[osg-users] My OSG email updates have stopped

2015-09-22 Thread Philip Taylor
Dear OSG email moderator,

 

Following my email being hacked at my ISP, I seem to have lost the usual
emails from the OSG list, unless there has been no activity for a week! 

 

I know from bounces that at least two junk emails were sent to the OSG
mailing list and rejected. 

 

Please advise me on what needs to be done to restore the emails, as I am
suffering withdrawal symptoms.

 

Thank you

 

Philip Taylor

 

 

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Re: [osg-users] 答复: Blank screen

2015-01-31 Thread Philip Taylor
It is possible that the MFC screen needs to be told to repaint. 

If so, try sending a WM_PAINT message to the screen by using CWnd::Invalidate();

PhilT

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of padd...@gmx.net
Sent: 31 January 2015 10:55
To: OpenSceneGraph Users
Subject: Re: [osg-users] 答复: Blank screen

Hi Clement,

about your second screen: if you create your OpenGL context on the external 
screen - have you checked if this screen also has hardware acceleration? I 
remember having a smimilar behaviour with another toolkit. Black screen when 
creating the OGL context not on the primary screen with OGL hardware 
acceleration enabled...

Perhaps this is a hint...

Greets,

Patrik


On 31.01.2015 11:43, Robert Osfield wrote:
 Hi Clement,

 I'm afraid I can't help you, I not a windows expert and don't know MFC 
 at all, I'm not the author of the osgviewerMFC example.

 The code snippets you have provide don't really give me any clues to 
 what might be amiss.

 I don't have any means of recreating the problems you are seeing with 
 your application, or you hardware and data.

 All I can say it general it is possible to changing window sizes, and 
 it is possible to create new windows without problems, others do and 
 I've done it lots myself but never with MFC.  I have no clue with it's 
 a MFC specific issue you are up against, or how you've gone around 
 implementing it.

 Robert.

 On 31 January 2015 at 03:12, clement@csiro.au 
 mailto:clement@csiro.au wrote:

 Hi Robert,

This is the code for showing image in MFC window. (I followed the
 osgviewerMFC example).

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
 traits-x = 0;
 traits-y = 0;
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 traits-setInheritedWindowPixelFormat = true;
 traits-width = rect.right - rect.left;
 traits-height = rect.bottom - rect.top;
 traits-inheritedWindowData = new
 osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);
 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());
 osgCamera-setGraphicsContext(gc.get());

 It requires to set window handle (HWND) into Trait to show image
 into MFC window.  The window decoration is already set to false.  If
 I changed the size, the osgViewer is still inside the MFC window.  I
 would like to switch the osgviewer to display on external monitor
 (full screen) programmatically.  I tried many methods and seems I
 can do it with creating a new GraphicsContext and new Trait without
 assign any HWND and specify the screen number, such as...

 osg::GraphicsContext::WindowingSystemInterface* wsi =
 osg::GraphicsContext::getWindowingSystemInterface();
 osg::GraphicsContext::ScreenIdentifier si;
 si.readDISPLAY();
 traits-hostName = si.hostName;
 traits-displayNum = si.displayNum;
 traits-screenNum = si.screenNum;


 The method seems working fine, but the image is already blank at the
 first.  Once I changed DisplaySettings with grayscale and stereo
 mode, the image will come out properly.  I would like to know why
 replaced a new GraphicsContext with existing camera will cause the
 blank problem and why the image can show up again after changing
 some display settings.  Or I already did a wrong way to switch the
 current viewer to show on full screen.  Please advise.  Thanks.



 Regards,
 Clement




 
 发件人: osg-users [osg-users-boun...@lists.openscenegraph.org
 mailto:osg-users-boun...@lists.openscenegraph.org] 代表 Robert
 Osfield [robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com]
 发送时间: 2015年1月31日 03:18
 收件人: OpenSceneGraph Users
 主题: Re: [osg-users] Blank screen

 Hi Clement,

 My guess is that way you hacking the screen size change by creating
 a new context is screwing up the way context ID's and OpenGL objects
 are managed.

 My recommendation would be to just switch off window decoration and
 change the window size of the context rather than creating a new one.

 Robert.

 On 30 January 2015 at 16:04,
 clement@csiro.aumailto:clement@csiro.au
 mailto:clement@csiro.au wrote:
 Hi all,

I am trying to output my volume image on full screen with MFC by
 changing GraphicsContext in camera.  First I get GraphicsContext
 from camera and then close it.  Then I created a new GraphicsContext
 with setting screen number and size of full screen and then set it
 to camera.  It works to show full screen and also restore back to
 mfc window, but the image cannot show probably.  There is no image
 on screen (volume data) and show the axes I drawn only.  If I
 changed the display 

Re: [osg-users] Thanks to the presenters and helpers at the SIGGRAPH BOF

2013-08-07 Thread Philip Taylor
Hi John,

 

Are these presentations ever [recorded and] made available for replay?

 

PhilT

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Richardson
Sent: 08 August 2013 00:00
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Thanks to the presenters and helpers at the SIGGRAPH
BOF

 

Greetings and Salutations,

 

I would like to personally thank Jefferson Amstutz and Robert Osfield for
presenting at the BOF. Jeff works for SURVICE Engineering Company and they
had 2 posters at SIGGRAPH [#51 and 102].

 

I would also like to personally thank David Glenn for heroic feats of
Google+ Hangout support and for holding the karaoke microphone over the
laptop speaker during Robert's video presentation.

