Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-07-29 Thread Sam Brkopac


Zachary1234 wrote:
> Not quite, unfortunately, it seems.  I can't install linux at this time.
> 
> I was wondering if someone over there has a file tree of libraries that 
> exists on a Windows 64 bit filesystem?  I figure that OSG was programmed and 
> tested on Windows, and that hoefully someone still has something for all the 
> dependencies that could be easily copied in one fell hit, zipped and uploaded.
> 
> What are my chances?


All of the libraries and optionals? If I had to guess, close to zero.

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Re: [osg-users] Geode and Drawable Classes

2019-07-29 Thread Sam Brkopac
Hi Catalin,

oso::Geode has been deprecated. Replace it with osg::Group.

Thanks, Sam

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Re: [osg-users] Image capture in memory

2019-04-16 Thread sam
https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgposter/osgposter.cpp


On Tue, Apr 16, 2019 at 12:22 PM Catalin Flower  wrote:

> Hi,
>
> What is the canonical way to capture an image of a view to memory with
> different resolutions?
>
> Thank you!
>
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[osg-users] osgAnimation depth of Skeleton update

2019-04-08 Thread Sam Brkopac
Hi All,

I'm currently trying to parse in a custom file format and I'm running into 
issues generating a proper skeleton hierarchy for it. It doesn't look like the 
osgAnimation::Skeleton traverses all the way down the bone hierarchy. I've 
created a minimal example here: 
https://gist.github.com/sbrkopac/2ea619b90573c4cb25af639589c31e2d

It's possible my understanding of osgAnimation is incorrect. Any insight would 
be greatly appreciated.

Thanks, Sam

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Re: [osg-users] [3rdparty] How to change camera's yaw and pitch, and move front, back and sideways according to that?

2019-01-31 Thread Sam Brkopac
Hi Rodrigo,

The Camera::setViewMatrixLookAt function is equivalent to the gluLookAt. You 
can find more documentation on the inner workings here 
(https://stackoverflow.com/questions/21830340/understanding-glmlookat).

If you don't set a camera manipulator prior to viewer.run() and move the camera 
the results will be lost due to viewer.run() setting up its own manipulator and 
overriding your initial setup. You have a few options: assign the camera 
manipulator -> update the manipulator -> call home(1) to force an update. Don't 
call viewer.run() and implement the loop yourself (this will prevent a 
manipulator from getting set and allowing you to freely manually manipulate the 
camera). Implement your own manipulator and set it before you call viewer.run().

If you have a specific question regarding one of the manipulators, please ask.

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Re: [osg-users] Loading osgt from string / Compile resources into binary

2019-01-21 Thread Sam Brkopac
Hi Michael,

The portable way is to define a byte array. 

See this stackoverflow for more detail: 
https://stackoverflow.com/questions/7288279/how-to-embed-a-file-into-an-executable

Sent from my iPhone

> On Jan 21, 2019, at 4:02 AM, Michael Maurus  wrote:
> 
> Hi guys,
> 
> is it possible to somehow compile resources like models/nodes into an 
> executable?
> How about putting the content of an osgt file as a string into my source code?
> But as far as I've seen, there is no readNodeFromString method in osgDB.
> 
> Any ideas/suggestions?
> 
> Thank you!
> 
> Cheers,
> Michael
> 
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Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread sam
After you set the home position try:
viewer.getCameraManipulator()->home(1);

Sorry I'm not right in front of my computer right now.

On Mon, Jan 7, 2019 at 7:26 PM Rodrigo Dias  wrote:

> Hi Sam,
>
> By "home" I think you mean
>
>
> Code:
> viewer.getCameraManipulator()->setHomePosition( eye, center, up );
>
>
>
>
> This really changed camera's position, though it's totally freaking out
> now (I'm still fiddling with the values in eye, center and up).
>
> But I have no idea what you meant by "delta time", something to go inside
> the loop?
>
> Thank you!
>
> Cheers,
> Rodrigo
>
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Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread sam
Hey Rodrigo,

You have to set the home position of your camera manipulator and make a
call to home(1). You can force the delta time with a 1.

Sam

On Mon, Jan 7, 2019 at 6:48 PM Rodrigo Dias  wrote:

> Hi,
>
> I'm able to change the camera's position with TrackballManipulator.
> However, I'd like to change the camera's initial position, but all the
> examples I've found just won't work. My source code is:
>
>
> Code:
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
> #include 
>
> using namespace std;
> using namespace osg;
> using namespace osgEarth;
> using namespace osgEarth::Drivers;
>
> int main (int argc, char** argv) {
> MapOptions mapOpt;
> mapOpt.coordSysType() = MapOptions::CSTYPE_PROJECTED;
> mapOpt.profile() = ProfileOptions("plate-carre");
> osg::ref_ptr map = new Map(mapOpt);
> {
> GDALOptions gdal;
> gdal.url() = "br_modified.tif";
> osg::ref_ptr layer = new ImageLayer( "BR",
> gdal );
> map->addLayer( layer );
> }
> {
> GDALOptions gdal;
> gdal.url() = "BRalt.tif";
> osg::ref_ptr layer = new ElevationLayer(
> "SRTM", gdal );
> map->addLayer( layer );
> }
> osg::ref_ptr mapNode = new MapNode( map );
> osgViewer::Viewer viewer;
> viewer.setSceneData( mapNode.get() );
> viewer.setCameraManipulator( new osgGA::TrackballManipulator );
>
> Vec3 eye( 1.0, 5.0, 10.0 ); // The position of your
> camera
> Vec3 center( 0.0, 0.0, 0.0 ); // The point your camera is looking
> at
> Vec3 up( 0.0, 1.0, 0.0 ); // The up-vector of your camera - this
> controls how your viewport will be rotated about its center and should be
> equal to [0, 1, 0] in a conventional graphics coordinate system
> viewer.getCamera()->setViewMatrixAsLookAt( eye, center, up );
> while ( !viewer.done() ) {
> viewer.frame();
> }
> return 0;
> }
>
>
>
>
> No matter which values I use for "eye", the camera always begins in the
> same position. Why is that?
>
> Thank you!
>
> Cheers,
> Rodrigo
>
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Re: [osg-users] Working with osg::Text on animation

2018-12-20 Thread Sam Brkopac
Use event handlers, node masks or a switch.

Sent from my iPhone

> On Dec 20, 2018, at 5:28 PM, Diego Mancilla  wrote:
> 
> Hello ravi,
> 
> Thank you for your your answer.
> 
> What you suggest can be accomplish by the use a visitor or a callback?: Lets 
> say that I want to change show/hide the text when the user press a key, 
> moreover, if some of the text for  nodes (cessna) should be shown/hidden with 
> some key  and others (glider) with another. And at the same time, each text 
> varies in time (like if they were their positions)...How can I accomplish 
> this?
> 
> Cheers,
> 
> 
> 
> ravidavi wrote:
>> If you will be dynamically changing your text, then specify that when you 
>> first create it:osgText::Text* text = new osgText::Text;
>> text->setDataVariance(osg::Object::DYNAMIC);
>> Note that setting the data variance isimportant for multithreaded Viewers 
>> (http://forum.openscenegraph.org/viewtopic.php?t=10441=next).
>> 
>> 
>> Then you can change the text easily:
>> text->setText("insert dynamically-generated string here");
>> 
>> 
>> You can show/hide the text with its node mask:
>> text->setNodeMask(0x0); // NodeMask = 0 to hide
>> text->setNodeMask(~0x0); // NodeMask = 0x to show
>> 
>> 
>> Hope that helps,
>> Ravi
>> 
>> 
>> 
>> On Thu, Dec 20, 2018 at 8:39 AM Diego Mancilla < ()> wrote:
>> 
>> 
>>> Hello,
>>> 
>>>  I have a couple of doubts regarding the proper way of handling osg::Text 
>>> inside an animation.
>>> 
>>>  For the sake of simplicity lets say we are working on the osganimate 
>>> example, and we have multiple cessna moving around.
>>> 
>>> 1- What is the proper way of changing the text of osg::Text on runtime? For 
>>> instance, if I want to display current position of cessna.
>>> 
>>> 2- How can I hide/show the current value of the text on user request (stoke 
>>> of key for example). 
>>> 
>>> Thank you!
>>> 
>>> Cheers,
>>> 
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>>> 
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Re: [osg-users] DirectX Texture Stage Sets to OSG

2018-12-05 Thread sam
Hey Michael,

It's a format used in the game Dungeon Siege. When the game goes to load up
its texturing information, it uses those "TSD" files in order to setup the
texture state sets for DirectX. I did proof of concept up here:
https://pastebin.com/FwaYd1S9. If you have anymore questions or feedback,
I'd love to hear it.

Thanks, Sam

On Wed, Dec 5, 2018 at 3:16 AM michael kapelko  wrote:

> Hi.
>
> It would be good to know what that format is all about, never seen it
> before.
>
>
> On Tue, 4 Dec 2018 at 23:46, sam  wrote:
> >
> > Hi All,
> >
> > I have a file format that is laid out as follows:
> >
> > [t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static]
> > {
> > b dither = false;
> > b hasalpha = false;
> >layer1alphaarg1 = texture;
> >layer1alphaarg2 = diffuse;
> >layer1alphaop = modulate;
> >layer1colorarg1 = texture;
> >layer1colorarg2 = diffuse;
> >layer1colorop = modulate2x;
> > i layer1numframes = 1;
> > f layer1secondsperframe = 0.0;
> >layer1texture1 = texture_filename1;
> > f layer1ushiftpersecond = 0.0;
> > b layer1uwrap = true;
> > f layer1vshiftpersecond = 0.0;
> > b layer1vwrap = true;
> >layer2alphaarg1 = texture;
> >layer2alphaarg2 = current;
> >layer2alphaop = arg2;
> >layer2colorarg1 = texture;
> >layer2colorarg2 = current;
> >layer2colorop = modulate;
> > i layer2numframes = 1;
> > f layer2secondsperframe = 0.0;
> >layer2texture1 = texture_filename2;
> > f layer2ushiftpersecond = 0.0;
> > b layer2uwrap = true;
> > f layer2vshiftpersecond = 0.5;
> > b layer2vwrap = true;
> > i numlayers = 2;
> > i texturedetail = 2;
> > b timesyncanimation = true;
> > }
> >
> > I want to create a layer between this and osg StateSet commands. Has
> anybody attempted to do this? Is there an easy way to do the mapping? Or
> will it be parse -> set settings -> and then parse.
> >
> > Ideas are welcome.
> >
> > Thanks, Sam
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[osg-users] DirectX Texture Stage Sets to OSG

2018-12-04 Thread sam
Hi All,

I have a file format that is laid out as follows:

[t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static]
{
b dither = false;
b hasalpha = false;
   layer1alphaarg1 = texture;
   layer1alphaarg2 = diffuse;
   layer1alphaop = modulate;
   layer1colorarg1 = texture;
   layer1colorarg2 = diffuse;
   layer1colorop = modulate2x;
i layer1numframes = 1;
f layer1secondsperframe = 0.0;
   layer1texture1 = texture_filename1;
f layer1ushiftpersecond = 0.0;
b layer1uwrap = true;
f layer1vshiftpersecond = 0.0;
b layer1vwrap = true;
   layer2alphaarg1 = texture;
   layer2alphaarg2 = current;
   layer2alphaop = arg2;
   layer2colorarg1 = texture;
   layer2colorarg2 = current;
   layer2colorop = modulate;
i layer2numframes = 1;
f layer2secondsperframe = 0.0;
   layer2texture1 = texture_filename2;
f layer2ushiftpersecond = 0.0;
b layer2uwrap = true;
f layer2vshiftpersecond = 0.5;
b layer2vwrap = true;
i numlayers = 2;
i texturedetail = 2;
b timesyncanimation = true;
}

I want to create a layer between this and osg StateSet commands. Has
anybody attempted to do this? Is there an easy way to do the mapping? Or
will it be parse -> set settings -> and then parse.

