Re: [osg-users] unknown Quicktime SDK error...

2007-08-03 Thread alessandro terenzi
Well,
on the other pc there was an old version, but I upgraded it because of
another error code. Currently I have the last version becuase quicktime
player upgraded itself by internet, so I think it downloaded latest version
available...I  guess.

I also tried to play movies with the player and it works, anyway, I can play
them also within my osg application, so the plugin is working fine, despite
of that unknown error... I just wonder what that error means.

Regards.
Alessandro


On 8/2/07, Stephan Huber <[EMAIL PROTECTED]> wrote:
>
> alessandro terenzi schrieb:
> > I wanted to test my osg application on another pc... so I moved every
> > required dll on the other machine... in my application I use to play
> > movies using quicktime plugin but at the beginning of the application
> > I get the following error code from Quicktime SDK: -2002
> >
> > I found out that -2002 corrensponds to "badPublicMovieAtom" ...
> > actually the application seems to run without problems, but I wonder
> > what that error means, does anybody know it?
> Did you install quicktime on the other pc? What version did you install?
> Did you try to play one of your movies with the regular quicktime-player?
>
>
> Stephan
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Robert Osfield
HI Michael,


On 8/2/07, Michael Ebner <[EMAIL PROTECTED]> wrote:
> 1.) How do i get access to a RenderStage object, to set the sorting
> (i.e. osgUtil::RenderBin::SORT_FRONT_TO_BACK) so that my transparent
> object are rendered correctly?

This is bit of backward solution to your transparent object problem -
you aren't setting up your scene graph correctly, you should be
setting the transparent subgraphs to fall into the transparent
rendering bin via:

  stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

This is how the OSG has managed transparent state since the turn of
this century.  There is more fine grained control of render bins
available via StateSet as well, but this is whole big topic, but on
another occassion.  First just fix your scene graphs.


> 2.) How can i get access to osgUtil::Statistics which i formerly
> accessed through RenderStage?

In 2.0 osgViewer there isn't a convenient way to get access to the
SceneView used for rendering.  In the latest in SVN the Camera's now
have a osgViewer::Renderer objects that you can use to get access to
the SceneView and from their the RenderStage and the Statistics.

> 3.) Is there any way to use the new Multi-Threading Model, although the
> viewer is used as  gw =
> viewer_->setUpViewerAsEmbeddedInWindow(...) ?

GraphicsWindowEmbedded does not support multi-threading.  To use the
new threading models you'll need to use a full blown GraphicsWindow
implementation.

> 4.) What exactly is the advantage of putting sutff that is rendered
> outside of osg into the Camera's Pre/PostDrawCallback? (as mentioned in
> a previous posting)

Previous posting? Lost me there, there are lots of postings on lots of
topics, some mention Camera pre/post draw callbacks.

As general note, integrating other OpenGL code with app can be done
via custom Drawable (as per osgteapot example), via pre/post draw
callbacks, via custom GraphicsOperations that you attach to the
GraphicsWindow/GraphicsThread, or just in the main loop if you are
running single theaded.  The advantage of using subclassing OSG
centric methods for adding your OpenGL code is that it can help manage
the threading for you and ordering.

Robert.

Robert.
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Re: [osg-users] compiling examples

2007-08-03 Thread Peter Gebauer
Hello.

The mouse is working, the keyboard does not. To make the keyboard work again 
I have to click on the border of a window.

Might be the WM, although, only OSG apps hit this problem.

I'm currently using Debian testing, xorg 7.1.0-13 IceWM 1.2.28 and the 
nvidia driver 100.14.11.

/Peter


On 2007-08-03 (Fri) 11:51, Robert Osfield wrote:
> Hi Peter,
> 
> On 8/2/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> > I have a similar problem where it seems that the OSG apps refuse to give
> > back keyboard control to the window manager, could you be experiencing
> > something simlar? Does mouse control still work after quiting?
> 
> osgViewer's GraphicsWindowX11 doesn't take control from the window
> manager, all it does is set the keyboard focus to the window that it
> creates.  If things like the mouse isn't working after quitting then
> it sounds very much like your window manager is broken.
> 
> What OS/Window Manager/OpenGL driver version are you using?
> 
> Robert.
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Michael Ebner
Hello Robert,

Robert Osfield wrote:
  >   stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
> 
> This is how the OSG has managed transparent state since the turn of
> this century.  There is more fine grained control of render bins
> available via StateSet as well, but this is whole big topic, but on
> another occassion.  First just fix your scene graphs.

I was already setting the TRANSPARENT_BIN, but had z write disabled and 
the RenderBin::SORT_FRONT_TO_BACK did the sorting. But it is working 
now, thanks.


> GraphicsWindowEmbedded does not support multi-threading.  To use the
> new threading models you'll need to use a full blown GraphicsWindow
> implementation.

Could you explain that to me in more detail? I took a quick look at the 
GraphicsWindowEmbedded and GraphicsWindowWin32 implementation and this 
seems all to be about setting up a window and providing a context to the 
Viewer.
The Viewer is handling the threads based on the context(s) provided, so 
it should not make a difference if he gets them from embedded or full 
blown GraphicsWindow? Or am i missing something here?

I'm using SDL for window and input handling and read in:
http://www.mail-archive.com/[EMAIL PROTECTED]/msg12744.html

about a GraphicsWindowSDL class, is it going to be submitted to SVN?

Thanks for help and keep up the good work!

greetings,
Michael.


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Re: [osg-users] compiling examples

2007-08-03 Thread Robert Osfield
Hi Peter,

On 8/3/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> The mouse is working, the keyboard does not. To make the keyboard work again
> I have to click on the border of a window.

This is just a focus issue, its not that keyboard isn't working.

> Might be the WM, although, only OSG apps hit this problem.


Have you tried examples like osgviewerFLTK, osgviewerQT to see if they
have the same problem.

Robert.
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[osg-users] osgProducer::Viewer screen resolution

2007-08-03 Thread Andreas Hollmann
Hello everyone.
1) How can I get actual screen resolution 
2) set osgProducer::Viewer to custom resolution 
3) set osgProducer::Viewer to full screen.

Thanks!
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Robert Osfield
Hi Doug,

There are number of hoops one has to jump through to do safe
multi-threading with the OSG, osgViewer does these all for you, while
SceneView knows nothing of it and requires higher level classes to
handle it.  osgViewer itself does use SceneView so does illustrate
that it is possible using SceneView so you could possible use this as
guide.

Personally I'd recommend that VRJuggler just use osgViewer for
creating the windows and cameras as per the configuration required by
VRJuggler, this way you can take advantage of all the threading models
that osgViewer provides in a way that is known to be thread safe.

Another key advantage of adopting osgViewer is that problems you see
will be much more  reproducible by others who don't use VRJuggler.
For instance you could create a scene that uses a ClearNode and run in
standard OSG examples, and if the problems exists then I and others
can look into it.

With the current state of play, trying to help diagnose what might be
up would require a massive time investment in getting VR Juggler
installed, learning about it, setting up the case that reproduces the
problem, then stepping through to see where the problem lies.

The alterntaive of trying to debug this stuff remotely with even
knowing all the VRJuggler code is no mean feat either - there are many
things that VR Juggler could be doing wrong w.r.t multi-threaded set
up of the OSG, or it could a problem on the OSG side.  Trying to sort
it out this way would again require a huge investment of time all
round.

I'm afraid I'm certainly too over stretched to undertake such a
process.  One of osgViewer core goals is making multi-thread,
multi-channel usage of the OSG straight forward, hiding all the subtle
details and thread synchronization that is required.  I'm not familiar
with VR Juggler, but I would have though it should possible to replace
the existing SceneView framework with a osgViewer::Viewer object and
have the Viewer's windows and cameras all set up according to VR
Juggler configuration.

Robert.

