[osg-users] Finding a node's DOF

2007-05-23 Thread priyadarshi

Hi,

I loaded a .ac model in osg (an aircraft model), after finding a given 
named node, how to find in which direction the node is able to rotate or 
move. for example In this case I would want to know what an aileron or a 
rudder does.


thank you
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AW: [osg-users] Small bug in osg::autotransform

2007-05-23 Thread Schmidt, Richard, SDGE1
Yes, thanks!
Richard.

Hi Richard,

I have reviewed you changes, and believe that a more lighweight fix
would be to simply reset the _firstTimeToInitEyePoint to true when
setAutoRotatioMode is called:

   void setAutoRotateMode(AutoRotateMode mode) { _autoRotateMode =
mode; _firstTimeToInitEyePoint = true; }

This avoids the extra variable.  I have checked this fix into SVN.

Does this fix work for you?

Robert.


On 5/21/07, Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote:
 Hi,
 Robert,

 here it comes.

 Richard


 Hi Richard,

 Could you post the modified file so I can review it with a view to
 merge.

 On 5/21/07, Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote:
 
 
 
 
  hi
 
  there is a small bug in osg::autotransform. When switching from
  osg::AutoTransform::NO_ROTATION to
  osg::AutoTransform::ROTATE_TO_SCREEN the new rotation does
  not get updated, because the camera position does not change. When
the
  camera position changes again, the object is displayed correctly
 again. To
  fix it just introduce a _rotationDirty flag, which is set when set
 when
  setAutoRotateMode is called.
 
 
 
  Richard
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Re: [osg-users] svn externals and https

2007-05-23 Thread J.P. Delport
Hi,

Robert Osfield wrote:
 Would there be any problem with everybody checking the svn:external
 OpenThreads out as https?  If not I can change it to this.

From Martin's email in this thread it seems that some svn clients does
not support ssl, so maybe forcing https is not the best option.

 
 We could probably move the SVN docs across discussing https only if
 there isn't any problems.

If we cannot just use https, it might help if we just add the
instructions for changing the external to https to the docs.

I was hoping svn had some way to use the same method for checking out
externals as it used for checking out the main tree. Will see if I can
find something.

regards
jp

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Re: [osg-users] svn externals and https

2007-05-23 Thread Martin Spott
Robert Osfield wrote:

 Would there be any problem with everybody checking the svn:external
 OpenThreads out as https?  If not I can change it to this.

Well, I _do_ see a problem here. I've been trying to pull with https
from three different machines at three different locations using three
different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I
didn't get a single working checkout of:

  https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads

I two of three cases (the Linux boxes) I didn't even get the idea of a
connect. So I don't think that forcing the use of https is a really
good idea. Is it really just about this external reference ?

Martin.
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[osg-users] A small doubt

2007-05-23 Thread HEMANTH


I have a small problem and small time

The problem is that i have a point in world co-ordinates.I want to apply a 
translation and rotation to that point and get the resultant point also in 
the world coordinates.


I have tried

osg::Matrix mat;
mat=mat.translate(osg::Vec3(150.0,0.0,50.0));
osg::Vec3 v(1,1,1);
osg::Vec3 l=osg::Matrix::transform3x3(v,mat);
std::cout  l[0] l[1]  l[2]  std::endl;


but this prints

1 1 1



why is this happening ?



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Re: [osg-users] Frustrum/Scale

2007-05-23 Thread belthil
Hello!

I have a last question about the depthPartition. Does the depthPartition 
have a limit? I mean, is it possible to have a world as large as you wish (with 
and without PagedLODs)?
And, except the example, is there a detailed description of how the 
partitionning of the depth is working?

I thank you!

Belthil

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Re: [osg-users] Collision detection

2007-05-23 Thread Adrian Egli

Hi

2007/5/23, The supervisor [EMAIL PROTECTED]:


Hello,

We're trying to implement a Collision Detection algorithm.
Our idea includes building a BB tree. It is a tree of hierarchies where
the lowest hierarchy includes bounding boxes of the most basic objects in
the scene. The one above includes BBs of pairs of BBs from below, and so on
for all upper hierarchies.
Note that while constructing the levels above, the pairs of the lower BBs
must be chosen carefully, for the wrong choice will lead to a BB far larger
than the BB that could be created by choosing BBs which are closer to each
other.
We've been told that a similar tree is being built in OSG for the purpose
of culling.
In order to help us build this tree we're searching for the source code of
the function which does just that.
If you could direct us to the right place in the source we'd be grateful.
Alternately, if OSG provides access to his tree of this kind, how can we
use it?



i don't understand exactly what you  need and like doing. Do you like to
implement yourself a  new  structurs or  do  you like to expand the osg
internal structurs to support hierarchical collision checks ?

Many thanks.



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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Robert Osfield

Hi Serge,

GraphicsWindowWin32 isn't currently listed as a public header by the
CMakeLists.txt.  I'll have a tinker to see if I can add the relevant
platform specific headers.

Robert.

On 5/22/07, Serge Lages [EMAIL PROTECTED] wrote:

Hi all,

I've noticed a problem with the install step of CMake (under Windows). It
copies all the include files into the wanted directory except the
subdirectory (and all its content) api/ from include/osgViewer/.
I include files from it to make some platform dependant things (like getting
the HWND with api/Win32/GraphicsWindowWin32), so my projects don't build
without it.

Anyone with some CMake skills could try to fix this problem ? I tried to
look how to do it but can't find anything. :/

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[osg-users] osgShadow

2007-05-23 Thread Aydin OKUTANOGLU
Hi,
 
We are currently using the SVN version of the OpenSceneGraph, and try to use 
the osgShadow library. Our 3D scene contains a very wide terrain. This downs 
the osgShadow performance. In some other engines developers could limit the 
shadow distance, i.e. shadow appears on a frustom from the camera to a given 
far distance so that shadow performance does not depent on how wide your 
terrain is. As far as we realize, current shadow technique implementations does 
not contains such a facility. Is it considered to add such facility to 
osgShadow library? Also, is it considered to add new shadow techniques such as 
any kind of perspective shadow techniques?
 
Thanks 
 
Aydin Okutanoglu
 
 

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Re: [osg-users] unlinking a node from the scenegraph

2007-05-23 Thread Ulrich Hertlein
Mark Hurry wrote:
 I have a scenegraph that looks like
 
   /TransformMatrix1\
  /  \
 Root/Node--Geometry
 \/
  \  /
TransformMatrix2/
 
 I want to be able unlink and delete either or both of TransformMatrix
 nodes without destroying Node as at some time in the future I may need
 to link it in again with another transformmatrix node.
 
 I have tried using of unref () and unref_nodelete() but I get access
 violations. Obviously I am misunderstanding how these functions work.
 Can anyone suggest what I should be doing?

You shouldn't call unref() yourself but rather remove the
TransformMatrix* from its parent which will call unref() as necessary:
Root-removeChild(TransformMatrix1)

This will remove TransformMatrix1 from Root, calling
TransformMatrix1-unref() which in turn deletes TM1 (since its refcount
reaches 0). The destructor calls unref() on all of TM1's children (i.e.
Node-unref).

You have to take care if you remove both TM1 and TM2 since then the
entire Node branch may be deleted unless you keep a ref_ptr to Node.

Hope this helps,
/Ulrich

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Re: [osg-users] The cow has been voxelized!

2007-05-23 Thread Robert Osfield

Hi Ruben,

I tried your modified Field,Field.cpp but get a crash due to a
allocation of vector with a negative number - the cause being the
incorrect reading of values.  To investigate I added a debug message
to the Filed::getInt(..) and go this result before the crash:

fieldCache = 26 i=26
_fieldCache = 31 i=-1424308159
_fieldCache = 4 i=-1424308159
_fieldCache = 1 i=0
_fieldCache = 0 i=-1383170280
_fieldCache = 20 i=32767
_fieldCache = 0 i=0
_fieldCache = 1 i=0
_fieldCache = 0 i=10922
_fieldCache = 3 i=-1394329984
terminate called after throwing an instance of 'std::length_error'
 what():  vector::reserve

So it looks like the cached istringstream is not managing the
convert.str(_fieldCache) correctly.

Perhaps it would be easiest just to write out our atoi function...

Robert.
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Re: [osg-users] 100% CPU usage Win64

2007-05-23 Thread Robert Osfield

Hi Jürgen,

Have you tried enabling vsync?

Robert.

On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote:

Hi,

I have got a problem with high CPU usage (100%) with osg in Win64.

To narrow the problem I extended the osgviewer code as follows:
---
...
while( !viewer.done() )
{
end_tick=osg::Timer::instance()-tick();

if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick));
start_tick=osg::Timer::instance()-tick();
// wait for all cull and draw threads to complete.
viewer.sync();

// update the scene by traversing it with the the update visitor
which will
// call all node update callbacks and animations.
viewer.update();

// fire off the cull and draw traversals of the scene.
viewer.frame();

}
...
--

With Linux this Code works perfectly and limits the framerate to
aproximately 50 fps (Should imho be 60 with this code, but that´s not
that important). Thus CPU usage drops on my machine to around 5% (I
know, this is model-dependant.). Running the same Code with WinXP64,
Visual Studio 2005, causes 100% CPU usage with framerate dropping to
around 50 fps. The machine is fast enough. Graphics board is NVidia, so
the known ATI-Bug does not apply.

Does anyone know if this ist a general Windows problem or only occurs on
Win64 and what causes it? Is there a workaround? I don´t like my
application to eat up all cpu. It is still possible for other Processes
to get CPU-time, but since the viewer seems to grab all free CPU-time,
the fan gets loud and if one tried it on a mobile device the application
consumed much more power than necessary.

Thanks+Best regards

Jürgen Löb

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Re: [osg-users] Finding a node's DOF

2007-05-23 Thread Robert Osfield

Using a custom visitor to find your named node, overload the
apply(Transform) and within this do a dynamic_cast to DOFTransform.
osgplanets has a find named node visitor.

On 5/23/07, priyadarshi [EMAIL PROTECTED] wrote:

Hi,

I loaded a .ac model in osg (an aircraft model), after finding a given
named node, how to find in which direction the node is able to rotate or
move. for example In this case I would want to know what an aileron or a
rudder does.

thank you
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Re: [osg-users] svn externals and https

2007-05-23 Thread Robert Osfield

On 5/23/07, Martin Spott [EMAIL PROTECTED] wrote:

Robert Osfield wrote:

 Would there be any problem with everybody checking the svn:external
 OpenThreads out as https?  If not I can change it to this.

Well, I _do_ see a problem here. I've been trying to pull with https
from three different machines at three different locations using three
different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I
didn't get a single working checkout of:

  https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads


Curious, which versions of svn do you have on these systems?

Robert.
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Re: [osg-users] A small doubt

2007-05-23 Thread Robert Osfield

A 3x3 transform will only be able to do a scale and rotation, you need
a 4x4 to do translation.

On 5/23/07, HEMANTH [EMAIL PROTECTED] wrote:


I have a small problem and small time

The problem is that i have a point in world co-ordinates.I want to apply a
translation and rotation to that point and get the resultant point also in
the world coordinates.

I have tried

osg::Matrix mat;
mat=mat.translate(osg::Vec3(150.0,0.0,50.0));
osg::Vec3 v(1,1,1);
osg::Vec3 l=osg::Matrix::transform3x3(v,mat);
std::cout  l[0] l[1]  l[2]  std::endl;


but this prints

1 1 1



why is this happening ?



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Re: [osg-users] Frustrum/Scale

2007-05-23 Thread Robert Osfield

I don't write the depth partition node.

On 5/23/07, belthil [EMAIL PROTECTED] wrote:


Hello!

I have a last question about the depthPartition. Does the depthPartition
have a limit? I mean, is it possible to have a world as large as you wish
(with and without PagedLODs)?
And, except the example, is there a detailed description of how the
partitionning of the depth is working?

I thank you!

Belthil


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Re: [osg-users] osgShadow

2007-05-23 Thread Robert Osfield

Which technique are you using?

On 5/23/07, Aydin OKUTANOGLU [EMAIL PROTECTED] wrote:



Hi,

We are currently using the SVN version of the OpenSceneGraph, and try to use
the osgShadow library. Our 3D scene contains a very wide terrain. This downs
the osgShadow performance. In some other engines developers could limit the
shadow distance, i.e. shadow appears on a frustom from the camera to a given
far distance so that shadow performance does not depent on how wide your
terrain is. As far as we realize, current shadow technique implementations
does not contains such a facility. Is it considered to add such facility to
osgShadow library? Also, is it considered to add new shadow techniques such
as any kind of perspective shadow techniques?

Thanks

Aydin Okutanoglu




..

DIKKAT !

Bu e - postanin içerdigi bilgiler (ekleri dahil olmak üzere) gizlidir.
Gonderenin onayi olmaksizin üçüncü kisilere açiklanamaz. Bu mesajin
gönderilmek istendigi kisi degilseniz, lütfen mesaji sisteminizden derhal
siliniz... Gonderen bu mesajin içerdigi bilgilerin dogrulugu veya eksiksiz
oldugu konusunda bir garanti vermemektedir. Bu nedenle bilgilerin ne sekilde
olursa olsun içeriginden, iletilmesinden, alinmasindan, saklanmasindan
sorumlu degildir.



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Re: [osg-users] Finding a node's DOF

2007-05-23 Thread priyadarshi

Robert Osfield wrote:

Using a custom visitor to find your named node, overload the
apply(Transform) and within this do a dynamic_cast to DOFTransform.
osgplanets has a find named node visitor.

On 5/23/07, priyadarshi [EMAIL PROTECTED] wrote:

Hi,

I loaded a .ac model in osg (an aircraft model), after finding a given
named node, how to find in which direction the node is able to rotate or
move. for example In this case I would want to know what an aileron or a
rudder does.

thank you
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I loaded the .ac file and searched for DOFTransform nodes but there 
wasn't a one. So how do I change the positions of wings, flaps , 
ailerons etc?