 

Jeff's presentation was excellent. The hangout presentation will become
famous in OSG history.. J

 

Will send some BOF photos to be posted.

 

John

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Re: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem - missing files?

2013-06-20 Thread Philip Taylor
Hi Declic,

 

Thanks for the suggestion but I am using the new SVN server.

 

I have upgraded to TortoiseSVN 1.8 and still have errors although the error
message is different - and perhaps gives a better indication of the cause.

All the other files in the TrainingMaterials repository download OK so it
seems to be a repeatable issue for both versions of the TortoiseSVN client.

 

The URL in the PROPFIND request error is incorrect despite the update using
the new SVN repository. Could this be the source of the error? I recreated
my local copies by performing a checkout from the TortoiseSVN repo-browser
using the new SVN repository URL. 

 

It would be interesting to know whether anyone else sees the same issue with
an SVN update of these directories or whether it is purely a feature of my
Windows 7 desktop environment.

 

PhilT

 

 

 

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenThreads\trunk\include\
OpenThreads  

Error: PROPFIND request on
'/svn/osg/OpenSceneGraph/trunk/include/OpenThreads' failed:  

Error:  405 Method Not Allowed  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenThreads\trunk\src\Open
Threads  

Error: PROPFIND request on '/svn/osg/OpenSceneGraph/trunk/src/OpenThreads'
failed: 405  

Error:  Method Not Allowed  

Completed: At revision: 13510  

 

 

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\TrainingMaterials\trunk\Da
ta\OpenSceneGraph-Data  

Error: PROPFIND request on '/svn/osg/OpenSceneGraph-Data/trunk' failed: 405
Method Not  

Error:  Allowed  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\TrainingMaterials\trunk\So
urces\OpenSceneGraph  

Error: PROPFIND request on '/svn/osg/OpenSceneGraph/trunk' failed: 405
Method Not  

Error:  Allowed  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\TrainingMaterials\trunk\So
urces\VirtualPlanetBuilder  

Error: PROPFIND request on '/svn/VirtualPlanetBuilder/trunk' failed: 405
Method Not  

Error:  Allowed  

Completed: At revision: 13510  

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of declic
creation
Sent: 20 June 2013 07:34
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem -
missing files?

 

Hi Philip,

 

the adress of the svn server has change, for the data it is :

 

http://svn.openscenegraph.org/osg/OpenSceneGraph-Data/trunk/

 

see this thread :

http://forum.openscenegraph.org/viewtopic.php?t=12109

 

 

Christophe

 

2013/6/20 Philip Taylor phili...@ntlworld.com

I have hit a similar SVN problem with OpenThreads.

 

Since most files were checked out OK, this looks like missing files rather
than an issue on my local machine, but just in case .

 

I am using TortoiseSVN 1.7.7, Build 22907 - 64 Bit , 2012/05/15 12:16:05

 

There are more recent versions - 1.7.13 and 1.8 - but this still feels like
a server rather than a client problem.

 

 

PhilT

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Philip
Taylor
Sent: 20 June 2013 01:59
To: 'OpenSceneGraph Users'
Subject: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem -
missing files?

I'm recreating my local SVN directories and have hit an SVN problem with a
checkout of OpenSceneGraph-TrainingMaterials

The erroneous section of the checkout is identified below

Regards

PhilT

 

 

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths  

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths\Maths.vym  application/octet-stream

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths\MathsAndOpenSceneGraph.p3d  

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\tags  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Data\OpenSceneGraph-Data  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk)  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Sources\OpenSceneGraph  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk)  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph

Re: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem - missing files?

2013-06-20 Thread Philip Taylor
Jordi, Robert

Just to confirm that I can now successfully update from the
TrainingMaterials.

A similar change also needs to be made to the OpenThreads repository which
is suffering the same malady.

Philip Taylor (PhilT)


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 20 June 2013 14:43
To: Jordi Torres
Cc: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem -
missing files?

On 20 June 2013 14:12, Jordi Torres jtorresfa...@gmail.com wrote:
 Wrong file!! This one is correct

Thanks Jordi, the file worked accept for the wrong path to
VirtualPlanetBuilder.  I have now fixed the externals as suggested.
An svn update should now pull in the correct OSG-Data, OSG and VPB
repositories.

Cheers,
Robert.
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[osg-users] OpenSceneGraph-TrainingMaterials - SVN problem - missing files?

2013-06-19 Thread Philip Taylor
I'm recreating my local SVN directories and have hit an SVN problem with a
checkout of OpenSceneGraph-TrainingMaterials

 

 

The erroneous section of the checkout is identified below

 

Regards

 

PhilT

 

 

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths  

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths\Maths.vym  application/octet-stream

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths\MathsAndOpenSceneGraph.p3d  

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\tags  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Data\OpenSceneGraph-Data  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk)  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Sources\OpenSceneGraph  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk)  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Sources\VirtualPlanetBuilder  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/VirtualPlanetBuilder/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/VirtualPlanetBuilder/trunk)  

Completed: At revision: 13505  

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Re: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem - missing files?

2013-06-19 Thread Philip Taylor
I have hit a similar SVN problem with OpenThreads.

 

Since most files were checked out OK, this looks like missing files rather
than an issue on my local machine, but just in case .

 

I am using TortoiseSVN 1.7.7, Build 22907 - 64 Bit , 2012/05/15 12:16:05

 

There are more recent versions - 1.7.13 and 1.8 - but this still feels like
a server rather than a client problem.

