Is it
possible is a big question but I have only one question
Is it possile? and how

On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now I
 need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but dont
 know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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   Rashad
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Re: [osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote:

 It depends how accurate you want your calculation to be.

 An approximation would be to simply take the volume of the cuboid that
 forms between the seabed and the ocean surface.

how to get the cuboid that forms between seabed and oceansurface. Any
pseudo code or something


 If you want a more accurate volume calculation then you'd have to take
 into account the shape of the waves and the seabed.
 I *think* one of the properties of the FFT ocean surface is that the
 average height will always be zero so you can treat it like a flat plane in
 your volume calculation. You might want to check that though it's been a
 while since I've looked at it in detail. If that's the case you only need
 to take into account the shape of the sea bed in your calculation. It is
 possible, but you'll have to work out the maths for that.

 Regards,

 Kim.


 On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is
 it possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad 
 mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now
 I need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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Re: [osg-users] render function using event handler

2012-02-12 Thread Mohammed Rashad
Thanks

On Sun, Feb 12, 2012 at 9:00 PM, Kim Bale kcb...@googlemail.com wrote:

 Width x length x (Height of surface - height of seabed)

here width = window_width
length = window_length
height of seabed = how much it has raised(current height + 1.0)
height of surface ?


how to calculate the height of surface?


 K.




 On 12 February 2012 15:17, Mohammed Rashad mohammedrasha...@gmail.comwrote:



 On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote:

 It depends how accurate you want your calculation to be.

 An approximation would be to simply take the volume of the cuboid that
 forms between the seabed and the ocean surface.

 how to get the cuboid that forms between seabed and oceansurface. Any
 pseudo code or something


 If you want a more accurate volume calculation then you'd have to take
 into account the shape of the waves and the seabed.
 I *think* one of the properties of the FFT ocean surface is that the
 average height will always be zero so you can treat it like a flat plane in
 your volume calculation. You might want to check that though it's been a
 while since I've looked at it in detail. If that's the case you only need
 to take into account the shape of the sea bed in your calculation. It is
 possible, but you'll have to work out the maths for that.

 Regards,

 Kim.


 On 12 February 2012 14:15, Mohammed Rashad 
 mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is
 it possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.com
  wrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at
 z =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at
 z =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height.
 now I need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or
 decreased water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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 Regards,
Rashad


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Re: [osg-users] Visualize water on dem

2012-02-09 Thread Mohammed Rashad
CCing osg-users

On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi

 I would suggest, that you compile http://code.google.com/p/vtp/ there you
 will see, how to
 lay roads ( they are similar to rivers, just consist of straight segments,
 and rivers from curved segments),

this is giving segmentation fault to me

Starting program: /usr/local/bin/VTBuilder
[Thread debugging using libthread_db enabled]
VTBuilder
Build: Release Unicode
Build date: Feb  9 2012

here is the valgrind output

=16091== Process terminating with default action of signal 11 (SIGSEGV)
==16091==  Access not within mapped region at address 0x8
==16091==at 0x40E9F3D: wxString::mb_str(wxMBConv const) const (in
/usr/lib/libwx_baseu-2.8.so.0.6.0)
==16091==by 0x80C2D9D: BuilderApp::SetupLocale() (App.cpp:135)
==16091==by 0x80C319A: BuilderApp::OnInit() (App.cpp:80)
==16091==by 0x40C776F: wxEntry(int, wchar_t**) (in
/usr/lib/libwx_baseu-2.8.so.0.6.0)
==16091==by 0x40C7976: wxEntry(int, char**) (in
/usr/lib/libwx_baseu-2.8.so.0.6.0)
==16091==by 0x80C2BAA: main (App.cpp:28)
==16091==  If you believe this happened as a result of a stack
==16091==  overflow in your program's main thread (unlikely but
==16091==  possible), you can try to increase the size of the
==16091==  main thread stack using the --main-stacksize= flag.
==16091==  The main thread stack size used in this run was 8388608.
==16091== Invalid free() / delete / delete[]
==16091==at 0x4024B3A: free (vg_replace_malloc.c:366)
==16091==by 0x5579653: ??? (in /lib/tls/i686/cmov/libc-2.11.1.so)
==16091==by 0x5579119: ??? (in /lib/tls/i686/cmov/libc-2.11.1.so)
==16091==by 0x401F4F3: _vgnU_freeres (vg_preloaded.c:62)
==16091==  Address 0x5e02318 is not stack'd, malloc'd or (recently) free'd
==16091==
==16091==
==16091== HEAP SUMMARY:
==16091== in use at exit: 538,527 bytes in 5,847 blocks
==16091==   total heap usage: 12,691 allocs, 6,846 frees, 857,523 bytes
allocated
==16091==



Program received signal SIGSEGV, Segmentation fault.
0x001cff3d in wxString::mb_str(wxMBConv const) const () from
/usr/lib/libwx_baseu-2.8.so.0
(gdb)


 if you  use http://qt.nokia.com/products/developer-tools/ you would be
 able to visually set breakpoints
 and see, how roads are laid onto terrain.



goging to try others


BTW, Can you tell me some ways which I can contribute to OpenSceneGraph


 also - the project http://osgearth.org/ has code to combine different
 layers.

 the other one which might be of interest is
 http://www.osgvisual.org/projects/osgvisual/

 so it is only by debugging someones code you would get idea,

 there is also FlightGear simulator which is built using osg  - it also has
 rivers etc. You may ask where rivers are laid in code in FlightGear dev
 list..

 you may also take a look at delta3d http://www.delta3d.org
 though old, this page seems appropriate
 http://www.delta3d.org/article.php?story=20051013142113452

 it is not that easy, still, from my experience  - looking for familiar
 words like road in code it is possible to set breakpoint or watchpoint (
 that the variable changed somewhere ) and then figure out what happens.

