[osg-users] My OSG email updates have stopped
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 答复: Blank screen
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem - missing files?
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?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-TrainingMaterials - SVN problem - missing files?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] framerate drops drastically when turning child nodes on and off
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Passing multiple textures in glsl
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMake issue with OpenTheads?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMake issue with OpenTheads?
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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera control in osgvisual
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36587#36587 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] frame rate faster than monitor vsync?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: Using OSG To Build Tiled Display Wall
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12206#12206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple Shaders Performance Question
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Time to remove Christer Wigren??
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Packaging distribution under Windows
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with deletion ofDrawableDrawWithDepthShadowComparisonOffCallback
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] Matrixf multiply Optimization
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?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.7 dev release tagged.
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... -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osga handling on Win32
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Suggestions for a dynamic map
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] INT32 redeifinition with Win32 and VS8 binary package
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenFlight Continuation Record support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SVN XCode repositoryhas filename issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ESRIShape error
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. This e-mail and any files transmitted with it are confidential and are intended solely for the use of the individual or entity to whom they are addressed. If you are NOT the intended recipient or the person responsible for delivering the e-mail to the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing or copying this e-mail is strictly prohibited. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tutorials
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org