On 8/2/07, Doug McCorkle <[EMAIL PROTECTED]> wrote:
> Hello,
>   We are using SceneView from OSG 1.2 and VR Juggler in a
> multiple render thread environment. We are using the
> osgUtil::UpdateVisitor to update the graph in a serial portion of our
> code. SceneView::cull and SceneView::draw are called from each
> rendering thread. In this configuration we often see the displays
> flash the clear color on a random basis. We are setting the clear
> color through the use of a ClearNode and we clear the depth buffer at
> the beginning of the draw function. The "flashing" of the clear color
> is not seen when only one render thread is utilized. Is there a
> reason we are be seeing this behavior? Are we mismanaging something
> in our draw loop? Thanks for the help.
>
> Doug
>
> PS. Initial testing has shown this to occur under the OSG 1.9.x
> series as well.
>
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Robert Osfield
Hi Michael,

On 8/3/07, Michael Ebner <[EMAIL PROTECTED]> wrote:
> Could you explain that to me in more detail? I took a quick look at the
> GraphicsWindowEmbedded and GraphicsWindowWin32 implementation and this
> seems all to be about setting up a window and providing a context to the
> Viewer.
> The Viewer is handling the threads based on the context(s) provided, so
> it should not make a difference if he gets them from embedded or full
> blown GraphicsWindow? Or am i missing something here?

To do multi-threading you need control a proper implementation of
makeCurrent, releaseContext, without these the various threads can't
get access to the graphics context.  GraphicsWindowEmbedded doesn't
support these as it doens't actually know anything at all about the
graphics context, it rather is facade that does nothing but kid
osgViewer::Viewer that its OK to go ahead a do rendering on it - but
does mean that it can only be used in a constrained way.

> I'm using SDL for window and input handling and read in:
> http://www.mail-archive.com/[EMAIL PROTECTED]/msg12744.html
>
> about a GraphicsWindowSDL class, is it going to be submitted to SVN?

Personally I wouldn't recommend SDL for windowing for serious 3d
graphics applications, its just way too limiting - its really just
designed for single threaded, single context apps.

I'd recommend using SDL it for cross platform audio and
gamepads/joysticks and use the OSG's native Window support to manage
windowing.

As for implementing a GraphicsWindowSDL, this isn't possible to do
because SDL just doesn't expose enough basic windowing functionality
to do what a full blown GraphicsWindow requires.  I know this because
I had a go at writing it when I developed the osgviewerSDL example,
I'm afraid I came away with a much lower view of SDL windowing
capabilities.

Robert.
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Paul Martz
>   We are using SceneView from OSG 1.2 and VR Juggler in a 
> multiple render thread environment. We are using the 
> osgUtil::UpdateVisitor to update the graph in a serial 
> portion of our code. SceneView::cull and SceneView::draw are 
> called from each rendering thread. In this configuration we 
> often see the displays flash the clear color on a random 
> basis. We are setting the clear color through the use of a 
> ClearNode and we clear the depth buffer at the beginning of 
> the draw function.

Hi Doug -- Just thinking of this in OpenGL terms, the dreaded "blank screen"
can have many many causes.

One possible explanation: The cull traversal on one of the displays randomly
thinks that everything is culled. This could be due to a configuration issue
for the camera controlling that display, the modelview/projection matrices
are bogus and/or the view volume used during the cull traversal isn't set
correctly. You might consider hacking the code to dump such information out
per frame. Yes, it will generate gobs of output, but if you do a short run
and see a flash, then examine the debug output, any one-frame irregularities
should jump out at you. If nothing shows up, then the problem is somewhere
else.

The other thought I had relates to the ClearNode. Does the problem go away
if you eliminate the ClearNode and just let SceneView do its own clearing?
   -Paul

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[osg-users] 答复: ??: A simple question from an learner.

2007-08-03 Thread ijustfu
Dear Mike,

 Thanks for you help. Follow you then it worked. Thanks again.

Bingli

 

  _  

发件人: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 代表 Mike Wittman
发送时间: 2007年8月3日 22:17
收件人: osg-users@lists.openscenegraph.org
主题: Re: [osg-users] ??: A simple question from an learner.

 

Hi Bingli,

 

I suspect you've got "pure" CLR support (/clr:pure) selected in your project
configuration, which tells the compiler you're only using managed code.  You
need to have standard CLR support (/clr) selected to compile against the
native code of OSG.  The setting is in the General section of your project's
Configuration Properties.

 

-Mike

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ijustfu
Sent: Thursday, August 02, 2007 8:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ??: A simple question from an learner.

 

Dear Mike,

Thanks for you help. There are so many warnings and errors. Following
are some statements:

 

1>-- Build started: Project: VGEForPRDAirPollution, Configuration: Debug
Win32 --

1>Compiling...

1>VGEForPRDAirPollution.cpp

1>C:\OpenSceneGraph2.0\OpenSceneGraph\include\OpenThreads/Mutex(40) :
warning C4272: 'OpenThreads::Mutex::Mutex' : is marked
__declspec(dllimport); must specify native calling convention when importing
a function.

OpenThreads::Mutex::`vftable'' : per-appdomain symbol should not be marked
with __declspec(dllimport)

1>C:\OpenSceneGraph2.0\OpenSceneGraph\include\osg/Referenced(64) : warning
C4272: 'osg::Referenced::ref' : is marked 

..

 

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0C)
"public: void __clrcall osg::Referenced::ref(void)const "
([EMAIL PROTECTED]@osg@@$$FQBMXXZ) referenced in function "public: __clrcall
osg::ref_ptr::ref_ptr(class
osg::ref_ptr const &)"
([EMAIL PROTECTED]@osg@@@osg@@[EMAIL PROTECTED]@@Z)

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0D)
"public: void __clrcall osg::Referenced::unref(void)const "
([EMAIL PROTECTED]@osg@@$$FQBMXXZ) referenced in function "public: __clrcall
osg::ref_ptr::~ref_ptr(void)"
([EMAIL PROTECTED]@osg@@@osg@@[EMAIL PROTECTED])

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A11)
"public: __clrcall osg::CopyOp::CopyOp(unsigned int)"
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z) referenced in function "public: 
__clrcall
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const &)"
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z)

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A12)
"public: virtual __clrcall osg::CopyOp::~CopyOp(void)"
([EMAIL PROTECTED]@@[EMAIL PROTECTED]) referenced in function "public: __clrcall
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const &)"
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@@Z)

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A13)
"public: __clrcall osg::Object::Object(void)" ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED])
referenced in function "public: __clrcall
osg::StateAttribute::Callback::Callback(void)"
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED])

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A14)
"public: __clrcall osg::Object::Object(bool)" ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED]@Z)
referenced in function "public: __clrcall osg::RefMatrixd::RefMatrixd(void)"
([EMAIL PROTECTED]@@[EMAIL PROTECTED])

..

1>Build log was saved at
"file://d:\VGEForPRDAirPollution\TestNet\VGEForPRDAirPollution\VGEForPRDAirP
ollution\Debug\BuildLog.htm"

1>VGEForPRDAirPollution - 1227 error(s), 4507 warning(s)

== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==

 

Thanks and regards

Bingli

The Institute of Space and Earth Information Science,

The Chinese university of Hong Kong, Shatin, N.T., Hong Kong, P.R.China

 

 

 

 

 

 

-邮件原件-
发件人: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] 代表 Mike Wittman
发送时间: 2007年8月2日 22:23
收件人: osg-users@lists.openscenegraph.org
主题: Re: [osg-users] A simple question from an learner.

 

OSG can definitely be used with WinForms.  It sounds like you're running

into some project configuration issue though.  If you can post your

error messages we might be able to provide better help.

 

-Mike

 

> -Original Message-

> From: [EMAIL PROTECTED] [mailto:osg-users-

> [EMAIL PROTECTED] On Behalf Of ijustfu

> Sent: Thursday, August 02, 2007 4:25 AM

> To: osg-users@lists.openscenegraph.org

> Subject: [osg-users] A simple question from an learner.

> 

> Dear Robert.

> I build a simple OSG program with visual studio2005.net. I use c++

> language , and select "window forms application", then get the

following

> codes:

> 

> #include "stdafx.h"

> #include "Form1.h"

> 

> #include 

> #include 

> 

> using namespace VGEForPRDAirPollution;

> 

> [STAThreadAttribute]

> int main(array ^args)

> {

> // Enabling Windows XP visual effects before any controls are

> created

> Application::EnableVisualStyles();

> Applicatio

[osg-users] Preliminary DISPLAY support checked into SVN

2007-08-03 Thread Robert Osfield
Hi All,

I have now added preliminary support into
osgViewer::View::setUpView*() methods for reading the DISPLAY variable
in order to initialize the hostName, displayNum and screenNum.

As helper functions there are now a ScreenIdentifier::readDISPLAY()
and ScreenIdentifier::setScreenIdentifier(std::string) methods.  Have
a browse throught src/osgViewer/View.cpp to how they are used.