 Also I would suggest to search for osg books ( they are available on the
 internet in pdf format ) from that books you would get a strong foundation
 to move forward.

 Best regards
 Sergey


 On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am
 going to do my phd related to virtual reality which I think will help to
 contribute to OSG and entire community because I am on the open source
 coding part. I do C++ well.

 So If you have some free time with you. can you tell me a detailed step
 for visualizing water over dem.

 The mail you posted before may be a detailed step but not for a beginner
 like me.

 Thanks in advance

 On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov 
 sergey.fo...@gmail.comwrote:

 Hi Rashad,

 in case you did not get reply from osgRiver author - few spare thoughts
 ( do not expect too much, just some ideas),

 I think, that the approach to render rivers over dem is many  step task.

 1) st you decide where river would be in 2D
 2) nd compute intersections along  river boundaries ( with some interval
 step ), and compute heigh of
 river ( river would be represented as a set of patches ) if it
 approximates those points ( the rivers could change it's height see code
 and first pdf I sent )

 3) if the error between terrain and river is big you should re tesselate
 the whole thing with new points

 basically you should change you dem so that river was below highest
 points along the 2D path ( when seen from above).

 how to re tesselate?

 I think, that it is possible  to use http://gts.sourceforge.net/ though
 tessellating square grid is trivial, then
 you can move internal points to height which are better suite your needs.
 then you can join your more

Re: [osg-users] Visualize water on dem

2012-02-09 Thread Mohammed Rashad
fixed the issue by skipping setlocale VTBuilder/App.cpp 80

On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi

 I would suggest, that you compile http://code.google.com/p/vtp/ there you
 will see, how to
 lay roads ( they are similar to rivers, just consist of straight segments,
 and rivers from curved segments),

 if you  use http://qt.nokia.com/products/developer-tools/ you would be
 able to visually set breakpoints
 and see, how roads are laid onto terrain.

 also - the project http://osgearth.org/ has code to combine different
 layers.

 the other one which might be of interest is
 http://www.osgvisual.org/projects/osgvisual/

 so it is only by debugging someones code you would get idea,

 there is also FlightGear simulator which is built using osg  - it also has
 rivers etc. You may ask where rivers are laid in code in FlightGear dev
 list..

 you may also take a look at delta3d http://www.delta3d.org
 though old, this page seems appropriate
 http://www.delta3d.org/article.php?story=20051013142113452

 it is not that easy, still, from my experience  - looking for familiar
 words like road in code it is possible to set breakpoint or watchpoint (
 that the variable changed somewhere ) and then figure out what happens.

 Also I would suggest to search for osg books ( they are available on the
 internet in pdf format ) from that books you would get a strong foundation
 to move forward.

 Best regards
 Sergey


 On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am
 going to do my phd related to virtual reality which I think will help to
 contribute to OSG and entire community because I am on the open source
 coding part. I do C++ well.

 So If you have some free time with you. can you tell me a detailed step
 for visualizing water over dem.

 The mail you posted before may be a detailed step but not for a beginner
 like me.

 Thanks in advance

 On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov 
 sergey.fo...@gmail.comwrote:

 Hi Rashad,

 in case you did not get reply from osgRiver author - few spare thoughts
 ( do not expect too much, just some ideas),

 I think, that the approach to render rivers over dem is many  step task.

 1) st you decide where river would be in 2D
 2) nd compute intersections along  river boundaries ( with some interval
 step ), and compute heigh of
 river ( river would be represented as a set of patches ) if it
 approximates those points ( the rivers could change it's height see code
 and first pdf I sent )

 3) if the error between terrain and river is big you should re tesselate
 the whole thing with new points

 basically you should change you dem so that river was below highest
 points along the 2D path ( when seen from above).

 how to re tesselate?