 

 

PhilT

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Philip
Taylor
Sent: 20 June 2013 01:59
To: 'OpenSceneGraph Users'
Subject: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem -
missing files?

 

I'm recreating my local SVN directories and have hit an SVN problem with a
checkout of OpenSceneGraph-TrainingMaterials

 

 

The erroneous section of the checkout is identified below

 

Regards

 

PhilT

 

 

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths  

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths\Maths.vym  application/octet-stream

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Presentations\Maths\MathsAndOpenSceneGraph.p3d  

Added:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\tags  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Data\OpenSceneGraph-Data  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk)  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Sources\OpenSceneGraph  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk)  

External failed:
C:\Users\Public\Documents\Projects\OpenSceneGraph\OpenSceneGraph-TrainingMat
erials\trunk\Sources\VirtualPlanetBuilder  

Error: Unable to connect to a repository at URL  

Error:  'http://www.openscenegraph.org/svn/VirtualPlanetBuilder/trunk'  

Error: The OPTIONS request returned invalid XML in the response: XML parse
error at  

Error:  line 1: no element found  

Error:  (http://www.openscenegraph.org/svn/VirtualPlanetBuilder/trunk)  

Completed: At revision: 13505  

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Re: [osg-users] framerate drops drastically when turning child nodes on and off

2012-05-07 Thread Philip Taylor
I am not familiar with getReferenceTime but I think the root cause of your
problem is probably the line:

 unsigned int intTime( nv-getFrameStamp()-getReferenceTime() /
_deltaFlipTime );

You probably just need to check that it is producing the values you are
expecting for 0.05 and 1.0

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Kelso
Sent: 07 May 2012 22:24
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] framerate drops drastically when turning child nodes on
and off

Hi all,

We are creating a simple flipbook animation. There's a node at the top, and
after a certain delta time the child node that's on is turned off, and the
next child is turned on.

If all the child nodes are turned on we get a nice solid 60 FPS. Spin it
around, move it here and there, no change in FPS. So the prolem isn't just
too much data to fit on the card.

When we animate with a delta time of .05 seconds we also get a nice smooth
animation at 60 FPS.

But, here's where things get weird, if we use a delta time of 1 second we
get a sudden and very drastic drop in frame rate. The size of the drop seems
to be related to the amount of data getting turned on and off. Same thing if
you manually single step the animation.

SNIP

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Re: [osg-users] Passing multiple textures in glsl

2011-06-11 Thread Philip Taylor
Linda,

Any chance of a typo?? 

Looks like you intended the second image file to be the same as the first -
test1.bmp - except that the first letter is missing.

PhilT

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Linda Lee
Sent: 11 June 2011 09:48
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Passing multiple textures in glsl

Hi,

I tried add these lines into my code:


osg::Texture2DArray* tileImgLay;
tileImgLay = new osg::Texture2DArray;
tileImgLay-setTextureSize(128, 128, 2);
tileImgLay-setUseHardwareMipMapGeneration(false);   


tileImgLay-setImage(0, osgDB::readImageFile(test1.bmp));
tileImgLay-setImage(1, osgDB::readImageFile(est1.bmp));
ss-setTextureAttribute(1, tileImgLay); 


tileImgLay-setFilter( osg::Texture2DArray::MIN_FILTER,
osg::Texture2DArray::NEAREST); 
tileImgLay-setFilter( osg::Texture2DArray::MAG_FILTER,
osg::Texture2DArray::NEAREST); 

ss-addUniform( new osg::Uniform(test, 1) );

and in the fragment shader:

uniform sampler2DArray test;


and access it using:

gl_FragColor = texture2DArray(test, vec3(0, 0, 0)); 


However, it fail to work.

Any ideal why?


Thank you!

Cheers,
Linda

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40370#40370





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Re: [osg-users] CMake issue with OpenTheads?

2011-03-27 Thread Philip Taylor

Many thanks Rafa - your CMAKE suggestion worked for me 

Where is the source code: C:/Projects/OSG/OpenSceneGraph/trunk

PhilT


Just for reference - I'm saw a lot of CMAKE  2.8.4 (16  Feb 2011) warnings:

   This warning is for project developers.  Use -Wno-dev to suppress it.

The cause is simple to fix  - don't use backslashes in the third party path
name - forward slashes only!

This is not mentioned on the PlatformSpecifics help page for Visual Studio



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rafa Gaitan
Sent: 27 March 2011 17:38
To: OpenSceneGraph Users
Subject: Re: [osg-users] CMake issue with OpenTheads?

Hi Philip,

Just try:
Where is the source code: C:/Projects/OSG/OpenSceneGraph/trunk

Greets,
Rafa.



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[osg-users] CMake issue with OpenTheads?

2011-03-26 Thread Philip Taylor
I just tried to regenerate my OSG build system and have come unstuck with an
OpenThreads CMake issue, with the directive

 

IF(NOT ANDROID)

INCLUDE(CheckAtomicOps)

ENDIF()

 

Running CMake 2.8.4 on WinXP with VS2008

Where is the source code: C:/Projects/OSG/OpenSceneGraph/trunk/src

Where to build the binaries: C:/Projects/OSG_build/trunk/bin

 

Is it me??? 

 

I am following the
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi
sualStudio guidance.