Could those requesting this support check out the latest in SVN and test it.

Robert.
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Re: [osg-users] Mac Pro multiple display problems..

2007-08-03 Thread Robert Osfield
Hi Martin,

On 8/3/07, martin.lavery <[EMAIL PROTECTED]> wrote:
> I have just been doing some testing on a 2.66 Ghz quad Mac Pro and
> i'm finding that it loads the first frame on only one display and
> then hangs.. This however this does not happen when only one display
> is connected. Has anyone else come across this issue?

Could you try running the app with different threading models:

  osgviewer cow.osg --SingleThreaded
  osgviewer cow.osg --CullDrawThreadPerContext
  osgviewer cow.osg --DrawThreadPerContext
  osgviewer cow.osg --CullThreadPerCameraDrawThreadPerContext
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Doug McCorkle

On Aug 3, 2007, at 10:47 AM, Paul Martz wrote:

>>   We are using SceneView from OSG 1.2 and VR Juggler in a
>> multiple render thread environment. We are using the
>> osgUtil::UpdateVisitor to update the graph in a serial
>> portion of our code. SceneView::cull and SceneView::draw are
>> called from each rendering thread. In this configuration we
>> often see the displays flash the clear color on a random
>> basis. We are setting the clear color through the use of a
>> ClearNode and we clear the depth buffer at the beginning of
>> the draw function.
>
> Hi Doug -- Just thinking of this in OpenGL terms, the dreaded  
> "blank screen"
> can have many many causes.
>
> One possible explanation: The cull traversal on one of the displays  
> randomly
> thinks that everything is culled. This could be due to a  
> configuration issue
> for the camera controlling that display, the modelview/projection  
> matrices
> are bogus and/or the view volume used during the cull traversal  
> isn't set
> correctly. You might consider hacking the code to dump such  
> information out
> per frame. Yes, it will generate gobs of output, but if you do a  
> short run
> and see a flash, then examine the debug output, any one-frame  
> irregularities
> should jump out at you. If nothing shows up, then the problem is  
> somewhere
> else.
>
I will give this a shot.

> The other thought I had relates to the ClearNode. Does the problem  
> go away
> if you eliminate the ClearNode and just let SceneView do its own  
> clearing?
>
As far as we can tell SceneView does not do clearing or not that we  
can find. Am I incorrect here? I have never really been able to  
figure out how to get reliable clearing with SceneView.

Doug

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Re: [osg-users] osgProducer::Viewer screen resolution

2007-08-03 Thread Robert Osfield
Hi Andreas,


On 8/3/07, Andreas Hollmann <[EMAIL PROTECTED]> wrote:
> Hello everyone.
> 1) How can I get actual screen resolution

Producer::RenderSurface has a getScreenSize(..) method.

> 2) set osgProducer::Viewer to custom resolution

See osgwindow example.

> 3) set osgProducer::Viewer to full screen.

Have a look at the src/osgProducer/ViewerEventHandler.cpp for an
example of toggling full screen.

On upgrading to 2.x you'll find same functionality available in
osgViewer, albeit in slightly different classes.  In 2.x you can get
the screen size via the WindowingSystemInterface.  See
src/osgViewer/View.cpp for an example of it being deployed.

Robert.
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Re: [osg-users] osgProducer::Viewer screen resolution

2007-08-03 Thread Tommes
Hello Andreas,

there's a camera associated with your viewer. This camera has a render
surface that provides all the functions you are looking for.

> 1) How can I get actual screen resolution

RenderSurface::getScreenSize(&screenwidth, &screenheight)

> 2) set osgProducer::Viewer to custom resolution

RenderSurface::setWindowRectangle( x, y, windowwidth, windowheight );

> 3) set osgProducer::Viewer to full screen.

RenderSurface::fullscreen(bool )

\Tommes.
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[osg-users] Emulate Fog with TexGen

2007-08-03 Thread Bradford, Chase
Hey Everyone,

 

I've been trying to emulate a fade to transparent effect (think of a
linear fog that works on alpha, not color) using a 1D texture with 2
texels, 0 = opaque, 1 = transparent.  My problem is with generating the
texture coordinates

 

I thought I could use a texgen with EYE_LINEAR and an s plane of (0, 0,
1/far_dist, 0) but that doesn't produce the correct result. The
texture's wrap mode is GL_CLAMP.  I've also tried negating 1/far_dist.

 

Am I doing anything obviously wrong?

 

Thanks for any info,

Chase

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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Robert Osfield
On 8/3/07, Doug McCorkle <[EMAIL PROTECTED]> wrote:
> As far as we can tell SceneView does not do clearing or not that we
> can find. Am I incorrect here? I have never really been able to
> figure out how to get reliable clearing with SceneView.

We'll its RenderStage that SceneView uses to clear, and its ClearNode
that just adjusts the default settings of the clear that RenderStage
does and done from with the cull traversal.  In effect it'll be
exactly the same code doing the clear, the only difference is that how
the values are set - one from the defaults provided by SceneView, and
one from the scene graph.

Robert.
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Re: [osg-users] Preliminary DISPLAY support checked into SVN

2007-08-03 Thread Peter Gebauer
Hello!

I tried building the latest SVN stuff and the build system complains
about a missing GL/glu.h.

The only Debian package providing glu.h is the libglu-mesa-dev package which 
requires mesa to be installed. I've had problems with Mesa before, it 
overwrites my nvidia libraries and I rather have hardware OpenGL than 
software OpenGL.

Any suggestions on how to get hold of the GLU stuff without having to 
install Mesa?

/Peter


On 2007-08-03 (Fri) 16:50, Robert Osfield wrote:
> Hi All,
> 
> I have now added preliminary support into
> osgViewer::View::setUpView*() methods for reading the DISPLAY variable
> in order to initialize the hostName, displayNum and screenNum.
> 
> As helper functions there are now a ScreenIdentifier::readDISPLAY()
> and ScreenIdentifier::setScreenIdentifier(std::string) methods.  Have
> a browse throught src/osgViewer/View.cpp to how they are used.
> 
> Could those requesting this support check out the latest in SVN and test it.
> 
> Robert.
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Re: [osg-users] compiling examples

2007-08-03 Thread Robert Osfield
Hi Peter,

On 8/3/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> Yes, I know it's a focus problem, just can't figure out what. There's no
> problem when using FLTK, GLUT or SDL.

I have just tried osgviewer in various ways and focus always returns
to the console that I fired up osgviewer from, doesn't matter if I
open up full screen, or toggle back to window, or run across two
separate screens.

Robert.
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[osg-users] Paged Terrain and ground-tied entities

2007-08-03 Thread KSpam
My application used paged terrain, and I require some entities to be tied to 
the ground.

I am currently using an update callback in order to poll the current terrain 
height (osgUtil::IntersectVisitor) to ensure that the ground-tied entities 
are at the correct altitude.  Unfortunately, this is a waste of processor 
resources (and framerate).

I would like a way to determine that new terrain nodes have been loaded in 
order to minimize extraneous terrain polling.  Is there a "on new terrain 
callback"?

Can someone point me to an efficient strategy?

Thanks,
Justin
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[osg-users] invalid conversion from `int*' to `socklen_t*'

2007-08-03 Thread Martin Spott
Hi,
just wanted to let you know that I'm getting a compile error with
current SVN on FreeBSD:

[ 53%] Building CXX object 
src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o
/usr/bin/g++  -O3 -march=pentiumpro  -Dosgdb_net_EXPORTS   -fPIC 
-I/usr/local/src/OpenSceneGraph/include -I/usr/local/include   -o 
src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o -c 
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member 
function `sockinetaddr sockinetbuf::localaddr() const':
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error: 
invalid conversion from `int*' to `socklen_t*'
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error:   
initializing argument 3 of `int getsockname(int, sockaddr*, socklen_t*)'
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member 
function `sockinetaddr sockinetbuf::peeraddr() const':
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error: 
invalid conversion from `int*' to `socklen_t*'
/usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error:   
initializing argument 3 of `int getpeername(int, sockaddr*, socklen_t*)'
gmake[2]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o] Fehler 1
gmake[2]: Leaving directory `/usr/local/src/OpenSceneGraph'


Cheers,
Martin.
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Re: [osg-users] ??: A simple question from an learner.