 I think, that it is possible  to use http://gts.sourceforge.net/ though
 tessellating square grid is trivial, then
 you can move internal points to height which are better suite your needs.
 then you can join your more tesselated patches with whole dem as
 described in http://hal.inria.fr/docs/00/41/62/21/PDF/eusipco09_3_1.pdf

 if still it gives too much error you might then develop a custom terrain
 using
   http://tetgen.berlios.de/ ( http://tetgen.berlios.de/features.html#F3)

 so that you place a lot of pixels on your terrain ( you might heigh test
 for heights between dem grid )
 and also put desired height for river, then run tetgen over it to get
 new mesh, with this mesh placing river would be just rendering river
 patches  after mesh is rendered.


 you might try to search for some code which performs similar operations
 ( maybe http://geodynamics.org/ ?)


 also take a look at http://code.google.com/p/vtp/ it is virtual terrain
 project, based on OpenSceneGraph,
 it should have some utilities to work with DEM.

 also see
 http://www.ruraltech.org/pubs/theses/mouton/mouton_ms_thesis.pdf
 http://www.geocarto.com.hk/cgi-bin/pages1/mar06/3_Maathuis.pdf



 Best regards
 Sergey


 On Tue, Feb 7, 2012 at 5:56 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 thanks.  will put a mail to him


 On Tue, Feb 7, 2012 at 7:19 PM, Sergey Kurdakov sergey.fo...@gmail.com
  wrote:

 Hi

 try to contact initial author

 Quintijn Hendrickx q.j.a.m.hendri...@student.tudelft.nl

 not sure is he still available by this address, but I just sent you
 code ( and know it was applied to terrains )
 but cannot assist with anything else.

 Regards
 Sergey


 On Tue, Feb 7, 2012 at 5:42 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 i had done creating cmake for osgRiver with some fixes for linux.
 i need to know how to run osgRiver on terrain data


 On Sat, Feb 4, 2012 at 3:02 PM, Sergey Kurdakov 
 sergey.fo...@gmail.com wrote:

 Hi

 cmake files were absent from initial download,
 but I think you could take osgOcean cmake files and edit them to fit
 osgRiver.

 Regards
 Sergey


 On Sat, Feb

Re: [osg-users] Visualize water on dem

2012-02-09 Thread Mohammed Rashad
i can visualize islands on osgocean
this is exactly what i want
but cant visualize my own islands
how to generate islands for fitting in osgOcean
or how to chnage osgOcean to fit my own dem generated using osgdem which is
an ive file

On Thu, Feb 9, 2012 at 5:59 PM, Mohammed Rashad
mohammedrasha...@gmail.comwrote:

 fixed the issue by skipping setlocale VTBuilder/App.cpp 80


 On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

 Hi

 I would suggest, that you compile http://code.google.com/p/vtp/ there
 you will see, how to
 lay roads ( they are similar to rivers, just consist of straight
 segments, and rivers from curved segments),

 if you  use http://qt.nokia.com/products/developer-tools/ you would be
 able to visually set breakpoints
 and see, how roads are laid onto terrain.

 also - the project http://osgearth.org/ has code to combine different
 layers.

 the other one which might be of interest is
 http://www.osgvisual.org/projects/osgvisual/

 so it is only by debugging someones code you would get idea,

 there is also FlightGear simulator which is built using osg  - it also
 has rivers etc. You may ask where rivers are laid in code in FlightGear dev
 list..

 you may also take a look at delta3d http://www.delta3d.org
 though old, this page seems appropriate
 http://www.delta3d.org/article.php?story=20051013142113452

 it is not that easy, still, from my experience  - looking for familiar
 words like road in code it is possible to set breakpoint or watchpoint (
 that the variable changed somewhere ) and then figure out what happens.

 Also I would suggest to search for osg books ( they are available on the
 internet in pdf format ) from that books you would get a strong foundation
 to move forward.

 Best regards
 Sergey


 On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am
 going to do my phd related to virtual reality which I think will help to
 contribute to OSG and entire community because I am on the open source
 coding part. I do C++ well.

 So If you have some free time with you. can you tell me a detailed step
 for visualizing water over dem.

 The mail you posted before may be a detailed step but not for a beginner
 like me.

 Thanks in advance

 On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov 
 sergey.fo...@gmail.comwrote:

 Hi Rashad,

 in case you did not get reply from osgRiver author - few spare thoughts
 ( do not expect too much, just some ideas),

 I think, that the approach to render rivers over dem is many  step task.

 1) st you decide where river would be in 2D
 2) nd compute intersections along  river boundaries ( with some
 interval step ), and compute heigh of
 river ( river would be represented as a set of patches ) if it
 approximates those points ( the rivers could change it's height see code
 and first pdf I sent )

 3) if the error between terrain and river is big you should re
 tesselate the whole thing with new points

 basically you should change you dem so that river was below highest
 points along the 2D path ( when seen from above).

 how to re tesselate?

 I think, that it is possible  to use http://gts.sourceforge.net/though 
 tessellating square grid is trivial, then
 you can move internal points to height which are better suite your
 needs.
 then you can join your more tesselated patches with whole dem as
 described in http://hal.inria.fr/docs/00/41/62/21/PDF/eusipco09_3_1.pdf

 if still it gives too much error you might then develop a custom
 terrain using
   http://tetgen.berlios.de/ ( http://tetgen.berlios.de/features.html#F3)

 so that you place a lot of pixels on your terrain ( you might heigh
 test for heights between dem grid )
 and also put desired height for river, then run tetgen over it to get
 new mesh, with this mesh placing river would be just rendering river
 patches  after mesh is rendered.


 you might try to search for some code which performs similar operations
 ( maybe http://geodynamics.org/ ?)


 also take a look at http://code.google.com/p/vtp/ it is virtual
 terrain project, based on OpenSceneGraph,
 it should have some utilities to work with DEM.

 also see
 http://www.ruraltech.org/pubs/theses/mouton/mouton_ms_thesis.pdf
 http://www.geocarto.com.hk/cgi-bin/pages1/mar06/3_Maathuis.pdf



 Best regards
 Sergey


 On Tue, Feb 7, 2012 at 5:56 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 thanks.  will put a mail to him


 On Tue, Feb 7, 2012 at 7:19 PM, Sergey Kurdakov 
 sergey.fo...@gmail.com wrote:

 Hi

 try to contact initial author

 Quintijn Hendrickx q.j.a.m.hendri...@student.tudelft.nl

 not sure is he still available by this address, but I just sent you
 code ( and know it was applied to terrains )
 but cannot assist with anything else.