Ideas are welcome.

Thanks, Sam
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Re: [osg-users] Extension ' is not supported

2018-11-09 Thread Sam Brkopac
Just for clarity, it wasn't causing me any issues. Thanks for looking into it, 
Robert.

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[osg-users] Extension '' is not supported

2018-11-08 Thread Sam Brkopac
Hi,

When I use the latest 3.6.3 release, I get the following message when enabling 
OSG_INFO.


Code:
OpenGL extension '' is not supported.



Does anybody else get this when running a normal viewer example?


Code:
int main(int argc, const char *argv[]) {

osg::setNotifyLevel(osg::NotifySeverity::INFO);

osgViewer::Viewer viewer;

viewer.setUpViewInWindow(50, 50, 640, 480, 0);
viewer.setCameraManipulator(new osgGA::MultiTouchTrackballManipulator);

return viewer.run();
}



Thanks, Sam

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Re: [osg-users] Crash when using LineSegmentIntersector

2018-08-04 Thread Sam Brkopac
Hi Robert,

Thanks for taking the time to write up your post - very informative.


> For a modern scene graph I wouldn't create any Geode's at all.


Most of the OSG examples use Geodes. What is the type you would use for a 
modern scene graph?


> However, as I've only seen a tiny snippet of your code and explanation
> I can't really say where you've understanding of how best to implement
> what you need has gone off in the weeds.


This is a very real possibility. To keep it short and sweet: I have a plugin 
that returns a geode from a custom file format. There is supporting data 
associated with the format such as walkable flags. I use Geodes to group 
together drawables (using the visitor) to draw them if the user wants to see 
them. Basically debug data for the node.


> Another general comment is that it's not recommend practice to go
> adding objects to the scene graph from within a NodeVisitor.


Understood. Is there a best practice I can align myself with? Should I be 
handling that all in the plugin loader and potentially use something like 
osg::Switch to turn them on and off?

Thanks, Sam

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Re: [osg-users] Crash when using LineSegmentIntersector

2018-08-03 Thread Sam Brkopac
Hi Robert,

Looks like in slimming down my code there are some things that look... odd. 
Different meshes can have multiple groupings of the flags so I use one geode to 
render all of those triangles.

Should I not be attaching the geode used to render the triangles to the main 
geode returned from the plugin? I guess what I'm asking is why is it odd to 
have a geode attached to a geode.

Thanks, Sam

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[osg-users] Crash when using LineSegmentIntersector

2018-08-02 Thread Sam Brkopac
Hi All,

I have a custom plugin that loads mesh data and then also loads the walkable 
flag information that is associated with that node. When doing a 
LineSegmentIntersector to pick the node in the scene everything works perfectly 
well - until I apply the visitor and append the geometry with the walkable 
faces. Once the visitor has completed and the user goes to click in the scene, 
I get a crash. I've managed to create a small example that reproduces the crash.

The stack trace seems to indicate that when the IntersectionVisitor attempts to 
call Geode::getDrawable() it returns a null drawable. Please note that I do see 
the proper geometry drawing when the visitor is applied.

https://gist.github.com/sbrkopac/45b4e9d7d35a979e7e0dd7eebbd2a061

Thanks, Sam

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Re: [osg-users] How to speed up rendering in this case.

2018-07-30 Thread Sam Brkopac
Jinh

Are they 1000 unique meshes? You might want to look into the osgdrawinstanced 
example.

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[osg-users] CameraManipulator init

2018-07-30 Thread Sam Brkopac
Hi All,

I was digging through the CameraManipulator code and came across the init 
function. I noticed it runs a few times during scene setup, and after looking 
into the code I see the following:


Code:

/**
Start/restart the manipulator.
FIXME: what does this actually mean? Provide examples.
*/
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}




Does anybody have the update documentation or perhaps some notes on when / how 
the init function is being called?

Thanks, Sam[/code]

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Re: [osg-users] How to track down memory leaks?

2018-07-11 Thread Sam Brkopac
Not really sure what you mean by memory leaks. If you don't want the cache to 
cache any objects then disable it. This will have the trade off of having to 
parse / upload a node every time you remove it and then re-add it.

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Re: [osg-users] Visualizing triangle data

2018-06-14 Thread Sam Brkopac
Hi Robert,

It seems to work okay. I wasn't sure how to do it in my original post and that 
is what I came up with. I haven't tried this on a large scale map consisting of 
around ~1700 of the nodes. I'll post back if there are any performance issues.

Thanks, Sam

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Re: [osg-users] Visualizing triangle data

2018-06-14 Thread Sam Brkopac
Hi Robert,

I have the mesh setup correctly using the DrawElementsUShort. My question was 
regarding drawing the walkable triangles that are attached to the mesh. These 
don't have indices and just consist of the vertex information. Here was my 
approach to draw them.


Code:

for (size_t index = 0; index < sno.mystery_section_count(); index++)
{
const auto * mystery_section = sno.mystery()->at(index);

const auto triangleSectionCount = mystery_section->triangle_section_count();

osg::ref_ptr flags = new osg::Geode;
grouping->addChild(flags);

const osg::Vec4 non(1.0f, 0.0f, 0.0f, 0.5f); // red for non-walkable
const osg::Vec4 floor(0.0f, 1.0f, 0.0f, 0.5f); // green for walkable
const osg::Vec4 water(0.0f, 0.0f, 1.0f, 0.5f); // blue for water

osg::ref_ptr color(new osg::Vec4Array(1));

switch (mystery_section->floor())
{
case sno_t::floor_t::FLOOR_IGNORED:
(*color)[0] = non;
break;
case sno_t::floor_t::FLOOR_FLOOR:
(*color)[0] = floor;
break;
case sno_t::floor_t::FLOOR_WATER:
(*color)[0] = water;
break;
}

for (size_t j = 0; j < triangleSectionCount; j++)
{
const auto * triangle_section = 
mystery_section->triangle_section()->at(j);

const auto * triangleA = triangle_section->triangle()->a();
const auto * triangleB = triangle_section->triangle()->b();
const auto * triangleC = triangle_section->triangle()->c();

// setup the vertices based on the triangles
osg::ref_ptr vertices(new osg::Vec3Array(3));
(*vertices)[0] = osg::Vec3(triangleA->x(), triangleA->y(), 
triangleA->z());
(*vertices)[1] = osg::Vec3(triangleB->x(), triangleB->y(), 
triangleB->z());
(*vertices)[2] = osg::Vec3(triangleC->x(), triangleC->y(), 
triangleC->z());

// setup our geometry 
osg::ref_ptr geometry(new osg::Geometry);
geometry->setVertexArray(vertices);
geometry->setColorArray(color);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLES, 0, 3));

osg::ref_ptr geode(new osg::Geode);
geode->addDrawable(geometry);
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);
geode->getOrCreateStateSet()->setMode(GL_BLEND, 
osg::StateAttribute::ON);

geode->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

// prevent z-fighting.
osg::ref_ptr polyOffset = new osg::PolygonOffset;
polyOffset->setFactor(-1.0f);
polyOffset->setUnits(-1.0f);

osg::ref_ptr polyMode = new osg::PolygonMode;
polyMode->setMode(osg::PolygonMode::FRONT_AND_BACK, 
osg::PolygonMode::FILL);
geode->getOrCreateStateSet()->setAttributeAndModes(polyOffset, 
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setAttributeAndModes(polyMode, 
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);

flags->addChild(geode);
}
}




If you have any feedback on the methodology, I'd love to hear it.

Thanks,
Sam[/code]

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[osg-users] Visualizing triangle data

2018-06-13 Thread sam
Hi All,

I am working on reverse engineering a mesh format. I've managed to
successfully get the mesh to draw and texture. I'm now working on
visualizing the walkable data that is against the mesh. I think I've
dissected the section of the format that stores that information and it
looks like such:

[image: image.png]

The actual mesh itself is made out of vertex and indexs. However, this
section for each walkable triangle seems to not share any vertices.

My question is, what is the best way to visualize this data in OSG? I'd
like to be able to toggle them on and off when the entire map is rendered
to view the flags. Solid colored triangles would be preferable.

Thanks, Sam
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Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-05 Thread sam
Hi Robert,

Regarding SceneGraphTestBed are we looking to have a library to help
facilitate testing? What is the current vision for the test repository.

Thanks, Sam

On Tue, Jun 5, 2018 at 1:35 AM Robert Osfield 
wrote:

> Hi Julien,
>
> On 4 June 2018 at 18:03, Julien Valentin 
> wrote:
> > Glad to hear vsg is on the grill. As Remo wrote, MoltenVk should be
> taken into consideration in the design of VSG for the Mac/IOS compatibility.
>
> I haven't investigated MoltenVk yet, are there gotcha's involved in
> supporting it?
>
> > @Robert classic Vulkan resources I read (if you don't already have them):
> > -Vulkan Programming Guide (Graham Sellers)
> > -per feature examples: https://github.com/SaschaWillems/Vulkan
>
> Thanks, have the book and have done a bit of diving into Sascha's
> resources.
>
> > -fill the gap between gl: https://www.youtube.com/watch?v=PPWysKFHq9c
>
> Excellent, I've added it to my list of resources.
>
> > I have nothing to share yet about my thoughts on vsg but believe most of
> the osg Node abstraction can be kept...
>
> While many of the osg Node abstractions could be replicated, at this
> point I'm doing it clean room both conceptually and implementation
> wise.  It's likely you'll see things in VulkanSceneGraph that will be
> like old friends, but many other places I'll changes things
> drastically, either that's what Vulkan requires or to improve
> performance or flexibility a new approach is required.
>
> Cheers,
> Robert.
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Re: [osg-users] [build] CMake can not find include files

2018-06-03 Thread sam
If you're generating the cmake file through the cmake application then it
should be generated in your build folder. If you are using cmake on the
command line then you will need to pass cmake -G "Visual Studio XX" to the
command line, where XX is your Visual Studio version.

On Sun, Jun 3, 2018 at 4:19 PM Peter Klose  wrote:

> Hi,
> it seems my fault was to look into the "src" directory for the sources.
> With the cmakelists.txt file in the base directory openscenegraph cmake
> worked succesfully.
> Now it is only to find out how to find the project file for VC++ which
> might load the project into the IDE?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73934#73934
>
>
>
>
>
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Re: [osg-users] [build] CMake can not find include files

2018-06-03 Thread sam
Hi Peter,

Not sure how you're attempting to compile OSG but I'd recommend you'd do
the following:

[image: osg1.png]
​
>From here I would hit Configure and then Generate. Open up the ALL_BUILD
project and right-click OpenThreads and hit build. This will ensure all the
dependencies are in place.



