[osg-users] [ANN] 3rdParty package precompiled with Visual Studio 2017 released

2017-03-22 Thread Torben Dannhauer
Hi,

Today I released the next precompiled 3rdParty package for Windows. 

It is built with Visual Studio 2017 and Plattform toolset v141. The small 
package is already published and linked in the usual places. 
I hope to publish the full package within the next week.


Best regards,
Torben

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Re: [osg-users] [build] NVTT 3rdParty x64 libs for OSG...

2017-03-22 Thread Torben Dannhauer
Hi,

I Don't know it by heart, but you can download the source package from 
osgvisual.org, the package contains build instructions as well.

Cheers,
Torben

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Re: [osg-users] [ANN] New 3rdParty precompiled package for Windows released

2016-10-24 Thread Torben Dannhauer
Robert,

don't worry, enjoy your week :)

Torben

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[osg-users] [ANN] New 3rdParty precompiled package for Windows released

2016-10-22 Thread Torben Dannhauer
Hi,

I'm happy to announce the release of the updated 3rdParty package for Windows.

You can download it on http://www.osgvisual.org/wiki/Downloads

It is compiled using VS2013 Update 4 in 64 bit (x64). 

It contains the following libaries in their newest stable release:

zlib-1.2.8
png-1.6.25
minizip-1.2.8
libtiff-4.0.6
jpeg-9b
glut-3.7.6
giflib-5.1.4
freetype-2.7
OpenSSL 1.0.2j
curl-7.50.3 (with openSSL, zLib, IPv6 and HTTP/2 support)
NGHttp2 1.15.0
gdal-2.1.1 

expat-2.2.0
pcre-8.39
PROJ-4.9.2
ICU4c-57.1
boost-1.62.0 (with ICU)
libxml2-2.9.4 (with ICU)
FFTSS-3.0
collada-dom-2.4.0 (1.4)
Nvidia Texture Tools-2.1.0
DCMTK 3.6.1 (with zlib, OpenSSL, libxml, libtiff and libpng) 

The corresponding adjustments in the OpenSceneGraph CMake files are submitted 
and hopefully soon merged.

Warm regards,
Torben

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Re: [osg-users] Crash using current OSG master with collada dom 2.4.0

2016-10-20 Thread Torben Dannhauer
Hi,

I solved the issue: as long as collada is compiled with support for Version 150 
AND 141, it is not able toe decide properly and mixes things.

Compiling collada only with DOM version 141 support makes things working.

Thank you!

Cheers,
Torben

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[osg-users] Crash using current OSG master with collada dom 2.4.0

2016-10-12 Thread Torben Dannhauer
Hi,

I compiled current master OSG with collada dom 2.4.0.
It compiled and linked fine.

However, as soon as I try to load a collada file (diningroom.dae), it crashes 
with a NULL Ptr Access in >   
osg145-osgDBd.dll!osgDB::Registry::ReadNodeFunctor::doRead(osgDB::ReaderWriter 
& rw={...}) line 954 

Are there any known bugs in this area atm?

Thank you!

Cheers,
Torben

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Re: [osg-users] svn and git versions builds fail

2016-10-10 Thread Torben Dannhauer
Hi Robert,

The issue is fixed.

Sorry for the noise, it was a malformed VisualStudie project.

Everything works as expected!

Thank you!

Cheers,
Torben

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Re: [osg-users] svn and git versions builds fail

2016-10-10 Thread Torben Dannhauer
Hi Robert,

yes I build it as usual. Maybe they changes things on their side, will look 
into it again. thanks!

Cheers,
Torben

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Re: [osg-users] svn and git versions builds fail

2016-10-10 Thread Torben Dannhauer
Hi robert,

I'm working on a new release of the windows 3rdParty package.

The gif plugin makes still problems. It compiles well ,but throws errors while 
linking..

error LNK2019: Unresolved external symbol "reallocarray" in function 
"DGifSlurp".   
D:\OpenSceneGraph\OpenSceneGraph-trunk_x64\src\osgPlugins\gif\giflib.lib(dgif_lib.obj)
error LNK2001: Nicht aufgelöstes externes Symbol "reallocarray".
D:\OpenSceneGraph\OpenSceneGraph-trunk_x64\src\osgPlugins\gif\giflib.lib(gifalloc.obj)

The used giflib is 5.1.4, the current stable release.

any ideas?

Thanks,
Torben

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Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2013-11-24 Thread Torben Dannhauer
Terry,

Thank you for your clarification!

My currently knowledge (which might be false) is that you can choose the target 
system by a) using another SDK to compile and use libs compatible to XP, and b) 
by defining the subsystem version for the linker.
This modified linking affects two things: The subsystem is noted in the 
executable and can be edited with ORCA afaik. Additionally it changes the way 
how it is linked. A manually patched exe might work on XP or not, depending on 
the linker whether it used one of the new API calls or not.

To avoid all this caveats (and because the package contains also executables), 
I decided to mark it as non-XP.

I have still some customers using XP, but I admit I'm pushing torwards Win 7. 
In my opinion is Win7 a worthy successor of XP and I try to phase out all the 
XP support hooks - in particular since it is only supported until April 2014.

Best regards,
Torben

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Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2013-11-24 Thread Torben Dannhauer
Terry,

you are right, I'll add it.

Thanks,
Torben

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Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2013-11-23 Thread Torben Dannhauer
:) thanks!

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Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2013-11-23 Thread Torben Dannhauer
Hi,

Today I finished also the full package. It is already uploaded and linked in 
the OSG download page.


Best regards,
Torben

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Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-22 Thread Torben Dannhauer
Hi,

Im compiling various projects including OSG on windows 8 with VS 2012 and 
VS2013 - I have no problem with such an error. Is your computer integrated into 
a AD domain?


Cheers,
Torben

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[osg-users] MFCViewer and MS Visual Studio 2013 = problem

2013-11-22 Thread Torben Dannhauer
Hi,

I'm currently working on the Windows 3rdParty precompiled dependency package 
for Visual Studio 2013.

During my test compilations with OSG trunk I discovered that Microsoft droppen 
MB support for MFC in VS2013. This is used by OSG's MFCViewer example.

I tried to switch the project ot unicode, but I was not able to get it working.
Ihave to admit that I'm not very competent in that unicode/Multibyte /string 
encoding stuff.

Is there a competent Windows software developer out there you could help me to 
enhance the Example by converting it into a unicode project?

Or should we disable the example for MSVC 2013?

I would appreciate your feedback to make OSG fully compatible to Visual Studio 
2013!

Thanks,
Torben

Thank you!