 Regards
 Sergey


 On Tue, Feb 7, 2012 at 5:42 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 i had done creating cmake for osgRiver with some

[osg-users] [osgdem] parameter to increase height

2012-02-09 Thread Mohammed Rashad
How to increase the height of the output elevation?

-- 
Regards,
   Rashad
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[osg-users] [osgdem] generate osgdem aligned with osgOcean

2012-02-09 Thread Mohammed Rashad
how to generate .ive files which can be aligned similar to islands.ive in
osgOcean.
osgOcean suites most of my needs. it can show islands.ive files but works
perfectly only with shipped resources cannot use custom resources
i build ive files using osdem. but the dem is not overlaying correctly on
ocean surface . i used cow.osg and it also work as expected . I also played
with few other ive and .osg files which works like charm
so the problem is with the .ive file generated with osgdem. how can I
generated .ive files for osgdem.

Is there any other way other than osgdem to genreate dems from SRTM or tiff
files

-- 
Regards,
   Rashad
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[osg-users] Visualize water on dem

2012-02-03 Thread Mohammed Rashad
All,
I know my question doesnt have a single line answer.
But it will be great if somone provides some info or sparks for starting
I have an SRTM data. I created deom using osgdem
and i got a srtm_12.ive file which I visualized using osgviewer and is fine
Now I want to show that
How a water flow occurs in DEM
or srtm_12.ive data
dem contains some valleys and hills so i need to find a way in OSG to
display water get accumulated on terrain valleys(no realtime rendering).

For a given altitude I need to show the coast of dem which is filled with
water

-- 
Regards,
   Rashad
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[osg-users] [vpb] build error

2012-02-02 Thread Mohammed Rashad
vpb build error

[ 58%] Building CXX object src/vpb/CMakeFiles/vpb.dir/PropertyFile.o
[ 61%] Building CXX object src/vpb/CMakeFiles/vpb.dir/ShapeFilePlacer.o
[ 64%] Building CXX object src/vpb/CMakeFiles/vpb.dir/Source.o
/code/VirtualPlanetBuilder/src/vpb/Source.cpp: In member function
‘vpb::Source* vpb::Source::doRasterReprojection(const std::string,
osg::CoordinateSystemNode*, double) const’:
/code/VirtualPlanetBuilder/src/vpb/Source.cpp:505: error: ‘struct
GDALWarpOptions’ has no member named ‘nDstAlphaBand’
make[2]: *** [src/vpb/CMakeFiles/vpb.dir/Source.o] Error 1
make[1]: *** [src/vpb/CMakeFiles/vpb.dir/all] Error 2
make: *** [all] Error 2

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   Rashad
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Re: [osg-users] osgdem new build segmentation fault

2012-02-02 Thread Mohammed Rashad
I am using OSG 3.0.0
gdal trunk
nvtt 2.0.8
input data given in
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem

command output
osgdem --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy
10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a
pegout.osga --compressor-nvtt
Warning: archive option -a is temporarily disabled, building with archive.
--xx 10
--yy 10
-t /home/rashad/Downloads/work/ps_texture_16k.tif
ADD: /home/rashad/Downloads/work/ps_texture_16k.tif
loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif
--xx 10
--yy 10
-d /home/rashad/Downloads/work/ps_height_16k.tif
ADD: /home/rashad/Downloads/work/ps_height_16k.tif
loaded layer /home/rashad/Downloads/work/ps_height_16k.tif
-o puget.ive
Adding terrainTile
DataSet::_run() 0 0
Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so'
exists, but an error occurred while trying to open it:
/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol:
_ZN2nv9DDSHeaderC1Ev
ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF.
Z�
  $� $�D$ �
not supported.
Segmentation fault



gdb output



(gdb) run --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10
--yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a
pegout.osga
Starting program: /usr/local/bin/osgdem --xx 10 --yy 10 -t
~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d
~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga
[Thread debugging using libthread_db enabled]
Warning: archive option -a is temporarily disabled, building with archive.
--xx 10
--yy 10
-t /home/rashad/Downloads/work/ps_texture_16k.tif
ADD: /home/rashad/Downloads/work/ps_texture_16k.tif
loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif
--xx 10
--yy 10
-d /home/rashad/Downloads/work/ps_height_16k.tif
ADD: /home/rashad/Downloads/work/ps_height_16k.tif
loaded layer /home/rashad/Downloads/work/ps_height_16k.tif
-o puget.ive
Adding terrainTile
DataSet::_run() 0 0
Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so'
exists, but an error occurred while trying to open it:
/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol:
_ZN2nv9DDSHeaderC1Ev
ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF.
Z�
  $� $�D$ �
not supported.