 

 

PhilT

 

 

Check for working C compiler using: Visual Studio 9 2008

Check for working C compiler using: Visual Studio 9 2008 -- works

Detecting C compiler ABI info

Detecting C compiler ABI info - done

Check for working CXX compiler using: Visual Studio 9 2008

Check for working CXX compiler using: Visual Studio 9 2008 -- works

Detecting CXX compiler ABI info

Detecting CXX compiler ABI info - done

CMake Error at OpenThreads/CMakeLists.txt:13 (INCLUDE):

include could not find load file:

CheckAtomicOps

CMake Error: File
C:/Projects/OSG/OpenSceneGraph/trunk/src/PlatformSpecifics/Windows/OpenThrea
dsVersionInfo.rc.in does not exist.

CMake Error at OpenThreads/CMakeLists.txt:42 (CONFIGURE_FILE):

configure_file Problem configuring file

Looking for include files CMAKE_HAVE_PTHREAD_H

Looking for include files CMAKE_HAVE_PTHREAD_H - not found.

Found Threads: TRUE 

CMake Error: File
C:/Projects/OSG/OpenSceneGraph/trunk/src/packaging/pkgconfig/openthreads.pc.
in does not exist.

CMake Error at OpenThreads/CMakeLists.txt:119 (CONFIGURE_FILE):

configure_file Problem configuring file

CMake Error at osg/CMakeLists.txt:393 (SETUP_LIBRARY):

Unknown CMake command SETUP_LIBRARY.

CMake Warning (dev) in CMakeLists.txt:

No cmake_minimum_required command is present. A line of code such as

cmake_minimum_required(VERSION 2.8)

should be added at the top of the file. The version specified may be lower

if you wish to support older CMake versions for this project. For more

information run cmake --help-policy CMP.

This warning is for project developers. Use -Wno-dev to suppress it.

Configuring incomplete, errors occurred!

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Re: [osg-users] Camera control in osgvisual

2011-02-13 Thread Philip Taylor
Last time I downloaded the CIGI source code it came with an OSG application
 MPV aka Multi-Purpose Viewer

 

http://cigi.sourceforge.net/

 

Looking at the WIKI page at the above site, it states that it requires OSG
2.4 but will work with 2.6 - that makes it quite an old implementation but
MPV is only supposed to be an example, with limited functionality. It would
be real cool to have an updated version ...

 

PhilT

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ted morris
Sent: 13 February 2011 20:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual

 

 

yes... I'll have to have a closer look at this when I have some time. Thanks
for spending to the to

develop an interface for this functionality; I think it will be very useful.

 

-t

 

On Sun, Feb 13, 2011 at 5:48 AM, Torben Dannhauer tor...@dannhauer.info
wrote:

Hi Tedzini,

I'm not very familiar with CIGI, but it seem to be a communication library
for communication with the sim-host.

I'm quite sure you can use CIGI not only for managing the camera but also
for managing objects you want to display.

Currently osgVisuals cluster module is used to transport objects or camera
modifications from the master to all slaves, but maybe that UDP
implementation could be replaced by CIGI - it mainly depends on the
performance.




Cheers,
Torben

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Re: [osg-users] frame rate faster than monitor vsync?

2009-07-11 Thread Philip Taylor
Wyatt,

Out of very idle curiosity, why would you render at 2KHz when the eye can't
really detect movement beyond 60Hz?
Would it just be for rendering individual frames for a movie?

PhilT

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Wyatt
Earp
Sent: 11 July 2009 19:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] frame rate faster than monitor vsync?


I have renderered in excess of 2 KHz on ocassion.

Wyatt

On 7/11/09, Ulrich Hertlein u.hertl...@sandbox.de wrote:
 Hi Bob,

 On 10/7/09 9:05 PM, Bob Youmans wrote:
 Hi, does anyone know if it’s possible to run faster than the 60Hz vsync
 or 100Hz osg limit, if computational performance is the ultimate goal
 even at the expense of “tearing.” Can I get 600 fps by turning off vsync
 (or something else, it didn’t work on my box)? Is the graphics card
 driver/model involved? How can you tell which ones will work without
 actually buying it?

 If you turn off vsync then OSG will render as fast as possible, without
any
 artificial
 limitation.  There's no 100 Hz OSG limit that I'm aware of except maybe in
 the DB pager.

 Sure you can get 600 fps if you're willing to accept tearing (or render
 offscreen), even
 my GeForce 8600M GT laptop gives me over 1000 fps for moderately complex
 models.  And yes,
 the graphics card is obviously involved (the faster the better) and so is
 the driver.

 If you're not seeing more than vsync fps then the reason is most likely
due
 to setup, e.g.
 a driver settings forcing vsync on or __GL_SYNC_TO_VBLANK being set on
 Linux.

 Cheers,
 /ulrich
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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Philip Taylor
Martin,

The most I have seen is four screens on one (Windows) PC powered by two SLI
graphic cards, where each card has two video outputs. To go beyond this is
possible with a linux os using remote displays (DISPLAY 0:0 etc) but you
don't get something for nothing. The network traffic is high and the
resulting graphics are slower as the network reaches saturation even using a
UDP connection. I have no idea what sort of workload it places on your host
(or master) compputer if it does all the graphics processing and pushes
commands on to your network, but I would suggest again that this is not the
way to go. If it was, all the various IG protocols such as CIGI (see
previous posting on this thread) would never have been invented.

So you have reached that crucial decision point - limit yourself to 4
displays assuming it all works or write a CIGI (for instance) interface for
each node type (host and IG) and attach as many displays as you like.