Cheers,
Torben

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[osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2013-11-22 Thread Torben Dannhauer
Hello dear OSG-community,

Sorry again for my long absence:
PhD finished: check
Married: check
 - now it's time to dive into OSG again :)

As Visual Studio 2012 's C++ compiler is even after Update 4 quite buggy, I 
switchted to VS2013 asap, since there are (at least) my annoying VC bugs fixed 
by MS.

Therefore I am pleased to present my precompiled 3rdParty Packages for Visual 
Studio 2013 :)

As always, I compiled the libraries in 32 and 64 bit and used platform toolset 
v120, the default of VS2013. It is not compatible with Windows XP, please use 
Windows Vista and above for this package.

The precompiled 3rdParty package is provided in 2 flavors again: small and 
full. 
The small one contains the (in my opinion) most common dependencies, the full 
package contains some additional. For a list of content and further details, 
please visit http://www.osgvisual.org/projects/osgvisual/wiki/Downloads .

You can download it at 
http://www.openscenegraph.org/index.php/download-section/dependencies
or directly at http://www.osgvisual.org/projects/osgvisual/wiki/Downloads .

Currently only the small package is finished and tested, I hope to provide the 
full package in the end of November, but who knows..

If you have further questions or bug reports, please contact me.

Best regards,
Torben

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Re: [osg-users] MFCViewer and MS Visual Studio 2013 = problem

2013-11-22 Thread Torben Dannhauer
Hi, Robert,

it is not deprecated per se,

but as stated here:  
http://blogs.msdn.com/b/vcblog/archive/2013/07/08/mfc-support-for-mbcs-deprecated-in-visual-studio-2013.aspx
 , 
they had to maintain/install/deploy too many flavors of MFC.
To optimize it they decided to put multibyte support in a seperate package and 
maybe it will be dropped in one of the following VS versions.

However, MFC with unicode is still possible out of the box, but I wasn't able 
to convert the MFC viewer to compile with unicode.

Thank you!

Cheers,
Torben

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[osg-users] just classes...

2013-07-31 Thread Torben Dannhauer
Hi Kantaki,

as you can read here 
(http://www.umich.edu/~eecs381/handouts/C++11_smart_ptrs.pdf), C++11 smart 
pointers are simply classes (as osg::ref_ptr are) and not part of the 
underlying low level infrastructure.

Therefore I doubt that there is a significant advantage compared with OSG smart 
pointers 

My recommendatino is clear: stay with osg::ref_ptr :)

Thank you!

Cheers,
Torben

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Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-07-22 Thread Torben Dannhauer
Hi,

I'm using .ac also inside OSG to import Fligtgear models and to use them inside 
my OSG programs.

Cheers,
Torben

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Re: [osg-users] Removing ancient plugins, please read if you want to protect the plugins you need.

2013-07-22 Thread Torben Dannhauer
Hi,

nice! It seems my last (second) submission regarding CMake adaptions to the 
updated precompiled 3rdParty package was lost, I'll send it again tonight, it 
would be great to see it in OSG 3.2. 

Cheers,
Torben

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Re: [osg-users] Question regarding collada

2013-07-20 Thread Torben Dannhauer
Hi,

Sorry for the typos, I'm on the road.

Full Story of the Qt bug: 
https://bugreports.qt-project.org/browse/QTBUG-29719?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#issue-tabs

First reported MS bugreport: 
https://connect.microsoft.com/VisualStudio/feedback/details/781189/vs2012-update-ctp4-c-optimizing-bug

Second Report as it was only partly fixed:  
https://connect.microsoft.com/VisualStudio/feedback/details/777533/vs2012-c-optimizing-bug-when-using-inline-and-char-return-type-x86-target-only

Please compile the small test program provided by the compiler. It shows that 
the bug is fixed in vs2013. MS did not give details to the fixed release 
version, but vs2012.3 is still buggy.

The discussion group is a good idea.

Thank you!

Cheers,
Torben

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Re: [osg-users] Question regarding collada

2013-07-19 Thread Torben Dannhauer
Dear Chris, Luc, Laurens 

you are right, the question is what we _could_ do ;)

Thanks for your offer, maybe we can set up such an automated build system.
What in detail does the software you call Conductor?

On my side, I built the package very sporadic, usually triggered by new 
libraries I require, new versions of single libraries or due to compiler 
updates.
In the source package I documented the build process quite extensive, in V8a 
more details than in V7 (which Laurens used to build up his system afaik).


I think it would be great to have an automated build process, which tries to 
create weekly builds.
Here are some aspects I thought about:
- For which VS versions do we want to provide binaries? for all available VS 
releases since 2005, just 2010 and above, or only the newst version, currently 
VS2012?
- Do we want to provide only the basic framework toolsets (v80, 90, 100, 110 
120) or also the XP compatible versions like v110_xp and v120_xp?
- How should we handle the VS 2012 builds regarding the Compiler bug (please 
see below), since every source code need to be checked and eventually patched? 
- What kind of build env has to be used? A Win 7 machine with all required 
tools installed and a scripted build process?
- Which libraries do we want to provide? - I recommend to identify the most 
ugly ones and to discuss if they are required. Example: In V7, I used iconv and 
gettext, but I dropped it in V8 since it is a nightmare to build and I forgot 
all the pitfalls in detail - learning it again would cost me a day I suppose.. 
In contrast, all the image format libraries aer compiling like a charm.

From Chris and my experience with the binaries, I suppost it wont be 100% 
scriptable ever - I think it will always require monitoring and administration 
effort to keep it running.

Your thoughts?


What can I contribute:
- Storage up to TB size for hosting files (100 mbit uplink)
- A linux VM if required
- A windows VM if required. But HVM windows is a bit slow in my opinion - 
however, it would be a central build machine with access for all involed 
participants.
- Mailing solution to develop and provide a email notification about new 
releases to listeners.
- Knowledge (but time is my bottleneck since it has to be done on my spare 
time).


Thank you!

Cheers,
Torben

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Re: [osg-users] Question regarding collada

2013-07-19 Thread Torben Dannhauer
oops, I forgot to provide the information about the VS2012 compiler bug I sent 
yesterday to Luc:


I used VC2008 until 12/2012 and my upgrade was hardware related so I decided to 
push it to the limits and to buy the VS2012 with the brand new XP support – 
until then it was a black box regarding quality reports. I am still very happy 
about all the ALM stuff in VS 2012, the analyzer and test tools etc etc. VS 
_IS_ indeed great, I consider it still as a great product.

Unfortunately the underlying compiler is a different story. I’m not talking 
about v110 vs v110_xp - that simply looks as a dirty hack, I built my own 
vcvars.bat to switch to v110_xp to console as easy as all the other VC profiles 
can do and everything is fine.