Program received signal SIGSEGV, Segmentation fault.
0x00348e84 in vpb::SourceData::readData(vpb::Source*) () from
/usr/local/lib/libvpb.so.12


On Thu, Jan 26, 2012 at 10:20 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Mohammed,

 The trace points to the OpenGL driver failing when trying to create the
 pbuffer.

 osgdem uses an OpenGL graphics context to create the GL compressed
 textures, you can avoid the use of the GL driver if you using NVTT.
 To use this you'll need to install NVTT SDK and rebuild VPB against
 it.  When running osgdem you'll need to add the --compressor-nvtt
 command line option to tell osgdem to use NVTT.

 Alternatively you could avoid use of OpenGL compressed textures by
 using the --RGB-24 command option.

 Or... just install an non broken OpenGL driver.

 Robert.

 On 26 January 2012 16:37, Mohammed Rashad mohammedrasha...@gmail.com
 wrote:
  Hi Robert,
 
  this is the valgrind output
 
  valgrind osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d
  ps_height_16k.png  -l 8 -v 0.1 -o puget.ive -a pegout.osga
  ==12136== Memcheck, a memory error detector
  ==12136== Copyright (C) 2002-2009, and GNU GPL'd, by Julian Seward et al.
  ==12136== Using Valgrind-3.6.0.SVN-Debian and LibVEX; rerun with -h for
  copyright info
  ==12136== Command: osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10
  --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga
  ==12136==
  Warning: archive option -a is temporarily disabled, building with
 archive.
  --xx 10
  --yy 10
  -t ps_texture_16k.png
  ADD: ps_texture_16k.png
  loaded layer ps_texture_16k.png
  --xx 10
  --yy 10
  -d ps_height_16k.png
  ADD: ps_height_16k.png
  loaded layer ps_height_16k.png
  -o puget.ive
  Adding terrainTile
  DataSet::_run() 0 0
  Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system
  started DataSet::createDestination(8)
  Time for after_reproject 0.012247
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system
  local_extents = xMin() 0.00 163850.00
  yMin() 0.00 163850.00
  AR=1.00 C1=1 R1=1
  createNewDestinationGraph
  Time for _destinationGraph-computeMaximumSourceResolution() = 1.153935
  Time for createDestinationGraph 4.648750
  Time for after_computeNeighbours 2.396875
  completed DataSet::createDestination(8)
  There are 2

Re: [osg-users] osgdem new build segmentation fault

2012-02-02 Thread Mohammed Rashad
i solved the error by activating graphics driver from System --
Administration -- Hardware drivers
hope this line helps others :)

Your swift response and helping mind is much appreciated
Thanks

On Thu, Feb 2, 2012 at 9:07 PM, Mohammed Rashad
mohammedrasha...@gmail.comwrote:

 I am using OSG 3.0.0
 gdal trunk
 nvtt 2.0.8
 input data given in
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem

 command output
 osgdem --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy
 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a
 pegout.osga --compressor-nvtt
 Warning: archive option -a is temporarily disabled, building with archive.
 --xx 10
 --yy 10
 -t /home/rashad/Downloads/work/ps_texture_16k.tif
 ADD: /home/rashad/Downloads/work/ps_texture_16k.tif
 loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif
 --xx 10
 --yy 10
 -d /home/rashad/Downloads/work/ps_height_16k.tif
 ADD: /home/rashad/Downloads/work/ps_height_16k.tif
 loaded layer /home/rashad/Downloads/work/ps_height_16k.tif
 -o puget.ive
 Adding terrainTile
 DataSet::_run() 0 0
 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
 Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so'
 exists, but an error occurred while trying to open it:
 /usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol:
 _ZN2nv9DDSHeaderC1Ev
 ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF.
 Z�
   $� $�D$ �
 not supported.
 Segmentation fault



 gdb output



 (gdb) run --xx 10 --yy 10 -t ~/Downloads/work/ps_texture_16k.tif --xx 10
 --yy 10 -d ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a
 pegout.osga
 Starting program: /usr/local/bin/osgdem --xx 10 --yy 10 -t
 ~/Downloads/work/ps_texture_16k.tif --xx 10 --yy 10 -d
 ~/Downloads/work/ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga
 [Thread debugging using libthread_db enabled]
 Warning: archive option -a is temporarily disabled, building with archive.
 --xx 10
 --yy 10
 -t /home/rashad/Downloads/work/ps_texture_16k.tif
 ADD: /home/rashad/Downloads/work/ps_texture_16k.tif
 loaded layer /home/rashad/Downloads/work/ps_texture_16k.tif
 --xx 10
 --yy 10
 -d /home/rashad/Downloads/work/ps_height_16k.tif
 ADD: /home/rashad/Downloads/work/ps_height_16k.tif
 loaded layer /home/rashad/Downloads/work/ps_height_16k.tif
 -o puget.ive
 Adding terrainTile
 DataSet::_run() 0 0
 Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
 Warning: dynamic library '/usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so'
 exists, but an error occurred while trying to open it:
 /usr/local/lib/osgPlugins-3.0.0/osgdb_nvtt.so: undefined symbol:
 _ZN2nv9DDSHeaderC1Ev
 ERROR 1: Only OGC WKT Projections supported for writing to GeoTIFF.
 Z�
   $� $�D$ �
 not supported.