On Sun, Jun 3, 2018 at 9:49 AM Robert Osfield 
wrote:

> HI Peter,
>
> It's the OpenSceneGraph/CMakeLists.txt that it the one you should open
> in CMakeSetup.  All the CMakeLists.txt below this will rely upon all
> the setting/includes that it sets up.
>
> Robert.
>
>
> On 3 June 2018 at 13:30, Peter Klose  wrote:
> >
> > robertosfield wrote:
> >> Hi Peter,
> >>
> >> You shouldn't need to compile OpenThreads independently, just point
> >> CMakeSetup at OpenSceneGraph/CMakeLists.txt and OpenThreads will be
> >> built alongside the rest of the OSG.
> >>
> >> Robert.
> >>
> >>  --
> >> Post generated by Mail2Forum
> >
> >
> > Hi Robert,
> > i have changed the source path in Cmake to the "osg" subdirectory as you
> suggested, but now comes another error unknown cmake command
> > "SETUP_LIBRARY"
> >
> > The C compiler identification is MSVC 18.0.21005.1
> > The CXX compiler identification is MSVC 18.0.21005.1
> > Check for working C compiler: C:/Program Files/Microsoft Visual Studio
> 12.0/VC/bin/cl.exe
> > Check for working C compiler: C:/Program Files/Microsoft Visual Studio
> 12.0/VC/bin/cl.exe -- works
> > Detecting C compiler ABI info
> > Detecting C compiler ABI info - done
> > Check for working CXX compiler: C:/Program Files/Microsoft Visual Studio
> 12.0/VC/bin/cl.exe
> > Check for working CXX compiler: C:/Program Files/Microsoft Visual Studio
> 12.0/VC/bin/cl.exe -- works
> > Detecting CXX compiler ABI info
> > Detecting CXX compiler ABI info - done
> > Detecting CXX compile features
> > Detecting CXX compile features - done
> > CMake Error at CMakeLists.txt:460 (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 3.11)
> >
> >   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!
> > See also
> "C:/0_Arbeiten/OpenSceneGraph/BuildMSV2013/CMakeFiles/CMakeOutput.log".
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=73926#73926
> >
> >
> >
> >
> >
> > ___
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> >
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Re: [osg-users] 'fatal error C1128: number of sections exceeded object file format limit' under MSVC2015

2018-04-19 Thread sam
Hi Robert,

Enabling -bigobj just changes the address space for obj files. The default
is 2^16 and /bigobj will enable 2^32. The only con that I'm aware of is
linker's that shipped prior to Visual C++ 2005 cannot read .obj files that
were produced with /bigobj.

https://msdn.microsoft.com/en-us/library/ms173499.aspx

Looks like most of the projects now force it on in CMAKE.

Thanks, Sam



On Thu, Apr 19, 2018 at 1:14 PM, Robert Osfield <robert.osfi...@gmail.com>
wrote:

> Hi Jason,
>
> On 18 April 2018 at 20:59, Jason Beverage <jasonbever...@gmail.com> wrote:
> > I'm compiling the master in debug with MSVC 2015 and running into this
> issue
> > again:
> > http://forum.openscenegraph.org/viewtopic.php?t=16012;
> start=0=0=asc=
> >
> > This time it's with Geode.obj
> >
> > I've added /bigobj just to get it building here locally.  Not sure if
> there
> > is anything else we can take out of the headers to slim it down or not.
> >
> > This is my first time seeing this issue so I'm not 100% sure if it's a
> good
> > idea to just enable /bigobj all the time or not.
>
> I don't have any VisualStudio expertise so have to defer to Windows
> devs as how best to guide the build with VisualStudio.  So if you feel
> adding /bigobj is required then submit a PR to add this.
>
> What are the cons about enabling /bigobj?
>
> Robert.
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Re: [osg-users] converting node coordinates

2017-06-22 Thread sam
When you zoom your mouse feel forward it's possible that the new sphere is
outside the camera's view and thus being culled out of the drawing. Check
to make sure the sphere doesn't end up behind the camera.

On Thu, Jun 22, 2017 at 10:38 AM, Bruno Oliveira <
bruno.manata.olive...@gmail.com> wrote:

> I am almost sure I am making some mistake on setting the node's bounding
> sphere. Is my code correct on that example I gave?
>
> 2017-06-22 18:29 GMT+01:00 Bruno Oliveira <bruno.manata.olive...@gmail.com
> >:
>
>> Sorry I'm not sure what you're asking.
>>
>> I manipulate my scene with a Mouse Manipulator (Trackball), hence the
>> view is refreshed and I can see my nodes, but if I zoom in they disappear
>>
>> 2017-06-22 18:23 GMT+01:00 Sam Brkopac <brko...@gmail.com>:
>>
>>> Hi Bruno,
>>>
>>> After you manipulate the coordinates do the new bounds result in the
>>> node getting culled by the camera?
>>>
>>> Thanks, Sam
>>>
>>> > On Jun 22, 2017, at 10:12, Bruno Oliveira <
>>> bruno.manata.olive...@gmail.com> wrote:
>>> >
>>> > Hello,
>>> >
>>> > I have some osg::Nodes with some initial geometry coordinates.
>>> >
>>> > Then, after some rendering, at some point I need to transform those
>>> initial coordinates. I do something like this:
>>> >
>>> >
>>> > void MyNodeGeometry::convertCoordinates() {
>>> >
>>> > auto* vert = this->getVertexArray();
>>> >
>>> > for (int i = 0; i < vert->size(); i++) {
>>> > convertCoordinate(vert->operator[](i));
>>> > }
>>> >
>>> > this->setVertexArray(vert);
>>> >
>>> > this->setInitialBound(this->computeBound());
>>> > this->firtyBound();
>>> >
>>> > }
>>> >
>>> >
>>> > Also, in all parent Nodes I call
>>> >
>>> > parentNode->setInitialBound(this->computeBound());
>>> > parent->firtyBound();
>>> >
>>> >
>>> >
>>> > However, when I do this, I can see my points, BUT when I try to
>>> manipulate my scene with the mouse, the data disappears if I zoom in, and
>>> appears again if I zoom out again.
>>> > This seems like my node's bounds are not well set, But I manually
>>> verified all node's bounds and they are correct
>>> >
>>> > Any idea?
>>> > ___
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>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens
>>> cenegraph.org
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>>
>>
>
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[osg-users] Displaying Geode Bounding Box

2017-03-08 Thread sam
Hi All,

Is there a simple way to display the bounding box of Geode or Geometry? Or
will I have to write up something to do it?

Thanks, Sam
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Re: [osg-users] Thoughts on Vulkan

2017-02-13 Thread sam
Hi Guys,

Sorry to hijack this thread a little bit. What would you guys consider the
best source of information for Vulkan? Primarily focusing on the
fundamentals.

Thanks, Sam

On Mon, Feb 13, 2017 at 5:43 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:

> On 13 February 2017 at 12:17, Nickolai Medvedev <raizel@yandex.ru>
> wrote:
> > So, Robert, if you if you are going to use C++11, it means that
> > OpenThreads won't be used anymore(use std::thread)?
>
> One of the reasons to use C++11 is avoid the need to external
> dependencies such as OpenThreads.
>
> However, C++11 threading is still a bit too primitive for serious
> threading work as there is no support for processor affinity so we'd
> need to implement this.
>
> Robert.
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[osg-users] Having problems running the osgViewerWX example (GLExtensions returning as null)

2016-11-24 Thread Sam Hudson
Hi,

I'm trying to get the osgViewerWX example to work. I am using wxWidgets 3.1.0 
and OSG 3.4.0. Everything has been compiled under VS2015  for x86.

When I first attempted to compile the example there were two errors, the 
signatures for two functions had changed. One was easy to fix (parameters had 
moved around) whilst the other is not so clear cut.

osgViewerWX.cpp bool GraphicsWindowWX::makeCurrentImplementation():

Code:
_canvas->SetCurrent();


This isn't valid anymore as SetCurrent() requires a wxGLContext to be passed to 
it. I just passed _canvas to the function since it seemed like that was 
intended originally. It doesn't seem to make a difference if I comment it out.

So once I got it compile, on running, I found that an exception would be thrown 
in Renderer::initialize(osg::State* state). 

Upon inspection it seems that NULL is being returned when trying to retrieve 
the extension from the current state:


Code:
osg::GLExtensions* ext = state->get-osg::-GLExtensions-();


replaced gt and lt symbols with dashes, html filter removes them :(

I'm still learning on using OSG so I don't really know what needs to be changed 
to fix this or if this is actually a problem with my hardware. I would 
appreciate any help.

Thanks.

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Re: [osg-users] OSG 3.4 + FFmpeg

2016-11-17 Thread sam
Hi Gianni,

Does 3.0.2 still have the deprecated functions that are used in OSG 3.4? I
check against 2.8.6 and I don't get any unidentified function errors. I
will try 3.0.2 and give an update.

Thanks, Sam

On Wed, Nov 16, 2016 at 11:51 PM, Gianni Ambrosio <g.ambrosio+...@gmail.com>
wrote:

> Hi Sam,
> if you don't have a pre-built libraries than you can choose the FFmpeg
> version you like since you have to build them on your own.
> With OSG 3.4 now I build ffmpeg 3.0.2.
>
> Cheers,
> Gianni
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69413#69413
>
>
>
>
>
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[osg-users] OSG 3.4 + FFmpeg

2016-11-16 Thread sam
Hi Guys,

What was the version of FFmpeg that OSG 3.4 was developed against?

Thanks, Sam
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Re: [osg-users] Disabling plugins via CMake

2016-11-08 Thread sam
Hi Alberto,

No. I was hoping to avoid hacking the CMakeFiles up. I will give this a try.

Thanks!

On Tue, Nov 8, 2016 at 5:07 AM, Alberto Luaces <alua...@udc.es> wrote:

> sam writes:
>
> > Hi All,
> >
> > Is there a simple way to disable the plugin project files from being
> generated via CMake?
> >
>
> Hi, Sam.  Did you try to comment or delete the 31st line of
> src/CMakeLists.txt?
>
> https://github.com/openscenegraph/OpenSceneGraph/
> blob/master/src/CMakeLists.txt#L31
>
> --
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>
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[osg-users] Disabling plugins via CMake

2016-11-07 Thread sam
Hi All,

Is there a simple way to disable the plugin project files from being
generated via CMake?

Thanks, Sam
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Re: [osg-users] Left handed scene

2016-08-08 Thread Sam Brkopac
If you need to rotate your entire scene you can add a single transform to the 
root node and do the rotation. Then can treat that transform as the new root 
node.