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Re: [osg-users] Finding a node's DOF

2007-05-23 Thread Ulrich Hertlein
priyadarshi wrote:
 Robert Osfield wrote:
 Using a custom visitor to find your named node, overload the
 apply(Transform) and within this do a dynamic_cast to DOFTransform.
 osgplanets has a find named node visitor.

 I loaded a .ac model in osg (an aircraft model), after finding a given
 named node, how to find in which direction the node is able to rotate or
 move. for example In this case I would want to know what an aileron or a
 rudder does.

I doubt that ac supports DOFTransforms. They're probably regular PATs or
MatrixTransforms and so you can't know which DOF are supported because
it's not authored/exported.

/Ulrich

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[osg-users] HeightField Multitexturing

2007-05-23 Thread Kim C Bale
Hi all,
 
I'm pretty new to OSG and I'm having difficulties multitexturing a
heightfield. 
 
Basically what I'm trying to do is lay a caustic pattern using an RGBA
png over a seabed texture on a heightfield.
 
I believe i've followed the proceedure correctly and from what I've read
it should be pretty easy, but at present only the base texture gets
rendered. 

If anybody could cast their eye over the following code and tell me what
I'm doing wrong I would be most grateful.

Kim.


---

osg::StateSet* stateSet = new osg::StateSet();

osg::TexEnv* texenv1 = new osg::TexEnv;
texenv1-setMode(osg::TexEnv::MODULATE);

stateSet-setTextureAttributeAndModes(0,textureMap,osg::StateAttribute::
ON);
stateSet-setTextureAttributeAndModes(0,texenv1,osg::StateAttribute::ON)
;

osg::TexGen* texgen = new osg::TexGen;
texgen-setMode(osg::TexGen::EYE_LINEAR);

osg::TexEnv* texenv2 = new osg::TexEnv;
texenv2-setMode(osg::TexEnv::DECAL);

stateSet-setTextureAttributeAndModes(1,overlay,osg::StateAttribute::ON)
;
stateSet-setTextureAttributeAndModes(1,texgen,osg::StateAttribute::ON);
stateSet-setTextureAttributeAndModes(1,texenv2,osg::StateAttribute::ON)
;

terrainGeode-setStateSet(stateSet);
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Re: [osg-users] svn externals and https

2007-05-23 Thread J.P. Delport
Hi,

I think its prob better to leave the external as it is now.

https stuff below

Martin Spott wrote:
 Robert Osfield wrote:
 
 Would there be any problem with everybody checking the svn:external
 OpenThreads out as https?  If not I can change it to this.
 
 Well, I _do_ see a problem here. I've been trying to pull with https
 from three different machines at three different locations using three
 different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I
 didn't get a single working checkout of:
 
   https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads
 
 I two of three cases (the Linux boxes) I didn't even get the idea of a
 connect. So I don't think that forcing the use of https is a really
 good idea. Is it really just about this external reference ?
 
   Martin.

I've tried two versions of svn on Debian sarge and sid, they both work.
svn --version output at the end of the mail.

I get a prompt about the certificate like so:
--8--
[EMAIL PROTECTED]:~/tmp$ svn co
https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads

Error validating server certificate for
'https://www.openscenegraph.com:443':
 - The certificate is not issued by a trusted authority. Use the
   fingerprint to validate the certificate manually!
 - The certificate hostname does not match.
 - The certificate has expired.
Certificate information:
 - Hostname: murray.ai2.upv.es
 - Valid: from Feb 10 09:13:19 2007 GMT until Mar 12 09:13:19 2007 GMT
 - Issuer: AI2, Universidad Politecnica de Valencia, Valencia, Valencia, ES
 - Fingerprint: 6d:b1:05:1a:7a:78:4c:0f:84:59:46:ba:02:d5:af:2c:77:0c:11:ee
(R)eject, accept (t)emporarily or accept (p)ermanently?
--8--

I press t and then it checks out normally.

version info:

--8--


[EMAIL PROTECTED]:~/tmp$ svn --version svn, version 1.1.4 (r13838)
   compiled May 13 2005, 06:29:47

Copyright (C) 2000-2004 CollabNet.
Subversion is open source software, see http://subversion.tigris.org/
This product includes software developed by CollabNet
(http://www.Collab.Net/).

The following repository access (RA) modules are available:

* ra_dav : Module for accessing a repository via WebDAV (DeltaV) protocol.
  - handles 'http' schema
  - handles 'https' schema
* ra_local : Module for accessing a repository on local disk.
  - handles 'file' schema
* ra_svn : Module for accessing a repository using the svn network protocol.
  - handles 'svn' schema


--8--


[EMAIL PROTECTED]:~$ svn --version
svn, version 1.4.2 (r22196)
   compiled Nov 10 2006, 17:39:50

Copyright (C) 2000-2006 CollabNet.
Subversion is open source software, see http://subversion.tigris.org/
This product includes software developed by CollabNet
(http://www.Collab.Net/).

The following repository access (RA) modules are available:

* ra_dav : Module for accessing a repository via WebDAV (DeltaV) protocol.
  - handles 'http' scheme
  - handles 'https' scheme
* ra_svn : Module for accessing a repository using the svn network protocol.
  - handles 'svn' scheme
* ra_local : Module for accessing a repository on local disk.
  - handles 'file' scheme





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Re: [osg-users] Collision detection

2007-05-23 Thread Leo Vinnikov

We'd like to implement this structure, but if enough support already exists
in OSG then it's better to use it.
What is the best way, and what exactly does OSG provide to help us with this
problem?


On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote:


Hi

2007/5/23, The supervisor [EMAIL PROTECTED]:

  Hello,

 We're trying to implement a Collision Detection algorithm.
 Our idea includes building a BB tree. It is a tree of hierarchies where
 the lowest hierarchy includes bounding boxes of the most basic objects in
 the scene. The one above includes BBs of pairs of BBs from below, and so on
 for all upper hierarchies.
 Note that while constructing the levels above, the pairs of the lower
 BBs must be chosen carefully, for the wrong choice will lead to a BB far
 larger than the BB that could be created by choosing BBs which are closer to
 each other.
 We've been told that a similar tree is being built in OSG for the
 purpose of culling.
 In order to help us build this tree we're searching for the source code
 of the function which does just that.
 If you could direct us to the right place in the source we'd be
 grateful.
 Alternately, if OSG provides access to his tree of this kind, how can we
 use it?


i don't understand exactly what you  need and like doing. Do you like to
implement yourself a  new  structurs or  do  you like to expand the osg
internal structurs to support hierarchical collision checks ?

Many thanks.


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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Luigi Calori
Hi Serge, I did not see the problem, my install step seem to have 
installed include\osgViewer correctly


Serge Lages wrote:


Hi all,

I've noticed a problem with the install step of CMake (under Windows). 
It copies all the include files into the wanted directory except the 
subdirectory (and all its content) api/ from include/osgViewer/.
I include files from it to make some platform dependant things (like 
getting the HWND with api/Win32/GraphicsWindowWin32), so my projects 
don't build without it.


Anyone with some CMake skills could try to fix this problem ? I tried 
to look how to do it but can't find anything. :/


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Re: [osg-users] HeightField Multitexturing

2007-05-23 Thread Robert Osfield

Hi Kim,

For eye linear texgen you should use a TexGen you should use a
TexGenNode to position the TexGen in space as its positional state.
Have a look at the examples that use TexGenNode.


Robert.

On 5/23/07, Kim C Bale [EMAIL PROTECTED] wrote:

Hi all,

I'm pretty new to OSG and I'm having difficulties multitexturing a
heightfield.

Basically what I'm trying to do is lay a caustic pattern using an RGBA
png over a seabed texture on a heightfield.

I believe i've followed the proceedure correctly and from what I've read
it should be pretty easy, but at present only the base texture gets
rendered.

If anybody could cast their eye over the following code and tell me what
I'm doing wrong I would be most grateful.

Kim.


---

osg::StateSet* stateSet = new osg::StateSet();

osg::TexEnv* texenv1 = new osg::TexEnv;
texenv1-setMode(osg::TexEnv::MODULATE);

stateSet-setTextureAttributeAndModes(0,textureMap,osg::StateAttribute::
ON);
stateSet-setTextureAttributeAndModes(0,texenv1,osg::StateAttribute::ON)
;

osg::TexGen* texgen = new osg::TexGen;
texgen-setMode(osg::TexGen::EYE_LINEAR);

osg::TexEnv* texenv2 = new osg::TexEnv;
texenv2-setMode(osg::TexEnv::DECAL);

stateSet-setTextureAttributeAndModes(1,overlay,osg::StateAttribute::ON)
;
stateSet-setTextureAttributeAndModes(1,texgen,osg::StateAttribute::ON);
stateSet-setTextureAttributeAndModes(1,texenv2,osg::StateAttribute::ON)
;

terrainGeode-setStateSet(stateSet);

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Re: [osg-users] 100% CPU usage Win64

2007-05-23 Thread Jürgen Löb
Hi,

is it sufficient to enable vsync in driver settings? If so, I did. Even
if I reduce fps to 10, I get 100% CPU usage. Gfx board in the Windows
machine is a GeForce 7800 GTX, ForceWave version 81.67. Gfx board I
tested with linux is quadro 350m, nvidia-drivers-1.0.9755-r1.

Greetings

Jürgen

Robert Osfield schrieb:
 Hi Jürgen,

 Have you tried enabling vsync?

 Robert.

 On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote:
 Hi,

 I have got a problem with high CPU usage (100%) with osg in Win64.

 To narrow the problem I extended the osgviewer code as follows:
 ---
 ...
 while( !viewer.done() )
 {
 end_tick=osg::Timer::instance()-tick();

 if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick));

 start_tick=osg::Timer::instance()-tick();
 // wait for all cull and draw threads to complete.
 viewer.sync();

 // update the scene by traversing it with the the update visitor
 which will
 // call all node update callbacks and animations.
 viewer.update();

 // fire off the cull and draw traversals of the scene.
 viewer.frame();

 }
 ...
 --

 With Linux this Code works perfectly and limits the framerate to
 aproximately 50 fps (Should imho be 60 with this code, but that´s not
 that important). Thus CPU usage drops on my machine to around 5% (I
 know, this is model-dependant.). Running the same Code with WinXP64,
 Visual Studio 2005, causes 100% CPU usage with framerate dropping to
 around 50 fps. The machine is fast enough. Graphics board is NVidia, so
 the known ATI-Bug does not apply.

 Does anyone know if this ist a general Windows problem or only occurs on
 Win64 and what causes it? Is there a workaround? I don´t like my
 application to eat up all cpu. It is still possible for other Processes
 to get CPU-time, but since the viewer seems to grab all free CPU-time,
 the fan gets loud and if one tried it on a mobile device the application
 consumed much more power than necessary.

 Thanks+Best regards

 Jürgen Löb

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Re: [osg-users] 100% CPU usage Win64

2007-05-23 Thread Jürgen Löb
Hi,

is it sufficient to enable vsync in driver settings? If so, I did. Even
if I reduce fps to 10, I get 100% CPU usage. Gfx board in the Windows
machine is a GeForce 7800 GTX, ForceWave version 81.67. Gfx board I
tested with linux is quadro 350m, nvidia-drivers-1.0.9755-r1.

Greetings

Jürgen

Robert Osfield schrieb:
 Hi Jürgen,

 Have you tried enabling vsync?

 Robert.

 On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote:
 Hi,

 I have got a problem with high CPU usage (100%) with osg in Win64.

 To narrow the problem I extended the osgviewer code as follows:
 ---
 ...
 while( !viewer.done() )
 {
 end_tick=osg::Timer::instance()-tick();

 if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick));

 start_tick=osg::Timer::instance()-tick();
 // wait for all cull and draw threads to complete.
 viewer.sync();

 // update the scene by traversing it with the the update visitor
 which will
 // call all node update callbacks and animations.
 viewer.update();

 // fire off the cull and draw traversals of the scene.
 viewer.frame();

 }
 ...
 --

 With Linux this Code works perfectly and limits the framerate to
 aproximately 50 fps (Should imho be 60 with this code, but that´s not
 that important). Thus CPU usage drops on my machine to around 5% (I
 know, this is model-dependant.). Running the same Code with WinXP64,
 Visual Studio 2005, causes 100% CPU usage with framerate dropping to
 around 50 fps. The machine is fast enough. Graphics board is NVidia, so
 the known ATI-Bug does not apply.

 Does anyone know if this ist a general Windows problem or only occurs on
 Win64 and what causes it? Is there a workaround? I don´t like my
 application to eat up all cpu. It is still possible for other Processes
 to get CPU-time, but since the viewer seems to grab all free CPU-time,
 the fan gets loud and if one tried it on a mobile device the application
 consumed much more power than necessary.

 Thanks+Best regards

 Jürgen Löb

 -- 
 Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung
 meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder
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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Serge Lages

On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote:


Hi Serge, I did not see the problem, my install step seem to have
installed include\osgViewer correctly



You also have the subdirectory api into include\osgViewer ?
I am doing out of source install, it copies the bins, libs and includes,
except this folder and its content.

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Re: [osg-users] osgShadow

2007-05-23 Thread Robert Osfield

On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote:

what about the PSSM proting of the shadow map technic.


I'm afraid I've been too overload to tackle this.
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Re: [osg-users] 100% CPU usage Win64

2007-05-23 Thread Robert Osfield

Can't say whats up.  Vsync should reduce the load if you are running
at above vertical refresh.  Drivers issues?

On 5/23/07, Jürgen Löb [EMAIL PROTECTED] wrote:

Hi,

is it sufficient to enable vsync in driver settings? If so, I did. Even
if I reduce fps to 10, I get 100% CPU usage. Gfx board in the Windows
machine is a GeForce 7800 GTX, ForceWave version 81.67. Gfx board I
tested with linux is quadro 350m, nvidia-drivers-1.0.9755-r1.