 Program received signal SIGSEGV, Segmentation fault.
 0x00348e84 in vpb::SourceData::readData(vpb::Source*) () from
 /usr/local/lib/libvpb.so.12


 On Thu, Jan 26, 2012 at 10:20 PM, Robert Osfield robert.osfi...@gmail.com
  wrote:

 HI Mohammed,

 The trace points to the OpenGL driver failing when trying to create the
 pbuffer.

 osgdem uses an OpenGL graphics context to create the GL compressed
 textures, you can avoid the use of the GL driver if you using NVTT.
 To use this you'll need to install NVTT SDK and rebuild VPB against
 it.  When running osgdem you'll need to add the --compressor-nvtt
 command line option to tell osgdem to use NVTT.

 Alternatively you could avoid use of OpenGL compressed textures by
 using the --RGB-24 command option.

 Or... just install an non broken OpenGL driver.

 Robert.

 On 26 January 2012 16:37, Mohammed Rashad mohammedrasha...@gmail.com
 wrote:
  Hi Robert,
 
  this is the valgrind output
 
  valgrind osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10
 -d
  ps_height_16k.png  -l 8 -v 0.1 -o puget.ive -a pegout.osga
  ==12136== Memcheck, a memory error detector
  ==12136== Copyright (C) 2002-2009, and GNU GPL'd, by Julian Seward et
 al.
  ==12136== Using Valgrind-3.6.0.SVN-Debian and LibVEX; rerun with -h for
  copyright info
  ==12136== Command: osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10
  --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga
  ==12136==
  Warning: archive option -a is temporarily disabled, building with
 archive.
  --xx 10
  --yy 10
  -t ps_texture_16k.png
  ADD: ps_texture_16k.png
  loaded layer ps_texture_16k.png
  --xx 10
  --yy 10
  -d ps_height_16k.png
  ADD: ps_height_16k.png
  loaded layer ps_height_16k.png
  -o puget.ive
  Adding terrainTile
  DataSet::_run() 0 0
  Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system
  started DataSet::createDestination(8)
  Time for after_reproject 0.012247
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system

[osg-users] GSoC 2012

2012-02-01 Thread Mohammed Rashad
will OSG participate in GSoC 2012?

-- 
Regards,
   Rashad
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Re: [osg-users] osgdem segmentation fault

2012-01-26 Thread Mohammed Rashad
/libGL.so.1.2)
==12136==by 0x521D60E: osgViewer::PixelBufferX11::init() (in
/usr/local/lib/libosgViewer.so.3.0.0)
==12136==by 0x521C17F:
osgViewer::PixelBufferX11::PixelBufferX11(osg::GraphicsContext::Traits*)
(in /usr/local/lib/libosgViewer.so.3.0.0)
==12136==by 0x52188AF:
X11WindowingSystemInterface::createGraphicsContext(osg::GraphicsContext::Traits*)
(in /usr/local/lib/libosgViewer.so.3.0.0)
==12136==by 0x4EB4866:
osg::GraphicsContext::createGraphicsContext(osg::GraphicsContext::Traits*)
(in /usr/local/lib/libosg.so.3.0.0)
==12136==by 0x41B356F:
MyGraphicsContext::MyGraphicsContext(vpb::BuildLog*) (DataSet.cpp:2518)
==12136==by 0x41AE8E9: vpb::DataSet::_run() (DataSet.cpp:3243)
==12136==by 0x41ADE7B: vpb::DataSet::run() (DataSet.cpp:3102)
==12136==by 0x804E1D9: main (osgdem.cpp:288)
==12136==  If you believe this happened as a result of a stack
==12136==  overflow in your program's main thread (unlikely but
==12136==  possible), you can try to increase the size of the
==12136==  main thread stack using the --main-stacksize= flag.
==12136==  The main thread stack size used in this run was 8388608.
==12136==
==12136== HEAP SUMMARY:
==12136== in use at exit: 14,748,078 bytes in 56,570 blocks
==12136==   total heap usage: 67,158 allocs, 10,588 frees, 19,540,199 bytes
allocated
==12136==
==12136== LEAK SUMMARY:
==12136==definitely lost: 0 bytes in 0 blocks
==12136==indirectly lost: 0 bytes in 0 blocks
==12136==  possibly lost: 4,423,956 bytes in 41,567 blocks
==12136==still reachable: 10,324,122 bytes in 15,003 blocks
==12136== suppressed: 0 bytes in 0 blocks
==12136== Rerun with --leak-check=full to see details of leaked memory
==12136==
==12136== For counts of detected and suppressed errors, rerun with: -v
==12136== Use --track-origins=yes to see where uninitialised values come
from
==12136== ERROR SUMMARY: 3 errors from 3 contexts (suppressed: 188 from 14)
Segmentation fault



On Thu, Jan 26, 2012 at 2:30 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Mohammed,

 Could you run osgdem without the -a option, and also run osgdem within
 a debugger so you can get the stack trace where it crashes.