> On Aug 2, 2016, at 10:27, Antoine Rennuit  wrote:
> 
> Hi all,
> 
> 
> My problem is solved my I flip my FrameBuffer vertically (in Qt), which I 
> should not be doing.
> 
> 
> So anyone has an idea of what can flip my OSG view vertically?
> 
> 
> Thanks, 
> 
> Antoine.
> 
> 
> From: osg-users  on behalf of 
> Antoine Rennuit 
> Sent: 02 August 2016 18:37
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Left handed scene
>  
> Hi all,
> 
> 
> Going a bit forward with my left handedness problem...
> 
> 
> My viewport actually appears upside down vertically: the HUD coordinate 
> system on the left is up when it should be down and the text is also written 
> upside (see joined picture). It behaves as if the viewport had its y origin 
> at the bottom of the viewport (and not at the top as usual).
> 
> 
> Any idea?
> 
> 
> Kind regards,
> 
> 
> Antoine.
> 
> 
> From: osg-users  on behalf of 
> Antoine Rennuit 
> Sent: 02 August 2016 14:36
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Left handed scene
>  
> Hi all,
> 
> 
> I have a QtWidget app which I am converting to QtQuick. My app works well 
> with QtWidget but after transitioning to QtQuick I have observed that the 
> whole scene is now left handed: not only the geometry is left handed (the z 
> axis is down when it should be up - check joined file) but also the 
> TrackballManipulator behavior (e.g. when I pan up with the mouse the scene 
> goes down, and it's the same opposite reaction for rotate).
> 
> 
> I do not understand where this is coming from. I was able to easily put the 
> geometry back right handed using a scale -1 on Z but I should not have to do 
> that and this does not solve the TrackballManipulator behavior.
> 
> 
> I have used https://bitbucket.org/leon_manukyan/qtquick2osgitem as a starting 
> point and my code does the following:
> 
> 
> I have a RendererImpl class, created by an OsgItem and which is responsible 
> for maintaining the osgViewer::Viewer and the osgViewer::GraphicsWindow, here 
> is its init method:
> 
> 
> void RendererImpl::init()
> {
> m_sceneRoot = new osg::Group();
> 
> m_viewer = new osgViewer::Viewer;
> m_viewer->setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
> m_viewer->setSceneData(m_sceneRoot);
> m_viewer->setCameraManipulator(new osgGA::TrackballManipulator);
> m_viewer->getCameraManipulator()->setHomePosition(osg::Vec3d(4.0, -4.0, 
> 2.0), osg::Vec3d(0.0, 0.0, 1.0), osg::Vec3d(0.0, 0.0, 1.0));
> m_viewer->home();
> 
> m_sceneRoot->addChild(setupLight());
> m_sceneRoot->addChild(setupGrid(6.0f, 2.0f));
> 
> m_window = new FrameBufferWindow(this);
> updateSize();
> 
> osg::Camera* camera = m_viewer->getCamera();
> camera->setGraphicsContext( m_window.get() );
> 
> camera->setClearColor( osg::Vec4(0.2, 0.2, 0.6, 1.0) );
> }
> 
> And its update method on window size change:
> 
> 
> void RendererImpl::updateSize()
> {
> m_window->getEventQueue()->windowResize(0, 0, osgItem().width(), 
> osgItem().height() );
> m_window->resized(0, 0, osgItem().width(), osgItem().height());
> 
> osg::Camera& camera = *m_viewer->getCamera();
> const osg::GraphicsContext::Traits& t = *m_window->getTraits();
> camera.setViewport( 0, 0, t.width, t.height );
> double aspectRatio = t.height ? (double)t.width / (double)t.height : 1.0;
> camera.setProjectionMatrixAsPerspective(30.0f, aspectRatio, 1.0f, 
> 1.0f );
> }
> 
> And I have an item which streams the events to the window, e.g.: 
> 
> void OsgItem::mouseMoveEvent(QMouseEvent *event)
> {
> m_renderer->m_window->getEventQueue()->mouseMotion(event->x(), 
> event->y());
> 
> update();
> }
> 
> Does anyone have an idea of what is wrong in my code? I have looked for days 
> and I am stuck!
> 
> 
> Thanks,
> 
> 
> Antoine.
> 
> 
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[osg-users] [osgPlugins] Collada in VS2013

2016-07-18 Thread Sam Jones
Hi,

I'm having some trouble getting .dae files to load in a program I've been 
writing in VS2013.

The OpenSceneGraph .dae plugin actually builds and has been building without 
hitch for a while now-- however, it does nothing (when loading a .dae file I am 
given the generic error which I wrote into my program). I have checked my CMAKE 
configuration and all fields related to COLLADA are pointing to the correct 
places. So, I decided to peel a bit further back and go back to getting COLLADA 
itself to build on the computer, as this is part of what is advised on the 
OpenSceneGraph website. 

I switched to working on building the COLLADA DOM library, v2.2. Their package 
provides solution files for Visual Studio up to v2010, so I did some digging 
around and was working on getting a running solution going in VS2013: got all 
the requisite dependencies built in 2013, updated the links, etc...however, 
could not get a solution to build. I also couldn't find much reference to other 
folks having done so; perhaps this is not necessary. So I set up VS2010 and 
built COLLADA as it came with, as predicted, no problems, and re-adjusted OSG's 
CMAKE configuration to point to this build, instead-- this still does not work, 
which I was not expecting it to as my understanding the libraries being used 
should be built using the same toolchains for both OSG and the program being 
written. 

I've increased the verbosity of debugging messages, but haven't been able to 
follow them to anything useful. It could just be that I've done something else 
wrong somewhere else, but I was wondering if any of you had any pointers on 
Collada with OSG in VS2013.

Thank you!

Cheers,
Sam

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Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)

2016-07-13 Thread Sam Jones
Hi,

Thanks Robert! Your suggestion was exactly it! I kept trying for a solution 
involving the camera or something more complicated, completely dismissing that 
the problem could have been much simpler. Ha. 

I figured perhaps the text looking strange and also being off-center were 
related problems-- this was not the case. Getting freetype working correctly 
fixed the appearance of the font, and then some bit later I dug up where the 
offset issue was coming from and fixed that. 

For the curious, the offset was being caused by using the dimensions of the 
text's bounding sphere in a calculation to center the text, instead of the 
dimensions of the text's bounding box (I thought we'd been using the bounding 
box, but I was incorrect). Since the bounding sphere has a radius presumably 
determined by the longest dimension of the text, the longer a line of text was 
along its longest axis, the further offset it turned out along its shorter axis.

Thank you guys for the suggestions!

Cheers,
Sam

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Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)

2016-06-30 Thread Sam Jones
Hi,

I have been having an issue with the display of text for a few days now (where 
the correct font is not used), while updating a project from pre-3.0 OSG to the 
latest version. 

I know about this bug fix from 3.2 where, now, creating a camera and assigning 
it to the viewer without initialising it properly or setting it to global 
defaults will give you exactly what you're asking for. It seems that past 
posters have had problems with text rendering in a blocky or unusual way, and 
have traced it to this bugfix, however, I have not found this project to have 
any improperly initialised cameras. 

Does anyone have any suggestions?

(I have attached an image).

Thank you!

Cheers,
Sammy J

(I should mention, this is on a Win7 machine, building a project in Win32 
Release mode; I have made sure that I am using the correct, non-debug dlls)

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[osg-users] Disabling plugins via CMake

2016-04-19 Thread sam
Hi All,

Is there a simple way to disable the plugins from building in OSG? I'd like
to be able to just build the OSGCore without having to uncheck the boxes in
visual studio.

Thanks, Sam
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Re: [osg-users] Draw Instanced

2016-04-18 Thread sam
Do you have an example of the shader that you used?

On Mon, Apr 18, 2016 at 12:40 PM, Glenn Waldron <gwald...@gmail.com> wrote:

> That I do not know. But I do recall that my original DI implementation
> tried to use UBOs, and I ditched them in favor of TBOs because of the size
> limitations.
>
> Glenn Waldron
>
> On Fri, Apr 15, 2016 at 6:09 PM, sam <brko...@gmail.com> wrote:
>
>> Would there be a big performance difference between using a TextureBuffer
>> Object and a UniformBuffer object?
>>
>> Thanks, Sam
>>
>> On Fri, Apr 15, 2016 at 1:15 PM, sam <brko...@gmail.com> wrote:
>>
>>> Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
>>> its starting to look considerably better. I will definitely looking to
>>> using a TextureBuffer.
>>>
>>> On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron <gwald...@gmail.com>
>>> wrote:
>>>
>>>> Sam,
>>>> I think you are not calling setNumElements() on your uniform array. You
>>>> could also do that in the osg::Uniform constructor.
>>>>
>>>> Anyway, a uniform array of matrices is going to be limiting in terms of
>>>> scale and speed -- I'd recommend a buffer object instead. (osgEarth uses an
>>>> osg::TextureBuffer.)
>>>>
>>>>
>>>> Glenn Waldron
>>>>
>>>> On Fri, Apr 15, 2016 at 2:35 PM, sam <brko...@gmail.com> wrote:
>>>>
>>>>> Hi All,
>>>>>
>>>>> I'm having some trouble getting my code to use hardware instancing.
>>>>> I've referenced OSGEarth, DrawInstanced example, and a few different code
>>>>> samples on the web. I've gotten pretty close but I seem to be at a bit of
>>>>> an impasse.
>>>>>
>>>>> This screenshot shows what the map looks like with the default
>>>>> rendering:
>>>>>
>>>>> http://imgur.com/fKvunfd
>>>>>
>>>>> This screenshot shows what the map looks like after I apply my
>>>>> instance rendering code to it:
>>>>>
>>>>> http://imgur.com/zZCzurr
>>>>>
>>>>> The map is composed of a lot of little nodes. I figured instanced
>>>>> rendering would be helpful in this case. The map has ~4000 individual
>>>>> nodes. Two of the nodes are repeated 465 and 266 times. I have trimmed 
>>>>> down
>>>>> my code and it is posted here:
>>>>>
>>>>> http://pastebin.com/ifSVSzD6
>>>>>
>>>>> From what it looks like. Its rendering one copy of every nodes but not
>>>>> anymore that that. I have commented out lines 215 to 224 as it doesn't 
>>>>> work
>>>>> at all. Any insight or help would be greatly appreciated.
>>>>>
>>>>> Thanks, Sam
>>>>>
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>>>>>
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Re: [osg-users] Draw Instanced

2016-04-15 Thread sam
Would there be a big performance difference between using a TextureBuffer
Object and a UniformBuffer object?

Thanks, Sam

On Fri, Apr 15, 2016 at 1:15 PM, sam <brko...@gmail.com> wrote:

> Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
> its starting to look considerably better. I will definitely looking to
> using a TextureBuffer.
>
> On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron <gwald...@gmail.com>
> wrote:
>
>> Sam,
>> I think you are not calling setNumElements() on your uniform array. You
>> could also do that in the osg::Uniform constructor.
>>
>> Anyway, a uniform array of matrices is going to be limiting in terms of
>> scale and speed -- I'd recommend a buffer object instead. (osgEarth uses an
>> osg::TextureBuffer.)
>>
>>
>> Glenn Waldron
>>
>> On Fri, Apr 15, 2016 at 2:35 PM, sam <brko...@gmail.com> wrote:
>>
>>> Hi All,
>>>
>>> I'm having some trouble getting my code to use hardware instancing. I've
>>> referenced OSGEarth, DrawInstanced example, and a few different code
>>> samples on the web. I've gotten pretty close but I seem to be at a bit of
>>> an impasse.
>>>
>>> This screenshot shows what the map looks like with the default rendering:
>>>
>>> http://imgur.com/fKvunfd
>>>
>>> This screenshot shows what the map looks like after I apply my instance
>>> rendering code to it:
>>>
>>> http://imgur.com/zZCzurr
>>>
>>> The map is composed of a lot of little nodes. I figured instanced
>>> rendering would be helpful in this case. The map has ~4000 individual
>>> nodes. Two of the nodes are repeated 465 and 266 times. I have trimmed down
>>> my code and it is posted here:
>>>
>>> http://pastebin.com/ifSVSzD6
>>>
>>> From what it looks like. Its rendering one copy of every nodes but not
>>> anymore that that. I have commented out lines 215 to 224 as it doesn't work
>>> at all. Any insight or help would be greatly appreciated.
>>>
>>> Thanks, Sam
>>>
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>>>
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Re: [osg-users] Draw Instanced

2016-04-15 Thread sam
Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
its starting to look considerably better. I will definitely looking to
using a TextureBuffer.

On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron <gwald...@gmail.com> wrote:

> Sam,
> I think you are not calling setNumElements() on your uniform array. You
> could also do that in the osg::Uniform constructor.
>
> Anyway, a uniform array of matrices is going to be limiting in terms of
> scale and speed -- I'd recommend a buffer object instead. (osgEarth uses an
> osg::TextureBuffer.)
>
>
> Glenn Waldron
>
> On Fri, Apr 15, 2016 at 2:35 PM, sam <brko...@gmail.com> wrote:
>
>> Hi All,
>>
>> I'm having some trouble getting my code to use hardware instancing. I've
>> referenced OSGEarth, DrawInstanced example, and a few different code
>> samples on the web. I've gotten pretty close but I seem to be at a bit of
>> an impasse.
>>
>> This screenshot shows what the map looks like with the default rendering:
>>
>> http://imgur.com/fKvunfd
>>
>> This screenshot shows what the map looks like after I apply my instance
>> rendering code to it:
>>
>> http://imgur.com/zZCzurr
>>
>> The map is composed of a lot of little nodes. I figured instanced
>> rendering would be helpful in this case. The map has ~4000 individual
>> nodes. Two of the nodes are repeated 465 and 266 times. I have trimmed down
>> my code and it is posted here:
>>
>> http://pastebin.com/ifSVSzD6
>>
>> From what it looks like. Its rendering one copy of every nodes but not
>> anymore that that. I have commented out lines 215 to 224 as it doesn't work
>> at all. Any insight or help would be greatly appreciated.
>>
>> Thanks, Sam
>>
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>>
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[osg-users] Draw Instanced

2016-04-15 Thread sam
Hi All,

I'm having some trouble getting my code to use hardware instancing. I've
referenced OSGEarth, DrawInstanced example, and a few different code
samples on the web. I've gotten pretty close but I seem to be at a bit of
an impasse.