I had some strange compilation errors, and some part of my software crashed 
always which was running fine with the old compiler (I switched to Qt 5.0 which 
was a huge change compared with Qt 4, therefore I was not sure whether it is 
related to VS or related to Qt)
After weeks of digging, it revealed that the VS compiler has a bug in the code 
OPTIMIZER: If you enable optimization (/O2) and call toAsciiLower() inline, the 
optimizer creates wrong code. If you are lucky it crashes, if not: you are 
working with a nice byte-cocktail instead of true results. That’s difficult to 
track down. In my opinion, a fundamental function of the compiler fails. I 
wouldn’t call a compiler functional which can only produce reliable but slow 
debug code.

The workaround is to disabled the optimizer in the code via #pragma before and 
after each function calling toAsciiLower() [not very often called, therefore it 
slipped through MS’ quality assessment]. Therefore my 3rdParty-V8 src package 
contains icu with the suffix _fixed_ since I patched it to work around that bug.
It is very annoying to inspect all source codes before you can compile it, and 
since the underlying bug was not published in detail I cannot be sure that only 
toAsciiLower() is affected. That’s a bad situation if you have to trust your 
results. 
We reported the bug shortly after Update 1 was released. They did not fix it in 
2 major updates – and finally you get the fix in the next product for hundreds 
of dollars…

I have installed and played a bit with VS 2013 preview. It’s very nice, at a 
first glance there is not much difference to VS 2012 in the VC++ corner.
But they ship it with the next compiler version v120,  which has some great 
improvements:
-   The above bug is fixed (available in the preview)
-   It does support much more C++11 features lice variadic templates etc. 
(available in the preview)
-   After decades of user complains, MS moved: They implemented a bunch of 
C99 features, to allow to compile C projects like FFMPEG natively with VS!!! 
(available in the RTM)
-   They still support XP (v120_xp) (available in the preview)

To cut a long story short: VS 2013 will be available in autumn (maybe Oct?), 
and I will buy it ASAP to retire VS2012. 
My recommendation is: Save your money and wait some month to get VS2013.


Regards,
Torben

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Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2012 Update 1 (v110)

2013-07-18 Thread Torben Dannhauer
Hi,

yes I discovered that also. And i have some other issues with collada etc, YOu 
may have missed that becvause my requried CMAKE changes are not yet merged into 
OSG.

Ill work on all that and will upload an updated package in the next days.

Thanks,
Torben

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Re: [osg-users] Question regarding collada

2013-07-18 Thread Torben Dannhauer
Hi,
thanks for the collada hint, the I'llswitch back to 2.3.1 and 1.4


Cheers,
Torben

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[osg-users] [osgPlugins] Unable to compile resthhtp

2013-07-18 Thread Torben Dannhauer
Hi,
I tried to compile restHHTP plugin and failed with lots of compilation errors.

The documentation is very spare, so I tried to get some infos here, then I will 
pimp the CMAke files.

What kind of asio do I need?
the boost version or standalone?

Which CMake variables do I have to set? There are some Boost related variables, 
but it is not clear which are required for the httprest plugin.

The CMakeLists.txt uses these variables:
INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS})
INCLUDE_DIRECTORIES(${ASIO_INCLUDE_DIR})

- Why is Boost_INCLUDE_DIRS plural? What list of directories should be 
contained in this variable?
- Where should Boost_INCLUDE_DIRS piont to? to the folder _containing_ the 
boost directory (parent folder of boost) with all headers in it, or shoult it 
contain the boost directory itself?
- If the first points to the boost includes at all, why is a second variable 
ASIO_INCLUDE_DIR required? 
- What kind of ASIO do I need, boost or standalone?
- Where should ASIO_INCLUDE_DIR point to in details?


Thanks for your clarifications.

Cheers,
Torben

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Re: [osg-users] Pre-built dependencies for Visual Studio 2012

2013-07-18 Thread Torben Dannhauer
Hi,

I updated the packages  to V8a for the first set of error corrections.
I'm on the road for the next days so it will take some days until I can fix the 
collada und ASIO error.

Have a nice weekend,

Cheers,
Torben

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Re: [osg-users] Pre-built dependencies for Visual Studio 2012

2013-07-17 Thread Torben Dannhauer
Jan,

I have update my 3rdParty Package for VS 2012 Update 3 (v110). please visit the 
dependency page on the homepage to get the link.


Cheers,
Torben

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[osg-users] Question regarding collada

2013-07-17 Thread Torben Dannhauer
Hi,

For the full package of my VS2012 precompiled 3rdParty package,
I want to integrate collada. Unfortunately I'm not aware of the current Colada 
status of OSG.
Can I use collada 2.4.0? Which DOM should I use? 1.4 ? 1.5?

Thank you for your help!


Cheers,
Torben

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Re: [osg-users] Question regarding collada

2013-07-17 Thread Torben Dannhauer
Chris,

I agree regarding the collaboration.
Do have a fully scripted build process? In my case it its manual, but I have 
documented it in the privided source package quite detailed - I think it is a 
matter of time to script it completely.

However, how often do you update your package?
In my case I'm not able (it is not my profession, just a hobby [currently]) to 
release it regularly enough to ensure that every of the contained packages is 
up to date. The last packages for VC9 were only built when required for my 
project. In autumn VS2013 will be released. I plan to upgrad ASAP since the C++ 
compiler in VS2012 has really annoying bugs and is crappy bul..!§%^@#!$%§ 
*mute*. So expect to get an new updated package in autumn.

What kind of collaboration do you think of? What kind of service (level) should 
we provide regarding the precompiled third party packages for windows?

Greetings from Salzburg/Austria,
Torben

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[osg-users] [ANN] 3rdParty Package released for Visual Studio 2012 Update 1 (v110)

2013-07-14 Thread Torben Dannhauer
Hello dear OSG-community,

after a long time of absence, I am pleased to present you my updated 3rdParty 
Package for OpenSceneGraph.

It is compiled with Visual Studio 2012 Update 3 in 32 and 64 bit and uses 
platform toolset v110. Therefore it is not compatible with Windows XP, please 
use Windows Vista and above for this package. 

Some community members asked me years ago to spilt this package into several 
parts since it is quite large and not everybody uses all libraries.
This updated package (V8) is released in 2 flavors: small and full. For a list 
of content and further details, please visit 
http://www.osgvisual.org/projects/osgvisual/wiki/Downloads .

You can download it at 
http://www.openscenegraph.org/index.php/download-section/dependencies
or directly at http://www.osgvisual.org/projects/osgvisual/wiki/Downloads .

If you have further questions, please don't hesitate to contact me.