Greetings

Jürgen

Robert Osfield schrieb:
 Hi Jürgen,

 Have you tried enabling vsync?

 Robert.

 On 5/22/07, Jürgen Löb [EMAIL PROTECTED] wrote:
 Hi,

 I have got a problem with high CPU usage (100%) with osg in Win64.

 To narrow the problem I extended the osgviewer code as follows:
 ---
 ...
 while( !viewer.done() )
 {
 end_tick=osg::Timer::instance()-tick();

 
if(1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick)0)OpenThreads::Thread::microSleep(100*1.0f/60-osg::Timer::instance()-delta_s(start_tick,end_tick));

 start_tick=osg::Timer::instance()-tick();
 // wait for all cull and draw threads to complete.
 viewer.sync();

 // update the scene by traversing it with the the update visitor
 which will
 // call all node update callbacks and animations.
 viewer.update();

 // fire off the cull and draw traversals of the scene.
 viewer.frame();

 }
 ...
 --

 With Linux this Code works perfectly and limits the framerate to
 aproximately 50 fps (Should imho be 60 with this code, but that´s not
 that important). Thus CPU usage drops on my machine to around 5% (I
 know, this is model-dependant.). Running the same Code with WinXP64,
 Visual Studio 2005, causes 100% CPU usage with framerate dropping to
 around 50 fps. The machine is fast enough. Graphics board is NVidia, so
 the known ATI-Bug does not apply.

 Does anyone know if this ist a general Windows problem or only occurs on
 Win64 and what causes it? Is there a workaround? I don´t like my
 application to eat up all cpu. It is still possible for other Processes
 to get CPU-time, but since the viewer seems to grab all free CPU-time,
 the fan gets loud and if one tried it on a mobile device the application
 consumed much more power than necessary.

 Thanks+Best regards

 Jürgen Löb

 --
 Hiermit widerspreche ich/wir der Nutzung oder Uebermittlung
 meiner/unserer Daten fuer Werbezwecke oder fuer die Markt- oder
 Meinungsforschung gem. Par. 28 Abs. 3 Bundesdatenschutzgesetz.

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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Robert Osfield

On 5/23/07, Serge Lages [EMAIL PROTECTED] wrote:

On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote:
 Hi Serge, I did not see the problem, my install step seem to have
 installed include\osgViewer correctly



You also have the subdirectory api into include\osgViewer ?
I am doing out of source install, it copies the bins, libs and includes,
except this folder and its content.


I've tweak src/osgViewer/CMakeLists.txt (attached), this does the
install of the GraphicsWindow* headers which are appropriate for each
platform.  One snag is it doesn't install into
osgViewer/api/Win32/GraphicsWindowWin32 but
osgViewer/GraphicsWindowWin32 so the api/Win32 directory is not
honored.  I don't know how to tweak CMake to honour this.

Robert.

# FIXME: For OS X, need flag for Framework or dylib
IF   (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)

SET(LIB_NAME osgViewer)
SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
SET(LIB_PUBLIC_HEADERS
${HEADER_PATH}/CompositeViewer
${HEADER_PATH}/Export
${HEADER_PATH}/GraphicsWindow
${HEADER_PATH}/HelpHandler
${HEADER_PATH}/Scene
${HEADER_PATH}/SimpleViewer
${HEADER_PATH}/StatsHandler
${HEADER_PATH}/Version
${HEADER_PATH}/View
${HEADER_PATH}/Viewer
${HEADER_PATH}/ViewerEventHandlers
)

SET(LIB_COMMON_FILES
CompositeViewer.cpp
Scene.cpp
SimpleViewer.cpp
StatsHandler.cpp
HelpHandler.cpp
Version.cpp
View.cpp
Viewer.cpp
ViewerEventHandlers.cpp
)


IF(WIN32)

SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS} 
${HEADER_PATH}/api/Win32/GraphicsWindowWin32)
SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} GraphicsWindowWin32.cpp)

ELSE(WIN32)
IF(APPLE)

# FIXME: OS X needs selection mechanism for Cocoa, Carbon, X11
SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS} 
${HEADER_PATH}/api/Carbon/GraphicsWindowCarbon)
SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} GraphicsWindowCarbon.cpp)

ELSE(APPLE)

# X11 for everybody else
SET(LIB_PUBLIC_HEADERS ${LIB_PUBLIC_HEADERS} 
${HEADER_PATH}/api/X11/GraphicsWindowX11)
SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} GraphicsWindowX11.cpp)

ENDIF(APPLE)
ENDIF(WIN32)


ADD_LIBRARY(${LIB_NAME}
${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
${LIB_PUBLIC_HEADERS}
${LIB_PRIVATE_HEADERS}
${LIB_COMMON_FILES}
)


LINK_INTERNAL(${LIB_NAME} 
osgGA
osgText
osgDB
osgUtil
osg
OpenThreads
)

LINK_CORELIB_DEFAULT(${LIB_NAME})

IF(MINGW OR CYGWIN)
LINK_EXTERNAL(${LIB_NAME} gdi32 )
ENDIF(MINGW OR CYGWIN)


INCLUDE(ModuleInstall OPTIONAL)
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Re: [osg-users] Missing preprocessor directive for Jasper

2007-05-23 Thread Robert Osfield

Could you have a bash at adding this to the CMake build for the plugin?

On 5/23/07, Anders Backman [EMAIL PROTECTED] wrote:

It seems that the jasper (jpeg2000) library requires that the
preprocessor directive JAS_WIN_MSVC_BUILD is defined when building
under windows.

Otherwise quite a few headerfiles that doesnt exist under windows are requested.
So I guess it should be added to the cmake files for the jp2 project.


/Anders

--



 Anders Backman   Email:[EMAIL PROTECTED]
 HPC2N/VRlab  Phone:+46 (0)90-786 9936
 Umea university  Cellular: +46 (0)70-392 64 67
 S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
   http://www.cs.umu.se/~andersb
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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Serge Lages

On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote:


On 5/23/07, Serge Lages [EMAIL PROTECTED] wrote:
 I will be able to try it this evening and I will let you know.
 I think that it's not a problem that the api directory is not created,
IMHO
 it even simplify the process to have directly the appropriate
 GraphicsWindow* into osgViewer.

Its the inconsistency that concerns me, if you are compiling against
the in source version of the OSG, then move across to using an install
version then their will be a difference.

I introduced the api/* directories to help hide the expected
poliferation of toolkit specific headers.



Yes after thinking to this solution it can cause a lot of other problems...
:/
I'll try to give a look at CMake to help you find a solution.

--
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[osg-users] Problems with compiling OSG on Solaris 10

2007-05-23 Thread Daniel Wetzler

Hallo,

I tried to compile OSG on a Solaris 10 (sparc, 11/06) computer with gcc 
3.3.2 anf gmake.


I compiled openThreads without any visible problems but during the 
compile of

Producer I ran ionto the following problem :


[EMAIL PROTECTED]  gmake
gmake[1]: Entering directory 
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src'
gmake[2]: Entering directory 
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt'
CC  -xO4 -DPRODUCER_VERSION=\1.1.0\ -DPRODUCER_VERSION_REVISION=1 
-features=extensions -mt -KPIC -I../..//include   -I../..//include 
-I../. -c ../Camera.cpp
../..//include/Producer/PipeTimer, line 69: Error: Type name expected 
instead of PFNGLGENQUERIESPROC.
../..//include/Producer/PipeTimer, line 70: Error: Type name expected 
instead of PFNGLDELETEQUERIESPROC.
../..//include/Producer/PipeTimer, line 71: Error: Type name expected 
instead of PFNGLBEGINQUERYPROC.
../..//include/Producer/PipeTimer, line 72: Error: Type name expected 
instead of PFNGLENDQUERYPROC.
../..//include/Producer/PipeTimer, line 73: Error: Type name expected 
instead of PFNGLGETQUERYOBJECTIVPROC.
../Camera.cpp, line 579: Warning: _matrix hides 
Producer::Camera::Lens::_matrix.

5 Error(s) and 1 Warning(s) detected.
gmake[2]: *** [Camera.o] Error 5
gmake[2]: Leaving directory 
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt'

gmake[1]: *** [libProducer.opt] Error 2
gmake[1]: Leaving directory 
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src'

gmake: *** [default] Error 1


I don't have any idea how to solve that problem and appreciate any help.

Is there a compiled version of any OSG version available ?

Best regards,

Daniel


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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Luigi Calori
You are right, I did not noticed there was an api folder inside 
osgViewer include.

That folder is not copied in the install process.
the problem is probably related to the file ModuleInstall.cmake

Serge Lages wrote:

On 5/23/07, *Luigi Calori* [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


Hi Serge, I did not see the problem, my install step seem to have
installed include\osgViewer correctly


You also have the subdirectory api into include\osgViewer ?
I am doing out of source install, it copies the bins, libs and 
includes, except this folder and its content.


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[osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Emmanuel Roche

I finished this first build test (static core libs + shared plugin libs):
two remarks:

1) the example osgDepthShadow won't compile:

[ 88%] Building CXX object
examples/osgdepthshadow/CMakeFiles/example_osgdepthshadow.dir/osgdepthshadow.o
Linking CXX executable ../../bin/osgdepthshadow
/home/kenshin/dev/libraries/linux32/gcc-4.1.2/OpenSceneGraph-1.9.5
/lib/libosgShadow.a(ShadowMap.o):(.data+0x0): multiple definition of
`fragmentShaderSource_noBaseTexture'
CMakeFiles/example_osgdepthshadow.dir/osgdepthshadow.o:(.data+0x0): first
defined here
/home/kenshin/dev/libraries/linux32/gcc-4.1.2/OpenSceneGraph-1.9.5
/lib/libosgShadow.a(ShadowMap.o):(.data+0xe0): multiple definition of
`fragmentShaderSource_withBaseTexture'
CMakeFiles/example_osgdepthshadow.dir/osgdepthshadow.o:(.data+0xe0): first
defined here
collect2: ld a retourné 1 code d'état d'exécution
make[2]: *** [bin/osgdepthshadow] Erreur 1

.. obviously this is linked to the static build process...

2) I have the same problem than I had under WinXP at the beginning: when I
try to run osganimate I get:

[EMAIL PROTECTED] bin]$ ./osganimate
Warning: Could not find plugin to read objects from file glider.osg.
Warning: Could not find plugin to read objects from file cessna.osg.
View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface
available, cannot create windows.
Viewer::realize() - failed to set up any windows

-- the auto referencing of the GraphicWindowX11 interface doesn't happen
neither :-)

By the way, Is someone else working on this static build process or am I on
my own... ? I guess I have to find out a bit more about CMake and linux
symbols anyway...

regards,

Manu.


2007/5/23, Emmanuel Roche  [EMAIL PROTECTED]:


Hello !

I'm trying to build this release of OSG on linux this time.

First thing noticable: the plugins are still built as shared libraries (in
mode OPENSCENEGRAPH_DYNAMIC=OFF)... is this normal ??

I've got a question any way: On windows, when I was trying to use .dll for
the plugins mixed with static core libraries it didn't work: I'm not un
expert, but I guess this could have something to do with static objects in
osgDB.lib existing in two places (the application and the plugin) and not
being shared as one would expect (please tell me if this explanation is
totally wrong :-) ). So I came to the conclusion that everything must be
shared or static... is this still true under linux with gcc ???

if it is, then it means we have to build static plugin libs and then to
force the compiler to include the needed symbols again... (correct me if I'm
wrong but I think that current gcc versions (4.1 at least...) perform
function level linking by default). Does anyone know how to retrieve the
symbol list from the librairy ? (ie: what is the corresponding command for
MS  dumpbin.exe ? :-))

still if my previous assumption is true for linux, could someone just tell
me what should be changed in order to built static plugin libs in the Cmake
files ?

Now, if this assumption is wrong, it would mean that I should expect this
current compilation (static core libs + shared plugin libs) to work just
fine ?

regards,

Manu.


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[osg-users] Geometry extraction

2007-05-23 Thread PCJohn

 What is the best way to extract triangles from osg?

Use an custom osg::TriangleFunctor  [...]


And if I want normals, materials, and texCoordinates too?
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[osg-users] RE:a node from the scenegraph

2007-05-23 Thread Mark Hurry


Hi Ulrich,

Thanks for the advice, but I am still unclear. 

If I root-removeChild(TransformMatrix1), and
root-removeChild(TransformMatrix2). 

Won't that mean that Node is also deleted? Which is not what I want.

Are you saying that I need to keep another dummy node outside of the
scenegraph, referencing Node, just as a way of stopping Node being deleted?

 dummy
|
|
   /TransformMatrix1\  |
  /  \ |
 Root/Node--Geometry
 \/
  \  /
TransformMatrix2/


Thanks

Mark


Message: 30
Date: Wed, 23 May 2007 11:17:15 +0200
From: Ulrich Hertlein [EMAIL PROTECTED]
Subject: Re: [osg-users] unlinking a node from the scenegraph
To: osg users osg-users@openscenegraph.net
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=windows-1250

Mark Hurry wrote:
 I have a scenegraph that looks like
 
   /TransformMatrix1\
  /  \
 Root/Node--Geometry
 \/
  \  /
TransformMatrix2/
 
 I want to be able unlink and delete either or both of TransformMatrix
 nodes without destroying Node as at some time in the future I may need
 to link it in again with another transformmatrix node.
 
 I have tried using of unref () and unref_nodelete() but I get access
 violations. Obviously I am misunderstanding how these functions work.
 Can anyone suggest what I should be doing?