Philip Taylor


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Martin
Scheffler
Sent: 15 May 2009 12:13
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Help: Using OSG To Build Tiled Display Wall


Hi,

I am currently thinking about how to do a multi-display simulation with OSG
that uses a single machine to feed all displays. The app I am currently
working on requires multiple views, but is difficult to distribute across
machines because of some randomness components in my graphics stuff.

My simulation requires at least four projectors (or eight if necessary and
possible). I am thinking about using a Nvidia Quadro Plex system
http://www.nvidia.de/page/quadroplex.html.

Has anyone here used heavy-duty graphics hardware to feed four or more views
from one machine? What hardware setup do you use, and are you able to render
reasonably complex scenes? Or can you point me in a good direction for more
info?

Looking forward to your responses -
Martin[/url]

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Re: [osg-users] Multiple Shaders Performance Question

2009-04-28 Thread Philip Taylor
Paul,

Running at 120Hz is rather extreme since the human eye can't really
appreciate a frame rate higher than 60Hz - OK monitors are normally rated at
approx 75Hz to be flicker free, but 60Hz is the norm. With this in mind,
you might be able to hide this missed frame by simply reducing your frame
rate.

PhilT

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Robert
Osfield
Sent: 28 April 2009 09:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Shaders Performance Question


Hi Paul,

Different drivers manage compilation and linking in different ways on
different drivers so it's hard to give any hard rules.

In general making sure your scene graph is pre-compile before
rendering helps avoid most problems with compiles occur during
rendering.

Robert.

On Tue, Apr 28, 2009 at 2:46 AM,  paul1...@yahoo.com wrote:

 I have multiple shaders. I attach one shader to the root of the scene
graph. I then load in objects and attach one of another set of shaders to
the root of the object and attach it to the main scene graph. When I say
attach a shader, I'm loading a fragment and vertex shader from a file and
attaching them to a new Program object each time. I then attach the Program
object to the object's state set.

 Is there any performance advantage to doing it this way or creating one
Program object for each shader and attach these same Program object to my
objects. Or should I be creating a set of StateSet's and attaching the
appropriate StateSet to my object based on the Shader I want to use.

 To complicate things, I have multiple cameras used to render to multiple
Frame Buffer Objects.

 What I'm seeing is a (single) missed frame when an object with a new
shader appears in the Field of View (running at 120Hz)?

 Could OSG be attempting to recompile my shader? Is driver downloading
the shader each time to the video card.

 Paul P.



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[osg-users] Time to remove Christer Wigren??

2009-04-28 Thread Philip Taylor

Jose,

The OSG list server is still bouncing emails to Christer Wigren which result
in an automated response stating that he no longer works for the Swedish
Defence Agency.

Any chance of getting his name /email address removed from the list server?
I'm sure the SDA would also appreciate the removal.

PhilT


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Re: [osg-users] Packaging distribution under Windows

2009-02-23 Thread Philip Taylor
My 2p worth...

Since you are considering only a MSVS environment, it looks far more
professional to have something like InstallShield. Creating it would seem to
be a relatively trivial task (when I watched someone else create one using a
VS 2003 InstallShield wizard in about 15 seconds). The only fly in the
ointment is deciding on a version that supports VS 7 (2003), 8 (2005) and 9
(2008).

As to online and offline installers, I would go for offline everytime
because I have worked on simulator sites that will never be connected to the
internet. It also means that come the fateful day when the hard disk dies,
the complete install is available from a local security backup rather than
relying on a hosting website to still be holding the exact version required
to restore the system. (This is a long term support issue - when was the
last time you tried to buy a 40MB Winchester hard disk??!! -- oops age
showing)

PhilT


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Sukender
Sent: 23 February 2009 23:51
To: OpenSceneGraph Users
Subject: [osg-users] Packaging distribution under Windows


Hi all Windows users (and others too, I'm not doing discrimination ;) ),

Under Linux ( co), packages can have dependencies. Under Windows, we're far
to have such an easy system.
Question is: how could we redistribute efficiently the OSG binaries (I mean
when not linking statically) alongside our apps?

Here are my suggestions, please share your thoughts.
1. Manually copy the DLLs in the app's dir. That becomes a pain if you
select each DLL by hand, and you may have multiple copies for each app.
2. Say to the user (s)he must download the OSG binaires. Not very user
firendly, IMO.
3. Create a nice installer that contains the OSG packages. Thus the
installer become obese since we don't need all the DLLs...
4. Create a nice installer that contains partial packages. Not very clean
to begin splitting packages I think.
5. Create a nice installer that will download packages on the web. Nice, but
what about installing on a machine that has no connection? Should we provide
both online and offline installers?

And about installers... Should we copy the DLLs to the system dir? What
about Vista and its strange policies about having access to system dirs (I
simply stayed under XP :D )?

Thank you!

PS: It seems I'm going to have an installer (or such) ten times bigger than
my app... (sigh)

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Problem with deletion ofDrawableDrawWithDepthShadowComparisonOffCallback

2009-01-19 Thread Philip Taylor
Roger,

Any chance you are mixing debug and release dlls?

This is a typical debug/release memory management problem, when memory
allocated by one dll (using say debug memory management) is deallocated by
another dll (built with release memory management). The only solution (and
it sort of feels right anyhow) is always let the dll that allocates memory
also be responsible for deallocating the memory. That way, there is never a
conflict with memory management - mind you other issues might then arise, so
probably best to ensure that dlls (and the .exe) are built to the same debug
or release state.