2007-08-03 Thread Mike Wittman
Hi Bingli,

 

I suspect you've got "pure" CLR support (/clr:pure) selected in your project 
configuration, which tells the compiler you're only using managed code.  You 
need to have standard CLR support (/clr) selected to compile against the native 
code of OSG.  The setting is in the General section of your project's 
Configuration Properties.

 

-Mike

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ijustfu
Sent: Thursday, August 02, 2007 8:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ??: A simple question from an learner.

 

Dear Mike,

Thanks for you help. There are so many warnings and errors. Following are 
some statements:

 

1>-- Build started: Project: VGEForPRDAirPollution, Configuration: Debug 
Win32 --

1>Compiling...

1>VGEForPRDAirPollution.cpp

1>C:\OpenSceneGraph2.0\OpenSceneGraph\include\OpenThreads/Mutex(40) : warning 
C4272: 'OpenThreads::Mutex::Mutex' : is marked __declspec(dllimport); must 
specify native calling convention when importing a function.

OpenThreads::Mutex::`vftable'' : per-appdomain symbol should not be marked with 
__declspec(dllimport)

1>C:\OpenSceneGraph2.0\OpenSceneGraph\include\osg/Referenced(64) : warning 
C4272: 'osg::Referenced::ref' : is marked 

..

 

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0C) 
"public: void __clrcall osg::Referenced::ref(void)const " ([EMAIL 
PROTECTED]@osg@@$$FQBMXXZ) referenced in function "public: __clrcall 
osg::ref_ptr::ref_ptr(class 
osg::ref_ptr const &)" ([EMAIL 
PROTECTED]@osg@@@osg@@[EMAIL PROTECTED]@@Z)

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A0D) 
"public: void __clrcall osg::Referenced::unref(void)const " ([EMAIL 
PROTECTED]@osg@@$$FQBMXXZ) referenced in function "public: __clrcall 
osg::ref_ptr::~ref_ptr(void)" 
([EMAIL PROTECTED]@osg@@@osg@@[EMAIL PROTECTED])

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A11) 
"public: __clrcall osg::CopyOp::CopyOp(unsigned int)" ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]@Z) referenced in function "public: __clrcall 
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const &)" ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]@@Z)

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A12) 
"public: virtual __clrcall osg::CopyOp::~CopyOp(void)" ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]) referenced in function "public: __clrcall 
osg::RefMatrixd::RefMatrixd(class osg::RefMatrixd const &)" ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED]@@Z)

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A13) 
"public: __clrcall osg::Object::Object(void)" ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED]) referenced in function "public: __clrcall 
osg::StateAttribute::Callback::Callback(void)" ([EMAIL PROTECTED]@osg@@[EMAIL 
PROTECTED])

1>VGEForPRDAirPollution.obj : error LNK2028: unresolved token (0A14) 
"public: __clrcall osg::Object::Object(bool)" ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED]@Z) referenced in function "public: __clrcall 
osg::RefMatrixd::RefMatrixd(void)" ([EMAIL PROTECTED]@@[EMAIL PROTECTED])

..

1>Build log was saved at 
"file://d:\VGEForPRDAirPollution\TestNet\VGEForPRDAirPollution\VGEForPRDAirPollution\Debug\BuildLog.htm"

1>VGEForPRDAirPollution - 1227 error(s), 4507 warning(s)

== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==

 

Thanks and regards

Bingli

The Institute of Space and Earth Information Science,

The Chinese university of Hong Kong, Shatin, N.T., Hong Kong, P.R.China

 

 

 

 

 

 

-邮件原件-
发件人: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 代表 Mike Wittman
发送时间: 2007年8月2日 22:23
收件人: osg-users@lists.openscenegraph.org
主题: Re: [osg-users] A simple question from an learner.

 

OSG can definitely be used with WinForms.  It sounds like you're running

into some project configuration issue though.  If you can post your

error messages we might be able to provide better help.

 

-Mike

 

> -Original Message-

> From: [EMAIL PROTECTED] [mailto:osg-users-

> [EMAIL PROTECTED] On Behalf Of ijustfu

> Sent: Thursday, August 02, 2007 4:25 AM

> To: osg-users@lists.openscenegraph.org

> Subject: [osg-users] A simple question from an learner.

> 

> Dear Robert.

> I build a simple OSG program with visual studio2005.net. I use c++

> language , and select "window forms application", then get the

following

> codes:

> 

> #include "stdafx.h"

> #include "Form1.h"

> 

> #include 

> #include 

> 

> using namespace VGEForPRDAirPollution;

> 

> [STAThreadAttribute]

> int main(array ^args)

> {

> // Enabling Windows XP visual effects before any controls are

> created

> Application::EnableVisualStyles();

> Application::SetCompatibleTextRenderingDefault(false);

> // Create the main window and run it

> Application::Run(gcnew Form1());

> 

> osgViewer::Viewer viewer;

> viewer.setSceneData(osgDB::readNodeFile("cow.osg"));

> retur

Re: [osg-users] Getting OSG to display on second screen

2007-08-03 Thread Robert Osfield
Hi Peter,

GraphicsContext::ScreenIdentifier struct has the displayNum, screenNum
and hostName member varaibles.  GraphicsContext::Traits subclasses
from ScreenIdentifier.

You can set the displayNum, screenNum and hostName on a Traits then
request the creation of the graphics context that fullfills these
traits via osg::GraphicsContext::createGraphicsContext(traits);

I'm not sure where the best place for initializing of ScreenIndentifer
from the DISPLAY env var under X11 system.  Potentially it could be
done in the default constructor of ScreenIndentifier, although I'm
wary of this as it perhaps is a bit overzelous for apps that don't
wish to honour the DISPLAY variable, and opt in scheme might be more
friendly.

Moving the reading of DISPLAY into osgViewer::View::setUp* might be
better, and allow OSG examples and default set up viewers to honour
DISPLAY, and leave it up to end users to decide whether to opt into
honour the DISPLAY variable if they wish for Traits they set up
themselves.

Either way adding a convenince method into ScreenIdentifier to read
the DISPLAY variable is the first step.

Robert.

On 8/2/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> Hello!
>
> Could someone add support for the DISPLAY variable and some command line
> switch to set the display? Pretty please with a cherry on top! :)
>
> I tried looking at the source code for osg::GraphicsContext as well as the
> osgViewer::View/Viewer code, but my C++ and understand of OSG finer detail
> is not good enough at the moment. (working on it!)
>
> It'd be great to have this as a fix for the 2.2 release, it's no hurry
> though.
> Meanwhile, how does one use osg::GraphicsContext to set the display? All I
> see is the getDisplay method and I can't find anything named "display" in
> Traits. I'm clueless.
>
> /Peter
>
>
> On 2007-08-02 (Thu) 12:40, Robert Osfield wrote:
> > Hi Rich,
> >
> > You can set the display number programatically via
> > GraphicsContext::Traits right now, but as yet I haven't added support
> > into osgViewer for automatically reading the DISPLAY variable.
> >
> > Robert.
> >
> > On 8/2/07, Rich Walker <[EMAIL PROTECTED]> wrote:
> > >
> > > Probably a stupid question, but I can't find an answer anywhere obvious.
> > >
> > > I have a machine running two X servers - :0 is 16bpp and :1 is 24bpp. I
> > > want to run an OSG example on :1
> > >
> > > With X environment variable
> > >   DISPLAY=:1.0
> > > all the OSG examples display on :0, even if run from an xterm in :1.
> > >
> > > Any ideas?
> > >
> > > cheers, Rich.
> > >
> > > --
> > > rich walker |  Shadow Robot Company | [EMAIL PROTECTED]
> > > technical director 251 Liverpool Road   |
> > > need a Hand?   London  N1 1LX   | +UK 20 7700 2487
> > > www.shadowrobot.com/hand/overview.shtml
> > >
> > >
> > > ___
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> > ___
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Re: [osg-users] StatsHandler display bug on resize

2007-08-03 Thread amalric alexandre
Hi Robert,


Ok I'll wait for the next release of OSG to test this (2.2 ?). From what I
read it will be soon, isn't it ?