You shouldn't call unref() yourself but rather remove the
TransformMatrix* from its parent which will call unref() as necessary:
Root-removeChild(TransformMatrix1)

This will remove TransformMatrix1 from Root, calling
TransformMatrix1-unref() which in turn deletes TM1 (since its refcount
reaches 0). The destructor calls unref() on all of TM1's children (i.e.
Node-unref).

You have to take care if you remove both TM1 and TM2 since then the
entire Node branch may be deleted unless you keep a ref_ptr to Node.

Hope this helps,
/Ulrich

 

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Checked by AVG Free Edition. 
Version: 7.5.467 / Virus Database: 269.7.6/815 - Release Date: 22-May-07
3:49 PM
 

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Re: [osg-users] How can I export my scene graph to a 3ds format file?

2007-05-23 Thread Alberto Luaces
El Miércoles 23 Mayo 2007, litingbaotou escribió:
 I'm a beginer of OSG. I build a scene graph and want to export it to a 3ds
 format file. I used osgDB::writeNodeFile() and it return false. Is there
 any way to make it?

 Waiting for good sugestion. :)

The 3ds plugin is read-only, so you can only read files, you can't write 
them. A few plugins are available for writing, the .osg, .ive and COLLADA 
(.dae) formats are supported for that matter IIRC.
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Re: [osg-users] RE:a node from the scenegraph

2007-05-23 Thread Thibault Genessay

Hi Mark

On 5/23/07, Mark Hurry [EMAIL PROTECTED] wrote:




Hi Ulrich,

Thanks for the advice, but I am still unclear.

If I root-removeChild(TransformMatrix1), and
root-removeChild(TransformMatrix2).

Won't that mean that Node is also deleted? Which is not what I want.



Yes, unless Node is referenced from elsewhere, it will be deleted.

Are you saying that I need to keep another dummy node outside of the

scenegraph, referencing Node, just as a way of stopping Node being
deleted?



Yes you should keep a pointer to your node elsewhere.

By the way, if you want to be able to re-attach Node to a new
MatrixTransform after you have removed it completely from the scenegraph,
you *must* keep a reference to it, regardless of the reference counting
mechanism. Otherwise you would be struck like so:h
mt = new osg::MatrixTransform();
mt-addChild( /* hum, where the hell is that Node thingy again ? */); //
whereas mt-addChild(dummy.get()) makes more sense
:)

Thibault


dummy

|
|
   /TransformMatrix1\  |
  /  \ |
 Root/Node--Geometry
 \/
  \  /
TransformMatrix2/


Thanks

Mark


Message: 30
Date: Wed, 23 May 2007 11:17:15 +0200
From: Ulrich Hertlein [EMAIL PROTECTED]
Subject: Re: [osg-users] unlinking a node from the scenegraph
To: osg users osg-users@openscenegraph.net
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=windows-1250

Mark Hurry wrote:
 I have a scenegraph that looks like

   /TransformMatrix1\
  /  \
 Root/Node--Geometry
 \/
  \  /
TransformMatrix2/

 I want to be able unlink and delete either or both of TransformMatrix
 nodes without destroying Node as at some time in the future I may need
 to link it in again with another transformmatrix node.

 I have tried using of unref () and unref_nodelete() but I get access
 violations. Obviously I am misunderstanding how these functions work.
 Can anyone suggest what I should be doing?

You shouldn't call unref() yourself but rather remove the
TransformMatrix* from its parent which will call unref() as necessary:
Root-removeChild(TransformMatrix1)

This will remove TransformMatrix1 from Root, calling
TransformMatrix1-unref() which in turn deletes TM1 (since its refcount
reaches 0). The destructor calls unref() on all of TM1's children (i.e.
Node-unref).

You have to take care if you remove both TM1 and TM2 since then the
entire Node branch may be deleted unless you keep a ref_ptr to Node.

Hope this helps,
/Ulrich



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Checked by AVG Free Edition.
Version: 7.5.467 / Virus Database: 269.7.6/815 - Release Date: 22-May-07
3:49 PM


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RE: [osg-users] RE:a node from the scenegraph

2007-05-23 Thread Thrall, Bryan
Mark Hurry wrote on Wednesday, May 23, 2007 9:24 AM:
 Hi Ulrich,
 
 Thanks for the advice, but I am still unclear.
 
 If I root-removeChild(TransformMatrix1), and
 root-removeChild(TransformMatrix2).
 
 Won't that mean that Node is also deleted? Which is not what I want.
 
 Are you saying that I need to keep another dummy node outside of the
 scenegraph, referencing Node, just as a way of stopping Node being
 deleted? 
 
  dummy
 |
 |
   /TransformMatrix1\  |
  /  \ |
 Root/Node--Geometry
 \/
  \  /
TransformMatrix2/

No, just a osg::ref_ptrosg::Node pointing to it.

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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[osg-users] How to get intersections from a given node, not the scene root, using osgViewer

2007-05-23 Thread Miguel Martinez

Hi all,
I've started using osgViewer, and to get intersections
I've found these functions:

bool View::computeIntersections(float x,float y, 
osgUtil::LineSegmentIntersector::Intersections

intersections,osg::Node::NodeMask traversalMask)

bool View::computeIntersections(float x,float y, osg::NodePath
nodePath, osgUtil::LineSegmentIntersector::Intersections
intersections,osg::Node::NodeMask traversalMask)



But i need to get intersections from a given node from the scene, not
the entire graph, as I used to do with osgProducer::Viewer :

bool osgProducer::computeIntersections (float x, float y, osg::Node 
*node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask

traversalMask)

Is there is any way to use a similar function using
osgViewer::View ?

Thanks.


// Miguel Martinez



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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Robert Osfield

On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:

By the way, Is someone else working on this static build process or am I on
my own... ? I guess I have to find out a bit more about CMake and linux
symbols anyway...


You may well be the first under Windows and Unix :-)

W.r.t the multiple definitions in osgShadow/osgdepthshadow example,
I've just made the local definiations of the shaders static in the
osgShadow and checked it in.  Could you let me know if this fixes it.

Robert.
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Re: [osg-users] Terrapage Terrains - Turn off paging

2007-05-23 Thread Robert Osfield

Hi Jason,

There is a way of forcing of the paging in paged databases. You could
possible do some tricks by pre loadeding the scene graph and replacing
all PagedLOD with LOD's.  You are on your own with this though.

Robert.

On 5/23/07, Jason [EMAIL PROTECTED] wrote:

Hi,

 I have a large terrapage terrain that is roughly 20 x 20 tiles. My current
setup is using an osgUtil::SceneView with a Database Pager. As of now my
tiles are paging in and out, but I would like to know how to turn off the
paging of the tiles so that every tile is loaded in all at once. Is there a
setting in the Database Pager that I have overlooked? Or is this a setting I
need to tweak when generated my TXP database.

 Thanks,
 Jason

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Re: [osg-users] How to get intersections from a given node, not the scene root, using osgViewer

2007-05-23 Thread Robert Osfield

You use the NodePath methods, the node path is the path to the node of
interest.  The OSG supports children with multiple parents, so passing
in just the node itself can produce multiple hits.

You can get the node paths from a node using node::getParentalNodePaths()

On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote:

Hi all,
I've started using osgViewer, and to get intersections
I've found these functions:

bool View::computeIntersections(float x,float y,
osgUtil::LineSegmentIntersector::Intersections
intersections,osg::Node::NodeMask traversalMask)

bool View::computeIntersections(float x,float y, osg::NodePath
nodePath, osgUtil::LineSegmentIntersector::Intersections
intersections,osg::Node::NodeMask traversalMask)



But i need to get intersections from a given node from the scene, not
the entire graph, as I used to do with osgProducer::Viewer :

bool osgProducer::computeIntersections (float x, float y, osg::Node
*node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask
traversalMask)

Is there is any way to use a similar function using
osgViewer::View ?

Thanks.


// Miguel Martinez



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Re: [osg-users] Problems with compiling OSG on Solaris 10

2007-05-23 Thread Robert Osfield

HI Daniel,

Could you try the latest dev release,1.9.5 to see if it works fine.
We're about to make 2.0 so it should be pretty stable now.

Robert.

On 5/23/07, Daniel Wetzler [EMAIL PROTECTED] wrote:

Hallo,

I tried to compile OSG on a Solaris 10 (sparc, 11/06) computer with gcc
3.3.2 anf gmake.

I compiled openThreads without any visible problems but during the
compile of
Producer I ran ionto the following problem :


[EMAIL PROTECTED]  gmake
gmake[1]: Entering directory
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src'
gmake[2]: Entering directory
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt'
CC  -xO4 -DPRODUCER_VERSION=\1.1.0\ -DPRODUCER_VERSION_REVISION=1
-features=extensions -mt -KPIC -I../..//include   -I../..//include
-I../. -c ../Camera.cpp
../..//include/Producer/PipeTimer, line 69: Error: Type name expected
instead of PFNGLGENQUERIESPROC.
../..//include/Producer/PipeTimer, line 70: Error: Type name expected
instead of PFNGLDELETEQUERIESPROC.
../..//include/Producer/PipeTimer, line 71: Error: Type name expected
instead of PFNGLBEGINQUERYPROC.
../..//include/Producer/PipeTimer, line 72: Error: Type name expected
instead of PFNGLENDQUERYPROC.
../..//include/Producer/PipeTimer, line 73: Error: Type name expected
instead of PFNGLGETQUERYOBJECTIVPROC.
../Camera.cpp, line 579: Warning: _matrix hides
Producer::Camera::Lens::_matrix.
5 Error(s) and 1 Warning(s) detected.
gmake[2]: *** [Camera.o] Error 5
gmake[2]: Leaving directory
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src/SunOS32.Opt'
gmake[1]: *** [libProducer.opt] Error 2
gmake[1]: Leaving directory
`/home/daniel/Desktop/OSG_OP_OT-1.2/Producer/src'
gmake: *** [default] Error 1


I don't have any idea how to solve that problem and appreciate any help.

Is there a compiled version of any OSG version available ?

Best regards,

Daniel


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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Serge Lages

I'll try it this evening and let you know ! But It seems to do the job. :)
Many many thanks Luigi !

On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote:


If you look at the osgViewer CmakeLists.txt, you find that there is a
variable LIB_PRIVATE_HEADERS that contains  the platform
specific  headers.
This variable is not used inside the ModuleInstall file tha gets
included in the end to define installation steps:
in the last line the INSTALL( FILES command only installs
LIB_PUBLIC_HEADERS

It seems that while the selection of the sources (.cpp) files to use is
platform dependentent, the headers are included in the projects for all
the platforms.
If we just add installation steps for the LIB_PRIVATE_HEADERS, we
install even headers not required, do you think is correct?

In that case you can try adding

FOREACH( INCLUDEFILE ${LIB_PRIVATE_HEADERS} )
FILE(RELATIVE_PATH REL_INCLUDEFILE ${HEADER_PATH} ${INCLUDEFILE})
GET_FILENAME_COMPONENT(REL_INCLUDE_PATH ${REL_INCLUDEFILE} PATH)
INSTALL(
FILES${INCLUDEFILE}
DESTINATION ${INSTALL_INCDIR}/${LIB_NAME}/${REL_INCLUDE_PATH}
)
ENDFOREACH( INCLUDEFILE)

at the end of  osgViewer CmakeLists.txt
It seems to do what intended, but test if it works and it suits your
need, submit the patch or tell me and I' ll do

Hope it helps

Luigi
Serge Lages wrote:

 On 5/23/07, *Robert Osfield* [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:

 On 5/23/07, Serge Lages [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:
  I will be able to try it this evening and I will let you know.
  I think that it's not a problem that the api directory is not
 created, IMHO
  it even simplify the process to have directly the appropriate
  GraphicsWindow* into osgViewer.

 Its the inconsistency that concerns me, if you are compiling against
 the in source version of the OSG, then move across to using an
 install
 version then their will be a difference.

 I introduced the api/* directories to help hide the expected
 poliferation of toolkit specific headers.


 Yes after thinking to this solution it can cause a lot of other
 problems... :/
 I'll try to give a look at CMake to help you find a solution.

 --
 Serge Lages
 http://www.magrathea-engine.org



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http://www.magrathea-engine.org
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Re: [osg-users] How to get intersections from a given node, not the scene root, using osgViewer

2007-05-23 Thread Miguel Martinez

Hi Robert, maybe I didn't explain correctly.

I have this graph :
  


/  Geodes
  /AuxiliarData \
 /   \ Geodes
Root/  
\  
 \   / Geodes

   RealSceneData/
\ Geodes


I want to get Interesections only for the geometry hanging from the 
RealSceneData node.
I was doing this using osgProducer::computeIntersections, but now I 
can't with osgViewer


any idea?




Robert Osfield escribió:

You use the NodePath methods, the node path is the path to the node of
interest.  The OSG supports children with multiple parents, so passing
in just the node itself can produce multiple hits.

You can get the node paths from a node using node::getParentalNodePaths()

On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote:

Hi all,
I've started using osgViewer, and to get intersections
I've found these functions:

bool View::computeIntersections(float x,float y,
osgUtil::LineSegmentIntersector::Intersections
intersections,osg::Node::NodeMask traversalMask)

bool View::computeIntersections(float x,float y, osg::NodePath
nodePath, osgUtil::LineSegmentIntersector::Intersections
intersections,osg::Node::NodeMask traversalMask)



But i need to get intersections from a given node from the scene, not
the entire graph, as I used to do with osgProducer::Viewer :

bool osgProducer::computeIntersections (float x, float y, osg::Node
*node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask
traversalMask)

Is there is any way to use a similar function using
osgViewer::View ?

Thanks.


// Miguel Martinez



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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Emmanuel Roche

It's good ! the correction you made solved the problem for osgdepthshadow
sample ! :-)

Manu.


2007/5/23, Emmanuel Roche [EMAIL PROTECTED]:


Okay, the compilation is in progress...