Best regards,
Torben

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Torben Dannhauer
Hi,

I implemented a distortion frame for for OSG for A 6 channel helicopter 
simulator last year.
I was absent for several month due to my PhD thesis but it is finished today, 
so I'll plan to dive into it again in the next days/weeks

My further plans are to clean up the code, introduce it into OSG and refactor 
all distortion examples to use the new framework.

This could also be used for the Oculus Rift..

Cheers,
Torben

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Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-04 Thread Torben Dannhauer
Robert,

I think it's better to check it in.. Others would have the opportunity to 
participate or evely siltently read the code and learn. Maybe there aer others 
out there reading changes and try to learn as I do it usually ( If time 
permits).

Regards,
Torben

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Re: [osg-users] Saving a screenshot as a scaled up image

2013-06-04 Thread Torben Dannhauer
Hi,
Have you looked at osgPoster?

thanks,
Torben

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Re: [osg-users] OpenSceneGraph new website almost ready

2013-02-08 Thread Torben Dannhauer
Hi,

that sounds good, I think the tools section is sufficient, no need to add a new 
instance with all of its maintenance tasks.

I was just curious because one (far) day trac might be closed forever. 

Thank you for all your migration work anyway!

Cheers,
Torben

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Re: [osg-users] OpenSceneGraph new website almost ready

2013-02-06 Thread Torben Dannhauer
Jordi,

great job, thank you for your effort!

One question: What will happen to the VirtualPlanetBuilder website?
There are  some helpful tutorials which should survive :)

Cheers,
Torben

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Re: [osg-users] 3D mice

2013-02-04 Thread Torben Dannhauer
Hi,

Ive added an Spacemouse implementation in osgVisual. it does not use DirectX 
but currently my implementation only works for windows since it uses COM 
objects.

Cheers,
Torben

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Re: [osg-users] [forum] Throttling OSG

2012-12-06 Thread Torben Dannhauer
Hi,

you could change the frame scheme from CONTINUOUS to ON_DEMAND.
Or look into viewers run() function and perform the different traversal calls 
per frame manually.

Cheers,
Torben

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Re: [osg-users] Windows 8 x64

2012-11-19 Thread Torben Dannhauer
Hi,
Currently I'm migration (non-voluntary) to Windows 8 X64. so I decided also to 
upgrade my Build Env from VS2008 to VS2012.

I'll build my 3rdParty Package for VS2012 but this will take some days/weeks. I 
plan to provide it as a minimum and a full package this time.

I'll drop a notice if it is available.



Cheers,
Torben

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Re: [osg-users] Using the notification API with multi-threading - heap corruption errors

2012-10-19 Thread Torben Dannhauer
Hi,

What is the current status of this issue?

Currently I'm working with openthreads and learn a lot, but as the 
threadstartedreported,
the application crashes more or less frequently if I use the notify macro 
heavily.

Thank you!

Cheers,
Torben

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Re: [osg-users] [build] Dependencies and features, confused

2012-10-16 Thread Torben Dannhauer
Hi,

My approach to learn about the depndencies was to built OSG with the mandatory 
plugins only (CMAKE will tell you) and then added all optional plugins 
/dependencies I wanted to use.

This helps to learn which feature is based on which plugin - but of course this 
approach is quite time consuming and you should have a fast machine available 
to compile OSG ;)

Cheers,
Torben

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Re: [osg-users] Help:How many frames at most can be achieved within OSG framework?

2012-10-09 Thread Torben Dannhauer
Hi,

it depends entirely on the scene, it can be thousands of frames or just 1 frame 
per second.
Generally OSG scales very well with large scenes, but finally it depends on 
your scene and how effective are you using the available hardware.

Cheers,
Torben

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Re: [osg-users] Bug in Qt thread integration

2012-09-28 Thread Torben Dannhauer
Hi,

In fact QThread::currentThread returns a QThread.

maybe you want to use qobject_cast instead of other casts, it is has some other 
advantages 
(http://lists.qt.nokia.com/pipermail/qt-interest/2010-October/028327.html).

Cheers,
Torben

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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-09-06 Thread Torben Dannhauer
Hi David,

I assume you do not wand to max out at runtime but at harddsik, right?

In this case, it is easy: I've extended osgFileCache some month ago. It 
supports now also files from local sources. With its ability to limit the 
caching to certain extend and certain level, you can run it multiple times to 
build up a limit dataset out of a full dataset.

I use it to extract notebook-compatible datasets  with hi-res insets from my 
full TB size terrain dataset.

Please read my tutorial how to proceed: 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase


enjoy,
Torben

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Re: [osg-users] [vpb] Quesions about LOD in VPB

2012-09-06 Thread Torben Dannhauer
Hi David,

I assume you do not want to max out the LOD at runtime but at harddisk, right?

In this case, it is easy: I've extended osgFileCache some month ago. It 
supports now also files from local sources. With its ability to limit the 
caching to certain extend and certain level, you can run it multiple times to 
build up a limit dataset out of a full dataset.

I use it to extract notebook-compatible datasets  with hi-res insets from my 
full TB size terrain dataset.

Please read my tutorial how to proceed: 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase


enjoy,
Torben

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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-21 Thread Torben Dannhauer
Hi Shayne,



 
 On the distortion correction, is there really any need for pixel level 
 distortion? That would seem very expensive. I would think that
 textureCoodinate distortion is more than sufficient with a reasonable mesh 
 resolution. I haven't seen the need for pixel level distortion in a
 spherical dome display.
 


distortionNG supports vertex distortion and  texCoord distortion, pixel wise 
distortion is planned but not yet realized because we do not have a use case 
for pixel wise distortion.
Theoretically it is the most flexible distortion but it thwarts a lot of 
OpenGLs image quality enhancements like anti-aliasing and makes the image 
noisy, so you need to apply a filter at a post rendering stage.
It could be realized in shaders as it is done in the current( old) osgVisual 
distortion module, its perfomance is aceptable.

With vertex(mesh)  distortion and texCoord-distortion you can achieve identical 
results but I personmally prefere the vertex distortion for the follow reason:
If you configure distortionNG to display the distortion Mesh, you can use thes 
mesh to setup/control each channels correct alignment, whereas with textCoord 
you cannot do that.


 
 Does osgVisual support an interface for providing asymmetric viewing frustums 
 for each channel? What I mean by this is can I specify the
 clipping bounds (i.e. rotation, widening or shrinking) for each channel 
 frustum so that I can effectively tile the channels in a dome display
 optimally?
 


You can apply any projectionmatrix OSG/OpenGL allows, it does not introduice 
any restrictions.


 
 How does osgVisual deal with edge blending of the channels or do you rely on 
 the projectors to do this? 
 