2007/8/2, Robert Osfield <[EMAIL PROTECTED]>:
>
> Hi Amalric,
>
> On 8/2/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> > I don't think its a viewport resize issue, as we'd see cropping
> > occassionally, but something is up, most probably the projection
> > matrix adjustment...
>
> I've change the Stats HUD Camera to use a fixed projeciton matrix and
> this solves the wandering stats problem, it can lead to odd aspect
> ratios on the text if you radically alter the window dimensions, but
> this is surely better than what was happen with the automatic aspect
> ratio adjustment.  The change was simple adding the following to the
> StatsHandler constructor:
>
>_camera->setProjectionResizePolicy(osg::Camera::FIXED);
>
>
> A svn update will get this fix.
>
> Robert.
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Re: [osg-users] compiling examples

2007-08-03 Thread Peter Gebauer
Hi again, Robert!

Yes, I know it's a focus problem, just can't figure out what. There's no 
problem when using FLTK, GLUT or SDL.

/Peter


On 2007-08-03 (Fri) 13:59, Robert Osfield wrote:
> Hi Peter,
> 
> On 8/3/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> > The mouse is working, the keyboard does not. To make the keyboard work again
> > I have to click on the border of a window.
> 
> This is just a focus issue, its not that keyboard isn't working.
> 
> > Might be the WM, although, only OSG apps hit this problem.
> 
> 
> Have you tried examples like osgviewerFLTK, osgviewerQT to see if they
> have the same problem.
> 
> Robert.
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[osg-users] Shader Problems.

2007-08-03 Thread Amal
Hi,
 I have a GLSL code using the Shader model 3.0 which works fine when Iam
linking and running with a simple OpenGL program. But when i try to link the
vertex and the pixel shader in a OSG program, the code does not work . Iam
just changing the osgparametric example with my shader codes and running it.
It does not seem to work fine . What could be the problems ?

I have installed a new NVIDIA driver after configuring and compiling the OSG
codebase. WIll that affect ?

regards.
Amal.
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Re: [osg-users] compiling examples

2007-08-03 Thread Robert Osfield
Hi Peter,

On 8/2/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> I have a similar problem where it seems that the OSG apps refuse to give
> back keyboard control to the window manager, could you be experiencing
> something simlar? Does mouse control still work after quiting?

osgViewer's GraphicsWindowX11 doesn't take control from the window
manager, all it does is set the keyboard focus to the window that it
creates.  If things like the mouse isn't working after quitting then
it sounds very much like your window manager is broken.

What OS/Window Manager/OpenGL driver version are you using?

Robert.
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Robert Osfield
HI Zullizum,

Could you break the various problems you've seen out into separate
emails send to osg-users so we can work through them one at a time,
and if there are bugs resolve them before 2.2.

Robert.

On 8/3/07, Zulizman Berdu <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Mine also might have the same problem. I'm using terrapage for terrain in my
> application and it works fine in OSG 1.2. When I switch to OSG 2.0 and OSG
> 2.1.3 the terrain start flickering. The code to avoid the auto calculate for
> near/far plane clipping seems not function anymore. The following are my
> code snippet,
>
> The code for OSG 1.2 :
> m_Viewer.getCullSettings().setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
>
>
> The code for OSG 2.0 :
> m_Camera = m_Viewer.getCamera();
> m_Camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>
> Is there anything that i miss here ? Hope this can be resolved before ver
> 2.2 coming out :)
>
> Thanks,
> -Zulizman-
>
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Re: [osg-users] View/Projection/ModelView matrix not applied?

2007-08-03 Thread Anders Backman
Hi again...

Two things of which the first is of higher priority...

1. To make the ModelView matrix match the osg definition (z-up) how
would you recommend that I calculate the modelview assuming that only
the Camera is known in a preDrawCallback, just so that I don't make
any assumptions that can later be changed in some other part of the
system?

I can get the ViewMatrix, I can also get the MatrixList (of all
matrices above the camera in the scenegraph), but to match osg and to
make it as flexible as the rest of osg, how would do this?



2. Regarding GraphicsContext, assume that I do need access to a
graphicsContext in a PreRender, how can I take control of that Context
avoiding any race condition?
Now, Im not sure where I get the hang, but it does have something to
do with the fact that Im accessing OpenGL when I should not...
Eventhough, when I get into the PreRender callback the Context is
active. so a simple makeCurrent() would not work.

On 8/2/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Anders,
>
> On 8/2/07, Anders Backman <[EMAIL PROTECTED]> wrote:
> > Now I stumbled on a few things.
> >
> > 1. I use to have a Producer::CameraCallback attached to the camera
> > that I hooked up as a preDrawCallback.
> >
> > In that callback, the OpenGL Projection, ModelView and View matrix
> > were all available through OpenGL calls.
> >
> > Now with osg::Camera using the same mechanism, the call:
> >
> >glGetDoublev(GL_MODELVIEW_MATRIX, m_modelview_matrix.ptr());
> >
> >
> > Returns an identity matrix.
> > That is the OpenGL state is not yet available in the callback.
> > Im guessing this is applied later on, perhaps in the renderbin?
>
> The OSG doesn't apply any matrices till it needs to, and leaves the
> setting of the modelview matrix till is starts rendering the leaves on
> the render graph - so this is after the pre draw callback of a camera.
>
> In the case of Camera pre DrawCallback  the actual camera itself is
> passed into the callback functor so you should be able to use this
> directly.  Also as a general guide try to avoid doing glGet's in an
> OpenGL application as this can stall the graphics pipineline.
>
>
> > As the callback is not a Visitor (!) I cant really use
> > computeLocalToWorldMatrix() to get the modelmatrix to concatenate this
> > into the ModelView either...
> >
> > So I can easily get the Projection and the View Matrix, but not the
> > ModelMatrix in the preDrawCallback().
> >
> > Any suggestions?
> > Im guessing the reason for this redesign is the new threading models,
> > which is my next question...
>
> Noting setting the modelview matrix until needed is something that OSG
> has done since its earliest days.  The fact that you glGet code worked
> is merely down to Producer setting the matrices, and the way the OSG
> works these settings were ignored anyway.
>
>
> > 2. Im doing Haptic rendering (force rendering using a Phantom) and for
> > this I'm using OpenHaptics which is sort of tapping into OpenGL for
> > accessing rendered primitives for extracting what to render haptically
> > (force rendering).
> > This makes it sensitive to having OpenGL Contexts generated in
> > different threads than the Context for the haptic devices...
> >
> >
> > With the new threading models only two works as I designed OpenHaptics
> > right now:
> >
> > OK:  --CullDrawThreadPerContext
> > OK:  --SingleThreaded
> >
> > Hangs: --CullThreadPerCameraDrawThreadPerContext
> > Hangs: --DrawThreadPerContext
> >
> > The questions is really, in what thread are the OpenGL Contexts
> > created for the various threading models?
> > It looks like its done in the main thread for the first two?
>
> The contexts are generated by the main application thread normally,
> its the makeCurrent when brings the context into the control of a
> particular GraphicsThread.  The real difference with
> CullThreadPerCameraDrawTheadPerContext and DrawThreadPerContext is not
> related to the GraphicsThread, rather its that the cull is done in the
> main or separate threads, and extra syncronization barriers exists to
> marshal these threads to make sure no data gets overwritten when its
> not safe.
>
> Robert.
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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] invalid conversion from `int*' to `socklen_t*'

2007-08-03 Thread Mathias Froehlich

Martin

On Friday 03 August 2007 14:26, Martin Spott wrote:
> Hi,
> just wanted to let you know that I'm getting a compile error with
> current SVN on FreeBSD:
>
> [ 53%] Building CXX object
> src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o /usr/bin/g++  -O3
> -march=pentiumpro  -Dosgdb_net_EXPORTS   -fPIC
> -I/usr/local/src/OpenSceneGraph/include -I/usr/local/include   -o
> src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o -c
> /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp
> /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member
> function `sockinetaddr sockinetbuf::localaddr() const':
> /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error:
> invalid conversion from `int*' to `socklen_t*'
> /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:169: error:  
> initializing argument 3 of `int getsockname(int, sockaddr*, socklen_t*)'
> /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp: In member
> function `sockinetaddr sockinetbuf::peeraddr() const':
> /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error:
> invalid conversion from `int*' to `socklen_t*'
> /usr/local/src/OpenSceneGraph/src/osgPlugins/net/sockinet.cpp:192: error:  
> initializing argument 3 of `int getpeername(int, sockaddr*, socklen_t*)'
> gmake[2]: *** [src/osgPlugins/net/CMakeFiles/osgdb_net.dir/sockinet.o]
> Fehler 1 gmake[2]: Leaving directory `/usr/local/src/OpenSceneGraph'
>
>
> Cheers,
>   Martin.