Now, is there a simple way to force Cmake to build static libs for the
plugins ? I really don't understand nothing to those files lol...

Manu.



2007/5/23, Robert Osfield [EMAIL PROTECTED]:

 On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
  By the way, Is someone else working on this static build process or am
 I on
  my own... ? I guess I have to find out a bit more about CMake and
 linux
  symbols anyway...

 You may well be the first under Windows and Unix :-)

 W.r.t the multiple definitions in osgShadow/osgdepthshadow example,
 I've just made the local definiations of the shaders static in the
 osgShadow and checked it in.  Could you let me know if this fixes it.

 Robert.
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Re: [osg-users] Terrapage Terrains - Turn off paging

2007-05-23 Thread Alan Harris
I needed to stop pages unloading while I interacted with the GUI and 
after a tip from Robert used:


DatabasePager-setExpiryDelay(6.0);  // 10 minute delay

which will help you keep the pages loaded, although they will not be 
loaded until first needed.


Cheers
Alan Harris

Robert Osfield wrote:

Hi Jason,

There is a way of forcing of the paging in paged databases. You could
possible do some tricks by pre loadeding the scene graph and replacing
all PagedLOD with LOD's.  You are on your own with this though.

Robert.

On 5/23/07, Jason [EMAIL PROTECTED] wrote:

Hi,

 I have a large terrapage terrain that is roughly 20 x 20 tiles. My 
current

setup is using an osgUtil::SceneView with a Database Pager. As of now my
tiles are paging in and out, but I would like to know how to turn off 
the
paging of the tiles so that every tile is loaded in all at once. Is 
there a
setting in the Database Pager that I have overlooked? Or is this a 
setting I

need to tweak when generated my TXP database.

 Thanks,
 Jason

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Re: [osg-users] Collision detection

2007-05-23 Thread The supervisor

i want to refine the question.
We've been told , that when the cull function runs, it creates a BS tree
which is similar to the tree we are willing to construct, if so , and the
needed tree really exist, how can we find him and use him to help us do
collision detection.

On 5/23/07, Leo Vinnikov [EMAIL PROTECTED] wrote:


We'd like to implement this structure, but if enough support already
exists in OSG then it's better to use it.
What is the best way, and what exactly does OSG provide to help us with
this problem?


On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote:

 Hi

 2007/5/23, The supervisor [EMAIL PROTECTED]:
 
   Hello,
 
  We're trying to implement a Collision Detection algorithm.
  Our idea includes building a BB tree. It is a tree of hierarchies
  where the lowest hierarchy includes bounding boxes of the most basic objects
  in the scene. The one above includes BBs of pairs of BBs from below, and so
  on for all upper hierarchies.
  Note that while constructing the levels above, the pairs of the lower
  BBs must be chosen carefully, for the wrong choice will lead to a BB far
  larger than the BB that could be created by choosing BBs which are closer to
  each other.
  We've been told that a similar tree is being built in OSG for the
  purpose of culling.
  In order to help us build this tree we're searching for the source
  code of the function which does just that.
  If you could direct us to the right place in the source we'd be
  grateful.
  Alternately, if OSG provides access to his tree of this kind, how can
  we use it?
 

 i don't understand exactly what you  need and like doing. Do you like to
 implement yourself a  new  structurs or  do  you like to expand the osg
 internal structurs to support hierarchical collision checks ?

 Many thanks.
 
 
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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Emmanuel Roche

Okay, the compilation is in progress...

Now, is there a simple way to force Cmake to build static libs for the
plugins ? I really don't understand nothing to those files lol...

Manu.



2007/5/23, Robert Osfield [EMAIL PROTECTED]:


On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
 By the way, Is someone else working on this static build process or am I
on
 my own... ? I guess I have to find out a bit more about CMake and linux
 symbols anyway...

You may well be the first under Windows and Unix :-)

W.r.t the multiple definitions in osgShadow/osgdepthshadow example,
I've just made the local definiations of the shaders static in the
osgShadow and checked it in.  Could you let me know if this fixes it.

Robert.
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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Emmanuel Roche

Concerning the build process for the plugins I think I finally have a clue:
everything seems to come to the function ADD_LIBRARY in the CMake files...
for the core libs, the second parameter for this function can apparently
be SHARED or STATIC depending on the configuration whereas for the
plugins, it seems to always be the variable 'MODULE' :-).

I keep digging... :-)

Manu.


2007/5/23, Emmanuel Roche [EMAIL PROTECTED]:


It's good ! the correction you made solved the problem for osgdepthshadow
sample ! :-)

Manu.


2007/5/23, Emmanuel Roche [EMAIL PROTECTED] :

 Okay, the compilation is in progress...

 Now, is there a simple way to force Cmake to build static libs for the
 plugins ? I really don't understand nothing to those files lol...

 Manu.



 2007/5/23, Robert Osfield [EMAIL PROTECTED]:
 
  On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
   By the way, Is someone else working on this static build process or
  am I on
   my own... ? I guess I have to find out a bit more about CMake and
  linux
   symbols anyway...
 
  You may well be the first under Windows and Unix :-)
 
  W.r.t the multiple definitions in osgShadow/osgdepthshadow example,
  I've just made the local definiations of the shaders static in the
  osgShadow and checked it in.  Could you let me know if this fixes it.
 
  Robert.
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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Emmanuel Roche

And changing this 'MODULE' variable tout STATIC leads to the construction
of static plugin libs ! bingo !

I guess someone should include somewhere the test done for the core libs to
decide here if we should have SHARED or STATIC... what was this 'MODULE'
used for in fact ??

Manu.


2007/5/23, Emmanuel Roche [EMAIL PROTECTED]:


Concerning the build process for the plugins I think I finally have a
clue: everything seems to come to the function ADD_LIBRARY in the CMake
files...
for the core libs, the second parameter for this function can apparently
be SHARED or STATIC depending on the configuration whereas for the
plugins, it seems to always be the variable 'MODULE' :-).

I keep digging... :-)

Manu.


2007/5/23, Emmanuel Roche [EMAIL PROTECTED]:

 It's good ! the correction you made solved the problem for
 osgdepthshadow sample ! :-)

 Manu.


 2007/5/23, Emmanuel Roche  [EMAIL PROTECTED] :
 
  Okay, the compilation is in progress...
 
  Now, is there a simple way to force Cmake to build static libs for the
  plugins ? I really don't understand nothing to those files lol...
 
  Manu.
 
 
 
  2007/5/23, Robert Osfield [EMAIL PROTECTED]:
  
   On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
By the way, Is someone else working on this static build process
   or am I on
my own... ? I guess I have to find out a bit more about CMake and
   linux
symbols anyway...
  
   You may well be the first under Windows and Unix :-)
  
   W.r.t the multiple definitions in osgShadow/osgdepthshadow example,
   I've just made the local definiations of the shaders static in the
   osgShadow and checked it in.  Could you let me know if this fixes
   it.
  
   Robert.
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[osg-users] collada dae plugin on windows

2007-05-23 Thread Gerrick Bivins

Hi all,
I'm having trouble building the collada plugin on windows. I'm using the svn
version of osg and am aware of the cmake  build support of
the plugin. I modified the project files to work correctly but during
linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin.
I did a quick google and some others were able to resolve this by using the
static version of libxml2 but that was unsuccessful as well. (If you are
familiar with dev studio it was the issue where libs are built with
conflicting Code Generation settings). Anyway, has anyone else
successfully built the collada plugin on windows? Have any suggestions on
resolving this? We have a model that is animated and we'd like to export
it to collada and read it into osg.
Thanks
biv
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RE: [osg-users] How can I export my scene graph to a 3ds format file?

2007-05-23 Thread Roger James
I do it using AC3D.

 

The ac3d (.ac) plugin for OSG supports writing. You can load the resulting
file into AC3D (which is a good low cost modeller) and it will export to
.3ds.

 

Roger

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of litingbaotou
Sent: 23 May 2007 15:22
To: osg-users
Subject: [osg-users] How can I export my scene graph to a 3ds format file?

 

 

I'm a beginer of OSG. I build a scene graph and want to export it to a 3ds
format file. I used osgDB::writeNodeFile() and it return false. Is there any
way to make it? 

 

Waiting for good sugestion. :)

  _  

litingbaotou

2007-05-23

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Re: [osg-users] TexGenNode TexEnvCombine

2007-05-23 Thread Donald Tidrow
On Tue, 22 May 2007, Weitz, Andrew C. wrote:

 Hi,



 I'm having transparency issues that I thought were solvable with a
 TexEnvCombine.  However, I cannot figure out the solution.



 I have a scene in which I'm projecting a texture onto terrain that is
 already textured.  The terrain is generated with the createBase()
 function in the osgShadowTexture example.  I'm projecting another
 texture onto that terrain via a TexGenNode.  My projected texture only
 encompasses a small portion of the entire terrain.



 I'd like to control the opacity of my projected texture.  I tried doing
 so with a TexEnvCombine.  This seems to work correctly, except that it
 blends the textures on the entire terrain-not just the area where my
 texture is projected.  The terrain surrounding the projection area gets
 blended with my projected texture's border color.  This makes me think
 that a solution would be to make my projected texture's border
 transparent.  However, I can't figure out how.  Relevant code is
 below...



 Is there a way I can only control the opacity/blending only in the area
 where my texture is projected?



 Thank you,

 Andrew





 // Create the terrain (this uses a texture unit of 0)

 osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0), 50
 );



 // Create the TexGenNode

 osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode;

 texgenNode-setTextureUnit( 1 );

 texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR );

 texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah );



 // Create the decorator stateset with the projected texture

 osg::ref_ptrosg::StateSet stateset = new osg::StateSet;

 texture-setInternalFormat( GL_RGB/*A*/ );

 texture-setWrap( osg::Texture2D::WRAP_S,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setWrap( osg::Texture2D::WRAP_T,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 ));

Try setting the border color to something transparent, ie.
osg::Vec4( 1.0, 0.0, 0.0, 0.0 )

 stateset-setTextureAttributeAndModes( 1, texture.get(),
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S,
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T,
 osg::StateAttribute::ON );



 // Create the TexEnvCombine

 osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine();

 tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);

 tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE);

 tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS);

 tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 ));

 stateset-setTextureAttributeAndModes(1, tec.get(),
 osg::StateAttribute::ON );









---
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disappeared from the server room while debugging
a mysterious router problem.

One year later, their packet logs were found...


  The Blair Switch Project


|  Don Tidrow  |
|  Vis-Sim Geek|

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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Robert Osfield

Hi Luigi,

I have already checked in a change to src/osgViewer/CMakeLists.txt so
the it installs the relevant platform specific header files.  Files
like GraphicsWindowWin32 are useful when users want to get window
information, or use the inherit window data functionality.

The only problem with my changes are that it doesn't honour the
api/Win32 nesting of directories within include/osgViewer.

Robert.

On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote:

If you look at the osgViewer CmakeLists.txt, you find that there is a
variable LIB_PRIVATE_HEADERS that contains  the platform specific  headers.
This variable is not used inside the ModuleInstall file tha gets
included in the end to define installation steps:
in the last line the INSTALL( FILES command only installs LIB_PUBLIC_HEADERS

It seems that while the selection of the sources (.cpp) files to use is
platform dependentent, the headers are included in the projects for all
the platforms.
If we just add installation steps for the LIB_PRIVATE_HEADERS, we
install even headers not required, do you think is correct?

In that case you can try adding

FOREACH( INCLUDEFILE ${LIB_PRIVATE_HEADERS} )
FILE(RELATIVE_PATH REL_INCLUDEFILE ${HEADER_PATH} ${INCLUDEFILE})
GET_FILENAME_COMPONENT(REL_INCLUDE_PATH ${REL_INCLUDEFILE} PATH)
INSTALL(
FILES${INCLUDEFILE}
DESTINATION ${INSTALL_INCDIR}/${LIB_NAME}/${REL_INCLUDE_PATH}
)
ENDFOREACH( INCLUDEFILE)

at the end of  osgViewer CmakeLists.txt
It seems to do what intended, but test if it works and it suits your
need, submit the patch or tell me and I' ll do

Hope it helps

Luigi
Serge Lages wrote:

 On 5/23/07, *Robert Osfield* [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:

 On 5/23/07, Serge Lages [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:
  I will be able to try it this evening and I will let you know.
  I think that it's not a problem that the api directory is not
 created, IMHO
  it even simplify the process to have directly the appropriate
  GraphicsWindow* into osgViewer.

 Its the inconsistency that concerns me, if you are compiling against
 the in source version of the OSG, then move across to using an
 install
 version then their will be a difference.

 I introduced the api/* directories to help hide the expected
 poliferation of toolkit specific headers.


 Yes after thinking to this solution it can cause a lot of other
 problems... :/
 I'll try to give a look at CMake to help you find a solution.

 --
 Serge Lages
 http://www.magrathea-engine.org



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Re: [osg-users] How to get intersections from a given node, not the scene root, using osgViewer

2007-05-23 Thread Robert Osfield

Use the NodePath to RealSceneData.

On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote:

Hi Robert, maybe I didn't explain correctly.

I have this graph :


 /  Geodes
   /AuxiliarData \
  /   \ Geodes
 Root/
 \
  \   / Geodes
RealSceneData/
 \ Geodes


I want to get Interesections only for the geometry hanging from the
RealSceneData node.
I was doing this using osgProducer::computeIntersections, but now I
can't with osgViewer

any idea?




Robert Osfield escribió:
 You use the NodePath methods, the node path is the path to the node of
 interest.  The OSG supports children with multiple parents, so passing
 in just the node itself can produce multiple hits.