PhilT
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Roger James
  Sent: 19 January 2009 16:03
  To: OpenSceneGraph Users
  Subject: [osg-users] Problem with deletion
ofDrawableDrawWithDepthShadowComparisonOffCallback


  Has anyone else come across this problem.

  When the debugging features of  osgShadow are activated by calling
setDebugDraw(true). I get a crash when cleaning up my scene. This crash
occurs when  the destructor of
DrawableDrawWithDepthShadowComparisonOffCallback is called. It appears that
the 'this' pointer is off by a few (16) bytes by the time the compiler
generated destructor is called. I suspect this is a compiler issue with
Microsoft VC8.1. Tracing shows that the this pointer starts off OK and the
right things are being done to handle the virtual destructor but when the
chain of destructor calls gets thunked across into the osgShadow DLL the
wrong offset is applied to get from the base virtual destructor this pointer
(~osg::Referenced) to the correct derived class this pointer at this point.

  So has anyone else come across this, or got any ideas whether it is
fixable. This might finally force me to move to VC9, a task I am not looking
forward to.

  Roger






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Re: [osg-users] [osg-submissions] Matrixf multiply Optimization

2008-07-27 Thread Philip Taylor
As I understand it, the the pragma alignment only applies to predefined
objects and data.

Dynamically allocated objects are created at the mercy of the memory
allocator (via new) which uses byte alignment, as it does not know anything
about pragma definitions.

The only approach is to dynamically create data with extra padding, and then
do some alignment coding, something like:

char* pBuffer = new char[ (200 * sizeof(int32)) + sizeof(int64) ];
  int32* p = new (pBuffer) int32[ 200 ];

  and then later

  delete [] pBuffer;  // DO NOT delete p
pBuffer = 0;
p = 0;

instead of the simpler but unaligned

int32* p = new int32[ 200 ];

Youw will have to experiment the actual code required, as I am not too
certain, and my brain is still in bed.


PhilT

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Gordon
Tomlinson
Sent: 27 July 2008 03:05
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osg-submissions] Matrixf multiply Optimization



Can you not use an alignment #pragma around the struct to force alignment
size ?


#pragma pack( push, 16 )

 union
 {
struct
{
__m128 _R0,_R1,_R2,_R3;
};
value_type _mat[4][4];
 }

#pragma pack( pop )


__
Gordon Tomlinson
__


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Killian
Sent: Saturday, July 26, 2008 7:23 PM
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Matrixf multiply Optimization


That is cool if that is all that needs to be fixed... I'll make a generic
version of F32vec4, and include it next submission to see if it can build on

other platforms.

James Killian
- Original Message -
From: David Guthrie [EMAIL PROTECTED]
To: OpenSceneGraph Submissions [EMAIL PROTECTED]
Sent: Friday, July 25, 2008 9:07 PM
Subject: Re: [osg-submissions] Matrixf multiply Optimization


I looked at the code, and it should work cross platform, at least for
intel CPU's.  the fvec.h header doesn't seem to exist, but from what I  can

tell, it doesn't have an magic in it.  The few types you used may  be easy
to just replace.  They seemed just to be unions, anyway.

 David

 On Jul 25, 2008, at 5:49 PM, James Killian wrote:


 It is good to hold off as this is still work in progress.  In the  mean
 time
 what would be cool is for others to code review the work I've  checked in
 thus far.  If I recall the FFmpeg community has found a way to use
 intrinsics in a way that is platform independent, once I get the win32
 version polished I may research that.

 For anyone interested the C version of the matrix multiply uses 64
 multiplies and adds, while the SSE version uses only 16 of each.

 In regards to going in and out of SSE I tried this:
 union
 {
struct
{
__m128 _R0,_R1,_R2,_R3;
};
value_type _mat[4][4];
 }

 And this works as it forces the array to be 16 byte aligned
 implicitly...
 unfortunately I ran into problems where some code was using the  matrix
 in a
 vector would throw compiler errors saying it can't align it.  (I may
 revisit
 that case and see why that is)


 What I am hoping will happen is that this new code will work out,  and we

 can
 gradually transition some of the most used pieces to take advantage  of
 the
 instruction set. (platform independent of course).



 - Original Message -
 From: Robert Osfield [EMAIL PROTECTED]
 To: OpenSceneGraph Submissions
 [EMAIL PROTECTED]
 
 Sent: Friday, July 25, 2008 3:09 PM
 Subject: Re: [osg-submissions] Matrixf multiply Optimization


 Hi James,

 I will put this submission on hold till after 2.6 as we now at  feature
 freeze.

 W.r.t SSE optimizations, in the past I have consider the possibility,
 but haven't taken the step - there's always been bigger bottlenecks  to
 address.  One concern I have is the cost of going in and out of SEE
 mode.  I suspect the most efficient way to do it would be to provide
 array operators.

 It think these type of optimizations would be worth raising on the
 mailing lists as there is lot of knowledge out there and whole range
 of topics.

 Robert.

 On Fri, Jul 25, 2008 at 8:55 PM, James Killian
 [EMAIL PROTECTED] wrote:

 Attached is the 3 matrix cpp files that are merged with 8686.  For
 non-win32
 platforms there is no change, for win32 platforms I've added SSE
 optimization for Matrix::mult  premult and postmult.  This  currently
 is
 the
 first draft which will yield about 35-40% improvement over matrixf  or
 matrixd.  I may pursue alignment strategies which have yielded 50%
 improvement (this is yet to come).   I also may want to look to
 improve
 premult.