I will care for that not before monday ...

   Greetings

 Mathias

-- 
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Paul Martz
> We'll its RenderStage that SceneView uses to clear, and its 
> ClearNode that just adjusts the default settings of the clear 
> that RenderStage does and done from with the cull traversal.  
> In effect it'll be exactly the same code doing the clear, the 
> only difference is that how the values are set - one from the 
> defaults provided by SceneView, and one from the scene graph.

Ah! Thanks.
   -Paul

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[osg-users] Mac Pro multiple display problems..

2007-08-03 Thread martin.lavery
Hi Guys,

I have just been doing some testing on a 2.66 Ghz quad Mac Pro and  
i'm finding that it loads the first frame on only one display and  
then hangs.. This however this does not happen when only one display  
is connected. Has anyone else come across this issue?

Kind Regards,
Martin 
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Re: [osg-users] Paged Terrain and ground-tied entities

2007-08-03 Thread Robert Osfield
HI Justin,

There isn't a new tile loaded callback, but you can use a
osgDB::Registry::ReadFileCallback to catch and handle all database
requests, in here you could add your own tracking code.

Robert.

On 8/3/07, KSpam <[EMAIL PROTECTED]> wrote:
> My application used paged terrain, and I require some entities to be tied to
> the ground.
>
> I am currently using an update callback in order to poll the current terrain
> height (osgUtil::IntersectVisitor) to ensure that the ground-tied entities
> are at the correct altitude.  Unfortunately, this is a waste of processor
> resources (and framerate).
>
> I would like a way to determine that new terrain nodes have been loaded in
> order to minimize extraneous terrain polling.  Is there a "on new terrain
> callback"?
>
> Can someone point me to an efficient strategy?
>
> Thanks,
> Justin
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Re: [osg-users] Preliminary DISPLAY support checked into SVN

2007-08-03 Thread Robert Osfield
Hi Peter,

Nothing changed w.r.t GLU with the latest changes, in fact the OSG has
always required GLU.

Have you compiled the OSG before?  Which versions?

Robert.

On 8/3/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> I tried building the latest SVN stuff and the build system complains
> about a missing GL/glu.h.
>
> The only Debian package providing glu.h is the libglu-mesa-dev package which
> requires mesa to be installed. I've had problems with Mesa before, it
> overwrites my nvidia libraries and I rather have hardware OpenGL than
> software OpenGL.
>
> Any suggestions on how to get hold of the GLU stuff without having to
> install Mesa?
>
> /Peter
>
>
> On 2007-08-03 (Fri) 16:50, Robert Osfield wrote:
> > Hi All,
> >
> > I have now added preliminary support into
> > osgViewer::View::setUpView*() methods for reading the DISPLAY variable
> > in order to initialize the hostName, displayNum and screenNum.
> >
> > As helper functions there are now a ScreenIdentifier::readDISPLAY()
> > and ScreenIdentifier::setScreenIdentifier(std::string) methods.  Have
> > a browse throught src/osgViewer/View.cpp to how they are used.
> >
> > Could those requesting this support check out the latest in SVN and test it.
> >
> > Robert.
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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Re: [osg-users] OSG, VR Juggler, and multiple render threads...

2007-08-03 Thread Bob Kuehne
hi doug,

lots of good ideas in the thread so far. my gut feeling is similar
to yours, that it is a threading thing, but it's hard to diagnose
from a distance. :)

one thing you could do is expressly set each channel's clear color
differently, to try to see if state is leaking from one context
to another. so, set one to red, another blue, another green, and see
if when you see the flash, that maybe the color might inidicate
which (or if) another context's state is leaking. if so, it implies
some sort of thread confusion, that for a moment, one set of state
is being applied in the wrong context.

other than that, you could try logging clears from the clearnodes,
or running through a debugger to see what happens in each thread
wrt what gl calls are issued, and when. you should be able to see
a context made current, and a set of initial state happen (including
clear color, if you've got a clearnode), and then the actual clear.
the mac opengl debugger makes this sort of process relatively easy.

anyway, just a few thoughts for a hot friday afternoon. good luck!
bob

bob kuehne
founder and ceo - blue newt software, llc
[EMAIL PROTECTED] - 734/834-2696





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[osg-users] How to change _usage of BufferObject

2007-08-03 Thread Xinguo Liu
Hi~,

I am trying to use osg::VertexBufferObject for speed rendering a dynamic 
changing geometry.
It is suggested to use DYNAMIC_DRAW for the usage flag, but osg seems 
having no way to change _usage.
Do I need revise and recompile osg code for DYNAMIC_DRAW usage?
Thanks!

-Xinguo


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Re: [osg-users] How to change _usage of BufferObject

2007-08-03 Thread Robert Osfield
Hi Xingou,

In the SVN/2.1.x series there is a BufferObject::setUsage(GLenum)
method.  There is also better management of VBO's in the osg::Geometry
and osg::Array classes.

Robert.

On 8/3/07, Xinguo Liu <[EMAIL PROTECTED]> wrote:
> Hi~,
>
> I am trying to use osg::VertexBufferObject for speed rendering a dynamic
> changing geometry.
> It is suggested to use DYNAMIC_DRAW for the usage flag, but osg seems
> having no way to change _usage.
> Do I need revise and recompile osg code for DYNAMIC_DRAW usage?
> Thanks!
>
> -Xinguo
>
>
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[osg-users] osgDotNet: Managed Wrappers Traits fix time estimate

2007-08-03 Thread Zachary Hilbun
I am using C# under Windows XP and thinking about
using OpenSceneGraph.  I want to have the Viewer use a
Panel on a Form rather than create its own Window. 
The osgDotNet: Managed Wrappers for OpenSceneGraph
have a problem with accessing member variables and
this affects GraphicsContent::Traits.  I saw that
Traits was put on the ToDoList about a month ago.  Is
there an estimate on when Traits is going to be fixed?

Thanks

===
Zachary Hilbun
Software Contractor
Dallas, Tx


   
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[osg-users] texture1D example

2007-08-03 Thread Bradford, Chase
In trying to solve my texgen issue, I decided to play with the texture1D
example.  I noticed that it defines an AnimateStateCallback which is
supposed to toggle the texgen mode between OBJECT_LINEAR to EYE_LINEAR
every second.  Whenever I run the example on cow.osg, the texture seems
fixed regardless of how I rotate it.  It's as if the texgen computes the
coords once and never updates them.

 

Is there something missing in the example that, or should it really work
that way?

 

Chase

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Re: [osg-users] osgDotNet: Managed Wrappers Traits fix time estimate

2007-08-03 Thread Jason Beverage
Hi Zachary,

You can use the GraphicsWindowEmbedded class in conjunction with an
osgViewer to use the .NET wrappers.  I'm attaching an example control that
uses Tao that seems to work for me pretty well.

If the particle system/transform issue that I posted on the osgDotNet trac
website gets fixed, I'm very happy so far with the wrappers.  Just about
everything sensible I've tried "just works" the way I thought it should.

Thanks!