 You can get the node paths from a node using node::getParentalNodePaths()

 On 5/23/07, Miguel Martinez [EMAIL PROTECTED] wrote:
 Hi all,
 I've started using osgViewer, and to get intersections
 I've found these functions:

 bool View::computeIntersections(float x,float y,
 osgUtil::LineSegmentIntersector::Intersections
 intersections,osg::Node::NodeMask traversalMask)

 bool View::computeIntersections(float x,float y, osg::NodePath
 nodePath, osgUtil::LineSegmentIntersector::Intersections
 intersections,osg::Node::NodeMask traversalMask)



 But i need to get intersections from a given node from the scene, not
 the entire graph, as I used to do with osgProducer::Viewer :

 bool osgProducer::computeIntersections (float x, float y, osg::Node
 *node, osgUtil::IntersectVisitor::HitList hits, osg::Node::NodeMask
 traversalMask)

 Is there is any way to use a similar function using
 osgViewer::View ?

 Thanks.


 // Miguel Martinez



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RE: [osg-users] TexGenNode TexEnvCombine

2007-05-23 Thread Weitz, Andrew C.
I tried a border color with an alpha of 0, but no luck.  When I use an
alpha of 0 and enable GL_BLEND, the terrain surrounding my projected
texture becomes invisible.  I tried playing with
TexEnvCombine::setCombine_Alpha(),  however I haven't been able to get
that to work either.  Am I on the right track here?

Thanks,
Andrew


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Donald Tidrow
Sent: Wednesday, May 23, 2007 11:17 AM
To: osg users
Subject: Re: [osg-users] TexGenNode  TexEnvCombine

On Tue, 22 May 2007, Weitz, Andrew C. wrote:

 Hi,



 I'm having transparency issues that I thought were solvable with a
 TexEnvCombine.  However, I cannot figure out the solution.



 I have a scene in which I'm projecting a texture onto terrain that is
 already textured.  The terrain is generated with the createBase()
 function in the osgShadowTexture example.  I'm projecting another
 texture onto that terrain via a TexGenNode.  My projected texture only
 encompasses a small portion of the entire terrain.



 I'd like to control the opacity of my projected texture.  I tried
doing
 so with a TexEnvCombine.  This seems to work correctly, except that it
 blends the textures on the entire terrain-not just the area where my
 texture is projected.  The terrain surrounding the projection area
gets
 blended with my projected texture's border color.  This makes me think
 that a solution would be to make my projected texture's border
 transparent.  However, I can't figure out how.  Relevant code is
 below...



 Is there a way I can only control the opacity/blending only in the
area
 where my texture is projected?



 Thank you,

 Andrew





 // Create the terrain (this uses a texture unit of 0)

 osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0), 50
 );



 // Create the TexGenNode

 osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode;

 texgenNode-setTextureUnit( 1 );

 texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR );

 texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah );



 // Create the decorator stateset with the projected texture

 osg::ref_ptrosg::StateSet stateset = new osg::StateSet;

 texture-setInternalFormat( GL_RGB/*A*/ );

 texture-setWrap( osg::Texture2D::WRAP_S,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setWrap( osg::Texture2D::WRAP_T,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 ));

Try setting the border color to something transparent, ie.
osg::Vec4( 1.0, 0.0, 0.0, 0.0 )

 stateset-setTextureAttributeAndModes( 1, texture.get(),
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S,
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T,
 osg::StateAttribute::ON );



 // Create the TexEnvCombine

 osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine();

 tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);

 tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE);

 tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS);

 tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 ));

 stateset-setTextureAttributeAndModes(1, tec.get(),
 osg::StateAttribute::ON );









---
In October 1997, three computer lab staffers
disappeared from the server room while debugging
a mysterious router problem.

One year later, their packet logs were found...


  The Blair Switch Project


|  Don Tidrow  |
|  Vis-Sim Geek|

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Re: [osg-users] collada dae plugin on windows

2007-05-23 Thread Anders Backman

I got the exact same problem today.
I svn update of the Collada DOM solved it.

/Anders

On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote:

Hi all,
I'm having trouble building the collada plugin on windows. I'm using the svn
version of osg and am aware of the cmake  build support of
the plugin. I modified the project files to work correctly but during
linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin.
I did a quick google and some others were able to resolve this by using the
static version of libxml2 but that was unsuccessful as well. (If you are
familiar with dev studio it was the issue where libs are built with
conflicting Code Generation settings). Anyway, has anyone else
successfully built the collada plugin on windows? Have any suggestions on
resolving this? We have a model that is animated and we'd like to export
it to collada and read it into osg.
Thanks
biv

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--



Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
  http://www.cs.umu.se/~andersb
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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Robert Osfield

Hi Manu,

On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:

And changing this 'MODULE' variable tout STATIC leads to the construction
of static plugin libs ! bingo !

I guess someone should include somewhere the test done for the core libs to
decide here if we should have SHARED or STATIC... what was this 'MODULE'
used for in fact ??


The plugin macro in OpenSceneGraph/CMakeModules/OsgMacroUtils.cmake,
and the macro specifically is:

MACRO(SETUP_PLUGIN PLUGIN_NAME)

...


It should be easy to put a conditional, looking at the compile of core
libs, it looks like it should be possible to use:

   IF   (DYNAMIC_OPENSCENEGRAPH)
   ADD_LIBRARY(${TARGET_TARGETNAME} MODULE ${TARGET_SRC} ${TARGET_H})
   ELSE (DYNAMIC_OPENSCENEGRAPH)
   ADD_LIBRARY(${TARGET_TARGETNAME} STATIC ${TARGET_SRC} ${TARGET_H})
   ENDIF(DYNAMIC_OPENSCENEGRAPH)


I'll do a clean dynamic build, then try out the static build too.

Robert.
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Re: [osg-users] collada dae plugin on windows

2007-05-23 Thread Robert Osfield

Hi Gerrick,

I guess we'll need to all the linking of the xml lib used in the
COLLADA CMakeLists.txt file.  I think its libxml2, but haven't yet
check up.  CMake probably already has a find package for this.

Robert.

On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote:

Hi all,
I'm having trouble building the collada plugin on windows. I'm using the svn
version of osg and am aware of the cmake  build support of
the plugin. I modified the project files to work correctly but during
linking, I receive unresolved symbol (_xmlFree) from the daeLIBXMLPlugin.
I did a quick google and some others were able to resolve this by using the
static version of libxml2 but that was unsuccessful as well. (If you are
familiar with dev studio it was the issue where libs are built with
conflicting Code Generation settings). Anyway, has anyone else
successfully built the collada plugin on windows? Have any suggestions on
resolving this? We have a model that is animated and we'd like to export
it to collada and read it into osg.
Thanks
biv

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[osg-users] Build error, MS VS 8, current SVN Head

2007-05-23 Thread Paul Martz
Hi Robert -- I just did a fresh checkout and got the following error on
Windows using VS8:
 
 
2-- Build started: Project: osgSim, Configuration: Debug Win32 --
2Compiling...
2OverlayNode.cpp
2.\OverlayNode.cpp(378) : error C2665: 'fabs' : none of the 3 overloads
could convert all the argument types
2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(119): could
be 'double fabs(double)'
2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(509): or
'float fabs(float)'
2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(557): or
'long double fabs(long double)'
2 while trying to match the argument list '(osg::Vec3f)'
 
The problem appears to be a misplaced paren at line 376 of OverlayNode.cpp.
Perhaps that line should read as follows?
 
osg::Vec3d side = fabs(plane.getNormal().x())  fabs(plane.getNormal().y())
? 
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 
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Re: [osg-users] Build error, MS VS 8, current SVN Head

2007-05-23 Thread Robert Osfield

Hi Paul,

Thanks goodness for multiple compilers compiling the same code.. all
pick up different errors, this one is certainly a bug.  I've added in
brackets and checked this in.

On 5/23/07, Paul Martz [EMAIL PROTECTED] wrote:



Hi Robert -- I just did a fresh checkout and got the following error on
Windows using VS8:


2-- Build started: Project: osgSim, Configuration: Debug Win32 --
2Compiling...
2OverlayNode.cpp
2.\OverlayNode.cpp(378) : error C2665: 'fabs' : none of the 3 overloads
could convert all the argument types
2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(119): could
be 'double fabs(double)'
2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(509): or
'float fabs(float)'
2 C:\Program Files\Microsoft Visual Studio 8\VC\include\math.h(557): or
'long double fabs(long double)'
2 while trying to match the argument list '(osg::Vec3f)'

The problem appears to be a misplaced paren at line 376 of OverlayNode.cpp.
Perhaps that line should read as follows?

osg::Vec3d side = fabs(plane.getNormal().x())  fabs(plane.getNormal().y())
?

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466

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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Robert Osfield

Hi Manu,

My suggested change to CMakeModules/OsgMacroUtils.cmake works just
fine, both dynamic and static builds work, with both libs and plugins
compiling as static when requested.

osgviewer tells me that it can't find plugins or
windowsysteminterface, but hey you've been there before.

So how did you go about fixing these?

Robert.


On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote:

Hi Manu,

On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
 And changing this 'MODULE' variable tout STATIC leads to the construction
 of static plugin libs ! bingo !

 I guess someone should include somewhere the test done for the core libs to
 decide here if we should have SHARED or STATIC... what was this 'MODULE'
 used for in fact ??

The plugin macro in OpenSceneGraph/CMakeModules/OsgMacroUtils.cmake,
and the macro specifically is:

MACRO(SETUP_PLUGIN PLUGIN_NAME)

...


It should be easy to put a conditional, looking at the compile of core
libs, it looks like it should be possible to use:

IF   (DYNAMIC_OPENSCENEGRAPH)
ADD_LIBRARY(${TARGET_TARGETNAME} MODULE ${TARGET_SRC} ${TARGET_H})
ELSE (DYNAMIC_OPENSCENEGRAPH)
ADD_LIBRARY(${TARGET_TARGETNAME} STATIC ${TARGET_SRC} ${TARGET_H})
ENDIF(DYNAMIC_OPENSCENEGRAPH)


I'll do a clean dynamic build, then try out the static build too.

Robert.


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Re: [osg-users] Re: OSG 1.9.5 static build on linux 2.6

2007-05-23 Thread Robert Osfield

Forgot to mention my change is now checked in.

On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote:

Hi Manu,

My suggested change to CMakeModules/OsgMacroUtils.cmake works just
fine, both dynamic and static builds work, with both libs and plugins
compiling as static when requested.

osgviewer tells me that it can't find plugins or
windowsysteminterface, but hey you've been there before.

So how did you go about fixing these?

Robert.


On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote:
 Hi Manu,

 On 5/23/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
  And changing this 'MODULE' variable tout STATIC leads to the construction
  of static plugin libs ! bingo !
 
  I guess someone should include somewhere the test done for the core libs to
  decide here if we should have SHARED or STATIC... what was this 'MODULE'
  used for in fact ??

 The plugin macro in OpenSceneGraph/CMakeModules/OsgMacroUtils.cmake,
 and the macro specifically is:

 MACRO(SETUP_PLUGIN PLUGIN_NAME)

 ...


 It should be easy to put a conditional, looking at the compile of core
 libs, it looks like it should be possible to use:

 IF   (DYNAMIC_OPENSCENEGRAPH)
 ADD_LIBRARY(${TARGET_TARGETNAME} MODULE ${TARGET_SRC} ${TARGET_H})
 ELSE (DYNAMIC_OPENSCENEGRAPH)
 ADD_LIBRARY(${TARGET_TARGETNAME} STATIC ${TARGET_SRC} ${TARGET_H})
 ENDIF(DYNAMIC_OPENSCENEGRAPH)


 I'll do a clean dynamic build, then try out the static build too.

 Robert.



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Re: [osg-users] collada dae plugin on windows

2007-05-23 Thread Gerrick Bivins

Hi Robert and Anders,
Yup. libxml2 is what I'm linking in. So is the solution to update collada
dom? Ouch. I was hoping to be able to just use the installer for this easy
update rather than the brute force route and building collada dom...Oh
well.
biv

On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote:


Hi Gerrick,

I guess we'll need to all the linking of the xml lib used in the
COLLADA CMakeLists.txt file.  I think its libxml2, but haven't yet
check up.  CMake probably already has a find package for this.

Robert.

On 5/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote:
 Hi all,
 I'm having trouble building the collada plugin on windows. I'm using the
svn
 version of osg and am aware of the cmake  build support of
 the plugin. I modified the project files to work correctly but during
 linking, I receive unresolved symbol (_xmlFree) from the
daeLIBXMLPlugin.
 I did a quick google and some others were able to resolve this by using
the
 static version of libxml2 but that was unsuccessful as well. (If you are
 familiar with dev studio it was the issue where libs are built with
 conflicting Code Generation settings). Anyway, has anyone else
 successfully built the collada plugin on windows? Have any suggestions
on
 resolving this? We have a model that is animated and we'd like to export
 it to collada and read it into osg.
 Thanks
 biv

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Re: [osg-users] Windows CMake install problem

2007-05-23 Thread Serge Lages

Hi Robert and Luigi,

I've mixed your changes and here is a src/osgViewer/CMakeLists.txt with :
- take only platform dependant headers
- install it into the correct osgViewer/api/... directory

It was only tested under Windows.

On 5/23/07, Robert Osfield [EMAIL PROTECTED] wrote:


Hi Luigi,

I have already checked in a change to src/osgViewer/CMakeLists.txt so
the it installs the relevant platform specific header files.  Files
like GraphicsWindowWin32 are useful when users want to get window
information, or use the inherit window data functionality.

The only problem with my changes are that it doesn't honour the
api/Win32 nesting of directories within include/osgViewer.

Robert.

On 5/23/07, Luigi Calori [EMAIL PROTECTED] wrote:
 If you look at the osgViewer CmakeLists.txt, you find that there is a
 variable LIB_PRIVATE_HEADERS that contains  the platform
specific  headers.
 This variable is not used inside the ModuleInstall file tha gets
 included in the end to define installation steps:
 in the last line the INSTALL( FILES command only installs
LIB_PUBLIC_HEADERS

 It seems that while the selection of the sources (.cpp) files to use is
 platform dependentent, the headers are included in the projects for all
 the platforms.
 If we just add installation steps for the LIB_PRIVATE_HEADERS, we
 install even headers not required, do you think is correct?