 Our game uses approximately 25% of all processing to these functions
 (the
 KBDtree optimization is enabled), so if anyone else is doing the  same
 kind
 of stresses hopefully you should see 

Re: [osg-users] Borland Builder C++ 5.0 compiler support?

2008-07-04 Thread Philip Taylor
Why use BB5?

OSG compiles with the free Visual Studio 2008 Express, which just needs to
be downloaded from a Microsoft website. VS WinForms is based on BB5 so you
would not feel so out of your depth. Only with difficulty will you get OSG
to build with VS6, and I suspect it will be even harder with BB5. Is it even
worth the effort, when you will probably spend more time trying to get OSG
to build with BB5 than developing your application? BB5 is quite old and not
compatible with Vista (like VS6). There may also be isues with templates.

There is a shareware application, called Trans-Form-Matic, which will
translate BB5 .dfm GUI files into WinForms, so I recommend you take the
plunge and save your sanity.

PhilT

  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ann Berns
  Sent: 04 July 2008 22:57
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] Borland Builder C++ 5.0 compiler support?


  Hi

  Can I compile/work with OpenSceneGraph in Borland Builder C++ 5.0?

  P.S. If the answer is yes ,I wonder if someone has succeded to integrate
and work with it in BB5 or I'm going to be first...?

  Thanks.



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Re: [osg-users] OpenSceneGraph-2.3.7 dev release tagged.

2008-04-01 Thread Philip Taylor

Shame you didn't get to see the BBC TV news report on the discovery of film
footage of flying penguins, which seems a vaguely tenuous link to this
newsite wrt to Linux users !

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Mike
Weiblen
Sent: 02 April 2008 00:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph-2.3.7 dev release tagged.


I was wondering if we'd make it through the day without japes.  Glad
to see not :-)
-- mew


On Tue, Apr 1, 2008 at 4:37 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
 One more thing...




--
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Re: [osg-users] osga handling on Win32

2008-04-01 Thread Philip Taylor
I don't believe there is too big an issue with slashes and MS Windows - just
use forward slashes because most Windows library calls understand forward
slashes - required for POSIX compliancy since WinNT and VS5. You may come
unstuck when composing any shell commands since these must use backward
slashes - forward slash is the first letter of an option such as dir /W.
Otherwise its quite valid in Windows code to write

fopen( /blah/super/duper/cow.osg,  ... ) etc.

thats my 2p's worth ( approx 4 cents!!)

PhilT
  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Mattias
Helsing
  Sent: 01 April 2008 23:57
  To: OpenSceneGraph Users
  Subject: [osg-users] osga handling on Win32


  hi all,
  I found that the DatabasePager doesn't work with osga archives on Win32.
This is classic slash bug. On lowest level a vector search fails in
OSGA_Archive.cpp line 667 because directory delimiters doesn't match.
  Extracting the master(.osg) from the archive reveals that paths are stored
with un*x slashes.
  What say the policy about slashes and where shall this be fixed?

  /Mattias
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[osg-users] Suggestions for a dynamic map

2008-02-24 Thread Philip Taylor

I have been challenged to design an active map display (on Windows).

My first thought was to consider something based on the combined osgPick and
osgMFC examples, but I wondered whether anyone could suggest something
better or an existing open source solution that could be adapted.

Design points
Map returns the current mouse pointer in metre offsets from map origin.
Use origin offsets to return culture data (building, road, river, etc).
Cars, traffic lights, etc can be dynamically drawn on top of the map.
Map can be dynamically modified by adding roadworks.
Map projection must be orthographic.
Zoom in and out without pixel blockiness (hence a 3D solution)
Scroll the map within its window.
Easy construction of the map data/models from existing 3D terrain.
Good correlation between map and visual data.


Regards

PhilT


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Re: [osg-users] INT32 redeifinition with Win32 and VS8 binary package

2008-01-09 Thread Philip Taylor
Just an idle thought in passing 

with the advent of 64 bit builds, it may not be such a good idea to mark a
long as a 32 bit quantity since I believe the redmond 64 bit model defines
long as a 64 bit quantity where as an int is 32 bits. On 32 bit systems, the
two are the same size and can be freely interchanged. So apply the patch but
ensure the build is 32 bits only.

Happy New Year
PhilT

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Somerville, Andrew
Sent: 09 January 2008 21:43
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] INT32 redeifinition with Win32 and VS8 binary
package



It appears that the VS8 binary package for osg2.2.0 has a problem in
one of the 3rd party header files included. (jmorecfg.h)

Compiling against it causes an error regarding redefinition of INT32.

Im not sure if there are any repercussions, but there is a simple fix
seen in an old patch on the secondlife wiki which protects the define
with a check against WIN32

https://wiki.secondlife.com/wiki/Patch_jpeglib
in jmorecfg.h:

#ifndef XMD_H
typedef long INT32;
#endif

is changed to:

#if !defined( XMD_H )  !defined( WIN32 )
typedef long INT32;
#endif


It also does an #undef on FAR just before it blanks it to remove a
warning about redifinition.

Im not sure how hard it would be to repackage the current 2.2 VS8
binary package, but at least it can be fixed for for future Visual
Studio packages.

Regards,
Andy
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Re: [osg-users] OpenFlight Continuation Record support

2007-12-06 Thread Philip Taylor
Continuation records are great when writing out FLT files but a * when
reading them back in - I had to abandon upgrading some proprietary FLT
reader code because it required a complete rewrite of the FLT file decoder
just to support this one new record type.