Jason

On 8/3/07, Zachary Hilbun <[EMAIL PROTECTED]> wrote:
>
> I am using C# under Windows XP and thinking about
> using OpenSceneGraph.  I want to have the Viewer use a
> Panel on a Form rather than create its own Window.
> The osgDotNet: Managed Wrappers for OpenSceneGraph
> have a problem with accessing member variables and
> this affects GraphicsContent::Traits.  I saw that
> Traits was put on the ToDoList about a month ago.  Is
> there an estimate on when Traits is going to be fixed?
>
> Thanks
>
> ===
> Zachary Hilbun
> Software Contractor
> Dallas, Tx
>
>
>
> Ready
> for the edge of your seat?
> Check out tonight's top picks on Yahoo! TV.
> http://tv.yahoo.com/
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>
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Drawing;
using System.Data;
using System.Text;
using System.Windows.Forms;


using Tao.Platform.Windows;
using OsgViewer;
using OsgGA;

namespace OSGTesting
{
  public partial class OSGControl : SimpleOpenGlControl
  {
public OSGControl()
{
  InitializeComponent();
  InitializeContexts();

  _gw = _viewer.setUpViewerAsEmbeddedInWindow(0, 0, Width, Height);
  _viewer.setCameraManipulator(new TrackballManipulator());
  _viewer.realize();
}

public Viewer Viewer
{
  get {return _viewer;}
}

protected override void OnMouseMove(MouseEventArgs e)
{
  if (!DesignMode)
  {
_gw.getEventQueue().mouseMotion(e.X, e.Y);
  }
  base.OnMouseMove(e);
}


protected override void OnKeyPress(KeyPressEventArgs e)
{
  if (!DesignMode)
  {
_gw.getEventQueue().keyPress((int)e.KeyChar);
  }
  base.OnKeyPress(e);
}

protected override void OnMouseDown(MouseEventArgs e)
{
  _gw.getEventQueue().mouseButtonPress(e.X, e.Y, ConvertMouse(e.Button));
  base.OnMouseDown(e);
}

protected override void OnMouseUp(MouseEventArgs e)
{
  _gw.getEventQueue().mouseButtonRelease(e.X, e.Y, ConvertMouse(e.Button));
  base.OnMouseUp(e);
}

protected override void OnResize(EventArgs e)
{
  if (!DesignMode && _gw != null)
  {
_gw.getEventQueue().windowResize(0, 0, ClientSize.Width, 
ClientSize.Height);
_gw.resized(0, 0, Width, Height);
  }
  base.OnResize(e);
}

private void OSGControl_Paint(object sender, PaintEventArgs e)
{
  if (!DesignMode)
  {
_viewer.frame(_timer.time_s());
  }
}

private static uint ConvertMouse(MouseButtons button)
{
  uint result = 0;
  switch (button)
  {
case MouseButtons.Left: result = 1; break;
case MouseButtons.Middle: result = 2; break;
case MouseButtons.Right: result = 3; break;
  }
  return result;
}

private Osg.Timer _timer = new Osg.Timer();
private GraphicsWindow _gw;
private Viewer _viewer = new Viewer();
  }
}
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Re: [osg-users] compiling examples

2007-08-03 Thread Peter Gebauer
Ok, it's odd. Must be IceWM that is not behaving correctly. Thanks for 
testing!

/Peter


On 2007-08-03 (Fri) 17:24, Robert Osfield wrote:
> Hi Peter,
> 
> On 8/3/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> > Yes, I know it's a focus problem, just can't figure out what. There's no
> > problem when using FLTK, GLUT or SDL.
> 
> I have just tried osgviewer in various ways and focus always returns
> to the console that I fired up osgviewer from, doesn't matter if I
> open up full screen, or toggle back to window, or run across two
> separate screens.
> 
> Robert.
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Re: [osg-users] Preliminary DISPLAY support checked into SVN

2007-08-03 Thread Peter Gebauer
Hiya!

Yes, the 2.0 release sources, worked nicely. I'll just install mesa and then 
reinstall the nvidia drivers, it used to be a good workaround before.

/Peter


On 2007-08-03 (Fri) 18:49, Robert Osfield wrote:
> Hi Peter,
> 
> Nothing changed w.r.t GLU with the latest changes, in fact the OSG has
> always required GLU.
> 
> Have you compiled the OSG before?  Which versions?
> 
> Robert.
> 
> On 8/3/07, Peter Gebauer <[EMAIL PROTECTED]> wrote:
> > I tried building the latest SVN stuff and the build system complains
> > about a missing GL/glu.h.
> >
> > The only Debian package providing glu.h is the libglu-mesa-dev package which
> > requires mesa to be installed. I've had problems with Mesa before, it
> > overwrites my nvidia libraries and I rather have hardware OpenGL than
> > software OpenGL.
> >
> > Any suggestions on how to get hold of the GLU stuff without having to
> > install Mesa?
> >
> > /Peter
> >
> >
> > On 2007-08-03 (Fri) 16:50, Robert Osfield wrote:
> > > Hi All,
> > >
> > > I have now added preliminary support into
> > > osgViewer::View::setUpView*() methods for reading the DISPLAY variable
> > > in order to initialize the hostName, displayNum and screenNum.
> > >
> > > As helper functions there are now a ScreenIdentifier::readDISPLAY()
> > > and ScreenIdentifier::setScreenIdentifier(std::string) methods.  Have
> > > a browse throught src/osgViewer/View.cpp to how they are used.
> > >
> > > Could those requesting this support check out the latest in SVN and test 
> > > it.
> > >
> > > Robert.
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> ___
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Re: [osg-users] osgDotNet: Managed Wrappers Traits fix time estimate

2007-08-03 Thread Mike Wittman
Hi Zachary,

Once support is implemented for member variable access
GraphicsContext::Traits support should just fall out.  That's my highest
priority fix, but unfortunately I don't have a time estimate on it.

-Mike


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Zachary Hilbun
> Sent: Friday, August 03, 2007 3:45 PM
> To: OpenSceneGraph
> Subject: [osg-users] osgDotNet: Managed Wrappers Traits fix time
estimate
> 
> I am using C# under Windows XP and thinking about
> using OpenSceneGraph.  I want to have the Viewer use a
> Panel on a Form rather than create its own Window.
> The osgDotNet: Managed Wrappers for OpenSceneGraph
> have a problem with accessing member variables and
> this affects GraphicsContent::Traits.  I saw that
> Traits was put on the ToDoList about a month ago.  Is
> there an estimate on when Traits is going to be fixed?
> 
> Thanks
> 
> ===
> Zachary Hilbun
> Software Contractor
> Dallas, Tx
> 
> 
> 
>

__
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> Check out tonight's top picks on Yahoo! TV.
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>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g


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[EMAIL PROTECTED]
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Re: [osg-users] osgDotNet: Managed Wrappers Traits fix time estimate

2007-08-03 Thread Zachary Hilbun
Thanks for the help.  I'll try using
GraphicsWindowEmbedded


--- Jason Beverage <[EMAIL PROTECTED]> wrote:

> Hi Zachary,
> 
> You can use the GraphicsWindowEmbedded class in
> conjunction with an
> osgViewer to use the .NET wrappers.  I'm attaching
> an example control that
> uses Tao that seems to work for me pretty well.
> 
> If the particle system/transform issue that I posted
> on the osgDotNet trac
> website gets fixed, I'm very happy so far with the
> wrappers.  Just about
> everything sensible I've tried "just works" the way
> I thought it should.
> 
> Thanks!
> 
> Jason
> 
> On 8/3/07, Zachary Hilbun <[EMAIL PROTECTED]>
> wrote:
> >
> > I am using C# under Windows XP and thinking about
> > using OpenSceneGraph.  I want to have the Viewer
> use a
> > Panel on a Form rather than create its own Window.
> > The osgDotNet: Managed Wrappers for OpenSceneGraph
> > have a problem with accessing member variables and
> > this affects GraphicsContent::Traits.  I saw that
> > Traits was put on the ToDoList about a month ago. 
> Is
> > there an estimate on when Traits is going to be
> fixed?
> >
> > Thanks
> >
> > ===
> > Zachary Hilbun
> > Software Contractor
> > Dallas, Tx
> >
> >
> >
> >
>
Ready
> > for the edge of your seat?
> > Check out tonight's top picks on Yahoo! TV.
> > http://tv.yahoo.com/
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > using System;
> using System.Collections.Generic;
> using System.ComponentModel;
> using System.Drawing;
> using System.Data;
> using System.Text;
> using System.Windows.Forms;
> 
> 
> using Tao.Platform.Windows;
> using OsgViewer;
> using OsgGA;
> 
> namespace OSGTesting
> {
>   public partial class OSGControl :
> SimpleOpenGlControl
>   {
> public OSGControl()
> {
>   InitializeComponent();
>   InitializeContexts();
> 
>   _gw = _viewer.setUpViewerAsEmbeddedInWindow(0,
> 0, Width, Height);
>   _viewer.setCameraManipulator(new
> TrackballManipulator());
>   _viewer.realize();
> }
> 
> public Viewer Viewer
> {
>   get {return _viewer;}
> }
> 
> protected override void
> OnMouseMove(MouseEventArgs e)
> {
>   if (!DesignMode)
>   {
> _gw.getEventQueue().mouseMotion(e.X, e.Y);
>   }
>   base.OnMouseMove(e);
> }
> 
> 
> protected override void
> OnKeyPress(KeyPressEventArgs e)
> {
>   if (!DesignMode)
>   {
>
> _gw.getEventQueue().keyPress((int)e.KeyChar);
>   }
>   base.OnKeyPress(e);
> }
> 
> protected override void
> OnMouseDown(MouseEventArgs e)
> {
>   _gw.getEventQueue().mouseButtonPress(e.X, e.Y,
> ConvertMouse(e.Button));
>   base.OnMouseDown(e);
> }
> 
> protected override void OnMouseUp(MouseEventArgs
> e)
> {
>   _gw.getEventQueue().mouseButtonRelease(e.X,
> e.Y, ConvertMouse(e.Button));
>   base.OnMouseUp(e);
> }
> 
> protected override void OnResize(EventArgs e)
> {
>   if (!DesignMode && _gw != null)
>   {
> _gw.getEventQueue().windowResize(0, 0,
> ClientSize.Width, ClientSize.Height);
> _gw.resized(0, 0, Width, Height);
>   }
>   base.OnResize(e);
> }
> 
> private void OSGControl_Paint(object sender,
> PaintEventArgs e)
> {
>   if (!DesignMode)
>   {
> _viewer.frame(_timer.time_s());
>   }
> }
> 
> private static uint ConvertMouse(MouseButtons
> button)
> {
>   uint result = 0;
>   switch (button)
>   {
> case MouseButtons.Left: result = 1; break;
> case MouseButtons.Middle: result = 2; break;
> case MouseButtons.Right: result = 3; break;
>   }
>   return result;
> }
> 
> private Osg.Timer _timer = new Osg.Timer();
> private GraphicsWindow _gw;
> private Viewer _viewer = new Viewer();
>   }
> }
> > ___
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> osg-users@lists.openscenegraph.org
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 