This screenshot shows what the map looks like with the default rendering:

http://imgur.com/fKvunfd

This screenshot shows what the map looks like after I apply my instance
rendering code to it:

http://imgur.com/zZCzurr

The map is composed of a lot of little nodes. I figured instanced rendering
would be helpful in this case. The map has ~4000 individual nodes. Two of
the nodes are repeated 465 and 266 times. I have trimmed down my code and
it is posted here:

http://pastebin.com/ifSVSzD6

>From what it looks like. Its rendering one copy of every nodes but not
anymore that that. I have commented out lines 215 to 224 as it doesn't work
at all. Any insight or help would be greatly appreciated.

Thanks, Sam
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[osg-users] [build] Linker errors when building with OSG_USE_QT

2016-01-19 Thread Sam Hecht
Hi,

I have built OSG with CMake3.4.1 and VS2015 on Windows 10 already, however, I 
now want to build it to use Qt so I can incorporate it into Qt projects. I 
check off the OSG_USE_QT variable in CMake (I use the GUI) and generate just 
fine. However, when I build the solution in VS2015, I get a whole bunch of 
linker errors for the Qt and Qt-related projects (I was going to post a 
pastebin link to the errors, but I can't post links here, so here are a few of 
the errors; there are ~1400 of them):

2>GraphicsWindowQt.obj : error LNK2019: unresolved external symbol 
"__declspec(dllimport) public: __thiscall QMutex::QMutex(enum 
QMutex::RecursionMode)" (__imp_??0QMutex@@QAE@W4RecursionMode@0@@Z) referenced 
in function "public: __thiscall osgQt::GLWidget::GLWidget(class QGLFormat const 
&,class QWidget *,class QGLWidget const *,class QFlags,bool)" 
(??0GLWidget@osgQt@@QAE@ABVQGLFormat@@PAVQWidget@@PBVQGLWidget@@V?$QFlags@W4WindowType@Qt_N@Z)
2>GraphicsWindowQt.obj : error LNK2019: unresolved external symbol 
"__declspec(dllimport) public: __thiscall QMutex::~QMutex(void)" 
(__imp_??1QMutex@@QAE@XZ) referenced in function 
__unwindfunclet$??0GLWidget@osgQt@@QAE@ABVQGLFormat@@PAVQWidget@@PBVQGLWidget@@V?$QFlags@W4WindowType@Qt_N@Z$1
2>GraphicsWindowQt.obj : error LNK2019: unresolved external symbol 
"__declspec(dllimport) public: void __thiscall QMutex::lock(void)" 
(__imp_?lock@QMutex@@QAEXXZ) referenced in function "protected: void __thiscall 
osgQt::GLWidget::enqueueDeferredEvent(enum QEvent::Type,enum QEvent::Type)" 
(?enqueueDeferredEvent@GLWidget@osgQt@@IAEXW4Type@QEvent@@0@Z)
2>GraphicsWindowQt.obj : error LNK2019: unresolved external symbol 
"__declspec(dllimport) public: __thiscall QMutexLocker::~QMutexLocker(void)" 
(__imp_??1QMutexLocker@@QAE@XZ) referenced in function "protected: void 
__thiscall osgQt::GLWidget::enqueueDeferredEvent(enum QEvent::Type,enum 
QEvent::Type)" (?enqueueDeferredEvent@GLWidget@osgQt@@IAEXW4Type@QEvent@@0@Z)
2>GraphicsWindowQt.obj : error LNK2019: unresolved external symbol 
"__declspec(dllimport) public: __thiscall QByteArray::~QByteArray(void)" 
(__imp_??1QByteArray@@QAE@XZ) referenced in function "public: static struct 
osg::GraphicsContext::Traits * __cdecl 
osgQt::GraphicsWindowQt::createTraits(class QGLWidget const *)" 
(?createTraits@GraphicsWindowQt@osgQt@@SAPAUTraits@GraphicsContext@osg@@PBVQGLWidget@@@Z)

Any help is greatly appreciated.

Thank you!

Sam

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[osg-users] Multiple meshes with different animations

2016-01-06 Thread sam
Hi All,

I have successfully implemented the ability to setup my skeleton, geometry,
rig geometry and weighting for a custom format. However, I'm unsure of how
best to add multiple meshes to the scene graph that have independent
animations. Currently I am loading a mesh file and then doing a clone using
DEEP_COPY_ALL - this feels incorrect. Ultimately I'd like to be able to
share the geometry across all the meshes in the scene but still have them
animate independently. Is there an example that can point me in the right
direction?

Thanks, Sam
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Re: [osg-users] Issue with texturing label

2015-11-07 Thread sam
Hi Robert,

The issue was with our image loader and not with the GUI itself. Once we
managed to track that down the fix was pretty straight forward. Thanks.

On Mon, Oct 26, 2015 at 1:02 PM, Robert Osfield <robert.osfi...@gmail.com>
wrote:

> Hi Sam,
>
> On 26 October 2015 at 17:52, sam <brko...@gmail.com> wrote:
>
>> What is the best way to send a small example through the mailing list?
>> Pastebin? Inline? I'm not very familiar with how the mailing lists formats.
>>
>
> One can normally just attach a .cpp file to post.
>
> Robert.
>
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[osg-users] OSGWidget and Multiple Textures

2015-11-07 Thread sam
Hi All,

We are looking to do multi-texturing on OSG Widgets. For example we have a
button with a left texture, a center texture, and a middle texture. What is
the best way to go about applying all 3 to the button?

Thanks, Sam
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Re: [osg-users] Issue with texturing label

2015-10-26 Thread sam
Hi Robert,

What is the best way to send a small example through the mailing list?
Pastebin? Inline? I'm not very familiar with how the mailing lists formats.

Thanks, Sam

On Mon, Oct 26, 2015 at 4:25 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:

> Hi Sam,
>
>
> It's hard to know what is wrong without more concrete information on
> exactly how you are setting things up, so I can only provide general
> thoughts.
>
> First up, could well be blending as you suspect.  Have a look at making
> sure the texture quad doesn't have blending enabled somewhere, or blending
> being enabled further up in the scene graph which is overriding the local
> state.   Another issue might be texture clamping of the texture.  Clamp to
> border, or setting the border colour of the texture.  This is just
> clutching at straws though, really don't know enough about the specifics of
> how you are doing things to know what it might be.
>
> Robert.
>
> On 25 October 2015 at 19:56, sam <brko...@gmail.com> wrote:
>
>> Hi All,
>>
>> I'm struggling with finding out why I have some discrepancy between my
>> texture and what my osg is drawing. I have setup a label and put a texture
>> against it as follows:
>>
>> [image: Inline image 1]
>>
>> But unfortunately I get that thin white bar at the bottom of the label.
>> It seems to change color based on what is below it. I have tried to turn
>> off blending and change the blend function but no luck thus far. Any help
>> would be greatly appreciated. Here is the original texture image:
>>
>> [image: Displaying b_gui_cmn_button5_center_up.png]
>>
>> Thanks, Sam
>>
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[osg-users] Issue with texturing label

2015-10-25 Thread sam
Hi All,

I'm struggling with finding out why I have some discrepancy between my
texture and what my osg is drawing. I have setup a label and put a texture
against it as follows:

[image: Inline image 1]

But unfortunately I get that thin white bar at the bottom of the label. It
seems to change color based on what is below it. I have tried to turn off
blending and change the blend function but no luck thus far. Any help would
be greatly appreciated. Here is the original texture image:

[image: Displaying b_gui_cmn_button5_center_up.png]

Thanks, Sam
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[osg-users] osgWidget and Canvas

2015-10-05 Thread sam
Hi All,

When dealing with the osgWidget is it only intended to have one canvas? So
when I create my window manager and other components is safe to also create
the canvas? I guess some clarify of the canvas is what I'm after.

Thanks, Sam
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Re: [osg-users] ffmpeg library version expected for OSG 3.2.3

2015-09-09 Thread sam
Hi Robert,

I'm attempting to use the latest git build of ffmpeg (
http://ffmpeg.zeranoe.com/builds/). I am going to try with 2.5.2 next.
Would it be possible to get ffmpeg added to the dependencies package for
OSG? I'll let you know how it goes.

Thanks, Sam

On Wed, Sep 9, 2015 at 7:45 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:

> Hi Sam,
>
> On 9 September 2015 at 00:24, sam <brko...@gmail.com> wrote:
>
>> What version of ffmpeg is required to use the plugin for OSG 3.2.3? When
>> trying to use the latest build of ffmpeg; I get some undeclared identifier
>> errors which seem to be caused by deprecation of some functions within
>> ffmpeg.
>>
>
> I don't have an official version number for which version the plugin will
> work with - we try to get it compiling with what contributors have access
> to/using at the time of release, but sometimes with projects like ffmpeg
> the API can change so rapidly, or is distributed in different forms that it
> ends up breaking quite soon.  Thankfully there are very few API's out there
> as rapidly changing as ffmpeg.
>
> Which version of ffmpeg are you trying to use?
>
> Robert.
>
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Re: [osg-users] ffmpeg library version expected for OSG 3.2.3

2015-09-09 Thread sam
Using ffmpeg 2.5.2 cleans up the compilation issues. I used a precompiled
version of ffmpeg which was compiled with a prior version of VS so I do get
a SAFESH warning.

On Wed, Sep 9, 2015 at 9:26 AM, sam <brko...@gmail.com> wrote:

> Hi Robert,
>
> I'm attempting to use the latest git build of ffmpeg (
> http://ffmpeg.zeranoe.com/builds/). I am going to try with 2.5.2 next.
> Would it be possible to get ffmpeg added to the dependencies package for
> OSG? I'll let you know how it goes.
>
> Thanks, Sam
>
> On Wed, Sep 9, 2015 at 7:45 AM, Robert Osfield <robert.osfi...@gmail.com>
> wrote:
>
>> Hi Sam,
>>
>> On 9 September 2015 at 00:24, sam <brko...@gmail.com> wrote:
>>
>>> What version of ffmpeg is required to use the plugin for OSG 3.2.3? When
>>> trying to use the latest build of ffmpeg; I get some undeclared identifier
>>> errors which seem to be caused by deprecation of some functions within
>>> ffmpeg.
>>>
>>
>> I don't have an official version number for which version the plugin will
>> work with - we try to get it compiling with what contributors have access
>> to/using at the time of release, but sometimes with projects like ffmpeg
>> the API can change so rapidly, or is distributed in different forms that it
>> ends up breaking quite soon.  Thankfully there are very few API's out there
>> as rapidly changing as ffmpeg.
>>
>> Which version of ffmpeg are you trying to use?
>>
>> Robert.
>>
>>
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[osg-users] ffmpeg library version expected for OSG 3.2.3

2015-09-08 Thread sam
What version of ffmpeg is required to use the plugin for OSG 3.2.3? When
trying to use the latest build of ffmpeg; I get some undeclared identifier
errors which seem to be caused by deprecation of some functions within
ffmpeg.