The FLT file record structure requires every record to include a known
length not exceeding 1024 bytes, so all the decoder had to do was read the
correct number of bytes from the file into a 1024 byte buffer and then start
processing the record. The existing FLT record structure was retained with
no hint to give advance warning the current record has a following
continuation record.

The only way I saw to support this record type was to strip out the entire
file reading mechanism and craft/hack/jam in a new layer that assembled
internal records from one or more FLT file records, and then sent each
internal record into the decoder core. Unfortunately this broke the entire
design which was based on a long winded while( !eof() ) { readrecord();
processrecord() } architecture.

PhilT

  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Paul Martz
  Sent: 06 December 2007 21:56
  To: 'OpenSceneGraph Users'
  Subject: [osg-users] OpenFlight Continuation Record support


  Hi Brede -- I see the current OpenFlight importer doesn't support
Continuation Records. I haven't looked at what it would take to add it, but
wondered what your thoughts were? Was this left out because it wasn't a
requirement, or because it didn't fit into the design?

  I'm finding I need it for large LocalVertexPool records. I wonder if it
could be supported on a record-by-record basis... Thoughts?

  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466
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[osg-users] SVN XCode repositoryhas filename issue

2007-11-06 Thread Philip Taylor
This is an academic issue for me, but I thought I'd just pass it along.

Having downloaded the entire OSG repository (using the Tortoise SVN tool)
onto my home WinXP system, the tool hit a problem when it reached one of the
Xcode projects under the Tags (tagged releases) repository. I think this was
either the osgProducer_OpenSceneGraph_BranchPoint or
Producer_OpenSceneGraph_BranchPoint release, but I can't remember which - it
may have been another.

Anyhow, SVN gets itself confused because it downloads a filename in one case
and then gets asked to download the same filename with some letters in the
alternative (upper/ lower) case. This will work ok on case sensitive systems
(ie Linux and Apple) but not on case insensitive Windows, where both
filenames resolve to the same filename. The result is that Tortoise SVN
gives up reporting errors, because it can't create the second file and it
leaves things locked.

Obviously the lock issue is down to Tortoise, but the filename issue may
require resolution, or perhaps this email appearing in the archives may
suffice.

I'm a WinXP user but have just started a Linux project so get to see the
best and worst of both (let battle commence!!!)

PhilT

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Re: [osg-users] ESRIShape error

2007-10-30 Thread Philip Taylor
Karl,

File does not open with Arc Explorer either, so i guess its probably got
issues.

PhilT

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Paul de
Repentigny
Sent: 30 October 2007 18:52
To: OpenSceneGraph Users
Subject: Re: [osg-users] ESRIShape error


Karl,

I can't seem to open the file anywhere (OSG, GlobalMapper). Are you
sure it is a valid non-corrupted Shapefile?

Ciao,

PdR

Le 07-10-30 à 14:40, Robert Osfield a écrit :

 Hi Karl,

 Thanks for the file, I've tried it on my linux box on the SVN version
 (very close to 2.2) and it fails with a seg fault.  I'm busy with
 other work right now so can't go investigating problems, but once I
 more available I'll have a look into it futhers.  Others are welcome
 to dive in and provide a fix in the interim :-)

 Robert.

 On 10/30/07, Karl Beal [EMAIL PROTECTED] wrote:



 I've attached the shapefile in question.
 I'm running on OpenSceneGraph-2.2.0 on Windows.



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Re: [osg-users] Tutorials

2007-08-27 Thread Philip Taylor
On the hijacked tutorial subject - forum and/or email list

A forum is an online activity whilst an email list is an offline activity,
which means that I can get on with other things rather constantly watching a
forum window for a critical reply - such as actually figuring out a solution
for myself and learning something in the process.

On the original subject - tutorials.

My experience is that tutorials as far as possible should be part of the
main source code, because they become the test harnesses of the main code -
if they don't work then something is wrong and needs to be fixed. Also it
keeps the tutorials refreshed and working with the evolving interfaces. The
real trick is then to not to go wild on the production of new tutorials if
existing tutorials can be extended to demonstrate new features, otherwise we
could end up with even more of a maintenance headache.

PhilT



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: 27 August 2007 09:59
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Tutorials


Hi Rick,

The forum vs mailing list issue has been done to death many times.
Some people swear by forums, some detest them, some people swear by
mailing lists, some others detest, others don't care.

Having mailing lists *and* forums just splits the community and
critically those delving out support.  There is absolutely no way on
earth I can afford my time to be stretched out any further, and my
guess others are in a similar boat. For this reason you won't be
finding me or many others on the forums or IRC channels, and without
the driving forces being the OSG being one these channels of support
they won't of little use.

Since splitting damages the communities ability to provide support and
to generally function, then one really has to keep community in one
place, this should either be a mailing list OR a forum OR and this
would be my ideal a system where users can choose to doing either use
mailing list or a forum.   Provision of such as system is not a
trivial matter, and something than members of the community will have
to step up to help provide as I don't have the expertise or the
resources to provide it myself.

Robert.

On 8/27/07, Ricko 3D [EMAIL PROTECTED] wrote:
 Thanks for the quick response. Seems funny to say anything is here to stay
 related to any constantly evolving technology project, or anything related
 to the Internet. I was just offering my observations coming at this
project
 fresh. My opinion was simply that the mailing list method seems outdated.
I
 wasn't suggesting it is not effective, just comparing it to the
 features/benefits of newer community technologies I've used on other
 projects.
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