===
Zachary Hilbun
Software Contractor
Dallas, Tx


  

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[osg-users] Mac Pro multiple display problems

2007-08-03 Thread James E. Hopper

Martin,

i have a quad 3ghz mac pro with two displays.  i have no problems  
like you are describing.  but i am using the previous release rather  
than current software.  if that helps any, at least it indicates that  
its something new.  As to the threading model, its just whatever is  
the default.


best jim

On Aug 3, 2007, at 12:00 PM, osg-users- 
[EMAIL PROTECTED] wrote:



I have just been doing some testing on a 2.66 Ghz quad Mac Pro and
i'm finding that it loads the first frame on only one display and
then hangs.. This however this does not happen when only one display
is connected. Has anyone else come across this issue?


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[osg-users] Problems shading multiple objects

2007-08-03 Thread hellhound
Hello,

i've developed a simple test environment for a dot3 shading
test on a simple plane object. All works fine until yet. 

Now i've create a second object, based on the geometry
 values of the first one with a new second stateSet object.

If i place this second object with an attitude transform in 
the near of the first one, on both objects the shading 
results are exactly the same. This could not be correct,  
because if i place a lightsource between both objects, 
the reflection are exactly the same. This is what i do:

//create first object
osg::Group* rootNode = new osg::Group();
osg::Geode*  quadNode = createQuad(osg::Vec3(0.0f, 0.0f, 0.0f), 10.0f);
osg::PositionAttitudeTransform* pos1 = new osg::PositionAttitudeTransform();
pos1->setPosition(osg::Vec3(0,0,0));
pos1->addChild(quadNode);

//create 2nd one (does nothing special,
//only copies the geometry data and add
//to a new geode)
osg::Geode*  quadNode2 = rebuildQuad(); 
osg::PositionAttitudeTransform* pos2 = new osg::PositionAttitudeTransform();
pos2->setPosition(osg::Vec3(20,0,0));
pos2->addChild(quadNode2);

//add to root
rootNode->addChild(pos1);
rootNode->addChild(pos2);

//create root stateSet
osg::StateSet* rootState = rootNode->getOrCreateStateSet();
rootState->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
..

As you can see, no magic stuff for object creation and position. 
Now the source fragment for shader creation which is executed once:

osg::StateSet* bumpMapState;
osg::Program* bumpMapProgramObject = new osg::Program;

osg::Shader* brickVertexObject = 
new osg::Shader( osg::Shader::VERTEX );
osg::Shader* brickFragmentObject = 
new osg::Shader( osg::Shader::FRAGMENT );

bool ok =
loadShaderSource( brickVertexObject, "dot3.vert" ) 
  &&
loadShaderSource( brickFragmentObject, "dot3.frag" ) ; 

if(!ok)
{
   std::cout << "Couldn't load shaders" << std::endl;
   return -1;
}

bumpMapProgramObject->addShader( brickFragmentObject );
bumpMapProgramObject->addShader( brickVertexObject );

// bind render attributes for BT-Values 
bumpMapProgramObject->addBindAttribLocation("tangent", 
osg::Drawable::ATTRIBUTE_6);
bumpMapProgramObject->addBindAttribLocation("binormal", 
osg::Drawable::ATTRIBUTE_7);

// set shader hooks and bind it to application sources
osg::Uniform* lightPosU = new osg::Uniform("LIGHT_POSITION", 
osg::Vec4(lpos.x(), lpos.y(), lpos.z(), 1.0)); 
osg::Uniform* cameraPosU = new osg::Uniform("CAMERA_POSITION", 
osg::Vec3(posV[0], posV[1], posV[2]));

osg::Uniform* normalMapU = new osg::Uniform("normalMap",1); 
osg::Uniform* baseTextureU = new osg::Uniform("decalMap",0); 

osg::Uniform* ambientU = new osg::Uniform("matAmbient", osg::Vec4(0.0f, 0.0f, 
0.0f, 1.0f));
osg::Uniform* diffuseU = new osg::Uniform("matDiffuse", osg::Vec4(0.8f, 0.8f, 
0.8f, 1.0f));
osg::Uniform* specularU = new osg::Uniform("matSpecular", osg::Vec4(0.8f, 0.8f, 
0.8f, 1.0f));

lightPosU->setUpdateCallback(new updateBumpShader());
cameraPosU->setUpdateCallback(new updateShaderView());


Now bind Shadersources explicit to object StateSets,
separated:

for(int i=0; i<2; i++)
{
if(i==0){
 bumpMapState = new osg::StateSet();
   quadNode->setStateSet(bumpMapState);
 }

 else if(i==1){
   bumpMapState = new osg::StateSet();
 quadNode2->setStateSet(bumpMapState);
 }

 bumpMapState->setMode(GL_CULL_FACE,osg::StateAttribute::ON);

 // bind variables
 bumpMapState->addUniform(lightPosU);
 bumpMapState->addUniform(cameraPosU);
 bumpMapState->addUniform(normalMapU);
 bumpMapState->addUniform(baseTextureU);
 bumpMapState->addUniform(diffuseU);
 bumpMapState->addUniform(ambientU);
 bumpMapState->addUniform(specularU);

 // bind attributes
 bumpMapState->setAttributeAndModes(bumpMapProgramObject, 
osg::StateAttribute::ON);

 Then do texture stuff ...
 This was all ...
}

Know's anyone what i do wrong?
Thanks for any help,

Best regards,
Chris





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Re: [osg-users] Mac Pro multiple display problems

2007-08-03 Thread martin.lavery

Hi Jim,

Could i ask which gfx card you are using? Because i have tried it  
with 2.0 and it seems to still have the same problem, i'm running a  
x1900 xt..


Many thanks,
Martin

On 4 Aug 2007, at 00:31, James E. Hopper wrote:


Martin,

i have a quad 3ghz mac pro with two displays.  i have no problems  
like you are describing.  but i am using the previous release  
rather than current software.  if that helps any, at least it  
indicates that its something new.  As to the threading model, its  
just whatever is the default.


best jim

On Aug 3, 2007, at 12:00 PM, osg-users- 
[EMAIL PROTECTED] wrote:



I have just been doing some testing on a 2.66 Ghz quad Mac Pro and
i'm finding that it loads the first frame on only one display and
then hangs.. This however this does not happen when only one display
is connected. Has anyone else come across this issue?


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openscenegraph.org


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[osg-users] GUI library for osg

2007-08-03 Thread hemanth korrapati
HI,

Is there any gui library that can be used with osg exclusively.
More clearly , I want to build a gui like thing with some kinds of widgets
inside a osg display window.


Thanks in advance
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