Thanks, Sam
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[osg-users] Visual Studio 2013 and OSG Header Files

2015-09-04 Thread sam
Hey All,

This isn't directly related to OSG but hopefully someone has the quick fix
for this. How do I get visual studio intellisense to pick up the OSG header
files and treat them as hpp files. Currently they are just treated as plain
text.

Thanks, Sam
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Re: [osg-users] Visual Studio 2013 and OSG Header Files

2015-09-04 Thread Sam Brkopac
Thank you, Chris.

> On Sep 4, 2015, at 13:50, Chris Hanson <xe...@alphapixel.com> wrote:
> 
> http://trac.openscenegraph.org/projects/osg//wiki/Support/FAQ#WhatcanIdotomakemyeditorrecognizeOSGheadersasCfiles
> 
>> On Fri, Sep 4, 2015 at 2:47 PM, sam <brko...@gmail.com> wrote:
>> Hey All,
>> 
>> This isn't directly related to OSG but hopefully someone has the quick fix 
>> for this. How do I get visual studio intellisense to pick up the OSG header 
>> files and treat them as hpp files. Currently they are just treated as plain 
>> text.
>> 
>> Thanks, Sam
>> 
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> 
> 
> -- 
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
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Re: [osg-users] Adding custom updater to the Viewer

2015-08-30 Thread sam
So I should keep it out of the viewer then? I guess I'm still a little
unclear on how to integrate the rest of the systems so they get updated
every frame.

On Sun, Aug 30, 2015 at 7:50 PM, Tony Vasile ming...@gmail.com wrote:

 Hi Sam

 You probably don't want all you networking code in the same thread as the
 viewer thread, especially if the networking code could block. You would be
 better off using Update Callbacks to modify the scene when something
 changes.


 Tony

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=64946#64946





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[osg-users] Adding custom updater to the Viewer

2015-08-28 Thread sam
Hi All,

In my application class I'm currently inheriting the osg::Viewer and doing
my own run function. It is basically a copy paste of the osg::Viewer
function just so I can add my own custom update code for networking,
entities, etc... Is there a way in osg I can do that without having to do
this override?

Thanks, Sam
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Re: [osg-users] Animating Textures

2015-08-27 Thread sam
Hi Laurens,

I created a osg::StateSetCallback that took a osg::TexMat in the ctor and a
delay variable. In the operator () I do a check to see if the delay has
occurred and then I do a texMax-setMatrix with some incrementing
variables. I then attach the callback to the geometries stateset.

Thanks, Sam

On Thu, Aug 27, 2015 at 12:48 AM, Voerman, L. l.voer...@rug.nl wrote:

 Hi Sam,
 I once solved this with an sequence of textureMatices, (example attached).
 Wat solution did you find?
 Regards, Laurens.

 On Thu, Aug 27, 2015 at 12:12 AM, sam brko...@gmail.com wrote:

 Nevermind! As always, simply searching OSG popped up what I needed.
 Thanks!

 On Wed, Aug 26, 2015 at 3:10 PM, sam brko...@gmail.com wrote:

 I can appreciate your stance on going to shaders, and I completely
 agree. I'd like to quickly prototype this up and swapping to shaders will,
 unfortunately, take me a little bit. Is there an example of modifying the
 texture matrix? Also would I be better of attaching an update callback to
 the state set itself?

 Thanks, Sam

 On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

 As always I'd suggest shaders, as fixed function pipeline has been
 deprecated 10 years ago ;-)
 You could use the osg_SimulationTime uniform to modify the
 uv-coordinates based on the time passed.
 Else you will need to modify the texture matrix each frame (like in the
 suggested callback)

 Cheers
 Sebastian

 Hi All,

 I have individual nodes that have textures on them that animate; That's
 to say the texture moves not the actual mesh. I've been trying to figure
 out how to accomplish this in OSG. Is there a way to define a texture
 matrix that does movement? The only other way I can think of is
 manipulating the UV coordinates in an update callback.

 Thanks, Sam


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Re: [osg-users] Animating Textures

2015-08-26 Thread sam
Nevermind! As always, simply searching OSG popped up what I needed. Thanks!

On Wed, Aug 26, 2015 at 3:10 PM, sam brko...@gmail.com wrote:

 I can appreciate your stance on going to shaders, and I completely agree.
 I'd like to quickly prototype this up and swapping to shaders will,
 unfortunately, take me a little bit. Is there an example of modifying the
 texture matrix? Also would I be better of attaching an update callback to
 the state set itself?

 Thanks, Sam

 On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

 As always I'd suggest shaders, as fixed function pipeline has been
 deprecated 10 years ago ;-)
 You could use the osg_SimulationTime uniform to modify the uv-coordinates
 based on the time passed.
 Else you will need to modify the texture matrix each frame (like in the
 suggested callback)

 Cheers
 Sebastian

 Hi All,

 I have individual nodes that have textures on them that animate; That's
 to say the texture moves not the actual mesh. I've been trying to figure
 out how to accomplish this in OSG. Is there a way to define a texture
 matrix that does movement? The only other way I can think of is
 manipulating the UV coordinates in an update callback.

 Thanks, Sam


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[osg-users] Animating Textures

2015-08-26 Thread sam
Hi All,

I have individual nodes that have textures on them that animate; That's to
say the texture moves not the actual mesh. I've been trying to figure out
how to accomplish this in OSG. Is there a way to define a texture matrix
that does movement? The only other way I can think of is manipulating the
UV coordinates in an update callback.

Thanks, Sam
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Re: [osg-users] Animating Textures

2015-08-26 Thread sam
I can appreciate your stance on going to shaders, and I completely agree.
I'd like to quickly prototype this up and swapping to shaders will,
unfortunately, take me a little bit. Is there an example of modifying the
texture matrix? Also would I be better of attaching an update callback to
the state set itself?

Thanks, Sam

On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

 As always I'd suggest shaders, as fixed function pipeline has been
 deprecated 10 years ago ;-)
 You could use the osg_SimulationTime uniform to modify the uv-coordinates
 based on the time passed.
 Else you will need to modify the texture matrix each frame (like in the
 suggested callback)

 Cheers
 Sebastian

 Hi All,

 I have individual nodes that have textures on them that animate; That's to
 say the texture moves not the actual mesh. I've been trying to figure out
 how to accomplish this in OSG. Is there a way to define a texture matrix
 that does movement? The only other way I can think of is manipulating the
 UV coordinates in an update callback.

 Thanks, Sam


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Re: [osg-users] Visual Studio Community 2015 Build Issues

2015-08-02 Thread sam
Hi Robert,

I successfully compiled OSG-3.4 RC 8 with Visual Studio 2015. I'll be sure
to report let you know if I find any issues with the build.

Thanks!

On Sun, Aug 2, 2015 at 12:16 AM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Sam,

 Fixes these compile errors and warnings will requires binary changes to
 the OSG-3.2 branch so I think we'll need to just say that the OSG-3.2
 branch works with prior versions of VS, such as VS2013 and before.

 In the prep for the OSG-3.4 release I have been able to make the required
 changes to VS2015 support so could you please try out OSG svn/trunk, the
 OSG-3.4 branch or one of the OSG-3.4 release candidate 8 that I tagged last
 Friday.

 Cheers,
 Robert.

 On 2 August 2015 at 06:52, sam brko...@gmail.com wrote:

 Hi All,

 I am trying to compile OSG 3.2.1 and running into the below issues:

 1-- Build started: Project: osgViewer, Configuration: Debug Win32
 --
 1  AcrossAllScreens.cpp
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
 warning C4589: Constructor of abstract class 'osg::Operation' ignores
 initializer for virtual base class 'osg::Referenced'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
 note: virtual base classes are only initialized by the most-derived type
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
 warning C4589: Constructor of abstract class 'osg::Operation' ignores
 initializer for virtual base class 'osg::Referenced'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
 note: virtual base classes are only initialized by the most-derived type
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
 warning C4589: Constructor of abstract class 'osg::Operation' ignores
 initializer for virtual base class 'osg::Referenced'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
 note: virtual base classes are only initialized by the most-derived type
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(99):
 warning C4456: declaration of 'callback' hides previous local declaration
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(93):
 note: see declaration of 'callback'
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
 error C2249: 'osg::Object::operator =': no accessible path to private
 member declared in virtual base 'osg::Object'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(197):
 note: see declaration of 'osg::Object::operator ='
 1  D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(52):
 note: see declaration of 'osg::Object'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
 note: This diagnostic occurred in the compiler generated function
 'osgViewer::ViewerBase osgViewer::ViewerBase::operator =(const
 osgViewer::ViewerBase )'
 1  PanoramicSphericalDisplay.cpp
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
 warning C4589: Constructor of abstract class 'osg::Operation' ignores
 initializer for virtual base class 'osg::Referenced'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
 note: virtual base classes are only initialized by the most-derived type
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
 warning C4589: Constructor of abstract class 'osg::Operation' ignores
 initializer for virtual base class 'osg::Referenced'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
 note: virtual base classes are only initialized by the most-derived type
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
 warning C4589: Constructor of abstract class 'osg::Operation' ignores
 initializer for virtual base class 'osg::Referenced'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
 note: virtual base classes are only initialized by the most-derived type
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(99):
 warning C4456: declaration of 'callback' hides previous local declaration
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(93):
 note: see declaration of 'callback'
 1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
 error C2249: 'osg::Object::operator =': no accessible path to private
 member declared in virtual base 'osg::Object'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(197):
 note: see declaration of 'osg::Object::operator ='
 1  D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(52):
 note: see declaration of 'osg::Object'
 1
 D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
 note: This diagnostic occurred in the compiler generated

[osg-users] Visual Studio Community 2015 Build Issues

2015-08-01 Thread sam
 =(const
osgViewer::ViewerBase )'
1  GraphicsWindowWin32.cpp
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
warning C4589: Constructor of abstract class 'osg::Operation' ignores
initializer for virtual base class 'osg::Referenced'
1
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
note: virtual base classes are only initialized by the most-derived type
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
warning C4589: Constructor of abstract class 'osg::Operation' ignores
initializer for virtual base class 'osg::Referenced'
1
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
note: virtual base classes are only initialized by the most-derived type
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
warning C4589: Constructor of abstract class 'osg::Operation' ignores
initializer for virtual base class 'osg::Referenced'
1
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
note: virtual base classes are only initialized by the most-derived type
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(99):
warning C4456: declaration of 'callback' hides previous local declaration
1
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(93):
note: see declaration of 'callback'
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
error C2249: 'osg::Object::operator =': no accessible path to private
member declared in virtual base 'osg::Object'
1  D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(197):
note: see declaration of 'osg::Object::operator ='
1  D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(52):
note: see declaration of 'osg::Object'
1
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
note: This diagnostic occurred in the compiler generated function
'osgViewer::ViewerBase osgViewer::ViewerBase::operator =(const
osgViewer::ViewerBase )'
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(1641):
warning C4838: conversion from 'int' to 'DWORD' requires a narrowing
conversion
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(1641):
warning C4838: conversion from 'unsigned int' to 'BYTE' requires a
narrowing conversion
1D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(2705):
warning C4457: declaration of 'lParam' hides function parameter
1
D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(2460):
note: see declaration of 'lParam'
1  Generating Code...
== Build: 0 succeeded, 1 failed, 7 up-to-date, 0 skipped ==

Is this an OSG issue or Visual Studio 2015?