 Thanks,
 Robert.

 On 26 January 2012 00:08, Mohammed Rashad mohammedrasha...@gmail.com
 wrote:
 
  osgdem --xx 10 --yy 10 -t ps_texture_16k.tif --xx 10 --yy 10 -d
  ps_height_16k.tif  -l 8 -v 0.1 -o puget.ive -a pegout.osga
  Warning: archive option -a is temporarily disabled, building with
 archive.
  --xx 10
  --yy 10
  -t ps_texture_16k.tif
  ADD: ps_texture_16k.tif
  loaded layer ps_texture_16k.tif
  --xx 10
  --yy 10
  -d ps_height_16k.tif
  ADD: ps_height_16k.tif
  loaded layer ps_height_16k.tif
  -o puget.ive
  Adding terrainTile
  DataSet::_run() 0 0
  Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system
  started DataSet::createDestination(8)
  Time for after_reproject 0.08
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system
  local_extents = xMin() 0.00 163850.00
  yMin() 0.00 163850.00
  AR=1.00 C1=1 R1=1
  createNewDestinationGraph
  Time for _destinationGraph-computeMaximumSourceResolution() = 0.005384
  Time for createDestinationGraph 0.038835
  Time for after_computeNeighbours 0.005547
  completed DataSet::createDestination(8)
  There are 2 contributing source files:
  ps_height_16k.tif
  ps_texture_16k.tif
  Segmentation fault
 
  --
  Regards,
 Rashad
 
 
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-- 
Regards,
   Rashad
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Re: [osg-users] osgdem segmentation fault

2012-01-26 Thread Mohammed Rashad
robert.osfi...@gmail.com

On Thu, Jan 26, 2012 at 10:20 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Mohammed,

 The trace points to the OpenGL driver failing when trying to create the
 pbuffer.

 osgdem uses an OpenGL graphics context to create the GL compressed
 textures, you can avoid the use of the GL driver if you using NVTT.
 To use this you'll need to install NVTT SDK and rebuild VPB against

how to rebuilt VPB agains NVTT SDK

 it.  When running osgdem you'll need to add the --compressor-nvtt
 command line option to tell osgdem to use NVTT.

 Alternatively you could avoid use of OpenGL compressed textures by
 using the --RGB-24 command option.

 Or... just install an non broken OpenGL driver.

 Robert.

 On 26 January 2012 16:37, Mohammed Rashad mohammedrasha...@gmail.com
 wrote:
  Hi Robert,
 
  this is the valgrind output
 
  valgrind osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10 --yy 10 -d
  ps_height_16k.png  -l 8 -v 0.1 -o puget.ive -a pegout.osga
  ==12136== Memcheck, a memory error detector
  ==12136== Copyright (C) 2002-2009, and GNU GPL'd, by Julian Seward et al.
  ==12136== Using Valgrind-3.6.0.SVN-Debian and LibVEX; rerun with -h for
  copyright info
  ==12136== Command: osgdemd --xx 10 --yy 10 -t ps_texture_16k.png --xx 10
  --yy 10 -d ps_height_16k.png -l 8 -v 0.1 -o puget.ive -a pegout.osga
  ==12136==
  Warning: archive option -a is temporarily disabled, building with
 archive.
  --xx 10
  --yy 10
  -t ps_texture_16k.png
  ADD: ps_texture_16k.png
  loaded layer ps_texture_16k.png
  --xx 10
  --yy 10
  -d ps_height_16k.png
  ADD: ps_height_16k.png
  loaded layer ps_height_16k.png
  -o puget.ive
  Adding terrainTile
  DataSet::_run() 0 0
  Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system
  started DataSet::createDestination(8)
  Time for after_reproject 0.012247
  DataSet::assignDestinationCoordinateSystem() : assigning first source
 file
  as the destination coordinate system
  local_extents = xMin() 0.00 163850.00
  yMin() 0.00 163850.00
  AR=1.00 C1=1 R1=1
  createNewDestinationGraph
  Time for _destinationGraph-computeMaximumSourceResolution() = 1.153935
  Time for createDestinationGraph 4.648750
  Time for after_computeNeighbours 2.396875
  completed DataSet::createDestination(8)
  There are 2 contributing source files:
  ps_height_16k.png
  ps_texture_16k.png
  ==12136== Syscall param ioctl(generic) points to uninitialised byte(s)
  ==12136==at 0x613A619: ioctl (syscall-template.S:82)
  ==12136==by 0x714304A: drmCommandWriteRead (in /lib/libdrm.so.2.4.0)
  ==12136==by 0x4315B7E: radeon_cs_manager_gem_ctor (in
  /lib/libdrm_radeon.so.1.0.0)
  ==12136==by 0x7DEA1AF: r600InitCmdBuf (in /usr/lib/dri/r600_dri.so)
  ==12136==by 0x7DE9E26: r600CreateContext (in
 /usr/lib/dri/r600_dri.so)
  ==12136==by 0x7DE0C3A: ??? (in /usr/lib/dri/r600_dri.so)
  ==12136==by 0x7DE0CD5: ??? (in /usr/lib/dri/r600_dri.so)
  ==12136==by 0x5DC143C: ??? (in /usr/lib/mesa/libGL.so.1.2)
  ==12136==by 0x5D99E6A: ??? (in /usr/lib/mesa/libGL.so.1.2)
  ==12136==by 0x5D9A30D: glXCreateContext (in
 /usr/lib/mesa/libGL.so.1.2)
  ==12136==by 0x521D033: osgViewer::PixelBufferX11::init() (in
  /usr/local/lib/libosgViewer.so.3.0.0)
  ==12136==by 0x521C17F:
  osgViewer::PixelBufferX11::PixelBufferX11(osg::GraphicsContext::Traits*)
 (in
  /usr/local/lib/libosgViewer.so.3.0.0)
  ==12136==  Address 0xbe8c0bf4 is on thread 1's stack
  ==12136==
  ==12136== Syscall param ioctl(generic) points to uninitialised byte(s)
  ==12136==at 0x613A619: ioctl (syscall-template.S:82)
  ==12136==by 0x714304A: drmCommandWriteRead (in /lib/libdrm.so.2.4.0)
  ==12136==by 0x7DEA22F: r600InitCmdBuf (in /usr/lib/dri/r600_dri.so)
  ==12136==by 0x7DE9E26: r600CreateContext (in
 /usr/lib/dri/r600_dri.so)
  ==12136==by 0x7DE0C3A: ??? (in /usr/lib/dri/r600_dri.so)
  ==12136==by 0x7DE0CD5: ??? (in /usr/lib/dri/r600_dri.so)
  ==12136==by 0x5DC143C: ??? (in /usr/lib/mesa/libGL.so.1.2)
  ==12136==by 0x5D99E6A: ??? (in /usr/lib/mesa/libGL.so.1.2)
  ==12136==by 0x5D9A30D: glXCreateContext (in
 /usr/lib/mesa/libGL.so.1.2)
  ==12136==by 0x521D033: osgViewer::PixelBufferX11::init() (in
  /usr/local/lib/libosgViewer.so.3.0.0)
  ==12136==by 0x521C17F:
  osgViewer::PixelBufferX11::PixelBufferX11(osg::GraphicsContext::Traits*)
 (in
  /usr/local/lib/libosgViewer.so.3.0.0)
  ==12136==by 0x52188AF:
 