The blending is performed in the distortion Modules, the projectors are COTS 
devices, only a better color management could be useful to ensure an identical 
color temperature on each channel.


-- So why is distortionNG still marked as experimental if it works like a 
charm?!
Maybe I should explain the current situation:

The above mentioned 6 channel helicopter simulator uses a proprietary 
commercial setup system: It is camera based and its output is the blendmap, the 
projection matrix and the distortion matrix used by distortionNG. It works like 
a charm, but it is very expensive.

For the academic usage osgVisual aims for, a cheaper solutions should be 
available: 
Therefore I'm also working on a mouse based setup method. This is very easy for 
vertex/texCoord distortion setup, but it is not so easy for the projection 
Matrix or the blend map. The manual setup mode is still unter construction.

The manual setup should be done in the following order (not yet finishend, it 
may contain errors)

* Position the projectors to cover every desired sqare inch of the screen, 
ensure that there is a reasonable overlaping of the projectors to use for 
blending purposes.
* In each channel display the distortion mesh and align it with the mouse and 
setup a regular mesh structure across all channels on the whole screen. ensure 
that each distorted channel covers a regular, ideally rectangular area from the 
simulator eye point perspective, this simplyfies the design of the projection 
matrix.
* Not yet solved because problematic: The blendmaps must be designed 
interactively with the mouse. The blend function between black and wite must 
not necessarily be linear, but maybe it can be simplyfied be regarding it as 
linear. The black blending edges are simple, they are the edge of the channel 
projector (blending maps are not distorted!) . The inner (white) blending edges 
have to be defined by mouse. If required the non-linear blend function must be 
definable.
* Not yet solved because problematic:  the projection Matrix has to be defined. 
To set it up correctly, the position of each channel relative to the simulators 
eye point must be determined. A cheap theodolith may be required. Finally the 
projection matrix has to be defined by this measured angels relative to 
eypoint. How to do this interactively I have no clue (yet) :)

The distortionSet itself is a container which can by saved and restored (like a 
path file of the animation manipulator) once it is configured by one of the 
above methods.

Finally one thing to mention: Lots of this tasks may be easy - I simply do not 
know because my time is limited due to my PhD and my daily work (both not in 
this area) and it is hard to get free hours and anough power to work on 
distortionNG. I hope this changes dramatically after my PhD is finished. Once 
distortionNG  is functional I'll try to submit it to core OSG.


Thank you!

Cheers,
Torben[/b]

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Re: [osg-users] post-rendering warping and off-axis projection

2012-08-20 Thread Torben Dannhauer
Hi,

you can also have a look at osgvisual.org, we are currently working on a new 
distortion framework w'll submit once it is finished. We have already a 6 
channel helicopter simulator with a specrical screen working with that 
software, only the manual setup via mouse is not working yet.

Here are some images:

http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG1.jpg
http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG2.jpg
http://www.osgvisual.org/projects/osgvisual/chrome/site/img/distortionNG3.jpg

The CiGi-Module for multichannel communication is under construction currently, 
we hope to finish this autumn.

Do you want to use vertex distortion of the Mesh, textureCoordinate distortion 
of the RTT-Output or pixel wise distortion?


Cheers,
Torben

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Re: [osg-users] [vpb] why the ive created by osgDem more beautiful than vpbmaster?

2012-08-17 Thread Torben Dannhauer
Hi,

you can open the task files vpbmaster creates to compare vpbmasters osgdem call 
with your osgdem call. Compare the parameters to get the difference.


Thank you!

Cheers,
Torben

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Re: [osg-users] How to prepare LOD dataset from a large model file?

2012-08-08 Thread Torben Dannhauer
Hi,

I havn't tested it, but with the simplifier you can create the differend LODs, 
then you can mount them together as a paged LOD model.

Cheers,
Torben

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Re: [osg-users] Ho to change slave cameras offset matrix later on?

2012-07-05 Thread Torben Dannhauer
Hmpf


thanks for the tip!
I must have been very tired to overlook this very simple access *shame*


Thank you!!

Cheers,
Torben

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Re: [osg-users] Ho to change slave cameras offset matrix later on?

2012-07-04 Thread Torben Dannhauer
Hi,

If the slave is set to RELATIVE_RF (default), then the slaves view matrix and 
projectionmatrix is overwritten each frame by multiplying the min camera matrix 
with the slaves offset matrix.

Therefor I do not want to change to slaves matrix but the slaves offset matrix.

It seems I have to write and submit a setter funcion which allows later changes 
of the offset matrices..

Thanks,
Torben

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[osg-users] Ho to change slave cameras offset matrix later on?

2012-07-01 Thread Torben Dannhauer
Hi,
I would like to change a slave cameras viewOffset and projectionOffset matrix 
_after_ I added the camera via viewer-addSlavecamera(camera, 
viewoffset,projOffset).

Is there a interface to set the offsets later on? I haven't found anything.

What would you recommend to achieve the desired functionality?
Maybe I should add some functions to allow later changes and submit it to 
Robert.

Thank you!

Cheers,
Torben

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

2012-06-28 Thread Torben Dannhauer
Hi,

you could also use Xen as Virt technology. There you can pass through hardware 
devices and also graphics adapter for exclusive usage in a VM. But If you want 
to virtualize Windows you need a VT/Pacifica enabled CPU, because Xen is a 
paravirt solution.

Cheers,
Torben

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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-27 Thread Torben Dannhauer
Hi Bob,


 I tried OSG 3.0.1 and Qt4.8.2 in Fedora 14 x86The 
 QFileDialog::getOpenFileName(.) problem remains.  


I agree, but apparently not all problems are solved, so good luck with the 
trunk tests.

Cheers,
Torben

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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread Torben Dannhauer
Hi,

Can you please verify the conflict with OSG trunk and the stable Qt 4.8.2 ?

Thank you!

Cheers,
Torben

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Re: [osg-users] osgQt comflict with QFileDialog in linux

2012-06-26 Thread Torben Dannhauer
Hi eqw,

thanks for trying.
My point was that the error may be solved already, so on errors it may be  
worth to update all involved major libs like Qt and OSG to the newest version 
before someone starts to hunt down the bug..


Cheers,
Torben

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Re: [osg-users] zoom to object with camera

2012-06-05 Thread Torben Dannhauer
Hi,

yes this function is called node tracking. You can track a node and configure 
which degrees of freedom your camera should provide.

There is a default Nodetracker-Manipulator in OSG. You just have to set the 
Node you want to track.