 In that case you can try adding

 FOREACH( INCLUDEFILE ${LIB_PRIVATE_HEADERS} )
 FILE(RELATIVE_PATH REL_INCLUDEFILE ${HEADER_PATH} ${INCLUDEFILE})
 GET_FILENAME_COMPONENT(REL_INCLUDE_PATH ${REL_INCLUDEFILE} PATH)
 INSTALL(
 FILES${INCLUDEFILE}
 DESTINATION ${INSTALL_INCDIR}/${LIB_NAME}/${REL_INCLUDE_PATH}
 )
 ENDFOREACH( INCLUDEFILE)

 at the end of  osgViewer CmakeLists.txt
 It seems to do what intended, but test if it works and it suits your
 need, submit the patch or tell me and I' ll do

 Hope it helps

 Luigi
 Serge Lages wrote:

  On 5/23/07, *Robert Osfield* [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED] wrote:
 
  On 5/23/07, Serge Lages [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED] wrote:
   I will be able to try it this evening and I will let you know.
   I think that it's not a problem that the api directory is not
  created, IMHO
   it even simplify the process to have directly the appropriate
   GraphicsWindow* into osgViewer.
 
  Its the inconsistency that concerns me, if you are compiling
against
  the in source version of the OSG, then move across to using an
  install
  version then their will be a difference.
 
  I introduced the api/* directories to help hide the expected
  poliferation of toolkit specific headers.
 
 
  Yes after thinking to this solution it can cause a lot of other
  problems... :/
  I'll try to give a look at CMake to help you find a solution.
 
  --
  Serge Lages
  http://www.magrathea-engine.org
 


 
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http://www.magrathea-engine.org

# FIXME: For OS X, need flag for Framework or dylib
IF   (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY)
ELSE (DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF(DYNAMIC_OPENSCENEGRAPH)

SET(LIB_NAME osgViewer)
SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
SET(LIB_PUBLIC_HEADERS
${HEADER_PATH}/CompositeViewer
${HEADER_PATH}/Export
${HEADER_PATH}/GraphicsWindow
${HEADER_PATH}/HelpHandler
${HEADER_PATH}/Scene
${HEADER_PATH}/SimpleViewer
${HEADER_PATH}/StatsHandler
${HEADER_PATH}/Version
${HEADER_PATH}/View
${HEADER_PATH}/Viewer
${HEADER_PATH}/ViewerEventHandlers
)

SET(LIB_COMMON_FILES
CompositeViewer.cpp
Scene.cpp
SimpleViewer.cpp
StatsHandler.cpp
HelpHandler.cpp
Version.cpp
View.cpp
Viewer.cpp
ViewerEventHandlers.cpp
)


IF(WIN32)
ADD_LIBRARY(${LIB_NAME}
${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}
${LIB_PUBLIC_HEADERS}
${LIB_PRIVATE_HEADERS}
${LIB_COMMON_FILES}
GraphicsWindowWin32.cpp
)
SET(LIB_PRIVATE_HEADERS
  ${HEADER_PATH}/api/Win32/GraphicsWindowWin32
)
ELSE(WIN32)
IF(APPLE)
# FIXME: OS X needs selection mechanism for Cocoa, Carbon, X11
ADD_LIBRARY(${LIB_NAME}
${OPENSCENEGRAPH_USER_DEFINED_DYNAMIC_OR_STATIC}

Re: [osg-users] collada dae plugin on windows

2007-05-23 Thread steven_thomas
This error is usually caused by linking against the dynamic libxml2 lib 
on Windows instead of the static lib. If you link against the static 
library (called libxml2_a.lib), you shouldn't get the error.


If you want to link against the libxml2 DLL, you'll need to rebuild the 
DOM. First remove the constant LIBXML_STATIC from the preprocessor 
defines in LIBXMLPlugin.vcproj, and if you're building the DOM as a DLL 
(I'm not sure how OSG uses the DOM), change it to link against 
libxml2.lib instead of libxml2_a.lib.


This is all rather confusing... I should write up some documentation for 
this.


Gerrick Bivins wrote:

Hi Robert and Anders,
Yup. libxml2 is what I'm linking in. So is the solution to update 
collada dom? Ouch. I was hoping to be able to just use the installer 
for this easy update rather than the brute force route and building 
collada dom...Oh well.

biv

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Re: [osg-users] TexGenNode TexEnvCombine

2007-05-23 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Weitz, Andrew C. wrote:
 I tried a border color with an alpha of 0, but no luck.  When I use an
 alpha of 0 and enable GL_BLEND, the terrain surrounding my projected
 texture becomes invisible.  I tried playing with
 TexEnvCombine::setCombine_Alpha(),  however I haven't been able to get
 that to work either.  Am I on the right track here?
 
TexEnvCombine::INTERPOLATE actually takes 3 arguments; you seem to have
left the interpolating value out. You can use the alpha channel of your
projected texture, including the border color's alpha, if you add

tec-setSource2_RGB(osg::TexEnvCombine::TEXTURE);
tec-setOperand2_RGB(osg::TexEnvCombine::ONE_MINUS_SRC_ALPHA);

To your TexEnvCombine attribute.  All untested of course :)

Tim

 Thanks,
 Andrew
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Donald Tidrow
 Sent: Wednesday, May 23, 2007 11:17 AM
 To: osg users
 Subject: Re: [osg-users] TexGenNode  TexEnvCombine
 
 On Tue, 22 May 2007, Weitz, Andrew C. wrote:
 
 Hi,



 I'm having transparency issues that I thought were solvable with a
 TexEnvCombine.  However, I cannot figure out the solution.



 I have a scene in which I'm projecting a texture onto terrain that is
 already textured.  The terrain is generated with the createBase()
 function in the osgShadowTexture example.  I'm projecting another
 texture onto that terrain via a TexGenNode.  My projected texture only
 encompasses a small portion of the entire terrain.



 I'd like to control the opacity of my projected texture.  I tried
 doing
 so with a TexEnvCombine.  This seems to work correctly, except that it
 blends the textures on the entire terrain-not just the area where my
 texture is projected.  The terrain surrounding the projection area
 gets
 blended with my projected texture's border color.  This makes me think
 that a solution would be to make my projected texture's border
 transparent.  However, I can't figure out how.  Relevant code is
 below...



 Is there a way I can only control the opacity/blending only in the
 area
 where my texture is projected?



 Thank you,

 Andrew





 // Create the terrain (this uses a texture unit of 0)

 osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0), 50
 );



 // Create the TexGenNode

 osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode;

 texgenNode-setTextureUnit( 1 );

 texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR );

 texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah );



 // Create the decorator stateset with the projected texture

 osg::ref_ptrosg::StateSet stateset = new osg::StateSet;

 texture-setInternalFormat( GL_RGB/*A*/ );

 texture-setWrap( osg::Texture2D::WRAP_S,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setWrap( osg::Texture2D::WRAP_T,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 ));

 Try setting the border color to something transparent, ie.
 osg::Vec4( 1.0, 0.0, 0.0, 0.0 )
 
 stateset-setTextureAttributeAndModes( 1, texture.get(),
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S,
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T,
 osg::StateAttribute::ON );



 // Create the TexEnvCombine

 osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine();

 tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);

 tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE);

 tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS);

 tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 ));

 stateset-setTextureAttributeAndModes(1, tec.get(),
 osg::StateAttribute::ON );








 
 ---
 In October 1997, three computer lab staffers
 disappeared from the server room while debugging
 a mysterious router problem.
 
 One year later, their packet logs were found...
 
 
   The Blair Switch Project
 
 
 |  Don Tidrow  |
 |  Vis-Sim Geek|
 
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Re: [osg-users] The cow has been voxelized!

2007-05-23 Thread Ruben
Hi Robert,

Please, remember that the problem is atof, not atoi, because of the
decimal separator :)

On this URL there is an strtod implementation that doesn't handle
locales, may be usefull:
http://www.jbox.dk/sanos/source/lib/strtod.c.html

 Hi Ruben,
 
 I tried your modified Field,Field.cpp but get a crash due to a
 allocation of vector with a negative number - the cause being the
 incorrect reading of values.  To investigate I added a debug message
 to the Filed::getInt(..) and go this result before the crash:
 
 fieldCache = 26 i=26
 _fieldCache = 31 i=-1424308159
 _fieldCache = 4 i=-1424308159
 _fieldCache = 1 i=0
 _fieldCache = 0 i=-1383170280
 _fieldCache = 20 i=32767
 _fieldCache = 0 i=0
 _fieldCache = 1 i=0
 _fieldCache = 0 i=10922
 _fieldCache = 3 i=-1394329984
 terminate called after throwing an instance of 'std::length_error'
   what():  vector::reserve
 
 So it looks like the cached istringstream is not managing the
 convert.str(_fieldCache) correctly.
 
 Perhaps it would be easiest just to write out our atoi function...
 
 Robert.
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[osg-users] referenced textures?

2007-05-23 Thread Dunhour, Mike (CIV)
Hello

  Art non-programming related

Osg - ive files

  Setup 5 tiled textures used as diffuse colors  = 200k
1 large texture used to lightmap scene   = 1meg

Problem
  Ive file contains imbedded lightmap for each use with diffuse
resulting in large file.

  Osg format has each diffuse with same lightmap listed as texture
units.  Much smaller as only one copy of lightmap needs to be saved in
'images' folder.

  However on loading of .osg the lightmap appears to be recopied into
memory each time it is read in the .osg file, so large amounts of ram
still needed on copies of the same bitmap data.

Question?
  How can osg simply reference a texture already in memory, so after the
first loading of the lightmap other textures using it do not reload but
simply reference the already loaded texture.

Thank you   Mr. D

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RE: [osg-users] TexGenNode TexEnvCombine

2007-05-23 Thread Weitz, Andrew C.
What do you mean by TexEnvCombine::INTERPOLATE actually takes 3
arguments?  Isn't INTERPOLATE an argument to the setCombine_RGB
function?  I must be missing something...


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Moore
Sent: Wednesday, May 23, 2007 1:39 PM
To: osg users
Subject: Re: [osg-users] TexGenNode  TexEnvCombine

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Weitz, Andrew C. wrote:
 I tried a border color with an alpha of 0, but no luck.  When I use an
 alpha of 0 and enable GL_BLEND, the terrain surrounding my projected
 texture becomes invisible.  I tried playing with
 TexEnvCombine::setCombine_Alpha(),  however I haven't been able to get
 that to work either.  Am I on the right track here?
 
TexEnvCombine::INTERPOLATE actually takes 3 arguments; you seem to have
left the interpolating value out. You can use the alpha channel of your
projected texture, including the border color's alpha, if you add

tec-setSource2_RGB(osg::TexEnvCombine::TEXTURE);
tec-setOperand2_RGB(osg::TexEnvCombine::ONE_MINUS_SRC_ALPHA);

To your TexEnvCombine attribute.  All untested of course :)

Tim

 Thanks,
 Andrew
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Donald
Tidrow
 Sent: Wednesday, May 23, 2007 11:17 AM
 To: osg users
 Subject: Re: [osg-users] TexGenNode  TexEnvCombine
 
 On Tue, 22 May 2007, Weitz, Andrew C. wrote:
 
 Hi,



 I'm having transparency issues that I thought were solvable with a
 TexEnvCombine.  However, I cannot figure out the solution.



 I have a scene in which I'm projecting a texture onto terrain that is
 already textured.  The terrain is generated with the createBase()
 function in the osgShadowTexture example.  I'm projecting another
 texture onto that terrain via a TexGenNode.  My projected texture
only
 encompasses a small portion of the entire terrain.



 I'd like to control the opacity of my projected texture.  I tried
 doing
 so with a TexEnvCombine.  This seems to work correctly, except that
it
 blends the textures on the entire terrain-not just the area where my
 texture is projected.  The terrain surrounding the projection area
 gets
 blended with my projected texture's border color.  This makes me
think
 that a solution would be to make my projected texture's border
 transparent.  However, I can't figure out how.  Relevant code is
 below...



 Is there a way I can only control the opacity/blending only in the
 area
 where my texture is projected?



 Thank you,

 Andrew





 // Create the terrain (this uses a texture unit of 0)

 osg::ref_ptrosg::Geode shadowed = createBase( osg::Vec3(0, 0, 0),
50
 );



 // Create the TexGenNode

 osg::ref_ptrosg::TexGenNode texgenNode = new osg::TexGenNode;

 texgenNode-setTextureUnit( 1 );

 texgenNode-getTexGen()-setMode( osg::TexGen::EYE_LINEAR );

 texgenNode-getTexGen()-setPlanesFromMatrix( blah blah blah );



 // Create the decorator stateset with the projected texture

 osg::ref_ptrosg::StateSet stateset = new osg::StateSet;

 texture-setInternalFormat( GL_RGB/*A*/ );

 texture-setWrap( osg::Texture2D::WRAP_S,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setWrap( osg::Texture2D::WRAP_T,
 osg::Texture2D::CLAMP_TO_BORDER );

 texture-setBorderColor( osg::Vec4( 1.0, 0.0, 0.0, 1.0 ));

 Try setting the border color to something transparent, ie.
 osg::Vec4( 1.0, 0.0, 0.0, 0.0 )
 
 stateset-setTextureAttributeAndModes( 1, texture.get(),
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_S,
 osg::StateAttribute::ON );

 stateset-setTextureMode( texture_unit, GL_TEXTURE_GEN_T,
 osg::StateAttribute::ON );



 // Create the TexEnvCombine

 osg::ref_ptrosg::TexEnvCombine tec = new osg::TexEnvCombine();

 tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);

 tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE);

 tec-setSource1_RGB(osg::TexEnvCombine::PREVIOUS);

 tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);

 tec-setConstantColor(osg::Vec4(0.5, 0.5, 0.5, 0.5 ));

 stateset-setTextureAttributeAndModes(1, tec.get(),
 osg::StateAttribute::ON );








 
 ---
 In October 1997, three computer lab staffers
 disappeared from the server room while debugging
 a mysterious router problem.
 