 X11WindowingSystemInterface::createGraphicsContext(osg::GraphicsContext::Traits*)
  (in /usr/local/lib/libosgViewer.so.3.0.0)
  ==12136==  Address 0xbe8c0c38 is on thread 1's stack
  ==12136==
  ==12136== Invalid read of size 4
  ==12136==at 0x5DBD0B0: ??? (in /usr/lib/mesa/libGL.so.1.2)
  ==12136==by 0x521D60E: osgViewer::PixelBufferX11::init() (in
  /usr/local/lib/libosgViewer.so

Re: [osg-users] osgdem segmentation fault

2012-01-26 Thread Mohammed Rashad
still same error..

can you give me a step by step explanation

On Thu, Jan 26, 2012 at 11:27 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 On 26 January 2012 17:25, Mohammed Rashad mohammedrasha...@gmail.com
 wrote:
  how to rebuilt VPB agains NVTT SDK

 Go fetch NVTT from NVidia's website, install it.

 cd VirtualPlanetBuilder
 rm CMakeCache.txt  // to force it to search for dependencies a fresh
 ./configure
 make
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-- 
Regards,
   Rashad
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[osg-users] osgdem segmentation fault

2012-01-25 Thread Mohammed Rashad
osgdem --xx 10 --yy 10 -t ps_texture_16k.tif --xx 10 --yy 10 -d
ps_height_16k.tif  -l 8 -v 0.1 -o puget.ive -a pegout.osga
Warning: archive option -a is temporarily disabled, building with archive.
--xx 10
--yy 10
-t ps_texture_16k.tif
ADD: ps_texture_16k.tif
loaded layer ps_texture_16k.tif
--xx 10
--yy 10
-d ps_height_16k.tif
ADD: ps_height_16k.tif
loaded layer ps_height_16k.tif
-o puget.ive
Adding terrainTile
DataSet::_run() 0 0
Now checking for plug-in osgPlugins-3.0.0/osgdb_nvtt.so
DataSet::assignDestinationCoordinateSystem() : assigning first source file
as the destination coordinate system
started DataSet::createDestination(8)
Time for after_reproject 0.08
DataSet::assignDestinationCoordinateSystem() : assigning first source file
as the destination coordinate system
local_extents = xMin() 0.00 163850.00
yMin() 0.00 163850.00
AR=1.00 C1=1 R1=1
createNewDestinationGraph
Time for _destinationGraph-computeMaximumSourceResolution() = 0.005384
Time for createDestinationGraph 0.038835
Time for after_computeNeighbours 0.005547
completed DataSet::createDestination(8)
There are 2 contributing source files:
ps_height_16k.tif
ps_texture_16k.tif
Segmentation fault

-- 
Regards,
   Rashad
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