Cheers,
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Re: [osg-users] Trying to build OSG terrain

2012-05-12 Thread Torben Dannhauer
Hi Bruce,

osgdem is the singlethreaded tool. Use vpbmaster to split the build into 
smaller pieces and run them multithreaded, even on different systems. vpbmaster 
invokes osgdem to process the tasks.

I have used it on windows 7, basically it runs without problems. Be aware the 
NTFS or Storage driver may be not stable enough to work for longer time under 
high load.

I highly recommend to build OSG and VPB from sources.
Good luck!

Cheers,
Torben

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Re: [osg-users] Loading OSG resources from Qt QResource system

2012-05-03 Thread Torben Dannhauer
Hi Martin,

I havend tried it, but usually you should be able to contruct QImages or 
QPixmaps with the resources identifier and then you cann pass the loaded data 
to OGL.


Cheers,
Torben

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Re: [osg-users] Loading OSG resources from Qt QResource system

2012-05-03 Thread Torben Dannhauer
Hi Braden,

I suppose you have distributed your Qt libraries but not the plugins. Qt 
compiles most image formats as plugin by default. Your VS is aware of the full 
Qt Installation, but maybe not your machine. In short, you have to distribute 
the Qt libs (qtroot/bin/*) as well as the image format plugins 
(qtroot/plugins/imageformats) to be able to read this formats. Then you can 
load the images and pass them th OSG.


Cheers,
Torben

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

2012-05-02 Thread Torben Dannhauer
Hi all,

sorry for being offlist, I was is Barcelona for 6 days :)

@Robert : how do we process with related projects like VirtualPlanetBuilder?
@ Jordi: Would it be worthwhile to add a page where you list the installed 
joomla modules/techniques to allow related projects like osgEarth or osgVisual 
;) to move to the new website style?

@ all : I host a Joomla installation for my rowing club, but I must admit I 
have no further knowledge how to use it. 
 I need a basic knowlege set to contribute to the migration process, I would 
like to help with VPB and the VS 2008 related stuff.

Currently I have my head down on my PhD and osgVisuals new distortion framework 
(will hopefully migrate to core OSG once it is finished), so my time is a 
little bit limited. Therfore I need some brief resources, I have 
(unfortunately) no time to dive into a 50 pages document. :/

Thank you!

Cheers,
Torben

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

2012-04-23 Thread Torben Dannhauer
Hi Jordi,

the automatic content creating sounds great, so its easy to communicate new 
updates .

currently I have no nice banner available, but I would like to provide one in 
some weeks or month.

Cheers,
Torben

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

2012-04-21 Thread Torben Dannhauer
Hi,

I personally prefer the design on http://webkeux.com/osg/ over the one on 
openscenegraph.com

regarding the beginner stuff: I suggest we differentiate betwen Getting 
started and Setup a BuildEnvironment.

As I started with OSG in 2009, the biggest hurdle was the build environment.
These instructions are quite lengthly, so I suggest to factor them out of the 
getting started tutorial.
Maybe we could have common beginner tutorials (Getting started and others) on 
the one hand and platform specific Setup Build Environment tutorials (per OS 
and/or per used Buildtools) on the other. The getting started tutorial could 
refer to the platform specific instructions at the beginning.

I think this refactoring would reduce the wall a lot because it is more 
clearly which tutorials are relevant for a beginner (usually two, the getting 
started and his specific setup Build Environment.

Cheers,
Torben

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Re: [osg-users] Test ping

2012-04-19 Thread Torben Dannhauer
Pong

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

2012-04-15 Thread Torben Dannhauer
Hi Robert,

that sounds good :)

btw: the registration email of openscenegraph.com ist still not delivered to my 
Email server.

Cheers,
Torben

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

2012-04-13 Thread Torben Dannhauer
Hi Robert,

I have dedicated servers in a data center. If you need storage place for all 
the OSG packed files like releases, dependencies, additional files and others I 
can provide webspace with gigabytes of size and terabyte of traffic with FTP 
Upload (or any other protocaol you prefer)

Just give me a note if I can help!

Cheers,
Torben

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

2012-04-04 Thread Torben Dannhauer
Hi Martin,

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

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

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

Thank you!

Cheers,
Torben

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

2012-04-03 Thread Torben Dannhauer
Hi Martin,

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

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

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

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

Any thoughts?

Best regards,
Torben

... 

Thank you!

Cheers,
Torben

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

2012-04-01 Thread Torben Dannhauer
Hi,

Congratulations to your new book! I received my copy 2 days ago!

I'm looking forward to play with some of your recipes :)

Best regards,
Torben

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

2012-04-01 Thread Torben Dannhauer
Hi,

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

Sorry for the noise!

Cheers,
Torben

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

2012-03-31 Thread Torben Dannhauer
Hi,

I've have updated my OSG to rev 13056 today. all standard examples work fine, 
but all examples using shaders (and my own code also using shaders) crash.

The error description is a vector subscript out of range somewere deep in the 
VS internals.

I've rebuild OSG clean from scratch but the error remains.

my system is:

Win7 64bit
MSVC 2008 Sp1
Nvidia GTX 480 with 296.10 driver

Does anybody have a similar problem?
 

Thank you!

Cheers,
Torben

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

2012-03-31 Thread Torben Dannhauer
Hi Paul,

I added the output with OSG_NOTIFY_LEVEL = DEBUG yesterday by editing the post 
in the forum, but I forgot that all post edits are not forwarded to the mailing 
list.

I use 64 bit OS but the application itself is 32 bit. The error accurs in the 
32 bit application as well as in the 64 bit shader examples.

So here is my output with DEBUG notification level:

Code:

GraphicsContext::setWindowingSystemInterface() 004293F8   615DCE9C
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 004469C8
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0044A040
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0044D0F8
_availableQueue.size()=2
itr='d:\osgVisual\experimental\distortionNG\Debug'
FindFileInPath() : trying 
D:\osgVisual\experimental\distortionNG\Debug\osgPlugins-3.1.2\osgdb_pngd.dll ...
itr='D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin'
FindFileInPath() : trying 
D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_pngd.dll 
...
FindFileInPath() : USING 
D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_pngd.dll
Opened DynamicLibrary osgPlugins-3.1.2/osgdb_pngd.dll
itr='D:\OpenSceneGraph\Data'
FindFileInPath() : trying D:\OpenSceneGraph\Data\intensitymap.png ...
itr='D:\OpenSceneGraph\Data\Images'
FindFileInPath() : trying D:\OpenSceneGraph\Data\Images\intensitymap.png ...
width=1600 height=768 depth=8
View::setUpViewForManualDistortion(sn=0, im=00454070)
GraphicsContext::getWindowingSystemInterface() 004293F8   615DCE9C
GraphicsContext::registerGraphicsContext 0045B960
ShaderComposer::ShaderComposer() 0045C700
GraphicsContext::createNewContextID() creating contextID=0
Updating the MaxNumberOfGraphicsContexts to 1
CullSettings::readEnvironmentalVariables()
Render::Render() 00451480
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0045CAA8
ShaderComposer::ShaderComposer() 0045CA10
_availableQueue.size()=2
Loading shader source file shader.frag
CullSettings::readEnvironmentalVariables()
Render::Render() 00464520
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0045CDA0
ShaderComposer::ShaderComposer() 0045D098
_availableQueue.size()=2
DriveManipulator::_height set to ==1.5
getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
CullSettings::readEnvironmentalVariables()
Render::Render() 00465BC8
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 00475CD8
ShaderComposer::ShaderComposer() 00475C40
_availableQueue.size()=2
CullSettings::readEnvironmentalVariables()
Render::Render() 00485068
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 004763F8
ShaderComposer::ShaderComposer() 00476360
_availableQueue.size()=2
itr='d:\osgVisual\experimental\distortionNG\Debug'
FindFileInPath() : trying 
D:\osgVisual\experimental\distortionNG\Debug\osgPlugins-3.1.2\osgdb_osgd.dll ...
itr='D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin'
FindFileInPath() : trying 
D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_osgd.dll 
...
FindFileInPath() : USING 
D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgPlugins-3.1.2\osgdb_osgd.dll
Opened DynamicLibrary osgPlugins-3.1.2/osgdb_osgd.dll
itr='D:\OpenSceneGraph\Data'
FindFileInPath() : trying D:\OpenSceneGraph\Data\cow.osgt ...
FindFileInPath() : USING D:\OpenSceneGraph\Data\cow.osgt
itr='d:\osgVisual\experimental\distortionNG\Debug'
FindFileInPath() : trying D:\osgVisual\experimental\distortionNG\Debug\osgd.dll 
...
itr='D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin'
FindFileInPath() : trying 
D:\OpenSceneGraph\OpenSceneGraph-3.1.2_x86\bin\osgd.dll ...
itr='C:\Windows\system32'
FindFileInPath() : trying C:\Windows\System32\osgd.dll ...
itr='C:\Windows\System'
FindFileInPath() : trying C:\Windows\system\osgd.dll ...
itr='C:\Windows'
FindFileInPath() : trying C:\Windows\osgd.dll ...
itr='.'
FindFileInPath() : trying D:\osgVisual\experimental\distortionNG\osgd.dll ...
itr='C:\Program Files (x86)\NVIDIA 

Re: [osg-users] Camera attached to object

2012-03-12 Thread Torben Dannhauer
Hi Sergey,

why don't you use OSGs standard nodetrackermanipulator?
You can track a node and configure which DOF are controllable via the 
manipulator.


Cheers,
Torben

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Re: [osg-users] [ANN] OpenSceneGraph 3.0 Cookbook: ready for pre-order and code tests

2012-02-27 Thread Torben Dannhauer
Hi Rui,

I'm looking forward to get your new book!

I'll play with the online code repository these days and give you feedback!


Best regards,
Torben

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Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release

2012-02-26 Thread Torben Dannhauer
Hi Robert,

My build on Win7 VS 2008 Sp1 workd as expected :)


Cheers,
Torben

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Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release

2012-02-22 Thread Torben Dannhauer
Hi Robert,

OSG compiles and runs as expected on Kubuntu 10.04

I'll compile it on windows 7 with VS2008 Sp1 today evening.



Cheers,
Torben

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Re: [osg-users] New QT 4.8 integration ?

2012-02-18 Thread Torben Dannhauer
Hi,

I came across the Qt blogs regarding the threaded rendering. Especially the 
first one is interesting.

http://doc.qt.nokia.com/qq/qq06-glimpsing.html#writingmultithreadedglapplications
http://labs.qt.nokia.com/2011/06/03/threaded-opengl-in-4-8/


Cheers,
Torben

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Re: [osg-users] need download osgvisual code

2012-02-13 Thread Torben Dannhauer
Hi,

I'm the maintainer of osgVisual.

What is your problem with downloading the code via SVN?

the link is: http://www.osgvisual.org/svn/osgvisual/osgVisual/trunk/


Cheers,
Torben

P.S.: The last half year I was occupied by preparing/processing a new large 
terrain database, so don't be shocked there are no code updates during the last 
half year.

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[osg-users] [vpb] How to extract parts of terrain databases as standalone database

2012-02-10 Thread Torben Dannhauer
Hi,

For all of you who had the same problem:
Here is a tutorial how to avoid the pitfalls and extract parts of a terrain 
database to use it as a standalone database.

ou can find it on 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExtractLimitedPartDatabase



Cheers,
Torben

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Re: [osg-users] OpenThreads reference manual, documentation or tutorial

2012-01-29 Thread Torben Dannhauer
Hi Andrey,

OSG is an open source project without a big company behind it. The developers 
are not paid for developing OSG, they spent their spare time to enhance OSG.
You can image the OSG development is always competitive to hobbies, family and 
of course to paid work.

If YOU were an expert in computer graphics and you would have limited time to 
invest in OSG, would you use it to fix bugs and to create new features, or 
would you document it?

Andrey, I understand you very well, after 3 years of OSG development, I feel 
still like a beginner and it is hard to learn new facts because you have to 
learn them from the code and the forum.
My best experience was Wang Rui's OpenSceneGraph Beginners Guide, and this 
march the next of his books will be published, so buy them and start to read.

Additionally, you can wrap up a documentation work package, collect funding and 
hire on of the OSG experts to create documentation.

My personal experience regarding the forum is very positive, ask a well defined 
question and you'll get very soon a well defined answer.

Regarding yuor technical question? Sorry I have never used Openthreads in 
detail :(

Heads up and good luck,
Torben

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Re: [osg-users] OSG Model Editor?

2012-01-24 Thread Torben Dannhauer
Hi,

you could use Blender and the osg exporter.

Thank you!

Cheers,
Torben

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Re: [osg-users] New QT 4.8 integration ?

2012-01-21 Thread Torben Dannhauer
Hi,

I think he meant the new Qt 4.8.0 threading capability of it's OpenGL 
integrations.

Qt now provides out of the box the possibility to run the openGL rendering in a 
thread. Now maybe OSG can be used as it is without manual triggered rendering 
to serve the Qt eventloop as well..

But I don't know what the current status of the Qt integration is..

Cheers,
Torben

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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-12 Thread Torben Dannhauer
Hi Brad,

that would be great!


Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-12 Thread Torben Dannhauer
Hi,

I use SRTM full dataset and some hires inlays from 
http://www.viewfinderpanoramas.org/dem3.html (1arcs Alps and north europe data) 
and a commercial hi-res inlay.

this data is according to gdalinfo correct, and it could be build with an 
overlay texture, but as apure DEM model it failed.
due to the DB size I have never tried to build it in osgdem directly (700k 
tasks in vpbmaster).

Cheers,
Torben

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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-11 Thread Torben Dannhauer
Hi Robert,

this issues seems to be independent from reprojection aspects:
it occurs as soon as a database setup contains DEM data wich is not covered 
with texture data.
All data is reprojected in the corrected way. 
Regarding the latter I am sure because I used exactly the same data later on 
for my database - I was simply not able to exclude texture data from my DB to 
avoid this issue..

Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-10 Thread Torben Dannhauer
Hi Shayne,

Yesterday me large database finished after more then one month precessing on 12 
threads. Maybe we can now fix this issue.

It's interesting that osgdem can build the identical database without errors!

I'll try to recreate the problem in a small DB in the next week.


Thank you!

Cheers,
Torben

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

2012-01-04 Thread Torben Dannhauer
Hi,

You should post which OS version and which VS Version you use.


Cheers,
Torben

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

2012-01-04 Thread Torben Dannhauer
Hi,

sorry, I can't help you: I use VS 2008 in 32 and 64 bit.

Good luck!

Cheers,
Torben

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

2012-01-04 Thread Torben Dannhauer
Hi,

use dependencywalker to get an idea which dll is missing. additionally read 
windows' application log to get an more etailed error description.

Thank you!

Cheers,
Torben

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Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Torben Dannhauer
Hi, Robert et Al,

what are the current plans regarding the website changes (new server, new 
software)? 

If have a (rented) root server in south Germany, if it helps I would help out 
with resources (psql database or whole virtual machine) and you can relocate 
the Database or whole site if you want.

Thank you!

Cheers,
Torben

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Re: [osg-users] OSG website unresponsive

2012-01-03 Thread Torben Dannhauer
Hi ,

@ Chris I have a physical root server, and I use XEN for my own virtualization. 
In some month I plan to upgrade to a newer version with more RAM 
(http://www.hetzner.de/en/hosting/produkte_rootserver/ex4)
It has a 100Mbit connection with 5 TB traffic per month. All above has only a 
10Mbit connection. For me and my customers I need round about .5 TB

Nevertheless, for permanent hosting I would like to know in detail about the 
requirements. Just an offer to solve the issue with the current hosting - 
especcially because Robert wrote that the funding is gone and the server will 
be closed for OSG.


Cheers,
Torben

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Re: [osg-users] attachMoveCallback memory leak?

2011-12-21 Thread Torben Dannhauer
Hi Gambr,

I'm happy you got at least that piece of information. Good luckwith your bug!


Cheers,
Torben

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Re: [osg-users] attachMoveCallback memory leak?

2011-12-19 Thread Torben Dannhauer
Hi Gambr,

no reason to be disappointed :)
I'm sure every one would like to fix it, but unfortunately is such software 
often coded without funding and naturally the engineers have their job in 
competition to fixing bugs. 

However.. like every one else you could dive into the code and improve your 
knowledge  - until you can fix it :)

At least Alberto could reproduce the leak

Cheers,
Torben

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Re: [osg-users] best format for paged database

2011-12-06 Thread Torben Dannhauer
Hi,

you can Control whether it should store the textures internally or externally. 
the default is internally.

BTW: What are your performance requirements?

Cheers,
Torben

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Re: [osg-users] osgTerrain::getTile returns nothing

2011-11-23 Thread Torben Dannhauer
Hi,

by the way:

 
 *Terrain
 


* annihilates itself - the adress of the content of an pointer is the pointer 
itself, so Terrain would be sufficient.


Cheers,
Torben

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[osg-users] [vpb] Changing a terrains Nodemask

2011-11-19 Thread Torben Dannhauer
Hi,

Just to ensure my theory and not to process a garbage DB in VPB:

I started to process a DB with the --terrain-mask 0x1 option. After some days 
I restarted the process with vpbmaster --tasks build_master.tasks, but forgot 
the --terrain-mask 0x1 parameter. I scanned the database meta files like 
build_master.source etc but the option is nothing mentioned. So I assume it has 
to be added to the vpbmaster call and my vpb runs already 2 day without this 
option, so part of the DB has a terrain mask, and another part not.

Just to ensure that I do have options to correct the issue afterwards:

Can I apply a visitor on the database after creating it?
I want to traverse it through all pLOD elements to set the nodemask to 0x1.

Or is there any reason I forgot which prevents me to do that?

Thank you!

Cheers,
Torben

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Re: [osg-users] Problem loading IVE files

2011-11-15 Thread Torben Dannhauer
Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG 
Version?

Cheers,
Torben

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Re: [osg-users] [vpb] osgdem: color terrain isntead of texture mapping it

2011-11-14 Thread Torben Dannhauer
Hi Ethan,

the triangle mesh of the terrain will represent the resolution of the DEM, not 
of the texture. Usualy texture resolution is higher than the DEM ones, 
therefore you would reduce your image resolution if you don't use textures but 
try to assign each vertex a color.

But nevertheless you can access the color in the texture:
Perform an intersection and you will get the vertex indices of the primitive 
you intersect. Additionally you'll get the ratio of the intersection between 
the vertices, then you can interpolate the coordinates of the 3 vertices and 
you have the texture coordiante you need to lookup the color in the texture.


Cheers,
Torben

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Re: [osg-users] CoordinateSystemNode question about Local Coordinate Frame

2011-11-08 Thread Torben Dannhauer
Hi Scott,

I used the conversion from XYZ to lat lon height quite often and it worked as 
expected.

Unfortunately I have currently no spare time to dive into the code to explain 
why...

Have you simply tried to use it? Does it work as expected or does this 
height=0.0 anomaly occure also in pratical use of teh code?

Cheers,
Torben

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Re: [osg-users] Migration of website and version control

2011-10-31 Thread Torben Dannhauer
Hi Robert,

I havend used git in detail, just do download some projects. I gree that it 
might be better to point directly to git instead of open a large discussion 
overweeks without result.

Regarding the wiki I can't help you. I personally use Horde, but I think its 
more a groupware with wiki and SCM than a project management suite. I have read 
about redmine but never played with it.

I think it is a good decision to go on with the migration. The website had some 
downtime in the last years. Maybe it is also possible top provide project space 
to OSG related projects, so they can be concentrated under a single roof.

Anyway, thanks to the Universidad Politecnica de Valencia, Spain for hosting 
OSG for a long time.


Cheers,
Torben

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