Thanks, Sam
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[osg-users] 2d Rectangle to 3d position

2015-07-27 Thread sam
Hi All,

I have a gui that I'm trying to convert over to the osgWidget system and
I'm having an issue with understanding exactly how this will work. My 2d
elements are stored as:

rect = left, top, right, bottom
rect = 0,449,640,480;

How would I go about converting the above into the proper 3d points to pass
to the add widget? Do I need to translate 2d screen space into some 3d
coordinates, or? I feel like I'm missing something fundamental.

Thanks
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[osg-users] Non-clamped texture coordinates

2015-07-11 Thread sam
Hi All,

I seem to be having an issue with texturing a mesh. The file format is not
my own and its pretty obscure. I've gotten the format to load in a few
other engines, but I'm struggling with the texturing in OSG. I've noticed
the texture coords on the mesh don't clamp to [0,1]. Could this be causing
me some issues and is there anything I have to do to get OSG to handle this
correctly?
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Re: [osg-users] Approaching regions with many nodes

2015-07-06 Thread sam
Hi Sebastian,

Is this approach still valid with lots of little nodes that have no LOD
detail against them? Or should I just tell my brain that the LOD part of
the node isn't really applicable for what I'm doing and continue with your
advice?

Thanks, Sam


On Mon, Jul 6, 2015 at 8:14 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Sam,

  Hi All,

  I'm attempting to formulate the best way to stream in nodes that make up
 regions. These regions normally consist of anywhere between 4,000 to 6,000
 nodes and end getting stitched together. My question is: Is the PagedLOD
 node what I want to use? I'm a little confused as to how the paging stuff
 works in OSG. Do I need to generate a tree (KD? Quad?). Do I then need to
 populate the tree and allow OSG to do its thing? Any guidance would be much
 appreciated.

 The paging is done via DataBase pager. You can leverage its power by using
 osg::PagedLOD. Try to organize your nodes in a quadtree and reference the
 contained regions with an pagedLOD.
 The pager will load them in the background.

 Cheers
 Sebastian


  Thanks.


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[osg-users] QT + OSG Performance Issues

2015-07-02 Thread sam
When running the example osgViewerQt there is some serious lag /
performance issues. Is there something I have to tweak or change in order
to get a smooth QT + OSG integration? I'm running QT 5.4.1 and OSG 3.2.1.
Thanks.
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[osg-users] Approaching regions with many nodes

2015-06-29 Thread sam
Hi All,

I'm attempting to formulate the best way to stream in nodes that make up
regions. These regions normally consist of anywhere between 4,000 to 6,000
nodes and end getting stitched together. My question is: Is the PagedLOD
node what I want to use? I'm a little confused as to how the paging stuff
works in OSG. Do I need to generate a tree (KD? Quad?). Do I then need to
populate the tree and allow OSG to do its thing? Any guidance would be much
appreciated.

Thanks.
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[osg-users] File loading and reading

2015-06-26 Thread sam
When it comes to OSG, is there a reader type class that will handle all the
endianness of a file for you? Or is it up to the responsibility of the
programmer creating the plugin to do the data reading?
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[osg-users] Trouble with transitioning to OSG

2015-06-24 Thread sam
Hi All,

I have a snippet of code that I am trying to reproduce using OSG, it was
originally written in pretty raw gl with glm. You can view it here:
http://pastebin.com/PYphHLYE

I currently have the following snippet and the geometry references are all
over the place. If somebody could take a quick look and see if I'm missing
something fundamental, that would be great:

http://pastebin.com/nhSzZGdu

Thanks
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Re: [osg-users] Trouble with transitioning to OSG

2015-06-24 Thread sam
I thought that would be taken care of when I do:

auto pos = osg::Vec3(relPos[0], relPos[2], relPos[1]);

That should swap the Z accordingly? Or am I missing the boat on this one.

On Wed, Jun 24, 2015 at 3:25 PM, Jan Ciger jan.ci...@gmail.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 25/06/15 00:13, sam wrote:
  Ah, I see. Throwing the parent matrix at the end of the
  multiplication puts the debug data in the correct place! Thanks,
  Jan. Only other issue is the model is coming in on its side
  compared to the basic viewer camera.
 

 OSG uses z-up convention, likely your model is exported y-up. You may
 want to rotate it by 90 degrees around the x axis.

 Regards,

 J.
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Re: [osg-users] Trouble with transitioning to OSG

2015-06-24 Thread sam
Ah, I see. Throwing the parent matrix at the end of the multiplication puts
the debug data in the correct place! Thanks, Jan. Only other issue is the
model is coming in on its side compared to the basic viewer camera.

On Wed, Jun 24, 2015 at 2:47 PM, Jan Ciger jan.ci...@gmail.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 On 24/06/15 22:50, sam wrote:
  Hi All,
 
  I have a snippet of code that I am trying to reproduce using OSG,
  it was originally written in pretty raw gl with glm. You can view
  it here: http://pastebin.com/PYphHLYE
 
  I currently have the following snippet and the geometry references
  are all over the place. If somebody could take a quick look and see
  if I'm missing something fundamental, that would be great:
 
  http://pastebin.com/nhSzZGdu

 If nothing else, be careful that OSG uses row major matrices and
 premultiplies - if v is a vertex, then its transformation is usually
 expressed as v' = M * v but in OSG you will have it as v' = v * M (and
 the matrices are transposed).

 J.
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[osg-users] [osgPlugins] loading .obj file from c++

2014-04-22 Thread Sam Mania
Hi,

Sorry for this probably naive question, but I just started working with OSG. 
I've set up a VC++ project and I'm trying to load an obj file. I get an 
Unhandeled exception std::bad_alloc at memory location error. I tried to open 
the obj file using osgviewer and it works fine.

The exception happens in the ReadFile file, at this statement:

Code:
return readNodeFile(filename,Registry::instance()-getOptions());



This is my basic code in c++:


Code:

#include osg\Node
#include osgDB\ReadFile
using namespace osg;
int main(){ 

ref_ptrNode node = osgDB::readNodeFile(C:/Users/Sam/Debby.obj);
return 0;
}



I'm thinking this might have to do with the plugins not activated or linked 
somehow? I'm attaching the obj file if anyone wants to test it. 

I also tried to run any other .osg files that come with the distribution, but 
with the same error.

Thanks a lot for any pointers, and apologies in advance if this is too basic, 
but I tried to look for solutions with no luck.
... 

Thank you!

Cheers,
Sam

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Re: [osg-users] [osgPlugins] loading .obj file from c++

2014-04-22 Thread Sam Mania
Thanks all.

@Sebastian:
I'm using Windows 7, 32bit, Visual Studio 2012. I'm using the binaries, this is 
the version: OpenSceneGraph-3.0.1-VS10.0.30319-x86-release-12741
The file size is 875KB. Attached is the obj file (with its mtl file)

I only have one version of OSG on the machine.

@Tialano:
I did that now. But I don't get any additional information when running the 
code. This is the output on the console before the exception is thrown.


Code:
First-chance exception at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: 
std::bad_alloc at memory location 0x004AF9E4.
First-chance exception at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: 
std::bad_alloc at memory location 0x004AF1A0.
First-chance exception at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: 
[rethrow] at memory location 0x.
Unhandled exception at at 0x74CC0F22 in OSG.exe: Microsoft C++ exception: 
std::bad_alloc at memory location 0x004AF1A0.
OSG.exe has triggered a breakpoint.
First-chance exception at 0x522A5BF4 (osg80-osgDB.dll) in OSG.exe: 0xC005: 
Access violation writing location 0x7453C7EC.
Unhandled exception at 0x522A5BF4 (osg80-osgDB.dll) in OSG.exe: 0xC005: 
Access violation writing location 0x7453C7EC.




... 

Thank you!

Cheers,
Sam

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Re: [osg-users] Writing to the Depth Buffer (Kinect)

2012-01-05 Thread Sam Corbett-Davies
Thanks guys, I ended up using a fragment shaders which was a new experience for 
me. Ran into a loss of precision problem as the Kinect produces a 16-bit depth 
image but when stored as GL_DEPTH_COMPONENT each RGB channel only has 8-bits of 
precision in the shader. I ended up having to store it with internal format 
GL_RGB5_A1 and datatype GL_UNSIGNED_SHORT_5_5_5_1 (any other 16-bit 
format/datatype pair would do) and manually unpack it in the shader to get the 
full precision.

Cheers
Sam

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[osg-users] Writing to the Depth Buffer (Kinect)

2011-12-27 Thread Sam Corbett-Davies
Hi,

I am working on an augmented reality project using the Kinect. I am trying to 
occlude geometry based on the depth image produced by Kinect.
To do this I thought I'd write the depth image (after scaling the depth values 
appropriately) to the depth buffer.
It looks as though I'd use glDrawPixels() with GL_DEPTH_COMPONENT if I was 
doing it in OpenGL, but how do I achieve this in OSG?

I'm also open to a better way of using the Kinect to occlude geometry if anyone 
has any ideas.

Cheers,
Sam

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[osg-users] Using the FBO to access and potentially modify pixels

2011-12-11 Thread Sam James
Hi all,

I'm fairly new to osg and graphics programming in general, so please bear with 
me  :) 

I am looking to retrieve the pixels from my scene after everything (except the 
post processing/overlay stuff) has been rendered. I need to get this every 
frame to perform some simple image analysis of the scene which then will effect 
how the final frame is displayed. The main catch is I need this to be fast so 
that I don't take any major performance hits. 

I plan to use a PostDrawCallback, but does the FBO allow me to avoid calling 
glReadPixels or speed it up at all? If so how do I set it up to do so? Or are 
there any other ways to avoid copying to main mem?

Also, after the PostDrawCallback is it possible to still use a frag shader to 
modify the scene after I perform my analysis, or do I have to modify the pixels 
in my callback function?

Any suggestions or advice is greatly appreciated. Thanks

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Re: [osg-users] Visitor concept. No finalize?

2011-01-26 Thread Sam Warns
This would require the user to be aware of the fact that the Visitor has not 
finished its work after dtor is called.

This is even more user unfriendly in my point of view.

Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi Robert,

the second half of my post is about the second option you was talking about.
The apply only gathers the nodes in question and does nothing else then there 
is another method that performs the removal from parent.
But the issue with that is, that if I do not call this method, no removal is 
done.
That was, what I was talking about. The visitor finished its work but as long 
as the user do not call an additional method the removal from parent has not 
been done yet.

I was hoping for a finish method that is automatically called after the 
visitors work has been finished. This finish method could then perform the 
necessary removal operation (or any other).


Thank you!

Cheers,
Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi Robert,

I am aware of the possibility to define my own methods in the visitor but the 
point I was trying to explain is, that if I apply a visitor on a scene I would 
except that this visitor has finished its work after calling the 
node-accept(myVisitor)

If I have a RemoveXVisitor and I as the user and not the writer of it use this 
visitor as I am used to use them by


Code:

RemoveXVisitor v;
node-accept(v);




I would expect that the Visitor has done it's work, which it actually didn't 
since there is no finalize method I would need to write:

Code:

RemoveXVisitor v;
node-accept(v);
v.doTheJobActually();




So there is a discrepancy between what I would except from a visitor after it 
was passed to accept and what a visitor is able to do in it's apply method

Greetings
Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi Robert,

I suppose I expect that because let's say a RemoveGroupsVisitor should remove 
Groups from a given graph, when I apply this visitor to a scene by


Code:

RemoveGroupsVisitor r;
scene-accept(r);




I personally would expect that now the groups are removed, which they are not 
by the limitation of the apply methods

Regards
Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi,

that is exactly the point. My RemoveXVisitor  SHOULD remove nodes but since it 
is not possible to do that in apply and there is no finalize method that gets 
automatically called after accept has finished, it is only possible to remove 
nodes by providing a custom member which the user must call manually.

That is what I am talking about, it is not possible for a Visitor to do certain 
things without having the user explicitly call members of it after the accept 
call.