 One year later, their packet logs were found...
 
 
   The Blair Switch Project
 
 
 |  Don Tidrow  |
 |  Vis-Sim Geek|
 
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RE: [osg-users] Build error, MS VS 8, current SVN Head

2007-05-23 Thread Paul Martz
Good to know this VS compiler is good for something!! :-) I've updated, and
your fix compiles fine, thanks or the quick response.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Robert Osfield
 Sent: Wednesday, May 23, 2007 1:19 PM
 To: osg users
 Subject: Re: [osg-users] Build error, MS VS 8, current SVN Head
 
 Hi Paul,
 
 Thanks goodness for multiple compilers compiling the same 
 code.. all pick up different errors, this one is certainly a 
 bug.  I've added in brackets and checked this in.
 
 On 5/23/07, Paul Martz [EMAIL PROTECTED] wrote:
 
 
  Hi Robert -- I just did a fresh checkout and got the 
 following error 
  on Windows using VS8:
 
 
  2-- Build started: Project: osgSim, Configuration: Debug Win32 
  2-- Compiling...
  2OverlayNode.cpp
  2.\OverlayNode.cpp(378) : error C2665: 'fabs' : none of the 3 
  2overloads
  could convert all the argument types
  2 C:\Program Files\Microsoft Visual Studio 
 8\VC\include\math.h(119): 
  2 could
  be 'double fabs(double)'
  2 C:\Program Files\Microsoft Visual Studio 
 8\VC\include\math.h(509): 
  2 or
  'float fabs(float)'
  2 C:\Program Files\Microsoft Visual Studio 
 8\VC\include\math.h(557): 
  2 or
  'long double fabs(long double)'
  2 while trying to match the argument list '(osg::Vec3f)'
 
  The problem appears to be a misplaced paren at line 376 of 
 OverlayNode.cpp.
  Perhaps that line should read as follows?
 
  osg::Vec3d side = fabs(plane.getNormal().x())  
  fabs(plane.getNormal().y()) ?
 
  Paul Martz
  Skew Matrix Software LLC
  http://www.skew-matrix.com
  303 859 9466
 
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Re: [osg-users] TexGenNode TexEnvCombine

2007-05-23 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Weitz, Andrew C. wrote:
 What do you mean by TexEnvCombine::INTERPOLATE actually takes 3
 arguments?  Isn't INTERPOLATE an argument to the setCombine_RGB
 function?  I must be missing something...
 

The INTERPOLATE function in the combiner has 3 inputs.

You are interpolating between two values, Operand0_RGB and Operand1_RGB.
What controls the interpolation? Operand2_RGB. Hence my suggestion to
use the alpha channel of your projected texture to control the
interpolation.

Tim
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Re: [osg-users] svn externals and https

2007-05-23 Thread Martin Spott
Robert Osfield wrote:
 On 5/23/07, Martin Spott [EMAIL PROTECTED] wrote:

  Well, I _do_ see a problem here. I've been trying to pull with https
  from three different machines at three different locations using three
  different OS flavours (SuSE 7.3, Debian Sarge, Sun Solaris10) and I
  didn't get a single working checkout of:
 
https://www.openscenegraph.com/svn/osg/OpenThreads/trunk/ OpenThreads
 
 Curious, which versions of svn do you have on these systems?

Nothing special at all:

foehn: 23:03:55 ~ cat /etc/SuSE-release 
SuSE Linux 7.3 (i386)
VERSION = 7.3
foehn: 23:04:04 ~ svn --version
svn, version 1.4.0 (r21228)
   compiled Oct 29 2006, 11:40:17
[...]

foxtrot: 23:08:21 ~ cat /etc/debian_version 
3.1
foxtrot: 23:08:28 ~ svn --version
svn, Version 1.1.4 (r13838)
   übersetzt May 14 2005, 01:44:22
[...]

zuluviz: 14:08:59 ~ uname -a
SunOS zuluviz 5.10 Generic_118833-24 sun4u sparc SUNW,Sun-Fire-880 Solaris
zuluviz: 14:09:05 ~ svn --version
svn, version 1.4.0 (r21228)
   compiled Sep 17 2006, 22:06:00
[...]


Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--
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RE: [osg-users] TexGenNode TexEnvCombine

2007-05-23 Thread Weitz, Andrew C.
Thank you for the explanation, Tim.  It makes sense to me now.
Unfortunately, your suggestion didn't work.  It caused my projected
texture to disappear.

Just in case I explained my goal wrong, here's another shot:

I want my underlying terrain to always retain its original colors and
alpha value (of 1).  I only want to control the opacity of my projected
texture.  With an opacity of 1, the projected texture will completely
occlude the terrain.  With an opacity of 0, the projected texture will
not be visible at all.  Is that possible with TexEnvCombine?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Moore
Sent: Wednesday, May 23, 2007 2:06 PM
To: osg users
Subject: Re: [osg-users] TexGenNode  TexEnvCombine

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Weitz, Andrew C. wrote:
 What do you mean by TexEnvCombine::INTERPOLATE actually takes 3
 arguments?  Isn't INTERPOLATE an argument to the setCombine_RGB
 function?  I must be missing something...
 

The INTERPOLATE function in the combiner has 3 inputs.

You are interpolating between two values, Operand0_RGB and Operand1_RGB.
What controls the interpolation? Operand2_RGB. Hence my suggestion to
use the alpha channel of your projected texture to control the
interpolation.

Tim
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Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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RE: [osg-users] Collision detection

2007-05-23 Thread Bradford, Chase
The BS tree that OSG uses for culling is accessible through the
osg::Node-getBounds() method.  For a node, N, N-getBounds() returns a
minimal bounding sphere that holds all bounding boxes for drawables that
are descendants of N.  There are a few caveats to this though, with
respect to AutoTransforms, LODs, and probably some other node types,
where drawables' dimensions are adjusted as a function of the some other
control, such as the eye.

 

Raw bounding box information is not directly accessible through the
interface provided by osg::Node.  There was a topic that came up a few
weeks ago where a NodeVisitor was used to compute a bounding box, so you
may want to check that.  If spheres are good enough, I'd recommend
looking at getBounds() to see if that is adequate.

 

As for the locality problem: trying to pair objects based off their
spatial orientation is a high level task outside the scope of OSG.
There might be an optimizer in the osgUtil library that can improve
spatial organization, but I don't know of one since I haven't used them.

 

Hope that help,

Chase

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of The
supervisor
Sent: Wednesday, May 23, 2007 8:53 AM
To: osg users
Subject: Re: [osg-users] Collision detection

 

i want to refine the question.
We've been told , that when the cull function runs, it creates a BS tree
which is similar to the tree we are willing to construct, if so , and
the needed tree really exist, how can we find him and use him to help us
do collision detection. 

On 5/23/07, Leo Vinnikov [EMAIL PROTECTED] wrote:

We'd like to implement this structure, but if enough support already
exists in OSG then it's better to use it.
What is the best way, and what exactly does OSG provide to help us with
this problem?



On 5/23/07, Adrian Egli [EMAIL PROTECTED] wrote: 

Hi 

2007/5/23, The supervisor [EMAIL PROTECTED]:

Hello,

We're trying to implement a Collision Detection algorithm.
Our idea includes building a BB tree. It is a tree of
hierarchies where the lowest hierarchy includes bounding boxes of the
most basic objects in the scene. The one above includes BBs of pairs of
BBs from below, and so on for all upper hierarchies.
Note that while constructing the levels above, the pairs of the
lower BBs must be chosen carefully, for the wrong choice will lead to a
BB far larger than the BB that could be created by choosing BBs which
are closer to each other.
We've been told that a similar tree is being built in OSG for
the purpose of culling.
In order to help us build this tree we're searching for the
source code of the function which does just that.
If you could direct us to the right place in the source we'd be
grateful.
Alternately, if OSG provides access to his tree of this kind,
how can we use it?


i don't understand exactly what you  need and like doing. Do you like to
implement yourself a  new  structurs or  do  you like to expand the osg
internal structurs to support hierarchical collision checks ? 

 

Many thanks.

 


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[osg-users] Re: Windows CMake install problem

2007-05-23 Thread E. Wing

So, I'm really behind on this discussion thread. I need some
clarification on things. On install, where are the private headers
supposed to install to (if at all)?


So here's the thing. I introduced the LIB_PRIVATE_HEADERS because I
was anticipating something might need to be done with them,
particularly for the OS X frameworks. The OS X framework structure has
a special designated section just for these things. But there are
rules/limitations surrounding headers in general.

So my presumption is that the end user never #include's a Private
header directly (hence 'private'). A public header might need to
#include a private header. If this is the case, I think the #include
in the public header needs to be like:
#include osgViewer/FooPrivate.h

So if a public header has a api subdirectory in this string, e.g.
#include osgViewer/api/FooPrivate.h,
I believe it will break the framework badly.


Thanks,
Eric
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Re: [osg-users] Release schedule for 2.0, end of of May, early June!

2007-05-23 Thread E. Wing

Would it be possible to get the XCode projects in shape for under of
May?  I can introduce others to having write access if this would
help.


So I think I will be able to get the Xcode projects fixed in time for
the release. But if anybody wants to help and wants Subversion write
access, I'm happy for the help.

Thanks,
Eric
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[osg-users] Picking problem (bug?) with (orthographic?) projection node in scene

2007-05-23 Thread E. Wing

So I was hoping to get this looked at once more before the release. I
asked about this problem some months back but fell to the wayside. The
problem is that I can't get picking to work with a (orthographic?)
projection node in the scene.

Attached is a simple modification of the osgkeyboardmouse.cpp example
which adds a projection node at the top of the scene. Clicking into
the scene fails to hit the loaded model (I use cessna.osg).

I have existing code that only uses osgUtil::SceneView and has a
similar graph structure. I am trying to get picking working there too
but have had no luck. I'm hoping the solution to osgkeyboardmouse.cpp
is the same for my real app.

Thanks,
Eric


osgkeyboardmouse.cpp
Description: Binary data
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Re: [osg-users] Tessellator build failed under cygwin

2007-05-23 Thread Brian Keener
Dang I found it.

Robert I got around this error keeping Tesselator from building by using the 
current SVN (as I mentioned trying to test the new Windows hag you fixed to see 
if it helped Cygwin) and then because of some additional parameters I found 
when using the old GNUmakefiles I added these option to all the 
CMAKE_CXX_FLAGS.. Options:

-DWIN32 -DNOMINMAX -W -Wall -mnop-fun-dllimport -DOSG_LIBRARY

and bingo - Tessellator built after that.  I don't know which fixed it or why 
or even if this is a correct fix but it built.

I also to get a complete build had to change the reference for wsock32.lib to 
wsock32.a in Cmakelists.txt in the main trunk of OSG.  I think this needs to be 
(but I don't know MingW) wsock32.lib for MingW and wsock32.a for Cygwin (but I 
don't know Cygwin either).

I also had to change the condition for whether to add osgviewerMFC in the 
examples/CMakelists.txt so that it included a check for UNIX (which did 
nothing) along with its check for WIN32 whcih then added osgviewerMFC.

Unfortunately after all this the test apps like osgviewer and osganimate and 
osgwindows still hang on close in Cygwin but at least it compiles again.

I notice as well under the old GNUmakefile builds that when linking say osgUtil 
there were options as follows:

c++  -O2 -W -Wall -L../../../lib/CYGWIN32  -L/usr/local/lib -shared 
-Wl,--out-implib,libosgUtil.dll.a -Wl,--export-all-symbols  CubeMapGenerator.o 
CullVisitor.o

which was represented in the old make/makedefs as:

  SHARED= -shared \
  -Wl,--out-implib,lib$(TARGET_BASENAME).dll.a \
  -Wl,--export-all-symbols

I assume these would go in the CMAKE_SHARED_LINKER_FLAGS but how would you 
represent them and do we need them.

bk



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[osg-users] Improving the performance of video texture rendering

2007-05-23 Thread Koh, Shalin
Hi,

In our application, we are using OpenSceneGraph to render 8 video
streams simultaneously. We need to achieve 25 FPS, but at the moment are
getting around 18 to 22 FPS. There are a few things we can optimise,
such as the video decoding, threading, etc. Getting better hardware is
not out of the question, but as a first step, does anyone have any tips
for improving the performance of the texture rendering side of things?

I've got two NVIDIA Quadro FX 3500 graphics cards (connected to a screen
each), two dual-core AMD Opteron 2214 Processors, and 3GB of RAM,
running Windows XP 32 bit. Our application displays 4 video streams in
each screen.

To draw the video, we're using a TextureRectangle, and updating its
Image whenever the video data changes.

Image* image;
if(m_textureRect-getImage() != NULL) {
  image = m_textureRect-getImage();
} else {
  image = new Image();
  image-setPixelBufferObject(new PixelBufferObject(image));
  m_textureRect-setImage(image);   
}
image-setImage(m_imageWidth, m_imageHeight, 1, 4, m_pixelFormat,
GL_UNSIGNED_BYTE,   imageData, Image::AllocationMode::NO_DELETE);


For our sample video:
  m_imageWidth = 720;
  m_imageHeight = 576;
  m_pixelFormat = GL_BGRA;
  
I've been looking into GPU/OpenGL profiling tools. We've got gDEBugger,
and I was looking at NVIDIA NVPerfKit (but our graphics card doesn't
appear to be compatible). Are there any other tools worth looking at?

Thanks,
Shalin



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