I did not demand a finalize method and I understand Robert's statement that 
flexibility is achieved by relying on the user. Never the less would a finalize 
method decrease any flexibility and power of it.

(Btw: I have never experienced that handing over responsibility to the user 
(which is the developer at this point) produced any good results, but this is 
only my experience) 

Thanks,
Sam

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[osg-users] Visitor concept. No finalize?

2011-01-24 Thread Sam Warns
Hi,

I was writing a Visitor that performed an extraction of certain elements from a 
scenegraph. My first try was to remove the nodes in question from their parents 
directly in the apply method which lead to some exceptions.
So what am I doing wrong? I mean I would except some finalize method which is 
called when the visitor is finished.
Currently the only remaining function is the getter function for the nodes, 
that should be extracted. So in apply I have stored references to the object 
which I can only extract when using the getter so that the removal logic can be 
executed.
This works so far but if I do not call the getter no extraction code is 
executed and nothing really happened.

What am I doing wrong?


Thank you,
Sam

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-11-04 Thread Huron Sam Perera
Hi Yurii,

I followed your instructions and rebuilt OSG libraries. Then I rebuilt my app 
and tried it. It worked.


Thank you!

Cheers,
Huron

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[osg-users] [build] How to use the DatabasePager

2010-11-04 Thread Huron Sam Perera
Hi,

I am converting an application that uses Performer to work with OpenSceneGraph 
in place of Performer. In my application, the paging is done by adding a 
Callback using pfDBaseFunc in which all paging is performed. I looked for a 
similar Callback in the DatabasePager class and could not find one. So, how can 
I convert the functionality of my pfDBaseFunc callback? 


Thank you!

Cheers,
Huron

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-29 Thread Huron Sam Perera
Hi Robert,

I am linking with OpenThreads.

About the Makfile:

The application that I am trying run with intersection checks from OSG has its 
own Makefile that I do not want to change other than adding the includes and 
libraries from OSG. Since, that procedure is giving me the undefined symbol 
error I am now trying to compile and run the osgintersction example using your 
recommended build procedure for examples. I ran cmake and make in the 
OpenSceneGraph folder to create the libraries. However, there were no Makefiles 
generated for the examples. That's why I went to the 
OpenSceneGraph/examples/osgintersection folder and ran cmake. Then I run into 
cmake not recognizing SETUP_EXAMPLE project. What I like to know is whether you 
have the examples setup to have Makefiles created using cmake or we just write 
our own Makefile and link with the libraries just like I did with my 
application. If you have the examples set up to have Makefiles generated thru 
cmake, I probably am not following the correct procedure and that is probably 
why I am runni
 ng into the SETUP_EXAMPLE problem.


Thank you!

Cheers,
Huron

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[osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi,

When I run my application (on Linux Debian) which has call to do intersection 
tests, I get:

undefined symbol: ZN11OpenThreads6AtomicmmEv

when the application is trying to call addIntersector() function of the 
osgUtil::IntersectorGroup. In my application's Makefile I only link with  
libOpenThreads.so, libosgDB.so and libosgTerrain.so. Is that not enough or is 
it some other problem?

Thank you!

Cheers,
Huron

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi Robert,

My debian version is 5.0.2. When I type gcc -v on my system the response is 
(along with bunch of other information):

gcc version 4.3.2 (Debian 4.3.2-1.1).



Thank you!

Cheers,
Huron

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Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi Robert,

The problem may be in the way I am linking with OSG libs in my Makefile.  To 
check that I tried to create a Makefile for the osgintersection example. when I 
run cmake I get the following:

The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for working C compiler: /usr/bin/gcc
-- Check for working C compiler: /usr/bin/gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
CMake Error at CMakeLists.txt:7 (SETUP_EXAMPLE):
  Unknown CMake command SETUP_EXAMPLE.


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!


Please help to get this resolved. Then I can check whether I can run this 
example in my system. If I am successful I will compare the Makefiles and 
hopefully that will resolve the udefined symbol problem.


Thank you!

Cheers,
Huron

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[osg-users] Swapping ref_ptr

2010-06-30 Thread Sam Warns
Hi,

I am in a situation where I receive a osg::ref_ptrGroup to which I should add 
a Transform Node (or basically prepend it)

Usually the group I receive is in a hierarchy of nodes, so I was thinking about 
getting parents of this group, removing this group as a child and add the 
Transform instead. 

But is there a better way?
Since I actually do not know anything about the parents of the group it is also 
possible that there is no parent yet so the exchange is getting difficult.

Now I am wondering if it is possible and safe to swap the inner pointer of the 
ref_ptr. Basically my functions looks like

Code:

void foo (osg::ref_ptrosg::Group myGroup)
{
  // do something
 osg::ptr_refosg::MatrixTransform mat = new MatrixTransform;
 // change
 myGroup.swap(mat);
}




Which is called from a parent function like

Code:

void parentFoo()
{
  osg::ref_ptrosg::Group myGroup = new osg::Group;
  foo(myGroup);

  // now I need myGroup to point to MatrixTransform without noticing it

}




Is this going to work?
I have no compiler on this maschine to test right now so I am just assuming and 
browsing the docs.


Thank you!

Cheers,
Sam

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Re: [osg-users] Swapping ref_ptr

2010-06-30 Thread Sam Warns
Hi,
passing a ref_ptr by reference.

This sounds somehow strange to me.

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[osg-users] gDebugger see memory leaks in 14 lines of set up code when FBOs are used

2010-05-31 Thread Sam Warns
Hi,

I spent the whole day chasing a weird memory leak on my GPU. 
The following code is part of a (not working well) FBO render solution.


Code:

#include osg/CameraNode
#include osgViewer/ViewerEventHandlers


void foo()
{
   osg::ref_ptrosg::Camera c = new osg::Camera();

   c-setCullingMode(osgUtil::CullVisitor::VIEW_FRUSTUM_CULLING);  // Disable 
SMALL_FEATURE_CULLING
   c-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
   c-setClearColor( osg::Vec4(1.0, 1.0, 1.0, 0.0) ); // default white
   c-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   c-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
   c-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
   c-setRenderOrder(osg::Camera::PRE_RENDER);
   osg::ref_ptrosg::Group topg = new osg::Group;

   topg-addChild( c);

   osgViewer::Viewer viewer;
   viewer.setSceneData(topg);
   viewer.realize();
   viewer.frame();

}

int main(int argc, char* argv[])
{
   {
  {
 foo();
  }
   }

return 0;
}




When I run this with dDebugger I get  memory leaks.

Call stack:

 
 osgViewer::GraphicsWindow::makeContextCurrentImplementation - 
 osg55-osgViewerd.dll
 osgViewer::GraphicsWindow::makeContextCurrentImplementation - 
 osg55-osgViewerd.dll
 osgViewer::GraphicsWindow::makeContextCurrentImplementation - 
 osg55-osgViewerd.dll
 osgViewer::GraphicsWindow::makeContextCurrentImplementation - 
 osg55-osgViewerd.dll
 osg::LineSegment::start - osg55-osgd.dll
 osgViewer::GraphicsWindow::makeContextCurrentImplementation - 
 osg55-osgViewerd.dll
 osgViewer::GraphicsWindow::makeContextCurrentImplementation - 
 osg55-osgViewerd.dll
 foo - osg_viewer_leak_test.cpp, line 22
 main - osg_viewer_leak_test.cpp, line 31
 __tmainCRTStartup - crtexe.c, line 597
 mainCRTStartup - crtexe.c, line 413
 RegisterWaitForInputIdle - kernel32.dll
 


These are two render buffers and one FBO

when I change the 

Code:

 c-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);


from FRAME_BUFFER_OBJECT to FRAME_BUFFER -

Code:

 -setRenderTargetImplementation(osg::Camera::FRAME_BUFFER);



No leak occurs.

Win XP Pro, SP 2, GeForce GTX 285, Driver 191.07
gDebugger 5.2.1

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Re: [osg-users] Simple Loading Tutorial

2009-11-28 Thread Sam Gidding
Hi,
Thanks Paul, just a question - where you are loading cow.osg - how do i 
define where this is kept? Ive just got the pdf you linked so will have a read.


... 

Thank you!

Cheers,
Sam

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Re: [osg-users] Simple Loading Tutorial

2009-11-28 Thread Sam Gidding
Thanks for that- I have tried to get the osg wiki FAQ/tutorials but the site 
has been down since Wednesday so having trouble getting to them at the moment.

When I run the code to load a simple object (that you supplied above) with a 
direct path, I get no errors but osgviewer seems to load nothing, just the 
default blue background with no model. Ive tried different .osg and .obj files 
but no luck.

Thanks for your help to a newbie!

Sam.

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[osg-users] Simple Loading Tutorial

2009-11-27 Thread Sam Gidding
Hi all,


I've recently been trying to get my head around OSG, been trying the inbuilt 
examples and am not getting very far. I thought i'd check out the OSG tutorials 
but the site seems to have been down for the last few days now. Is there any 
specific example that I should be looking at just to learn how to load a model 
into OSG, as some seem a little more complex than this.

Hopefully that made sense, cheers
... 

Thank you!

Cheers,
s

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Re: [osg-users] zbuffer issue

2009-06-15 Thread Christian Sam
Hi, thanks for all the reply

like colin noted, the render problem vanished as i stripped off the offsets 
which caused the large coordinates and work now with localized coordinates.

if i ever need to display the real coordinates in an text-insert, i can re-add 
the stripped offset before display them.

Thank you!

Cheers,
Christian

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Re: [osg-users] zbuffer issue

2009-06-14 Thread Christian Sam
i forgot three things to mention:

1.) 
as i mentioned above, i place adjacent trees  into one geometry. 
e.g. a geometries' vertex-array has numberOfAdjacentTrees*8 (=double quads ) 
entries. but i use only one primitiveSet to construct the geometry. i hope this 
is okay.

geometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 
vertices-size()));

2.)
the geometries aren't generated from back to front.

3.)
the problem also occurs when i don't use blending, alphafunc or even textures.

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Re: [osg-users] zbuffer issue

2009-06-14 Thread Christian Sam
Sorry, for another posting:

i just tested the original one drawable per tree implementation with such 
large coordinates again and noticed that it also tends to flicker, as well 
hidden faces were revealed also. i couldn't encounter the outer mentioned 
problems.

thanks in advance,
christian

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Re: [osg-users] get the x-axis angle of a rotation

2009-06-04 Thread Christian Sam
Hi james,

regarding your last post, did you mean that you also tried to extract angles 
from a rotation with the website's matrixToEuler or a similar approach, but 
you encountered  problems that were depended on your current 
camera-orientation? 

i think the same happened to me: i wanted to get the pitch-angle of the 
camera-orientation, to adjust the camera looking straight forward in certain 
cases. (think of some: reset view, but only for the pitch angle). i encountered 
that multiplying with the inverse rotation matrix of that angle didn't work if 
a left or right camera-rotation has been done before.
(actualy these negative-effects were only obvious when left/right rotation was 
larger than 45°. so i don't know if also minor yaw-rotations did harm, or only 
rotations exceeding a 45° threshold)

in the end, it put out that i had to build the adjustment-rotation matrix not 
with the pitch but the roll angle of the current camera-rotation in cases of 
previous left/right camera-rotations from 45° to 135° (respectively -45° to 
-135°) 

3.)
i'm not sure what you are meaning with ..it was not a success.. 
does the attachment you included work, and won't it suffers from symptoms, like 
described above?


Thanks in advance,
Christian

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Re: [osg-users] get the x-axis angle of a rotation

2009-06-04 Thread Christian Sam
Hi james,

thanks for the quick reply, now everything is clear. 

Best regards,
Christian

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